Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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

Clarification: The 5' intervals refer to vertical placement between the shelf and the beach, right? Janosz starts on the bottom of the rope; I'd guess that Gnarly would be at the top of it. Initiative 16+3=19. I'm getting down as fast as I can!

"Incoming!! Tricksy bastards!"


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

Spot=13+3+4(ap)=20 "So I see."
Initiative=.......2! "What the flaming f*&!!"

I'm at 55'up on the rope. Sounds good.
Ceshto at 50'up.
Bool at 45'up.
Arek at 4o'up.
Gnarly at 35"up

runzyl? trose? Ez?

LB on ledge/janoz at 30'/
(2 more on ledge)


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

The SRD link is here. We move at one quarter of normal speed while climbing, or half speed if we take a -5 penalty on the roll.


(You are also flatfooted while climbing.)


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

Yes, yes, rub it in. :P Also, can I roll both a Jump and a Tumble check to reduce falling damage, or just one of them? I would think that it would be the latter, but it is worth asking...


(Just one.)


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

Hearing Janosz’ warning shout from below – but thinking that it refers to the original wyvern – Lightbringer disengages himself from the guide rope and prepares to unlimber his sheathed weapon – completely unaware of the second dragon bearing in from the other direction.


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

Spot: 18+6 = 24
Inititative: 15+2 = 17

Position me as close to the beach as possible, Right after Janosz, or even before.

Janosz:

Spoiler:

I intend to take a single move action down the rope, than let go and use tumble to mitigate the fall. You may not want to be in the way.


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

Arritey
Rodergo at 60'up
Ceshto at 55'up
bool at 50'up
arek at 45'up
gnarley at 40'up
trose at 35' up
janoz at 30'up

LB on ledge/
runzyl? Ez?


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

Trose:

Spoiler:
That's my plan, too. We'll be the Tumblin' Twosome!


Runzyl will take one of the ledge slots. Being (probably) the strongest character in the group, he would've wanted to be in a position to help pull other people up... unless I'm misinterpreting things and the ledge is at the bottom. Either way, Runzyl's on the ledge.

Spot: 13 + 2 = 15. (surprised, but Uncanny Dodge is sweeeet)
Init: 8 + 4 = 12.

Knowing that melee will be nearly useless against the flying beast, Runzyl readies his bow, seeing only the original threat that Janosz indicated.


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

Arritey
Rodergo at 60'up
Ceshto at 55'up
bool at 50'up
arek at 45'up
gnarley at 40'up
trose at 35' up
janoz at 30'up

LB on ledge/Runzyl on ledge
Ez?


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

My question: does the ledge only have room for 3, or are only 3 on it when the hit s$*!s the fan?


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

Init: 14 (12+2)
Spot: 16 (no good)
I'll be on the ledge since there is space left.
How is this working? We took a break on the ledge did some healing and then continued to descend to the beach when the wyverns came along?


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


Arritey
Rodergo at 60'up
Ceshto at 55'up
bool at 50'up
arek at 45'up
gnarley at 40'up
trose at 35' up
janoz at 30'up

LB on ledge/Runzyl/Ez on ledge
all accounted for


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
Ezreal Farlowe wrote:

Init: 14 (12+2)

Spot: 16 (no good)
I'll be on the ledge since there is space left.
How is this working? We took a break on the ledge did some healing and then continued to descend to the beach when the wyverns came along?

I think that's correct.


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

Init:
Janosz: 19
Trose: 17 +
Lightbringer: 17 - (surprised)
Ezreal: 14 (surprised)
Runzyl: 12 (surprised)
Rodergo: 2

Mercs?
Gnarly?
Wyverns?


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

Here's the mercs' and Gnarly's initiative as well. If they have init bonuses, you might want to change them. Also, is Gnarly surprised?

Init:
Janosz: 19
Trose: 17 +
Lightbringer: 17 - (surprised)
Cestho: 16
Gnarly: 15
Ezreal: 14 (surprised)
Runzyl: 12 (surprised)
Bool: 11
Arek: 9
Rodergo: 2

Wyverns?


