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

Game Master Aubrey the Malformed


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Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

As Vaard continues on the path his ability to be alert to his surroundings diminishes somewhat.

Survival 1d20 + 10 ⇒ (19) + 10 = 29
Perception 1d20 + 8 ⇒ (8) + 8 = 16


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)

Survival: 1d20 + 8 ⇒ (1) + 8 = 9
Perception: 1d20 + 11 ⇒ (20) + 11 = 31

Unbelievable. We all tanked the survival roll.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

We may be lost but at least we will see all the things. Our lowest perception roll was 19.


The Plains

You guys need Vaard with you.

The group continue to move across the grassy plain. They keep alert for danger but fail to keep good track of their route and by the evening they have veered off course. However, the sights are nevertheless impressive: herds of sauropod dinosaurs lumbering in search of food or browsing on the branches of the occasional tall trees, and once a tyrannosaurus stalking in the distance. They also occasionally spot halfling riders in the disatnce.

OK, you've spent the day walking. Time to camp.


HP 48/48, 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

To be fair Rehill is actually good at this, dice just decided to be pants again.

"Only good thing about marching is that it gives you plenty of time of contemplating ever more creative ways of murder." The mage exclaims before turning to the skeleton to give it the standard orders regarding guard duty. "I don't know how large area the local tribes claim as their domain, but once we reckon we have moved to next territory we really should try to bargain for mounts. That is assuming that the local ones took the message and leave us alone, so we don't get the opportunity to acquire theirs."


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

"We could try to barter with the next tribe. They may not have the same feeling towards the shulassakar as the last tribe. Then again, how difficult do you think it would be to control one of the large beasts we saw? Not the one with the large teeth, the ones eating from the trees. As enjoyable as it is to walk through such a nice place, I prefer to ride sooner rather than later." Tal says, cracking a smile for once.
Feel free to shoot down that idea, I've been watching too many 'Ark: survival evolved' videos

After we set up camp, "Everyone, set out your water containers so I can fill them. This water will only last till tomorrow at this time so drink it while it lasts."

Burn a use of mythic power to cast create water. I'm assuming with those survival rolls we didn't find a real source of water. At some point in the night or in the morning I will need to meditate for an hour to regain expendable character resources (channels ect..)


HP 48/48, 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

"My way? Guaranteed. Your way? It would be faster to walk than trying to tame and train a wild animal." Wultram notes on the matter.

We are too low level to craft saddles for anything good :p


The Depths

The ledge becomes a narrow enclosed passage and the adventurers clamber over the rough floor and through narrow choke-points for about half-an-hour. The it suddenly ends in a wide, cathedral-like space. The ceiling soars above them into the darkness and the floor is relatively smooth. The air is cool and dry but there is a barely perceptible throb that they group feel more than hear.

"These are the Caves of Prophecy," says Teprin. He walks over to an unlit brazier which is bolted to the floor. With a flick of a tindertwig he lights it, and then walks and lights another about ten yards away and does the same. As the cave is lit is scale becomes apparent - hundreds of feet high and stretching beyond sight into the distance. From the ceiling hang huge growths, like stalactites but seemingly made out of clear crystal, almost touching the floor. The light shining through them from the braziers projects onto the walls of the cavern in a profusion of writhing colours and shapes. Within these kaleidoscopic patterns can, perhaps, be discerned symbols or writing which constantly twist, change and reform.

"The Prophecy," says Teprin reverently.


The Plains

The group fail to find any forage or water on their march westwards, and their route meanders on a few occasions over the relatively featureless plain. They finish the day tired and footsore, although Tal's conjured water helps to refresh them to some extent.

Doing anything in particular before you turn in?


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

The Depths

Cole shoulders his warmaul with a dull CLANG, then spins in a slow circle, his eyes probing the massive chamber. He gives the room a thorough look for nearly a full minute.

Perception: 1d20 + 14 ⇒ (19) + 14 = 33

Finally, he can't help but have his eyes trace the writing.

What language is it in?


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 regards the chamber with a sense of wonder that is apparent even on the normally taciturn man.

"It truly is wondrous."


