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

Game Master Aubrey the Malformed


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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 will only use the skeleton. Zombies are bit too slow for our current situation even if they have their uses. So as long as you don't damage the structural integrity of the bones cut a way" Wultram notes, after a moment adding. "For the record zombies don't excatly use muscles to move either. Undead physiology is a bit more complex matter than that."

He then looks at the carcass. "To be fair I have no damn idea where the good meat would be on a lizard. I don't think we can afford to be too picky in our situation however." Wultram then pulls out his own dagger and with intstructions to the skeleton they start cutting the body up. The pair leaves the actual meat cutting to the elf, since Rehil seems to have better understanding of outdoor living. Instead the two are cleaning it up, mostly to ensure they won't have to deal with rotting flesh and it's smell in the future.


Rex has 18HD - you able to animate that? I guess you can drop a Desecrate for that. Ordinarily I'd ask if the paladin is OK with that, but I kinda know that he is.


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)

"It will take days to strip this down to the skeleton."

Web search puts a T-rex at about 9 tons. Even if this is a small one that's a lot of meat and guts.

Plus the comment gives Wultram more opportunity to expound.


I think the spell makes the flesh sort of disappear if you are casting the skeleton version on a fleshed subject.


The Depths

Not seen Cole for a while - someone might need to take his turn.


Shadow's Status

The Depths - Cole

As the living go down around him, Cole is focused as nausea does not effect his 'forged system. With Teprin's javelin so easily evaded, Cole realizes he needs to take the fight to these foes.

Move to L6 and attack C2.

The Warforged Barbarian cries out and charges.

Using a Mythic Point to move his speed and attack as per Champion's Strike & Rage

Champion's Strike Attack 1d20 + 12 + 1 + 2 ⇒ (3) + 12 + 1 + 2 = 18 - Damage Masterwork WarMaul 2d6 + 8 + 1 + 2 ⇒ (5, 5) + 8 + 1 + 2 = 21

Standard Attack #1 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 - Damage Masterwork WarMaul 2d6 + 8 + 1 + 2 ⇒ (1, 6) + 8 + 1 + 2 = 18

Standard Attack #2 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11 - Damage Masterwork WarMaul 2d6 + 8 + 1 + 2 ⇒ (5, 2) + 8 + 1 + 2 = 18


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*

if you are using Animate Dead, the spell specifies that if a skeleton is made of a fresh corpse, the flesh falls off


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

Yeah I can animate that. I have normal caster level of 9 for animate dead, which would be enough. I also have plenty of ways to boost it. I don't have desecrate though, I do have the aura that mimics it would that actually count?(Not really relevant at the moment I don't think, but for future sake. Well now that I think about it it would allow me to make it a variant since those cost double when casting.) Oh yeah forgot the spell does that.(let's say wultram was interested for spell compotent purposes) Anyways I wanted to give Tal the opportunity to note something before casting the spell.

Wultram smirks. "Magic." He replies to Rehil as explanation.


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

Tal breathes a sigh of relief as the beast finally dies. "Your spell saved the day Wultram. I think we would have been in trouble had you not blinded it."
When Rehil starts cutting away meat, Tal starts to help. He tries to mimic Rehil's deft cuts but strokes are clumsy and he ends up with a mess of dino parts. Getting frustrated, he returns to watching the elf. A few moments longer and he asks for pointers to help gather meat for his companions.

Before Wultram begins casting his spell to reanimate the T-Rex skeleton, Tal approaches him. "Wultram, I have seen your skeleton follow your orders explicitly. Will this one be like your current minion or will it decide to eat us if you fall unconscious?"

Sorry for the late response, busy with my friend's pre-wedding events over the weekend.


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

No worries real life has to come first.

"To be honest, I blame myself for underestimating the beast. I am used to animals being much weaker than that. In the end we got off lightly for that mistake." The mage notes with a grim face.

"Neither options is exactly correct. My current companion is Karnathi skeleton. More advanced, sentient. I can't create those, not the same way anyways. It is much more advanced magic than I am capable at my current level of mastery. However just because the undead I can create currently are mindless does not mean the moment I turn my eyes they start wanton slaughter. They follow orders, without any question should I tell one to destroy themselves they would. However if they do not have orders to do something, even if that is to simply wait untill further instructions...well negative energy tends to instill a predatory instinct for lack of a better term. So if I were to be unconscious for long enough time issues would happen, but I reckon that would take a coma. Much more dangerous is if I were to die, because that would break the link between me and them. Well discounting certain circumstances. I am also much more limited in the orders I can give it due to the lesser mental faculties." Wultram explains.

