Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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Alright - calm down everyone. I am going to bed - you should see the answers to your questions tomorrow. In the meantime, can I have Listen checks from Ezreal, Rodergo and Lightbringer.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

spoiler Aubrey/my group

Spoiler:
Listen Nat 20--I heard dat!


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

I hear Aubrey snoring across the Atlantic Ocean.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Aubrey:

Spoiler:
Listen: 14 + 0 = 14


hp 73 of 156; AC 23 (29); Fort +15, Ref +8, Will +13 Warforged Paladin 9 / Exorcist of the Silver Flame 4; Effects: Bless, Airwalk, Weapon of Awe, Ironskin, Bull’s Strength

The gate crew:

Spoiler:
Listen: 10+1 = 11.
“Can you tell how the gate is fixed?” mutters Lightbringer to Ezreal. He watches for any sign of movement in the obscuring fog, and prepares to attack anything coming towards them.
Spot: 17+1 = 18


Spoilers for Ezreal, Lightbringer and Rodergo.

For those that got more 15 or more on their Listen checks:

Spoiler:
You hear the sound of a body of humanoids approaching: weapons jangling, armour clanking and rustling, heavy footfalls. You estimate they come to a stop about 50' north of the gate, and 30' away from the furthest extent of the mist.

For those that got 20 or more on their Listen checks:

Spoiler:
You hear a deep, basso voice rumble in Common, "Shoot dat cloud wiv your bows, boyz." It doesn't sound like a gnoll.

More general spoiler for Ezreal, Lightbringer and Rodergo:

Spoiler:
You get another round of actions. The mercenaries all drop over the fence, they have a standard action left if you wish to direct them (in initiative order). The gate is secured with a bar and large iron padlock.

Initiative order:
Arek (Mercenary A): 20
Bool (Mercenary B): 14
Gnolls: 5
Lightbringer: 4
Ezreal: 3
Rodergo: 3
Ceshto (Mercenary C): 2
Drim (Mercenary D): 1

The gnolls and co. have had their round, so it's Lightbringer.


hp 73 of 156; AC 23 (29); Fort +15, Ref +8, Will +13 Warforged Paladin 9 / Exorcist of the Silver Flame 4; Effects: Bless, Airwalk, Weapon of Awe, Ironskin, Bull’s Strength

The gate crew:

Spoiler:

Lightbringer didn’t get the Listen spoilers … as usual (Intelligence 10 paladins just don’t have enough skill points to go around!)

Seeing how the gate is secured, Lightbringer murmurs to his companions, “If we need to make a quick get away, that gate needs to come down. There is a flask of acid in the side pocket of my backpack. Arek, grab it, use it on the padlock and get that bar down. Bool, stick with Ezreal, you’re his bodyguard. Ceshto, Drim, spread out, try to flank anyone we engage, or at the least protect our flanks.”

IF Ezreal indicates he will drop the obscuring mist this round (can he do that?), Lightbringer will hold his action till then, then probably charge the nearest threatening looking enemy within reach, if any (ie, targeting gnolls over kobolds, trolls over gnolls, that sort of thing). This may change if he gets any feedback from the others based on their listen checks. He hopes to be able to start laying into someone as soon as the mist is down.

IF the mist is going to stay up this round, he will instead ready an action to attack the first enemy he sees. I do not suggest we keep the mist up for much longer, once we are all in place the enemy only gains a tactical advantage, bringing more troops to bear etc while we can’t see them.

If attack rolls etc are needed, I posted them for Aubrey in a previous spoiler.

The suspence is killing me by the way.


Spoilers for Runzyl:

Spoiler:
Answers to Runzyl’s questions:
Are there any other ways onto this water butt besides the ladder I just climbed? Other than flying or using rope and grapple, no.
Does it look like any gnolls have seen me up here at all? No.
How many gnolls (total) can I see currently? A brief count notes 10 gnolls (two of which seem to be dog handlers), 4 dogs and the big fella. All are either at or approaching the gate, which is currently engulfed by a small, localised bank of dense fog about 40’ wide and 20’ high.
If I climb down the water butt, is there any doorway nearby that I could use to enter the tannery without being seen? It’s not that simple. The tannery comprises a number of buildings (wooden sheds, effectively). There is the shed all of the gnolls came out of (sort of south east of you), but there is a small shed immediately south, and a couple of larger ones further south too. You can see entrances to all of them. However, they all effectively face into the main yard, the southern end of which is currently swarming with gnolls. The northern end, where you are seems pretty deserted. That includes the “gnoll shed” and the other small shed.
Also, the ogre-thing: is it directly below me? How many gnolls are surrounding it? No, it has headed towards the gates. It and its gnolls have stopped about 30’ from the fog bank. The gnolls are putting away their axes and shields and getting out bows.
Can I see Lightbringer, Rodergo, and crew on the other side of the gate from here? No, just the fog bank.

