Aubrey's Kingmaker Campaign

Game Master Aubrey the Malformed


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Male Half-Elf Bard/3

Hasren shifts behind the werewolf while it deals with Marc's attack. He uses the distraction to slash at the lycanthrope's legs, hindering it's ability to dodge future attacks.

Move Action: Shift to P22.
Standard Action: Guiding Strike - Attack: 1d20 + 7 + 2 - 2 ⇒ (13) + 7 + 2 - 2 = 20 vs AC. On hit: 1d8 + 3 ⇒ (4) + 3 = 7 damage and the werewolf takes a -2 penalty to the defense of my choice (Reflex) until the end of my next turn.

End of turn - Save vs after-effect: 1d20 ⇒ 10 Yay! Saved.

Note: if Marc's attack hit, he regains 3HP.

Grand Lodge

Male Human Expert 5

Aleph dodges the werewolf before pounding her with infernal fire.

Move to N23 (gaining concealment again) before using his action point and then blasting her twice with Eldritch blast. Attack 1: 12+4=REFLEX 16, damage 6+3+4(curse)+3(pact blade)=16. Attack 2: 13+4=REFLEX 17, damage 5+3+2(curse)+6(pact blade)=16

Terra, then Sefra. Keep in mind that there's a free healing surge floating around as a result of Heimoth's daily power.


Initiatives and conditions:
Terra: 25-
Sefra: 19 (immobilised)
Werewolf: 15
Heimoth: 13 Marc: 8
Hasren: 5
Aleph: 4 (concealment)

Aleph's movement provokes an AoO:
1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14 to hit v AC, damage 1d6 + 7 ⇒ (1) + 7 = 8

Aleph moves back hurriedly and then blasts at the werewolf twice more, hitting both times. The wolf lets off another of its ear-splitting howls.

Aleph's attacks bloodied her, so she gets another, immediate use of her Dread Howl:

Attack v Aleph: 1d20 + 6 ⇒ (20) + 6 = 26 v Will
Attack v Terra: 1d20 + 6 ⇒ (8) + 6 = 14 v Will
Attack v Sefra: 1d20 + 6 ⇒ (8) + 6 = 14 v Will
Attack v Heimoth: 1d20 + 6 ⇒ (11) + 6 = 17 v Will
Attack v Hasren: 1d20 + 6 ⇒ (14) + 6 = 20 v Will
Attack v Marc: 1d20 + 6 ⇒ (3) + 6 = 9 v Will
On a hit you are Immobilised (save ends) with an after-effect of -2 to hit (save ends).

Terra.

Map updated.


Female Elf Druid 3 2168xp

Terra croaks at her toad coaxing it to attack the werewolf. It moves to Q20 and lashes out with it's tongue.

1d20 + 7 ⇒ (18) + 7 = 25vs Ref
1d8 + 5 ⇒ (8) + 5 = 13 on hit pull WW to Q21


Having crunched down one wolf, the toad has a go with another. Its tongue streaks out and its sticky tip latches on to the werewolf.

I assume the werewolf is grabbed?

Map updated.

Sefra.


Minor draw my bow
bow attack 1d20 + 8 ⇒ (4) + 8 = 12 vs ac, 1d10 + 5 ⇒ (8) + 5 = 13
save 1d20 ⇒ 7

Sefra knocks her bow and lets lose an arrow that goes wide of the mark.


Female Elf Druid 3 2168xp

The power doesn't indicate a grab just a pull


Male Half-elf Paladin 3

Bah! Immobilised again. At least I'm unhurt now, thanks to Hasren's 'healing piñata' power.


Werewolf attempt to Trip Marc. If it succeeds, he will get Savaged, if not he will simply get two bite attacks.

Trip: 1d20 + 6 ⇒ (15) + 6 = 21, if successful Marc falls prone.

Savage: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 v AC, damage 2d6 + 13 ⇒ (4, 3) + 13 = 20 and target takes 5 ongoing damage and is dazed (save ends both).

She then Shifts 2.

Marc crashes down and the wolf attacks him where he lies. But then she backs away cautiously, her wounds beginning to take their toll.

