Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

James moves to P10


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole marhces forward, using his massive, bulky armor to provide additional cover for his teammates. “Watch for more ambushers!”

Move to K.14.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Grazzat also charges forward. He inhales deeply and with a tremendous 'whoosh' a gout of fire shoots toward the nearest Poisondusk.

Firespit 1d20 + 2 ⇒ (16) + 2 = 18 ... damage 1d6 ⇒ 3 v. touch AC at L2.

I'm just trying to keep Grazzat from holding us up. We can talk about his tactics next round in the OOC thread.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Hes surprised, isn't he?


He is. End of surprise round.

Initiative
Bokehn 26
Rehil 19+
Nalvarren 19-
Wultram 18
Poisondusks 17
Portforged 16
Grazzat 14
Cole 8
Will 3

Bokehn ducks down behind a tree and loads his crossbow.

Rehil.

Map updated.


Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

DM i should be in P10 not P9 :)


Corrected.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil dashes forward across the fern laden forest floor to establish a flanking position for bowfire. He rounds the end of a large log and pauses in his dash to aim and loose an arrow.

Shortbow: 1d20 + 4 ⇒ (3) + 4 = 7 ... damage 1d6 ⇒ 5

Move to F23, target L4

8 arrows remaining


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

I asked for L17 before, as opposed to the N17 i am currently in.

Nalverren will take a shot at Lizardfolk 4.

1d20 + 3 ⇒ (20) + 3 = 23
1d6 ⇒ 1

EDIT:
crit confirm: 1d20 + 3 ⇒ (5) + 3 = 8
additional dmg: 2d6 ⇒ (1, 5) = 6


Everyone is a critic.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

After the initial confusion, reflexes kick in and Wultram starts running for cover. Eventually he finds himself pressed against a fallen tree hoping that he found a good launching point for counter attack.

Double move to H19


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

sorry. perhaps worried a little overmuch about survival, so trying to take any cover i can.


Rehil shoots wide in the excitement, and Nalverren grazes the arms of one of the poisondusks with his arrow. The lizardmen return fire before manoeuvring for advantage.

L1, L2 and L3 will fire at the obvious target of Cole. L4 will return fire at Nalverren. They will then move.

L1 1d20 + 5 ⇒ (14) + 5 = 19 to hit, damage 1d6 ⇒ 1
L2 1d20 + 5 ⇒ (2) + 5 = 7 to hit, damage 1d6 ⇒ 2
L3 1d20 + 5 ⇒ (19) + 5 = 24 to hit, damage 1d6 ⇒ 4
L4 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 to hit, damage 1d6 + 2 ⇒ (5) + 2 = 7

Portforged.

Map updated.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Two arrows spang off his dull armor, only one finding purchase between the plates.

Two hits, DR negates the first, 2 damage from the second.


N Warforged HP -10/23 Psion (Nomad) 3

Realizing its mental energy was running low, Portforged grapped its crossbow, ran forwards, and fired at a lizardfolk:
move to I15, fire a bolt at L3.
attack roll: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d8 ⇒ 8


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Aubrey, Rehil had moved to F23 last post.

Grazzat casts enlarge, readies his longspear and takes up a protective position near Bokehn.

G moves to L14.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole barrels down on the nearest duskscale, trying to slam the thick plate of his shoulder into its face.

Charge to K.9, hitting L2 with Cole’s slam.
Charging slam: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

I think I can charge him. If not, just double-move to K.8, instead.


It's a trifle crude for a creature of mental energy, but effective. The poisondusk takes Portforged's bolt in the gut and its sits down hard, looks down, and then keels over on the jungle floor. But Cole's charge fails to end in a contact.

Will.

Map updated.


Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

James Move to K8 and attempts to bite the creature.

Bite: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 1 ⇒ (1) + 1 = 2


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

William will attack it with his club

Club: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 2 ⇒ (3) + 2 = 5

Current AC 24


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Top of Round 2? Bokehn's up, but unless he calls a retreat Rehil will act as follows:

Rehil drops his bow to the ground and starts running toward and lizardman hiding behind the tree. His sword sings clear of its sheath as he runs and he swings it up over his head. Two steps away from the reptilian, he begins his swing, driving the blade as hard as he can at the lizardman's head.

Charge to B14 and hopefully hurt L4.

