Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

will save: 1d20 + 18 ⇒ (13) + 18 = 31

init: 1d20 + 1 ⇒ (20) + 1 = 21


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away Team:
NPC rolls

Marrius: 1d20 + 3 ⇒ (7) + 3 = 10+4 more if vs mind effecting
init: 1d20 + 4 ⇒ (19) + 4 = 23

Barkhad: 1d20 + 7 ⇒ (12) + 7 = 19+2 vs spells and spell-like abilities
init: 1d20 ⇒ 4

Ferez: 1d20 + 2 ⇒ (2) + 2 = 4
init: 1d20 + 9 ⇒ (14) + 9 = 23

Sal: 1d20 + 6 ⇒ (15) + 6 = 21+2 vs illusions
init: 1d20 + 1 ⇒ (8) + 1 = 9


HP = 127/127 - AP = 11/11 - AC 22 (T 15)(FF 17) - Fast Heal 3 - Darkvision 60' - F +17/R +16/ W +14 | Init. +12

Home Team:
Pierce is considering his response to Valentis when the energy surges through his mind.

Will save 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17 Assuming at least one ally is adjacent to me.

"Vaisyrharath, what was that?"


The Away Team (which henceforth includes Gil by default):

Spoiler:
The punters begin picking themselves off the floor as the adventurers do. Next to Gil, a gambler blinks to clear his head, then his gaze falls upon the croupier who sits at the table, glassy-eyed. With a snarl he reaches over and garbs her by the throat, suddenly enraged. Someone else then stabs the croupier's attacker in the back of the neck with a dagger. But this is no attempt at a rescue as they simply step over their first victim, turning the knife on the croupier next. Soon most of the table, who moments earlier had been happily gambling together, are locked in vicious murderous combat. And not just in this table, but virtually all of them across the room. Screams of rage, pain and death surge. A few seem to be in control of their wits but most are either standing or stumbling about vacantly, mutilating themselves with expressions of tormented horror, or furiously attacking the person nearest them.

Up on the dais the situation is the same. As Joord reaches up to his remaining eye one of the lizardfolk bodyguards roars. His two-handed club smashes Joord's head open like a broken egg, spattering blood and brains everywhere. One of the women at the table vacantly wipes her face and gazes in rapt fascination as crimson drips from her fingers, but moments later another of the lizardfolk clubs her to death.

Within seconds, the entire room is turned into a scene of carnage.

OK, I need to do a map and stuff. Should hopefully be up tonight.


The Home Team:

Spoiler:
The crew and the adventurers begin picking themselves off the deck. One of the crewmen blinks to clear his head, then his gaze falls upon another who sits glassy-eyed and propped against the rail. The first snarls and reaches for the other's throat, suddenly enraged. A third then whacks the first across the back of the head with a bucket. But this is no altruistic rescue as they simply step over their first victim and begin beating the second savagely where he still slumps, confused and making no attempt to defend himself. Most of the crew are similarly afflicted. A few seem to be in control of their wits but most are either standing or stumbling about vacantly, mutilating themselves with expressions of tormented horror, or furiously attacking the person nearest them. Screams of rage, pain and death surge.

Meanwhile, there is the hiss of a weapon being drawn from its sheath. Valentis has climbed back to her feet. She holds her greatsword, her knuckles white on the hilt, and stares at the people on deck, eyes wide and breathing heavily, as if she has never seen them before in her life.


Away Team:

Spoiler:
By the way, Marrius has a swashbuckler ability which gives him an additional bonus to his save, so he actually makes the DC. Ferez, not so much...


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
Ezreal save: 1d20 + 12 ⇒ (6) + 12 = 18
Ezreal Init: 1d20 + 3 ⇒ (14) + 3 = 17

As the carnage starts Mintash deflects and dodges the clumsy attacks of the gamblers.


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

Away team:

Spoiler:
"Amazing." Janosz looks at the chaos unfolding around him in disbelief. "As much as I would like to just sit and watch the patrons kill each other, we probably need to find Trinkis before he is murdered by his jailers. Marrius, any idea if there are sub-basements here?"


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Aubrey:

Anything from the spellcraft check from here?


Home Team:

Spoiler:
Distracted by the violence on deck, Haladon turns too late to check on Valentis.

“V-Valentis?” he stammers in concern; his hands up in a placating manner.

Vaisyrharath! What’s happening?!


HP = 127/127 - AP = 11/11 - AC 22 (T 15)(FF 17) - Fast Heal 3 - Darkvision 60' - F +17/R +16/ W +14 | Init. +12

Home Team:
"We must attempt to pacify the crew lest they harm each other!"