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

Vaard turns to Teprin, "I suppose with something as wondrous as this, there is no right or wrong way to approach it but how do you read the Prophecies or do you not attempt to do so?"

Linguistics - Attempt to decipher a linguistic pattern - 1d20 + 7 ⇒ (10) + 7 = 17


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 the Demented/Malformed wrote:

The Plains

The group fail to find any forage or water on their march westwards, and their route meanders on a few occasions over the relatively featureless plain. They finish the day tired and footsore, although Tal's conjured water helps to refresh them to some extent.

Doing anything in particular before you turn in?

"Do we press on?"

I vote for a forced march.


HP 48/48, 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

"On other hand I want to get out of this tribes territory as soon as possible, but I am not sure I want us exhausted in case an attack comes. I also do not know how long I can force my body more. I did march during the war, but I was atached to undead legion, meaning living troops were provided largely some sort of transport, as undead do not tire." Wultram notes on the matter.

I can see both sides, but as hinted above I don't think with Wultrams CON He can manage much. I am fine either way.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

"I can continue if you wish. I believe I can help sustain any of us that falter for a while at least."

Tal is particularly suited to forced marching and my lay on hands mercy is to cure fatigued. Mark that another vote for continuing. I feel like it's almost cheating now that I look at it.

Forced March:
Con Check: 1d20 + 5 ⇒ (18) + 5 = 23


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)

With Tal's mercy, definitely march on til one of us fails a check.

Forced march hour 1, endurance: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10
Forced march hour 2: 1d20 + 1 + 4 ⇒ (1) + 1 + 4 = 6
Forced march hour 3: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7

and Rehil fails at hour 1.
Non-lethal damage: 1d6 ⇒ 6


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

It seems like we all only have +1 Con. Looks like Rehil is more of a sprinter than a marathon elf.

As his companions or at least one of them begin to slow Tal calls for a halt. "Let us not over exert ourselves to soon. Let me refresh you two and we can set up camp."

LOH on Rehil: 1d6 ⇒ 1 and fatigue cured

spoiler if Wultram fails as well

Spoiler:
LOH: 1d6 ⇒ 4 and fatigue cured


HP 48/48, 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

Well it is still a resource to use LoH. So shouldn't lean too hard on it.

"That certainly makes it an easy decision, perhaps we might even get back on course."

Forced march: 1d20 + 1 ⇒ (8) + 1 = 9
non-lethal: 1d6 ⇒ 2

As does wultram. So I suppose we got one hour extra, well it is something.

"We are not in dire need of hurrying yet, so I agree on the decision, my feet even more so. If things get really hairy, we could push lot harder with the aid of your healing before collapsing."


The Plains

What a bunch of wimps. Lucky there's military man there to give you some backbone.

You could probably march indefinitely with enough healing and Restoration spells.


The Depths

Knowledge (Arcana) is the skill you need to attempt an interpretation.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

The forced march rules just say that the nonlethal damage needs to be healed for the fatigue to go away. I can just burn through all my channels and spell slots as well and we could march for a long time. It would leave us severely depleted but we could do it if necessary. I think that would be too juicy of a target for Aubrey though.

I'll mark off two uses of lay on hands until we are sure we'll make it though the night. That leaves Rehil at -5 non-lethal and Wultram at -0

"I'll watch for most of the night with your skeleton 'companion'", Tal says with slight disdain. "As long as I can get my meditation before we move on. Hopefully the moon will provide enough light. I think a fire will attract too much attention." No special vision so my watch may be less than effective

Multiple checks if neccesary
perception 1: 1d20 + 11 ⇒ (16) + 11 = 27
perception 2: 1d20 + 11 ⇒ (15) + 11 = 26
perception 3: 1d20 + 11 ⇒ (12) + 11 = 23


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

The Depths

Cole looks down at Nalverren. Leather and metal groan as he shrugs. "Can you make sense of it?"


HP 48/48, 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

"I did not study necromancy for companionship. If I was that distasteful of a person I would have obsessed over school of enchantment." Wultram notes as he is getting his bedroll out. "And unless we go back home during winter, I think I can manage without the comfort of fire, not like we have anything that needs cooking anyway."