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

I'd be surprised if the mercs weren't surprised too.


Gnarly's Initiative modifier is +5, the mercs' is 0. He is not surprised. The mercs are surprised. The wyverns' Init mod is standard per the SRD.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Aubrey the Demented/Malformed wrote:
Gnarly's Initiative modifier is +5, the mercs' is 0. He is not surprised. The mercs are surprised. The wyverns' Init mod is standard per the SRD.

OK. That gives us this initiative list:

Gnarly: 20
Janosz: 19
Trose: 17 +
Lightbringer: 17 - (surprised)
Cestho: 16 (surprised)
Wyvern A: 15
Ezreal: 14 (surprised)
Runzyl: 12 (surprised)
Wyvern B:11+
Bool: 11- (surprised)
Arek: 9 (surprised)
Rodergo: 2

Final question, then - how far away are the wyverns? Beyond that, we're good to go. Fight!!


OK, here we go with a complicated, 3D set-up.

The ledge is 70' up from the beach. The total height of the gorge is 120', and assume the walls are completely vertical. At the bottom of the cliff is the shingle beach, with the odd boulder thrown in - falling will definately hurt.

The river here bends. I'm going to describe the shape and where to draw lines, as it will make it easier. Set up coordinates, A to R across the top and 1 to 40 down the side. Assume the top of the map is north. From the point between H and I on the north side of the map, draw a diagonal south-west to the point between 8 and 9 on the west side of the map. This line then turns south to the point 32 and 33 down that west side, where another diagonal heads south-east to the point on the south side of the map between H and I. This is the far wall of the gorge.

For the near side of the gorge, start on the east side of the map between 2 and 3, and draw a diagonal south-west to the point in the middle of J-K/10-11. Then draw a line from there south to the point in the middle of J-K/30-31. Finally, draw a diagonal south-east back to the east side of the map between 38 and 39.

The beach is a rectangle, 20' wide, occupying the squares G-J/11-30. Anything between the two walls of the gorge that isn't beach is the river. The water of the river is fast-flowing, cold and with tricky currents. However, you will not have to make Swim checks if you only wade 5' from shore.

The climbers are in a line, gradually descending along the vertical axis of J21, at the heights previously noted. This part of the climb is fairly easy - the DC is 5. However to climb past someone is a DC 15 Climb check per person, and you must be able to reach an empty slot on the rope (or the beach) with that movement.

The ledge is 70' above the beach at the squares K20, K21 and K22. You can climb back up the rope to the ledge, but if you do so only three people can actually engage in the fight at any one time due to the narrowness.

Wyvern A is at H/I-32/33, at a height of 50', heading north. Wyvern B (the first one spotted) is at I/J-3-4 at a height of 500' and descending rapidly, heading south-west.


Gnarly yells, "CRAP! Brace yourselves!" as he spots the attacking wyvern. He begins the descend the rope rapidly and makes it past Trose. However, slips and falls as he passes Janosz, landing heavily on his back in the shingle. He lies there, groaning.

Gnarly is now at J21 on the beach. Now Janosz.


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

Janosz looks that the raidly approaching wyverns and then at the length of rope stretching down to the beach. "Screw this", he mutters. Letting go of the rope, he kicks himself off the wall; after a graceful in-air backflip, he lands (relatively) softly on the beach, feet down and ready for action.

Janosz lands under the wyvern in I21. Jump check to reduce falling damage: 10+7=17. Thus, I get 2d6 damage, equalling 6. Can I draw my bow mid-air? Jumping is a move action, so it should technically be possible (and would look cool as hell). If I can, I pop Wyvern A once after I land. Attack roll 12+8=AC 20, damage 6+2=8.


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

sweet......


You can do that if you want to sacrifice an action point, since it is fairly superhero-style stuff. In order to make a controlled descent from 30' under normal circumstances, you would be concentrating on your trajectory and landing, not scrabbling about for your weapon.


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

sweeeeeet...


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

A no-brainer. That's what we have action points for! Scratched one.