After a moment of pondering he adds. "Your best bet in the case I perish is to exploit the fact that the undead I create lack the mental faculties to use proper tactics. Or as that would likely happen during combat with our foes, to retreat and let the enemy deal with the mess."


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

Tal thinks on Wultrams explanation for a moment then nods. "It would be helpful to have a beast like that on our side. It would probably deter the next hunting party from attacking as well as something to throw in the way of any other beasts that want to make a meal out of us. I'll do my best to keep you alive so I don't have to fight it again. I can't let something like that exist without someone that I can rely on controlling it." Tal backs off to give Wultram space to cast his spell.

"Rehil, I've seen some of the quartermasters preparing hunted meat for transport. Is there anything we can do like that so the meat doesn't spoil before it can be used?"


The Depths

Initiative updated
Cloaker 2 27
Cloaker 4 27
Teprin 25 (nauseated)
Cloaker 1 17
Cloaker 3 17
Cole 14
Vaard 9 (Sanctuary, nauseated)
Ashshar 8
Nalverren 5 (Gravity Bow)

Cole's maul narrowly misses the quivering aberration.

Vaard is nauseated in his sanctuary, so he can take a move action but nothing else. Then it's Ashshar and Nalverren.

Map updated.


The Plains

Rehil needs to make a Survival check to get some decent meat from the carcass. It won't be a very difficult DC given the sheer amount of meat just lying there, but harvesting the most nutritious bits (and knowing what they are) and transporting them effectively so they don't spoil will effectively boost the rations available. Others can assist.

Also, Survival check, please everyone, DC 10:

Spoiler:
A kill this big will bring scavengers, some of them large and dangerous in their own right, so time is of the essence.


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

So Aubrey, did you just use young template or what on this thing? Asking so I can have the stat sheet ready. Also quick post before bed to keep things rolling while I am gone.

Survival: 1d20 + 1 ⇒ (15) + 1 = 16

"Tell me when you got the meat done. If you tell me where to cut I will help. The scent of blood will probably attract further visitors." Wultram notes. The mage waits untill the meat is prepared before starting to cast his spell.


It's basically the young template, then dialled down slightly lower. I'll stick up the stats in the Discussion thread.


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

Thing I never knew: these things being large, do I get cover penalties from Cole if I shoot at C2? If the answer is yes, I'll shoot C1 instead.

Without delay and fearing their spores, Ashshar starts drawing and firing arrows as fast as he can.

Using Mythic Rapid Shot with 2 attacks at no penalty and Deadly Aim for a -2
Rapid Shot Deadly Aim: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Fire: 1d6 ⇒ 5

Rapid Shot Deadly Aim: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Fire: 1d6 ⇒ 5


I typically ignore cover penalties provided by people, but I apply the -4 to hit for firing into melee (where applicable) as I reckon that covers it. So C1 instead.

Ashshar's bow sings as the arrows pour forth, tearing holes through the cloaker's webbing and making it scream.

Nalverren.


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 check, DC 10: 1d20 + 8 ⇒ (11) + 8 = 19
Survival check, slice and dice: 1d20 + 8 ⇒ (18) + 8 = 26 It's filet mignon tonight, boys!

"Tal" wrote:
"Rehil, I've seen some of the quartermasters preparing hunted meat for transport. Is there anything we can do like that so the meat doesn't spoil before it can be used?"

"Salt, smoke, or dry. We have no salt, and the others take time. Maybe we can dry some by hanging strips off the bones. Even without preservation, it will keep a few days."

[quote = "Wultram"] "Tell me when you got the meat done. If you tell me where to cut I will help. The scent of blood will probably attract further visitors."

Rehil nods in agreement. He cocks his head inviting the others to follow as he sidles along the carcass feeling for vertebrae. "Here. A hand off the outer edges of the spine...."

After showing the others how to locally skin and liberate portions of the backstraps, Rehil climbs the carcass to harvest a roast size chunk of thigh with a long strip of tendon attached.