Also, if you want them, the gnolls bows are here.

Also, can I have a Spot check please from Runzyl. If you get 20 or more:

Spoiler:
Runzyl notices for the first time a large grating, such as might cover a drain or sewer, in the middle of the cobbled floor of the tannery yard. It shifts slightly, as if lifted from below. It is about 50’ north of the gnolls and they don’t notice its movement, engrossed as they are with the gate. The grating is about 100’ from your position.


Spoiler for Ezreal, Lightbringer and Rodergo:

Spoiler:
For reference, per the SRD (such a boon to PbP!) Obscuring Mist is NOT dismissable. Hopefully, this will add clarity to any decisions.


Spoiler for Janosz:

Spoiler:
The gnolls are heading south towards, you estimate, the main gate. You think there were at least six of them.

Spoiler for Trose:

Spoiler:
Trose quickly snaps off the rusty bolts holding the grating in place with pliers from his new set of tools. He lifts it cautiously and peers out through the crack. He gets a good view of the filthy cobbles covering the floor of the tannery yard. He can see it contains a number of wooden sheds in a state of relative dilapidation. Panning round to the north, he can see the base of the water tower. To the south, he can see a large number of gnolls – a brief count identifies ten – and a huge, heavily armoured humanoid, about 9’ tall carrying a massive spiked flail, that seems to be in charge. The gnolls are in the process of hanging their axes on their belts, slinging their shields about their backs and taking out shortbows. They are all facing south – i.e . away from you – towards a strange bank of fog, about 40’ wide, which seems to have materialised where the gate should be.


Male Human Rogue 3/Urban Ranger 1/Dragonmarked Heir 2

Spoiler:

How far away is the group of gnolls?

If I have a reasonable chance of success, I will set the crossbow down on the lip of the grate, and throw (or sling if necessary) thunderstonen into the middle of the group. I will also ready the tanglefoot bag.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

spoiler gate crew

Spoiler:
whispers: "We hear gnolls coming up in formation. A deeep, non-gnoll voice is telling the gnolls to chuck some arrows into the obscuring mist. I'd say they're 50' from the gate. I'd say this: Lightbringer, you and two 1/2 orcs go to the right to the verge of the mist. Ezreal, you and two 1/2 orcs go left. I'll get prone, plink a crossbow bolt, and they'll loose a volley in the middle. When they charge, I'll scramble left to Ez's side, and we'll have them in the middle of us. Good? Bad? Ugly?"


Spoiler for Trose:

Spoiler:
They are 50' away.

Spoiler for Trose and Janosz:

Spoiler:
Please roll initiative.


Male Human Rogue 3/Urban Ranger 1/Dragonmarked Heir 2

Spoiler:

Initiative 11+2=13


Spoiler:
Spot: 13 + 2 = 15; Not good enough. Runzyl grins wickedly and shoulders Falla Caesenri, taking up one of the fallen gnolls' bows and a quiver of their arrows. He takes aim at one of the bow-wielding gnolls (doesn't really matter which, he'd probably go for the closest one) and lets an arrow fly. Attack Roll: 3 + 6 = 9; I'm assuming the bows aren't masterwork or anything? Fearing notice, he flattens himself immediately afterwards. Going prone atop the water butt after the shot. That, combined with my altitude, should make retaliation exceedingly difficult (I hope). My AC versus ranged attacks is now 22 (or perhaps total cover, depending on the angle).


Spoiler for Runzyl:

Spoiler:
Make a Hide check with a -20 penalty to avoid being seen. Also, please rereoll initiative. Initiative order isn't critical this round, but we will go in order next round.

Spoiler for Trose:

Spoiler:
Have your action this round - initiative order isn't critical right now. We will go on initiative next round.

Spoiler for the gate crew:

Spoiler:
Have your actions this round - initiative order isn't critical. We will be going in order next round.


Spoiler:
Hide: 3 + 3 + 1 (action point) - 20 = -13; New Init: 4 + 4 = 8; Sucktastic. Karma takes it's toll. :( At least I'm still prone! :D


Male Human Rogue 3/Urban Ranger 1/Dragonmarked Heir 2

Spoiler:

I will slip up through the hole, but stay close. I am trying to be far enough away that Janosz can pop up and shoot on his action, but clos enough to jump back in if they all come running this way.