Pierce clasps his holy symbol and begins to chant at Valentis, "May the Flame calm the rage I see in your eyes friend Valentis".

Use a Swift Action for the Judgment Resiliency and gain DR 2/Chaotic.

Cast Hold Monster on Valentis. Will Save DC 16.

Initiative 1d20 + 12 ⇒ (10) + 12 = 22.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

away team:

Kazadar casts Unbreakable Heart on any team members adversely affected.


Home Team:

Spoiler:
Haladon Init: 1d20 + 1 ⇒ (16) + 1 = 17

Valentis Init: 1d20 + 2 ⇒ (12) + 2 = 14
Valentis Will: 1d20 + 3 ⇒ (8) + 3 = 11


Away Team:

Spoiler:
The map.

Please place yourselves. Most of you, barring Gil, are around the dais talking to Joord - that's the thing with the dotted lines around it - and I've marked the crew of the ship on already. The squares labelled 'T' are tables. The squares labelled 'D' are doors - you entered via the door at the north end of the room. The black squares are pillars holding up the roof.


Home Team:

Spoiler:
Back in the day, Mothman did a rather lovely map of the Crimson Eagle, before I started using Google Sheets for mapping purposes.

This map, however, is the one we shall be using as we can interact with it.

R2-Y9 is the docking tower. There is a platform with a wide stair going down, above which is a pitched roof which stands on narrow pillars so that the platform is open to the air on all sides (with a parapet) but not above (due to tropical rain storms) - the edge of the roof is the dotted line. The gangway is at U9-13.

There are control surfaces at D-I15, D-I19 and AK-AN17. These can be walked along, but they are tricky and would require Acrobatics skill checks. In addition, there is a big elemental containment ring running perpendicular to the deck around the rear waist of the ship. In cross-section, it is at P12 and P22 at the level of the deck. The main strut connecting the hull to the ring is a big lump of wood at J-K17.

There are three decks: a raised rear deck at the back and a raised fo'c'sle at the front, and a lower main deck in the middle (there being cabins under the rear deck and fo'c'sle at the level of the main deck). The rear deck is at J to O and the fo'c'sle is at AE-AJ. There are stairs up to the upper decks, and doors (marked D) to the cabins underneath. The helm is at M17. There is also a big hatch at V-X/16-18 in the main deck leading to the hold, which is closed.

Please place yourselves - Vaisy will be below decks so he doesn't have to do so yet, the rest of you are above. Valentis is already marked. Please roll initiative if you haven't already.


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Spoiler:
Init: 1d20 + 2 ⇒ (7) + 2 = 9

Spellcraft?(nudge, nudge...)


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

Away team:

Spoiler:
I'm in P19.


Vaisy:

Spoiler:
It wasn't a spell as far as you are aware, more an amplified psychic wave intended to overwhelm the cognitive functions of those in the blast area.

However, you can consider either a Knowledge (Arcana), (Psionics) or (History) check.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
R-18 for me


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
I suppose Ezreal needs a space. P-16 looks good.


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Home Team:

Know/psionics: 1d20 + 22 ⇒ (2) + 22 = 24


Vaisy:

Spoiler:
Vaisyharath recalls uncomfortably the Madness of Yaruun - where an entire city was driven mad by a single powerful psionic attack several hundred years ago. The Inspired painted the kalashtar as the perpetrators, uniting Riedra under their control and in opposition to Adar. That war continues, but the means for bringing it about appear not to have been forgotten.


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Home Team:

This goes beyond any single spell or power...the whole city might have been pushed to madness. I will continue to scry for the pilot.

Away Team:

This goes beyond any single spell or power...the whole city might have been pushed to madness. I will continue to scry for the pilot unless you find him.
Mintash, be cautious. This may be like the Madness of Yaruun, which the Inspired blamed on the Kalashtar.


HP = 127/127 - AP = 11/11 - AC 22 (T 15)(FF 17) - Fast Heal 3 - Darkvision 60' - F +17/R +16/ W +14 | Init. +12

Home Team:
"If this is the case, we should find a way to travel to that monument before this happens again no?" He asks as his power seems to take hold upon Valentis.


Home Team:

Spoiler:
We really don’t know that the monolith is the cause of the madness. We have our suspicions, though.

Also, Aubrey, I’m unable to access the map. Keeps asking for permission.


Home Team:

Spoiler:
GG, try it now, hopefully should be working.


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Home Team:

I do not know for sure that this originated from the monolith, though it seems likely. I would not know how to prevent such thing from happening again, short of destroying the monolith, which might be beyond our means in a short time - particularly in the midst of a city driven to madness. It would be my guess, though, that this is not something that can be replicated easily or often, so we may - I stress may - have a window while our foes gather power again. Best, in my opinion, that we were gone swift as we may.