Skellys perception if needed: 1d20 + 10 ⇒ (16) + 10 = 26


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)

Agreed with stopping after an hour. We can try a forced march again tomorrow. Even with only one extra hour that puts us ~3 miles farther along, and makes the halfling's job of finding us that much harder.

Rehil nods agreement with Tal's decision on fire. A grateful smile ghosts across his face at the mention of Tal watching most of the night. Otherwise the exhausted elf burrows into his bedroll straight away.

Aubrey, can we use mythic surge on the marching Con checks?


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*
Cole. wrote:

The Depths

Cole looks down at Nalverren. Leather and metal groan as he shrugs. "Can you make sense of it?"

Nalverren rubs his hands in a methodical manner on the goggles that he wears above his eyes like a headband. His fingers linger almost imperceptibly on each tiny dragonshard stud on the leather, and they seem to absorb the tiniest amount of the chamber's kaleidoscope of light into themselves. Mumbling arcane words, he pulls the goggles down over his eyes and searches the words cast on the walls.

using a mythic point to surge and the Skill Enhancement Infusion to boost Knowledge Arcana by +4
arcana: 1d20 + 13 + 4 + 1d6 ⇒ (5) + 13 + 4 + (3) = 25


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

"I can make no sense of it..."


The Depths

Nalverren peers intently. The symbolic nature of the images is obvious, although they are frustratingly ephemeral. They are glyphs in a form of Draconic, but their meaning is not straightforward as they are complex and multilevel compound ideograms rather than ordinary writing. Their constant changing also makes interpretation difficult, both due to the difficulty of holding all of the different forms in the memory and the fact that the shifts are themselves meaningful, in terms of order, juxtaposition and velocity. There is a lot to take in and Nalverren swiftly realises why studying the Draconic Prophecy is a life's work.

What he can pick up in this relatively cursory view, however, is a general theme of agitation, the building potential for significant change. But the precise nature of this is frustratingly unclear.

Perception, DC 15:

Spoiler:
A golden glow in steadily building at the far end of the cavern.


The Plains

I don't see why you couldn't use you mythic surges for that.

Night falls swiftly. Soon the plain is plunged into blackness, relieved only by the distant twinkling of the Ring of Siberys and the etiolated reflections from a few pallid moons.

I assume Tal and Skellie are on watch all night. Perception checks for those two, please.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

We rolled them up above. Tal's first result was a 27. Skellie's was a 26


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

Perception 1d20 + 8 ⇒ (20) + 8 = 28

Vaard pulls his eyes away from the Prophecy as he notices a golden light begin to glow at the far end of the cavern, "Teprin, is that light a normal occurrence?"


The Depths

"No," replies Teprin, "We have another guest who spends a great deal of her time in the Depths studying the Prophecy. She can be difficult," he adds dryly.

Approaching around a bend in the cavern, the glow intensifies as a golden dragon of tremendous size pads sinuously into view. Bigger than Shanquo's draconic form by several orders of magnitude, she has to dip her head to avoid scraping it on the ceiling despite the immensity of the cave. She threads her way through the stalagmites and stalactites until her eyes, like solid orbs of gold, fall upon the group. She then pauses as she studies them to an uncomfortably long moment.

"Teprin," she finally says in Draconic, "Who are these people?"


The Plains

The night cools rapidly. In the darkness small animals rustle through the long grass or make subdued chirps. Bigger creatures bellow occasionally in the distance, the sounds carried across the flat plain.

Tal and Wultram's skeleton companion hear it about the same time - the slow, cautious tread of something large moving in the dark beyond the camp. There is a pause as it stops moving, and whatever it is then sniffs the night air as it searches for a scent.


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, when he can tear his eyes away from the words, turns to the newcomer and greets her with a deep bow.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Tal, instantly aleart, and glad for the reprieve from bordom, whispers "Skeleton, did you hear that? Can you see the creature?" He checks to make sure his weapons and shield are easily brought to hand without making to much noise. stealth: 1d20 + 6 ⇒ (5) + 6 = 11
The skeleton is not mindless right? And hopefully he knows how to whisper...


HP 48/48, 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

Not this one. By fluff it is Karnathi skeleton if you are familiar with that part of eberron lore.