Then I am going to throw the thunderstone in the general direction of the biggest guy.

Attack Roll
16 - 4 (range) + 3 = 15

Current state, I am kneeling, off to the side of the grate, with my loaded, and lighted, crossbow directly in front of me. If they turn and run this way, I will throw my tanglefoot bag at "the big one" and jump back in the hole, if they don't I will shoot and reload.

KRA-BA-DA-BOOOOOOOOM!!!!


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

spoiler Aubrey/gate crew

Spoiler:
have I been able to shield of faith myself yet? If not, I do so. IF the other two like my plan, I'll get out my crossbow and get prone. If, not, I'll get out my shield and morningstar, in that order, if I can do all that.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Spoiler:
Initiative 12+3+5 (action point)=20.


Spoiler for Rodergo:

Spoiler:
You cast Shield of Faith last round, you have a full round available.

Spoiler for Janosz:

Spoiler:
Please post your actions for the round too.


Spoiler for Ezreal, Lightbringer and Rodergo:

Spoiler:
As Rodergo suggests his tactic, there is a crack and then an explosive boom from outside the mist, like a bolt of lightning. Or a thunderstone. You can hear shouts and cries of pain from the gnolls.

Your desire to consult widely with one another before acting is commendable in its politeness, but remember that each round is only six seconds long. If you decide to stop to discuss tactics, you will lose the round unless it can be phrased very quickly.

I am still waiting for you lot to decide what you are doing. Ezreal has not been on today so far, and Lightbringer is cut off by time difference. Rodergo has an idea or two but hasn't implemented any. You need to state what you are doing, not thinking about doing, this round - use it or lose it.

Spoiler for Runzyl:

Spoiler:
Runzyl grabs a bow and takes aim at a gnoll. However, his arrow goes wild, skittering off the cobbled yard. A gnoll looks round curiously and before Runzyl can duck he is spotted. The gnoll points to the water tower. As it does so, the filth spattered figure of Trose emerges from the drain cover Runzyl saw moving over and lobs something at the huge armoured ogre. There is a loud crack and booming sound, and the gnolls clap their hands over their ears, though the ogre doesn't seem especially discomforted. Then the figure of Rodergo emerges from the mist and opens fire with a crossbow.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

Spoiler:
I move to the edge of the obscuring mist close to where I heard the gnolls, pulling out my crossbow, and pop off a bolt if I have time. Can I see a target?


Spoiler for Rodergo:

Spoiler:
Yes, 20' move to get to the edge of the mist and then fire. Rodergo can see lots of targets - about 10 gnolls and what looks like an ogre, dressed in half-plate and carrying a massive two-handed flail, standing just behind them. They seem to be in some disarray after the thunderstone attack, and Rodergo can also see the dogs running off, whimpering. The ogre is looking away from the gate, into the compound. Roll to hit. They are 30' away.


Spoiler for Trose and Janosz:

Spoiler:
As Trose prepares the throw, an arrow clatters into the cobbles near one the gnolls. It looks round and point at the water tower, and then catches sight of Trose. Trose then flings the thunderstone, which goes off with a crack and a boom. Gnolls stagger about briefly, clutching their ears, and the dogs rush away from their handlers, whimpering. The ogre itself doesn't seem terribly effected. It lumbers about, and fixes Trose with a dark glare, it's gauntleted hands tightening about the grip of its flail. Suddenly, the mist parts slightly, and Rodergo emerges, clutching a crossbow. He opens fire.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

Spoiler:
4roll+1bab+1heroes feast=6 on a gnoll.


Spoiler for Rodergo

Spoiler:
You may not be surprised to discover that that is a miss.

Spoiler for Ezreal and Lightbringer:

Spoiler:
Rodergo heads towards the edge of the mist with a determined stride, drawing his crossbow as he goes. There is the briefest of of pauses, and then the distinctive "thrum" of a crossbow being fired.


Male Human Rogue 3/Urban Ranger 1/Dragonmarked Heir 2

Aubrey and Janosz:

Spoiler:

If I can squeeze in the free action,

"Um, Janosz, um, shoot the ogre!"


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

spoiler Aubrey

Spoiler:
can I call what I see to my boys?


For Rodergo:

Spoiler:
Yes, in ten words or less.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

spoiler my group/Aubrey

Spoiler:
"I count 10 gnolls, one ogre, dogs fleeing thunderstone."


Runzyl, seeing several of his allies emerge, shouts "Gurth gothrimlye!"*

*Elven:

Spoiler:
"Death to our enemies!"