Home Team:

Spoiler:
Working now, thanks.

Haladon at N15.
Valentis at L15.

Better get up here quickly, Vaisyrharath. See if you can’t use your powers to calm or heal the crew. If not, things could get uglier for us.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

away team:
T17 for me


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Away Team:
Gil was in V24 when the stuff hit the fan.


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Home Team:

I am loath to interrupt my search for the pilot - I think we may need to leave the city quickly, and I am half an hour in...How bad is it on deck?


Home Team:

Spoiler:
Well, funny Vaisy should ask...

On the docking tower, two of the dockers throw down their tools. Their bodies begin to change and grow, turning into heavily muscled horned humanoids. The two Horned Guard soldiers take to the air to cross the gap to the ship.


Away Team:

Spoiler:
As those merely befuddled are brutally murdered by their fellow gamblers, by a savage and rapid form of natural selection those who are left begin to coalesce into a volatile murderous mob.

At the same time, four of the punters begin to change. Their bodies begin togrow, turning into heavily muscled horned humanoids. The Horned Guard soldiers seize their polearms and begin to close on the group.


Home Team:

Spoiler:
Forget the pilot! He’s probably been affected by whatever madness the Inspired unleashed upon us. If not, we can look for him later.

Haladon notices the horned humanoids flying towards the ship and draws his sword while readying his shield as well.

Besides, I believe your search is about to be interrupted by some boarders.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

[spoiler=Away Team]Can you bring the link for the map forward? It's a trick to go back through the spoilers to try to find it.


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Home team:

*sigh* Nothing ever does go as planned, does it? On my way!

Vaisyrharath will abandon the remote viewing, stand, and move toward the ladder to the main deck.

Away team:
We are being boarded. I am abandoning the scry for now to help repel them. What are you facing there?


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Vaisyrharath:
"A room full of madmen and their swiftly-dying stunned neighbors and four of the horned giants we faced in Sharn. Horned Guard, I believe they are called?"


Away Team map.


Home Team map.


Home Team:

Spoiler:
Still need a position from Pierce (within range of him casting Hold Person on Valentis).

For Vaisy to come on deck, assume it is a full round action for him to appear by whichever door he wishes to emerge from (since we never discussed where his cabin is).

Horned Legionaries initiative 1d20 + 9 ⇒ (7) + 9 = 16

Initiative
Pierce 22
Haladon 17
Horned Legionaries 16
Valentis 14 (Hold Person)
Homicidal Crewmen 10
Vaisyrharath 7

OK, you've just frozen in place a very powerful melee combatant on your side, let's see how this goes.


Away Team:

Spoiler:
Horned Legionary initiative 1d20 + 9 ⇒ (9) + 9 = 18
Lizardfolk 1d20 + 1 ⇒ (11) + 1 = 12

Initiative
Marrius 23+
Ferez 23-
Kazadar 21
Gil 20
Horned Legionaries 18
Ezreal 17
Janosz 14
Lizardfolk 12
Mintash 10+
Mobs 10-
Salvorazo 9
Barkhad 4

OK, you control the NPCs - their stats are in the Campaign Info page for this. Ferez is affected by the pschic blast but she is temporarily immune because of Kaz's spell and so under your contro, for this fight (what you do afterwards is up to you).


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away team:
There's 5 NPCs here including Ezreal. Do we want to split them up so we each control one or two? As much as I like obsessing over character builds and tactics, that's a bit overwhelming. I've been reading over Marrius and the swashbuckler class already so I can take him.
I'm assuming we don't want to pit them against the horned legionnaires directly so they don't die. Have them take on the lizard men then fight their way out?


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Away Team:
Good idea, Mintash. I will take Salvorazo.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
Marius
"Whoh there, those big guys friends of yours Janosz? We'll keep these scaled toughs off you while you handle them."
Hoping to buy some time for his less armored crew to gain some distance, Marrius steps between the lizardfolk thug and Salvorazo. With a flourish, his rapier finds just the right place to land on the reptilian.