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Janosz makes a graceful leap and lands just ahead of Gnarly, bow in hand. He takes a bead and fires at the oncoming beast, his arrow thudding into the huge muscles it uses to beat its wings.

Now Trose.


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

Best dramatic use of an action point thus far goes to Janosz!


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

Sweet.

Hey, can I shout out to Gnarly? If so, I wanna say, "Hey Gnarly, are you hurt?" real f+@@ing loud. I wanna know if I gotta run a code on him, what with being the combat medic and all.


You can call down.


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

"Gnarly, are you hurt bad?" Rodergo shouts to his comrade who just fell....accidentally.
Listen 17 rolled


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

I am outdone...

Seeing Janosz release an instant before I do, I begin to slide down the rope. Just before I release fully, I grab the edge of my cloak before kicking off the wall, hoping for enough glide to clear him and Gnarly before I land.

climb: 6 + 6 =12, which should be enough to move at half speed down the rope
tumble: 18 + 7 =25
this leaves an effective fall of 10', for 1 damage, with hopefully enough control to not land on Janosz or Gnarly.

Fly by the seat of my pants: (guessing dex mod) 12 + 2 + 3 (AP) = 17, trying to land 10' from the bottom of the rope, with atleast 5' between me and janosz.


You can't land 10' away from that distance. But there is nothing stopping you landing on any of the unoccupied squares around Gnarly. Please specify one.

Gnarly groans and waves a hand - he is conscious.

The incoming wyvern swoops at the men on the beach. It's lashing tail swings and unerringly strikes Trose as he recovers from his jump, slamming into his chest and burying its lethal stinger in his chest.

The wyvern is just above head height at H-I/20-21, and within melee range for those on the beach. It is still flying. Trose has taken 13 points of damage and must make a DC 17 Fort save or take 2d6 CON damage.

Meanwhile, the other wyvern glides out of sight above the cliff overhead, continuing its south-westerly direction.

Now Rodergo.


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

cast spiritual weapon--round 1of4--on the one at "head height"
roll plus ap 7+4+6=17 dmg=4

then climb 4.5' down rope climb roll 14...now I'm 55.5' up.


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

Fort Save: 11+ 4 +4 (AP) 19 (whew)

I'll land in K21


Trose - Clone wrote:

Fort Save: 11+ 4 +4 (AP) 19 (whew)

I'll land in K21

That would be tricky - it is inside the cliff.


Rodergo Xativa wrote:

cast spiritual weapon--round 1of4--on the one at "head height"

roll plus ap 7+4+6=17 dmg=4

then climb 4.5' down rope climb roll 14...now I'm 55.5' up.

Rodergo creates a glowing longbow in the air, which fires at the wyvern. However, the shining arrow narrowly misses the beast.

You can't climb down - Ceshto is in the way. Climbing down past someone is DC 15.

Revision from above - contrary to what I said, you can climb past someone and stay on the same level as they are. That makes you stay side-by-side, so you occupy 5' squares (cubes?) adjacent to one another.


Male Human Rogue 3/Urban Ranger 1/Dragonmarked Heir 2
Aubrey the Demented/Malformed wrote:
Trose - Clone wrote:

Fort Save: 11+ 4 +4 (AP) 19 (whew)

I'll land in K21

That would be tricky - it is inside the cliff.

Bah, you let Janosz draw a bow while falling for an action point, what does phasing cost? Two?

Now that i have North and South running the right way on my map, I will go for J20, sorry for the mix up


Gnarly, still lying flat on his back, takes out his repeating crossbow (lovingly referred to as Bess) and opens fire, a bolt thudding into the beasts scaly belly. The creature lashes at him, but misses.

Janosz.

For reference, I'm saying that being prone while being attacked by a flying creature gives no penalty to AC - dropping to the ground seems sensible, under those circumstances.


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

As the wyvern approaches, Janosz drops his bow and drags out his flail instead. With a meaty thwack!, the spiky head buries itself in the belly of the beast.

Initially, I take a 5' step to H21. I can't fire at it without moving and drawing AoOs, so I'll switch weapons. Attack roll 12+7=AC 19, damage is 8+3=11.


OK - Trose.