Also (for Aubrey):

Spoiler:
Are we now officially in combat rounds? I will declare that, whenever it comes around to my turn again, Runzyl will stand and fire another arrow at any gnoll armed with a ranged weapon that he has a clear shot at (he will not fire at gnolls engaged in melee with his allies). Oh, and by the way: How tall is the water butt?


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Our group:

Spoiler:
With a deep breath Ezreal mutters, "Now or never..." and darts for the edge of the mist wand in hand. The sight of the ogre towering over the others takes him by surprise, but all in all it could be worse. Taking aim at the closest gnoll, the mage fires a crackling orb of electricity at his target.

MA: Out of the mist, and if I am 30' away from any targets- close distance to 30'
Ranged touch: 16 (10 +1 bab, +3 dex, +1 PB, +1 Feast)
Damage: 4 (3 + 1 PB)
49 Charges remain


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

For Aubrey and Trose

Spoiler:
With a predatory grin, Janosz hefts Lightbringer's huge bow. "Time to die, giant".

I pop the ogre twice with the bow, using Rapid Shot. Shot 1: Attack roll 14+5+1-2+18. If that is a hit, it takes 7+2=9 points of damage. Shot 2: Attack roll 20! Total attack becomes 24. Yay! My first potential crit!! Crit confirmation 13+5+1-2+4 (action point)=21. That shot causes 6+2x3=24 points of damage. Talk about a timely crit... Of course, this might not take him down. If so, I dive back down the hole.


Bear with me - I am going to watch Heroes with the Mrs for an hour, then I shall provide a comprehensive post. The carnage shall now begin!


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

one word: TiVo!!! (just kidding)


OK, we are waiting for Lightbringer to do his stuff, then this round ends. After that, we are on initiative. The order is:
Janosz: 20
Arek (Mercenary A): 20
Bool (Mercenary B): 14
Trose: 13
Runzyl: 8
Ogre: 5
Lightbringer: 4
Ezreal: 3
Rodergo: 3
Ceshto (Mercenary C): 2
Drim (Mercenary D): 1
Gnolls: 1 (they lose 4 due to the thunderstone - the ogre saved)

The set up:
- Runzyl is on top of the water but (which is 20' tall). He has a view over the yard. He is about 100' north of Trose and Janosz, who have come out of the drain. They are 50' north of the ogre and the gnolls. The ogre and the gnolls are 30' north of the edge of the mist, where Rodergo and Ezreal are standing (Lightbringer and the mercs are still inside, though the mercs can move out of the mist this round, before we go to initiative).
- the gnolls form a rough line running east/west across the yard, one gnoll deep. This means that the closest gnolls to everyone except Runzyl are in the middle of the row. The ogre stands behind this line, bossing them around. The gnolls currently have out bows, wear chain shirts, and have axes and heavy shields. The ogre wears half-plate, and carried a big 2-H flail. There are some dogs running around, but after the thunderstone they are now non-combatants.
- to clarify ranges: Runzyl is 150' from the action, Trose and Janosz 50', the gate crew 30'.
- combat actions: Runzyl has shot at a gnoll and missed; Trose chucked a thunderstone, Janosz has shot the ogre (one arrow missed and the other stuck it in the eye, and it is now very narked); Rodergo let rip with a crossbow and missed, and Ezreal zapped a gnoll with his wand but didn't take it down.
- you decide what the mercs do, including if they need to delay and whatever. I think the idea was that A and B would help Lightbringer, while C guarded Ezreal and D did the same for Rodergo, but you can obviously change that at any time, provided you are in a position to do that in-game (i.e. your PCs are close enough to give orders). They probably won't comply with anything obviously suicidal, but they are brave.
- you may consider the yard a large open space in which you can freely manoeuvre, within reason (it's big, but not the size of a wheat field.
- there is no need to use spoilers anymore.

To reiterate, we are waiting for Lightbringer to declare his action for this round, then we are in the next round and on initiative.

Over to you.


hp 73 of 156; AC 23 (29); Fort +15, Ref +8, Will +13 Warforged Paladin 9 / Exorcist of the Silver Flame 4; Effects: Bless, Airwalk, Weapon of Awe, Ironskin, Bull’s Strength

Lightbringer moves as quickly as he can to the edge of the mist, gesturing for two of the mercs to accompany him on either side. Once he reaches the edge of the mist, he stops, quickly assesses the situation, and prepares to charge one of the gnolls standing directly in front of the ogre, indicating the mercs to accompany him and take gnolls to either side.

If I understand correctly, the gnolls are between me and the ogre. I intend to charge the nearest gnoll to the ogre, if that makes sense and I can reach it with a charge next round.