The skeletons response couldn't really be called a whisper, it was the same raspy voice just with less volume. "I did, I can see in the dark but not it, perhaps line of sight broken. Big, sniffing...predator?" It cranes it's neck a bit trying to get a better look. "Should wake commander and the elf, I can stay if tactics demand, if it is looking for food it won't find me much of interest." Comes a bit later.


It's got 60' darkvision, so the thing in the dark might be too far away.


HP 48/48, 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

I know, just didn't word it that way IC.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Tall nods then moves to gently nudge Rehil and Wultram awake motioning them to keep quiet. Assuming the creature hasn't moved closer he will point in the direction he heard the sniffing. "Large creature, may be hungry. Prepare yourself." He whispers quickly.


HP 48/48, 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 shakes off drowsiness of sleep for a moment before getting up silently as he can. "I guess then we better prepare a welcome that makes it clear that it has chosen it's meal poorly." The mage notes with a grin as he starts mentally preparing himself for violence.


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

The Depths

Cole grounds the head of his warmaul between his feet, trying to appear peaceful but prepared. “We are guests of Teprin’s people.” He looks around the room emphatically, “We were given the chance to come see these prophecies first-hand. How could we turn that down?”

“I have met few dragons. Can I have your name … and boast that I know one more?”


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

Vaard also bows, "Greetings revered Gold, I am Vaard Ono'barv, Servant of the Silver Flame".


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Ashshar turned attempting to raise his boe, but the moment he saw the colossal figure he lowered it stuttering. "I... my name... Ashshar..."


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)

De Plains, de plains

On being awakened, Rehil rolls to his feet while scooping up his curve blade. He slings it over his shoulder. His only response to Tal's explanation is a small shrug. Then he reaches for his bow and arrows.

How dark is it on this night with up to 13 moons? Dark, dark, or low light vision dark?


Low light vision dark.

Rehil:

Spoiler:
About two-hundred feet away Rehil can see a large creature, moving slowly, though it is only a dark shape against the general black. But he gets the impression of a long tail, a large head and bipedal gait.


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)

Plains

Rehil spins slowly to scan the area around the small camp. He is suddenly quite still. He speaks very quietly, "It's big. About 80 paces in front of me. Two legs. "

A small pause, " Are all two-legged dinosaurs meat eaters?"


HP 48/48, 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

"Do I look like a halfling to you? No idea, but aren't lot of nocturnal things predators?" He notes on the matter. Wultram strokes his chin for a moment. "Assuming it is a normal animal, I can summon something that will almost certainly take care of it, if it isn't too fast. However that has slight chance of entrancing me and you would need to move back or me forward to not be affected. Since the skeleton is immune to such matters that would deal with me if it comes to that."


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

The Plains

"Well then allow me to distract it while you summon, close your eyes for a moment." Tal intones a short spell as his shield lights up the immediate area.
This may be a dumb idea but I want to be able to see the thing when it comes to eat me.
Cast Light on my shield, move 30ft away from Rehil and Wultram, trying to stay the same distance away from the critter as I move. Drawing my swords on the move.


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 shakes his head and mutters, "It knows where we all are now."


The Plains

Tal floods the darkness with light. The creature shies at the sudden blaze, seemingly unsure what to do, but it doesn't flee. It is very large, perhaps as tall and long as an elephant. It has a large head and jaws which are packed with sharp teeth, powerful hind legs and a long stiff tail, although its front limbs are comparatively puny. Its knobbly scaled hide has wide dark stripes on olive-green and it peers at the adventurers from eyes sunk beneath heavy brow ridges.

Knowledge (Nature), DC 10:

Spoiler:
It is a tyrannosaurus, albeit a young one.


The Depths

"A strange assemblage," muses the dragon, more to herself than in reply. "A human, two lizardfolk, and a warforged. All very far from home."

Her gaze falls on Cole. "My full name would be unpronounceable for you. Plus an exchange of names would imply an inordinate familiarity. You may address to me using a suitable honorific. On first meeting you should refer to me as 'Lady Zishasa'. In subsequent conversation, you will use the term 'My Lady'.

"So, what is it that you seek from the Prophecy? Its complexity defeats most of the lesser races."

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