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

I will draw my last tanglefoot bag back out, and chuck it at the wyvern.

Ranged Touch 8 + 5 + 1 (PBS) = 14

DC15 reflex save or fall down go boom

I'll wnd with a 5'step to J19


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

considering aforementioned, Rodergo stays put at 60' up; don't want to climb past anyone this high up.


Trose - Clone wrote:

I will draw my last tanglefoot bag back out, and chuck it at the wyvern.

Ranged Touch 8 + 5 + 1 (PBS) = 14

DC15 reflex save or fall down go boom

I'll wnd with a 5'step to J19

The bag explodes, covering the creature in goo, but it remains airborne, albeit a bit shakey.

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

Alright, I’m working on the assumptions that
a) the wyvern is hovering in place whilst attacking and being attacked (based on the description); and
b) the top of the wyvern is about 15 feet above the ground; and
c) falling onto a resilient (albeit hard scaled) living creature that is buoyant in the air, would not be quite as damaging as landing on hard, unyielding stone.

If assumption A is incorrect, then I’ll need to change this. If B or C are wrong … then thems the breaks.

Lightbringer glances down to see the wyvern’s tail stinger dig deeply into Trose – the man seems to survive the attack, but how many more?

Offering a silent prayer to the Silver Flame for courage and guidance, Lightbringer stands on the edge of the ledge – and leaps off into space, aiming to land on the back of the wyvern hovering some fifty or sixty feet below.

Alright, what rolls do I need to make? I’m guessing a jump check – this is sort of a combinatio long jump – to clear the 5 foot gap between the creature and the cliff – and a jump down to try to alleviate falling damage.
Jump: 18 + 4 (AP) +2 (str) –5 (Armour) = 19. I had a feeling that you do not get the
-6 penalty for reduced movement rate if you are not taking a running start – but this may just be a house rule as I do not see it in the srd.


Hmm, tricky to adjudicate. You made a good jump roll, so you are on course, and you get to subtract 10' off the damage to you. I'll subtract another 10' of damage if you hit it, plus another 20' for its height off the ground. You need to make an unarmed attack on the thing against its Touch AC to determine if you do, but at -4 because it isn't actually hovering (it can't it isn't an adept enough flyer) and it still moving albeit slower because of Trose's tanglefoot bag. And you will need to expend an action point.

So, if you hit it, you will take 3d6 damage and inflict 6d6 damage (per the falling object rules, and assuming you weigh roughly 400lbs). If you miss.... You take 6d6 damage for falling 70' and the guys on the ground need to make Reflex saves or you drop on them for 8d6 points of damage.

Still want to go for it?


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
Aubrey the Demented/Malformed wrote:

Hmm, tricky to adjudicate. You made a good jump roll, so you are on course, and you get to subtract 10' off the damage to you. I'll subtract another 10' of damage if you hit it, plus another 20' for its height off the ground. You need to make an unarmed attack on the thing against its Touch AC to determine if you do, but at -4 because it isn't actually hovering (it can't it isn't an adept enough flyer) and it still moving albeit slower because of Trose's tanglefoot bag. And you will need to expend an action point.

So, if you hit it, you will take 3d6 damage and inflict 6d6 damage (per the falling object rules, and assuming you weigh roughly 400lbs). If you miss.... You take 6d6 damage for falling 70' and the guys on the ground need to make Reflex saves or you drop on them for 8d6 points of damage.

Still want to go for it?

eek ... when you say 6d6 and 8d6 so casually like that ... in all honesty I didn't think of the danger to the guys on the ground. But what the heck, I'll go for it. I'll link the dice-roll to invisi castle if I can set it up, for such a nail-biter ... I take it that expending an action point will not actually add anything to my roll in this case?


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

..... right ..... rolled a 9

1d20+2=11

I think my total modifier will be +2 (for strength, BAB being cancelled out be the -4 to hit). If I get that action point roll added, I got ... 1. Hmmm ... why is it when I say I'll prove my dice rolls I roll so poorly? ;-)

1d6=1

Really sorry if I land on anyone. You guys down there have good reflex saves right?

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