Map updated.

Initiatives and conditions:
Terra: 25-
Sefra: 19 (immobilised)
Werewolf: 15
Heimoth: 13 (immobilised)
Marc: 8 (prone, dazed)
Hasren: 5 (immobilised)
Aleph: 4 (concealment)

Heimoth.


Male Half-elf Paladin 3

First, she takes 5 damage from my mark, as she attacked somebody else than me. Secondly, does the frog affect her shifting?

With a frustrated grimace, Heimoth throws his handaxe after the retreating beast.

Attack roll 13+6=AC 19, damage 5+3=8. Save to end immobilisation 14+1=15. Success!

Marc.


Sorcerer 4E

Sorry guys. Busy week. Might be hit or miss until Sunday.

Marc's look of surprise as he is slammed to the ground is exceeded only by his shout of pain as the she-wolf tears him a new one. Literally.

Currently: 5HP left; Scales of dragon kicks in, raising to AC 17; Bloodied (VERY)

When the werewolf backs off, Marc is left panting on the ground, looking barely alive. But through the blood you can see scales forming on his skin. He takes a breath, and then another deeper breath, and his eyes snap open.

He looks perturb.

My action is to spend a healing surge! (That would raise me to HP:11) And stand up if possible without taking an OA


Heimoth wrote:
First, she takes 5 damage from my mark, as she attacked somebody else than me. Secondly, does the frog affect her shifting?

Sorry - your mark expired because you didn't attack her the following round, and you haven't reapplied it.


Marc Wyvernspur wrote:
My action is to spend a healing surge! (That would raise me to HP:11) And stand up if possible without taking an OA

You can do both of those. Someone might need to do Hasren's actions as he is feeling unwell.

Grand Lodge

Male Human Expert 5
Aubrey the Demented/Malformed wrote:
Heimoth wrote:
First, she takes 5 damage from my mark, as she attacked somebody else than me. Secondly, does the frog affect her shifting?
Sorry - your mark expired because you didn't attack her the following round, and you haven't reapplied it.

Fair enough. How about Aleph's Flames of Phlegetos?

Hasren helps Marc to his feet.

Crap! I had this long, involved action written out, and then I remembered that Hasren's immobilised and can't reach the damned monster. As he has no ranged powers or weapons, this is the only thing he can do: Minor action: Majestic word on Marc, who recovers a healing surge+3 HP and can slide one square. Save to end immobilisation: 12, so at least he can move next turn.

Aleph runs after the werewolf, once again immolating it with dark fire.

Move to M19 (gaining concealment again) before using his action point and then blasting her with Eldritch blast. Attack roll 13+4=REFLEX 17, damage 6+3+4(curse)+5(pact blade)=18.

Terra, then Sefra.


Sorcerer 4E

Marc grins like a wild man at the sudden influx of vitality, he repositions himself and stares hard at the werewolf,...

[ooc]Slide 1 square back from the WW, just in case. Currently 20HP, no longer bloodied, but I keep the bonus to AC till end of encounter.

Grand Lodge

Male Human Expert 5
Vattnisse wrote:

[

Aleph runs after the werewolf, once again immolating it with dark fire.

Move to M19 (gaining concealment again) before using his action point and then blasting her with Eldritch blast. Attack roll 13+4=REFLEX 17, damage 6+3+4(curse)+5(pact blade)=18.

Terra, then Sefra.

Um, the dangers of cut and paste while feeding the baby in the middle of the night. Aleph already used his action point. Still, everything else is correct. :(


Female Elf Druid 3 2168xp

assuming the werewolf is still alive if not disregard :D

Terra blows into her hands and throws a flame seed at the werewolf
1d20 + 7 ⇒ (12) + 7 = 19vs Ref
1d6 ⇒ 4 fire dmg on hit squares adj to the target become a fiery zone that lasts until eont any enemy that enters or starts it's turn there takes 5 fire dmg
The toad continues his assault on the werewolf. toad is supposed to be in Q20

1d20 + 7 ⇒ (16) + 7 = 23vs Ref
1d8 + 5 ⇒ (2) + 5 = 7and pull the werewolf 2 squares if fire seed hits it will pull the wolf into the fire zone for an additional 5 dmg.