I doubt we'll be able to eat more than 20 lbs before it goes bad. We should done with the butchery pretty quick.


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 steps to the side (5ft step to M12), magically enhances his weapon (Arcane Strike) and takes a shot with his magically enhanced crossbow at C1 before reloading.

ranged: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 2d6 + 2 ⇒ (1, 2) + 2 = 5

womp womp


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

survival assist: 1d20 + 2 ⇒ (9) + 2 = 11

"I don't think I've ever eaten T-rex meat before. If you two don't mind, I think I'll try some before we are forced to ration the food again. I might not need to eat but that doesn't mean I don't like to sometimes." This last part is followed by a rhythmic hissing you can guess is Tal laughing at his own joke.


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 glances at Tal. "Speaking off what do your kind tend to eat anyway? I mean back in the day."

The karn starts casting his spell and soon enough the remaining flesh starts almost peeling off the corpse as the massive skeleton rises back up. "Follow me, 10 paces behind." Wultram gives the order.

"Either of you happen to know anything about carpentry? We could probably fashion some sort of primitive sled from lumber to move. However first let's get out of here before scavengers arrive."

Mythic animate dead(-2mp) CL 10, due to mythic no onyx needed.


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 stands back in cautious awe as the skeleton stands. Wultram's order takes him aback. "I thought we were all riding."

Before Wultram starts, the elf steps up to the Ex-Rex, and uses the long tendon to tie the Rex roast to a rib.


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

The mage gestures to both his companions. "Protect."

"Do you happen to have a saddle modified for a skeleton. One for a dinosaur of this size at that. And one that can carry 3?" Wultram notes on the matter. "We could just hang on for dear life, if it comes to that, but I don't think we could manage for that long. I figured fashioning such a sled would be easier than managing some improvised saddle?"


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)

"If we salvage the hide, maybe we could line the beast's ribcage with it and ride there? It will take time to skin this beast."

Or make a dino- hammock within the ribs? Either is probably more comfortable than riding vertebrae. The head might make an excellent perch for one rider.


The Depths

The far cloaker continues to emanate its nerve-jangling throb. The other moves to envelop Cole in its folds.

C2 going for an Engulf. this is a grapple check (no AoO) and if it succeeds it gets a free bite at +4 to hit.
CMB 1d20 + 10 ⇒ (3) + 10 = 13 v Cole's CMD. If that's a success, it goes for the bite 1d20 + 8 + 4 ⇒ (12) + 8 + 4 = 24 to hit, damage 1d6 + 5 ⇒ (3) + 5 = 8

C4 continues with its Unnerving sonic attack. Automatic -2 to hit and damage rolls. Round 2.

Teprin is nauseated, so...

The other cloakers undulate forwards to embrace their prey.

C1 goes for an envelop on Vaard. That requires a Will save due to his Sanctuary spell. 1d20 + 7 ⇒ (8) + 7 = 15
Not sure if that does it or not. In case it does, the Engulf attack is below. Disregard if it failed its save - it simply loses its attack. CMB 1d20 + 10 ⇒ (11) + 10 = 21 v Vaard's CMD. If that's a success, it goes for the bite 1d20 + 8 + 4 ⇒ (16) + 8 + 4 = 28 to hit, damage 1d6 + 5 ⇒ (1) + 5 = 6

C3 goes for an Engulf on Nalverren.
CMB 1d20 + 10 ⇒ (11) + 10 = 21 v Nalverren's CMD. If that's a success, it goes for the bite 1d20 + 8 + 4 ⇒ (13) + 8 + 4 = 25 to hit, damage 1d6 + 5 ⇒ (1) + 5 = 6

Cole, then Vaard, then Ashshar, then Nalverren.

Map updated.


The Plains

To cut a long story short...

Wultram casts his spell without interruption. The flesh remaining on the young dinosaur's bones sloughs off in a putrescent flow which pools around its feet as it rises in undeath. Its naked skull gazes down mutely, awaiting its master's orders.

Let's not worry too much about saddles and stuff. The thing's massive and its torso is more-or-less horizontal, so you can lash yourselves to its vertebrae and be ok.


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)

Yay! Glad you're back, Aubrey.