Longsword: 1d20 + 3 ⇒ (17) + 3 = 20 ...damage 1d8 + 3 ⇒ (3) + 3 = 6


Will and James rush into the fray, moving up to support Cole. But neither halfling nor hound land a telling blow.

Having loaded his crossbow, Bokehn moves to get a better aim at one of the poisondusks.

Moves and fires at L4. 1d20 + 4 ⇒ (17) + 4 = 21, damage 1d4 ⇒ 2

His bolt hits home, and as it recovers from the shock of the pain Rehil charges across the forest floor to finish it with the thrust from his sword.

L4 down.

Nalvarren.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Double move to R-10.


Wultram.

Map updated.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram takes a deep breath and starts sprinting towards the combat, hoping they can push their advantage, and so take control of the pace of the battle.

Run action to D9


One poisondusk breaks cover, shooting back at Wultram. The other takes a step away from Will before firing an arrow at point-blank range.

But four more poisondusks now join the fight from another direction. To each one of them clings a hideous, bat-mosquito hybrid. The lizardfolk click commands and the creatures take flight, heading into battle like warped falcons diving on a lure.

Knowledge (Nature) DC 10:

Spoiler:
These are stiges, which drink their victims' blood through a sharp proboscis.

L1 shoots at Wultram: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 to hit, damage 1d6 + 2 ⇒ (5) + 2 = 7
L2 shoots at Will: 1d20 + 5 ⇒ (13) + 5 = 18 to hit, damage 1d6 ⇒ 2

S1 and S2 attack Bokehn
S1 1d20 + 7 ⇒ (13) + 7 = 20 v touch AC, on a hit initiates a grapple 1d20 + 11 ⇒ (8) + 11 = 19 v CMD 16. If that succeeds, damage 1 CON from blood drain
S2 1d20 + 7 ⇒ (18) + 7 = 25 v touch AC, on a hit initiates a grapple 1d20 + 11 ⇒ (11) + 11 = 22 v CMD 16. If that succeeds, damage 1 CON from blood drain

Bokehn gasps as the creatures sink needle-like mouthparts into him and begin draining his blood.

Map updated.

Portforged.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Knowledge: Nature: 1d20 ⇒ 6; Nope.


N Warforged HP -10/23 Psion (Nomad) 3

knowledge (nature): 1d20 + 4 ⇒ (15) + 4 = 19
Portforged spun around and fired at one of the newly arrived lizardfolk S2
attack: 1d20 + 2 ⇒ (2) + 2 = 4
damage: 1d8 ⇒ 6


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

FOR GRAZZAT

Mega-Grazzat rushes to Bokehn’s aid, trumpeting a war-cry as he closes and levels a claw at the nearest mostquito-bat-thing.

Move to J-K/19-20, then Arcane strike with a claw on S2.
Claw: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d4 + 4 ⇒ (4) + 4 = 8


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole marches past the halfling and his mount, drawing his massive blade and yelling as he goes.

“Fall back this way. We kill these two, find cover, and then push back on the flankers! PROTECT BOKEHN!”

He punctuates the series of command with a vicious cleave of his greatsword.

Move to J.7, drawing blade on the move.
Then attack I.7

Greatsword: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11
Crit Confirm: 1d20 + 4 ⇒ (6) + 4 = 10
Add'l Damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Grazzat follows Bokehn south. His longspear lances out at one of the bat-bugs.

Move to J19-K18. Attack S2. Longspear 1d20 + 3 ⇒ (12) + 3 = 15 ... damage 1d8 + 3 ⇒ (6) + 3 = 9


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

not my turn, but reflexive knowledge check

Nature: 1d20 + 1d6 + 8 ⇒ (3) + (3) + 8 = 14


OK, Grazzat took two turns there. Sadly, I ought to take the first.

Portforged fires a beam of energy at a flying beast currently feasting on Bokehn, but he misses. So does Grazzat's ineffectual swipe. But Cole cuts down a lizard-warrior, leaving just one from the first quartet to find the adventurers.

Will.

Map updated.


Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

Round 3

Sorry DM can't access the map from work.

James will (move or 5ft) toward the nearest enemy

Bite: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 1 ⇒ (1) + 1 = 2


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Round 3

Club: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 2 ⇒ (6) + 2 = 8

Current AC 24


James charges the poisondusk archer. Will's blow sends it sprawling.