Map updated.

Aleph's blast narrowly misses, but Terra's seed of flame engulfs the werewolf. The toads sticky tongue darts out, hauling the werewolf through the flames.

Sefra.


Ranged basic attack 1d20 + 8 ⇒ (7) + 8 = 15 vs ac, 1d10 + 5 ⇒ (3) + 5 = 8
1d20 ⇒ 6 save

Sefra shoots another arrow at the werewolf.


Sefra's arrow thuds into the ground next to the werewolf. The werewolf then dashes away, seeking to escape.

AoO from the toad and Heimoth. She then double moves off the map.


Male Half-elf Paladin 3

AoO attack roll 13+8=AC 21, damage 7+4=11.


Female Elf Druid 3 2168xp

1d20 + 7 ⇒ (12) + 7 = 19vs Ref AoO from toad
1d8 + 5 ⇒ (3) + 5 = 8 I'm not sure if this would pull her back or not as it's a basic assuming not


The spell description should say - I'll check tonight.


I don't think the toad even really gets an AoO - it normally says if they do and it doesn't. That said....

Heimoth catches the werewolf a blow and the toad's tongue scores her hide with acidic secretions. But she nevertheless succeeds in breaking free and hurls herself across the clearing and into thedark of the forest.

End of combat, unless you choose to pursue.


Sorcerer 4E

MArc watches the werewolf leave, panting heavily himself.

"Hm. Pursue a were-beast into the deep, dark woods, where it is at home, at night. OR stay close to the nice, warm fire. Sorry lads and ladies, I'm adventurous, not suicidal." The dandy grins in evident relief.


Male Half-elf Paladin 3

"No, you're right. She can tell her damned clan about how tough we are. They'll either leave us alone in the future, which is good, or they'll come after us in force, which will be the end of us. Nothing we can do either way now."


Female Elf Druid 3 2168xp

"We can hope for the former and prepare for the later to take as many with us as we can..."

1d20 + 13 ⇒ (5) + 13 = 18 Nature check to see if I know what can hurt a werewolf


Werewolves are vulnerable to silver. 190xp each.

And hey, guys, what's with the apocalyptic talk? One werewolf and it's suddenly game over?

Next moves?


Male Half-Elf Bard/3
Aubrey the Demented/Malformed wrote:

Werewolves are vulnerable to silver. 190xp each.

And hey, guys, what's with the apocalyptic talk? One werewolf and it's suddenly game over?

Next moves?

Vatt's played with you before, so maybe he knows something! :D

"Remember! We tried to do this the friendly way! Don't let your pack's death be for nothing. Learn from this & don't bring a similar doom down on your tribe!" Hasren calls out after the fleeing werewolf.

I vote for finishing up our rest & then continue exploring. Can't let these shapeshifters think they've got us rattled. We've let them know we're willing to talk & that we can take care of ourselves. Continue on in a posture of strength.

Edit: Show em we're the Aleph dogs!


Sorcerer 4E
Aubrey the Demented/Malformed wrote:

Werewolves are vulnerable to silver. 190xp each.

And hey, guys, what's with the apocalyptic talk? One werewolf and it's suddenly game over?

Next moves?

Heh. Old-school (like 1st ed) reflexes there! ;P

Ditto on the finish resting vote. Then continue onward.


Male Half-elf Paladin 3
Marc Wyvernspur wrote:


Ditto on the finish resting vote. Then continue onward.

One more vote for this.


Female Elf Druid 3 2168xp

agree above


Duly noted.


The rest of the night passes without further attack. The drizzle also moves on and the day is bright again. This area is mostly forest and is bisected by one of the bigger rivers around these parts. Known locally as the Thorn River, its marshy banks make the going difficult on the valley bottom. But it isn't especially deep (or, indeed, easily navigable by anything larger that a canoe) and the advenrurers' horses can cross without much difficulty. The river also leads them to the abandoned bandit camp where Kressle and her followers were bested. It has been a few weeks since that battle, and the place is empty and forlorn. But it makes a decent enough campsite for the next night.