EDIT: depending on the ogres action and positioning next round, this intended action may change a little...


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

As Lightbringer charges the gnolls, Janosz' triumphant smirk at his quality hit quickly turns to disgust at the giant's stubborn refusal to fall down and die. "Want one more, eh?", he mutters as he carefully takes aim and lets another arrow fly.

If you've got action points, you might as well use them... Attack roll 14+5+1+2 (action point)=22. The arrow slams home for 7+2=9 points of damage.


Man, Janosz is at it agains - out of initiative sequence. <sigh> Nevermind. EDIT - oh no he isn't - there he is at the top, look.

Janosz's arrow again thuds home in the flesh of the ogres arm. It roars in pain.

Trose is up next.


Arek and Bool charge at the two gnolls designated to them by Lightbringer without bothering to wait for him. Arek virtually cuts his in half – critical hit with a greataxe; ouch! – but Bool only manages a glancing blow to his. Even though Bool’s foe has already taken a blast from Ezreal’s wand, it remains on its feet.

One gnoll down, one badly wounded. OK – it really is Trose now.


Male Human Rogue 3/Urban Ranger 1/Dragonmarked Heir 2

"Deneith!!" I shout, letting the warcry confuse and confound the opposition, and hell, if it manages to lay some blame on their House instead of mine, most the better.

I grab up my cross bow, and fire at the ogre.

Bloody hell, I am not cheating, I am not cheating...

Attack Roll - Nat 20 + 3 + 1 HF = 24
Confirmation - 17 + 4 = 21

Damage = 3
Critical damage (if applicable) = 8

Note, this is the bolt with light on it, so the ogre has an light source sticking out of him somewhere.


Don't worry about it - he's been hit by two crits and he is still standing.

The ogre howls in pain as the bolt slams into unarmoured flesh near its groin. "Doogaa cron gaada, irsh taag joon!" it roars.

For those that speak Giant:

Spoiler:
By the Six, I'll mash you humans!"

Runzyl up next.

Liberty's Edge

Male Engineer Geek 6/Engineer 5/Engineseer 1
Aubrey the Demented/Malformed wrote:

Don't worry about it - he's been hit by two crits and he is still standing.

The ogre howls in pain as the bolt slams into unarmoured flesh near its groin. "Doogaa cron gaada, irsh taag joon!" it roars.

For those that speak Giant:

** spoiler omitted **

Runzyl up next.

It seems my excel die roller is liking me in this game, and not liking me in another... Not really worried, more heading off the accusations before they start for comedic value...


Indeed - I've been using Excel and it absolutely hates me in Arctaris' game, but I got a natural 20 myself this round for one of the mercs. Of course, the ogre is coming your way after Runzyl - if he gets a crit, it's probably curtains for whoever he hits.


Runzyl shoulders the bow, realizing that it will do little good for himself or his team, and drops from the water butt to the ground. Grinning, he pulls Falla Caesenri into his hands again and moves towards the battle.

Taking 10 on the Jump check to eliminate the damage from the fall:

Spoiler:
Jumping Down: If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start. If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did.
My total Jump check result is 17. Any movement I have left will be spent getting as close to the action as possible (a full run, if I can, which would carry me 140 ft. closer, probably into melee with the ogre - which is exactly where I want to be). I figure it's better for him to hit me than anyone else. As part of this action (if I can make it to melee, that is), I will Rage, raising my AC to 20.


(Fine with Runzyl's action. At 140' of movement you are not within melee range with him, but he is with you. However, you are standing between the ogre and Janosz and Trose, which was presumably the idea.)

(Writing this on my blackberry, which doesn't have square brackets to write ooc. The ogre is up next, then I will NPC Lightbringer. I'm on the train now, bereft of dice.)


Aubrey the Demented/Malformed wrote:
(Fine with Runzyl's action. At 140' of movement you are not within melee range with him, but he is with you. However, you are standing between the ogre and Janosz and Trose, which was presumably the idea.)

I presume that he's going to use reach against me, which is fine, but I can 5-foot step closer and full attack on my turn next round, yes?


Absolutely.

Enter the Ogre. Roll to hit (including -5 for Power Attack) = 21. Damage = 26.

The ogre swings his huge flail, catching Runzyl a mighty blow across the chest. But Runzyl still stands tall, if somewhat battered.

Heroes' Feast looks like a good decision.


NPC'ing Lightbringer. Using the rolls he made earlier....

Lightbringer charges the gnoll between Arek and Bool, seeking to punch a hole through the line of the dog-faces. His greatsword gashes the gnoll down the leg, but it bares its teeth and refuses to fall.

Ezreal is up.

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