L1 down.

Bokehn tries to fight off one of the creatures drinking his blood.

CMB 1d20 + 4 ⇒ (2) + 4 = 6 v CMD 17

Rehil.

Map updated.


Rehil.


Someone please take Rehil's turn.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

REHIL

Rehil wastes no time, reversing direction as he looks to find his way into a flanking position and doing his best to use the trees and foliage to break line of sight with the archers.

Double move straight south, ending in B.26.
Is it possible to use the distraction of combat and the various elements of cover for this to provide Rehil the opportunity to stealth (albeit at the penalty for moving full speed)? It’d be awesome if he could drop off radar, if possible. In case you’re down with that…
Stealth (w/ -5 penalty for speed): 1d20 + 8 - 5 ⇒ (20) + 8 - 5 = 23


The stirges and L8 can see him, but L5-7 can't.

Nalvarren, then Wultram.

Map updated.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren moves to Q9 and drinks a cure light wounds extract.
1d8 + 1 ⇒ (2) + 1 = 3


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram coughs blood on his chest as the arrow strikes home. His hand moves to the arrow and yanks it off, then the hand moved to his belt to retrieve the potion. Soon the container is empty and dropped to the ground.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Move to get potion and standard to drink


The giant lizardman is too juicy-looking a target to forgo, so the two remaining flying beasts aim their probosces at Grazzat.

S3 and S4 attack Grazzat.
S3 1d20 + 7 ⇒ (10) + 7 = 17 v touch AC. On a hit initiates a grapple 1d20 + 11 ⇒ (11) + 11 = 22 v Grazzat's CMD. If the grapple is successful, damage 1 CON from blood drain.
S4 1d20 + 7 ⇒ (3) + 7 = 10 v touch AC. On a hit initiates a grapple 1d20 + 11 ⇒ (17) + 11 = 28 v Grazzat's CMD. If the grapple is successful, damage 1 CON from blood drain.

The poisondusks fire at the nearest available targets, while avoiding shooting their loathsome pets.

L5 will shoot at Wultram, L6 and L7 at Cole, and L8 will shoot at Rehil (since that's the only poisondusk that saw him).
L5 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 to hit, damage 1d6 + 2 ⇒ (6) + 2 = 8
L6 1d20 + 5 ⇒ (20) + 5 = 25 to hit, damage 1d6 ⇒ 5
L7 1d20 + 5 ⇒ (4) + 5 = 9 to hit, damage 1d6 ⇒ 6
L8 1d20 + 5 ⇒ (10) + 5 = 15 to hit, damage 1d6 ⇒ 4

EDIT: potential crit on Cole by L6. 1d20 + 5 ⇒ (18) + 5 = 23 to confirm, damage 2d6 ⇒ (3, 6) = 9

Map updated.

Portforged.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Oof… even with cover, L6 still nails me with that crit and confirm, though Light Fortification is in play. Aubrey, would you prefer to roll the 25% fortification? Or should I?


You roll - good luck.

Is Adamantine Body just light fortification?


N Warforged HP -10/23 Psion (Nomad) 3

Portforged fires another crossbow bolt at S2:
attack: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d8 ⇒ 4


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Nope, Adamantine Body basically means Cole is wearing Adamantine full plate (complete with DR 2/- and a fairly massive ACP). The light fortification is a racial trait from the Eberron core book… basically the light fortification armor ability for free. And i’ll just roll them moving forward (though obviously you should feel free to roll them if you want to in any given situation).
Fortification (hoping for 25 or under): 1d100 ⇒ 79; Nope, dang.

The little arrow hisses towards Cole, slips between the plates around his neck, and lodges itself neatly in some unseen-but-critical internal component. The bulky warforged slumps immediately and lifelessly to the ground like some massive marionette whose lines have been cut.

DR makes it 12 damage, neatly dropping Cole to -1… and inert.


Portforged's shot is wide again, perhaps distracted by the thud as Cole keels over amid the leaf litter.

Grazzat, then Will.


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Seeing the dire situation William will grumble under his breath..

I'll be back shortly to save you Cole. Its just a shame magical healing don't work well on you...

Club: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 2 ⇒ (2) + 2 = 4 Vs S1


Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

James will double move to I20

I am posting just before Grazzat as i am heading off to bed

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