The party spend the next two days mapping this section of the Thorn valley. Upriver, it bends west. Downriver to the south, it bursts from the cover of the forest canopy to head into the grassland.

D21 is now mapped. 120xp each. Which way now?


Male Half-elf Paladin 3

I'd like to go east from here, as I think we should make it a priority to explore the lands closest to Oleg's trade post before we go too far afield. So I would suggest exploring the two big squares to the east and then go north until we hit the Rostland Road.


Female Elf Druid 3 2168xp

I'm good with that I too want to map around Oleg's


Male Half-Elf Bard/3

Agreed. If I remember correctly, this will also extend our exploration range & options somewhat as travel through explored areas is fairly significantly faster.


Female Elf Druid 3 2168xp

2 more days have passed so 12 more rations used 52 days of rations left


Sorcerer 4E

Works for me! :)


You can have a couple of forage rolls for those two days if you want. And for this day.

The following day the explorers head east, back out onto the grasslands. The mysteries of the forest are left behind for the moment as they begin mapping the Kamelands again. This part of the savannah is relatively high, between the valley of the Thorn to the west and another river in the distance (and in the next square) to the south-east. The wind blows constantly here, but the grass is thick and lush and the weather fair. Streams play between large grey rocks and beside them grow strange flowers, with dense heads of tiny white blooms reaching up as tall as a man above long strappy leaves. While pretty to look at, up close they also have the smell of an orc's jockstrap. Flies crawl amongst the flowers, unaccountably atracted by the scent.

Perception checks, DC 20. By the way, those flowers are Eucomis pole-evansii, which grow (but have yet to flower) in my garden. See, who says D&D isn't educational?


Forage aid other 1d20 + 6 ⇒ (2) + 6 = 8
Forage aid other 1d20 + 6 ⇒ (20) + 6 = 26
Forage aid other 1d20 + 6 ⇒ (7) + 6 = 13
Perception 1d20 + 21 ⇒ (18) + 21 = 39


Sefra notices a large cleft between two rocks at the base of a crag. It seems to lead down into a rough tunnel.


"Hey, there seems to be some sort of cave over here. We should check it out, what should we call it?"


Sorcerer 4E

"Well, perhaps we should see if it has inhabitants first. It would be most distressing to call it 'Sandra's Haven', and then discover it is more properly called 'Goblin Den'." Marc declares with a grin. He gets down from his horse and hobbles it in preparation for joining the exploration.

Interesting Flower. I recall a flower in a video from my college biology days, big ugly thing that stank like rotten meat, the flies were attracted to it and were the pollinators.


Female Elf Druid 3 2168xp

1d20 + 13 ⇒ (3) + 13 = 16 Nature
1d20 + 13 ⇒ (3) + 13 = 16 Nature
1d20 + 13 ⇒ (11) + 13 = 24 Nature

right now 16 18 26 with aids


The cave mouth leads into a tunnel, descending into darkness.

Perception, DC 20:

Spoiler:
There doesn't seem to be any evidence of occupation.


Male Half-elf Paladin 3

Aid Anothers for Terra: 11+3=14, 8+3=11, 12+3=15. Cave perception 2+3=5...

"Let's take a look. If it is empty, it'll make a good shelter if bad weather hits us, and if something's there... Well, it might need cleanin' out." Heimoth draws his sword and stalks towards the cave entrance.


Percp 1d20 + 11 ⇒ (7) + 11 = 18 I apologize for up above I accidently put my passive perception + d20, but seeing as I rolled an 18 it was a success anyway, but wanted to apologize.


Female Elf Druid 3 2168xp

right now 18 20 28 with aids

1d20 + 13 ⇒ (4) + 13 = 17 Perception


Sefra wrote:
Percp 1d20+11 I apologize for up above I accidently put my passive perception + d20, but seeing as I rolled an 18 it was a success anyway, but wanted to apologize.

Nothing you say can ever make up for that!

Meh, I'm over it.

Heimoth steps cautiously down the tunnel. It is unlit, but there seems to be a larger chamber beyond. However, he will need a light source to continue.

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