Swift action to adjust bane for the round. 5ft over to S-16. Full attack

Attack 1: 1d20 + 17 ⇒ (16) + 17 = 33
damage: 1d6 + 5 + 9 + 2 + 2d6 ⇒ (1) + 5 + 9 + 2 + (6, 5) = 28

Attack 2: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 1d6 + 5 + 9 + 2 + 2d6 ⇒ (4) + 5 + 9 + 2 + (1, 2) = 23

Attack 1 crit confirm: 1d20 + 17 ⇒ (7) + 17 = 24
damage: 1d6 + 5 + 2 + 2d6 ⇒ (1) + 5 + 2 + (6, 6) = 20
pending result of the crit, 5 panash left


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HP = 127/127 - AP = 11/11 - AC 22 (T 15)(FF 17) - Fast Heal 3 - Darkvision 60' - F +17/R +16/ W +14 | Init. +12

Home Team:
Pierce responds to Vais, "If not the Monolith, what else would it be? I may presume much but something tells me my guess is accurate".

If he could frown he would do so having to keep Valentis frozen in place but it is for the best, for now.

At Hal's statement, the Warforged draws his bow and fires at the unwanted guests, concentrating on a single foe. Swift Action using Greater Bane against the Horned Legionnaires.

Longbow attack #1 1d20 + 15 ⇒ (2) + 15 = 171d8 + 1 + 4d6 ⇒ (8) + 1 + (6, 2, 5, 4) = 26

Manyshot Damage - 1d8 + 1 + 4d6 ⇒ (6) + 1 + (3, 1, 6, 4) = 21

Longbow attack #21d20 + 15 ⇒ (12) + 15 = 271d8 + 1 + 4d6 ⇒ (1) + 1 + (4, 6, 2, 4) = 18

Rapid Shot 1d20 + 10 ⇒ (16) + 10 = 261d8 + 1 + 4d6 ⇒ (3) + 1 + (2, 1, 3, 4) = 14

Let's place Pierce at N16.


Home Team:

Spoiler:
Haladon says a quick blessing before awakening his blade and enhancing his armor.

Swift Action (Battle Blessing): cast resist energy (cold).
Standard Action: activate divine bond and change +1 flametouched iron longsword to +1 flaming merciful flametouched iron longsword AND change +1 flametouched iron full plate to +1 light fortification flametouched iron full plate.
Move action: move to N18.

Horned Legionnaires


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

Away team:

Spoiler:
"They may look different, but they smell the same", Janosz barks back at Marrius. "And they bleed and die just like any other demon-worshipper."

If these guys are the same builds as the last time we ran into Horned Legionnaires, I'm in serious trouble here. If Kazadar could get some support my way it would be greatly appreciated.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

i have a buff or two that might help.worst case i will just work on healing you.


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

Away team:

Spoiler:
I was thinking more about dropping a Blade barrier or something like that on the northern section of the room. We'll see.

I'll run Ferez and Barkhad for this fight.

Ferez shakes some blades out of her sleeve and flings them at the nearest lizardman.

No move; attacks go on L4, whom she flanks via Mintash. She also shifts, giving her +2 DEX and +10' move.
attack 1: 1d20 + 11 + 2 + 1 + 1 ⇒ (8) + 11 + 2 + 1 + 1 = 23, damage: 1d4 + 2 + 1 + 4d8 ⇒ (3) + 2 + 1 + (5, 3, 3, 1) = 18
attack 2: 1d20 + 11 + 2 + 1 + 1 ⇒ (12) + 11 + 2 + 1 + 1 = 27, damage: 1d4 + 2 + 1 + 4d8 ⇒ (2) + 2 + 1 + (5, 7, 5, 7) = 29
attack 3: 1d20 + 6 + 2 + 1 + 1 ⇒ (19) + 6 + 2 + 1 + 1 = 29, damage: 1d4 + 2 + 1 + 4d8 ⇒ (3) + 2 + 1 + (2, 6, 6, 2) = 22

Crit confirm attack: 1d20 + 6 + 2 + 1 + 1 ⇒ (13) + 6 + 2 + 1 + 1 = 23, damage: 1d4 + 2 + 1 + 4d8 ⇒ (4) + 2 + 1 + (2, 4, 3, 5) = 21

Kazadar!


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Away Team:
I hate to be that girl, but I was looking at acting for Ferez, also, and had considered her options. She will need to move to benefit from flanking and will need to make a melee attack to avoid the penalty for a ranged attack into melee. She doesn't appear to have Precise Shot in her repertoire. I would suggest that she make the 5' step and slash away. Nothing else needs to change.

That said, Salvarazo has a plan. Have her stay close.

"Ferez, remember that night in the Cogs, the fight with the idiots selling Dragon's Blood?"

Bluff: 1d20 + 12 ⇒ (16) + 12 = 28 Attempting to pass a secret message to Ferez to stay close so he can cast greater invisibility on her.

Just checked the initiative chart - I thought he went next, sorry. Removed his move action because a lot can happen between now and then.

Gil's action should be forthcoming so you aren't waiting on me again.

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