Guys, who's got rope? Rehil still hasn't restocked all his mundane adventurer type gear since losing it all on the boat in the first encounter. I've got to correct that when we get to civilization.

Rehil glances quizzically at Tal before slinging his pack over one shoulder before leaping a puddle of rot and skipping up the backbone of the giant skeleton, balancing with his bow at the end of an extended arm. He stops just forward of the shoulders and wraps the pack's straps around ribs on one side and an upthrust spur of bone on the other. He cinches them tight.

Let's ride!


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*

did you mean Engulf or grapple? Engulf usually has a save or AoO on the part of the defender


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

Tal looks distastefully at the skeleton and the gore on the ground before hopping up onto the ex-dino's tail and climbing up to it's back.

Thumbs up, lets go!


Nalverren wrote:
did you mean Engulf or grapple? Engulf usually has a save or AoO on the part of the defender

There's an unfortunate duplication in nomenclature, as cloakers have a specific Engulf attack (which is a glorified grapple - I nearly referred to it as Envelop, which is possibly more descriptive). It's not the Universal Monsters Rules Engulf attack, which looks like a giant blob sort of thing. So yes, it's a grapple with no save.


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 |

Despite his spell of protection, Vaard is struck by the foe. He grunts in pain, frustrated with his inability to respond.


Shadow's Status

The cloaker is unable to latch onto Cole and the Warforged strikes back!

Rage + Power Attack!

Standard Attack #1 1d20 + 12 + 2 - 3 ⇒ (1) + 12 + 2 - 3 = 12 - Damage Masterwork WarMaul 2d6 + 8 + 1 + 2 + 9 ⇒ (5, 1) + 8 + 1 + 2 + 9 = 26

Standard Attack #2 1d20 + 7 + 2 - 3 ⇒ (15) + 7 + 2 - 3 = 21 - Damage Masterwork WarMaul 2d6 + 8 + 1 + 2 + 9 ⇒ (5, 2) + 8 + 1 + 2 + 9 = 27


The Depths

The warforged's heavy maul thumps into the cloaker's leathery body with a thud, and it screeches in pain.

Ashshar and Nalverren.


The Plains

OK, you've got your ride - where are you headed?


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 has the skeleton hand over the rope and tries his best to make the trip on the skeletons back a bit more comftarable for the group. Once everyone is on he instructs the undead to move, increasing speed untill he finds the limit of what they can handle.

Gatherhold is the ultimate destination unless plan has changed. But for now I reckon it is basicly going west/southwest. The group figured they could be accurate enough to hit the lake next to the city eventually and proceed from there.


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)

He's the brains of the operation, sweetheart.

Maybe Rehil can contribute a bit of stellar navigation with a survival check?

Survival: 1d20 + 8 ⇒ (9) + 8 = 17


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*

ah, alrighty, so 6 damage and i assume i am still grappled then?


The Plains

Survival will tell you what direction you are heading (i.e. south-west). However, you'll need Knowledge (Geography) to know if you are heading in the right direction to get to Gatherhold.

In the meantime...

The skeletal steed begins a steady lope in the direction indicated by Wultram.

Oh, and agreed, very cool by Wultram.


The Depths

Ashshar, then Nalverren.

Yes, I believe that Nalverren is grappled.


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 will use his Item Augmentation (Spell Storing) to make his ring a single-charge item of Grease. [ooc]that's my turn, i can't hope to succeed in getting out of a grapple with this thing so next turn I am going to cast Grease on myself.


Someone please take Ashshar's turn.


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

Survival will tell you what direction you are heading (i.e. south-west). However, you'll need Knowledge (Geography) to know if you are heading in the right direction to get to Gatherhold.

...

What about acrobatics? Or maybe know(local)?


The Plains

One of those rare times when maybe Acrobatics won't work. Knowledge (Local) may be useful. Depending on the roll, this will determine just how close to Gatherhold you really get.


The Depths

Someone take Ashshar's turn please.


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)

The Plains

WUltram may know geography, but if not Rehil tries Know(local)

1d20 + 4 ⇒ (9) + 4 = 13

We might not get to Gatherhold but with the survival check, at least we won't go north to Karnath.


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

Yeah unless it is DC 10 or less Wultram ain't gonna be of use. Still there is the lightning rail and the lake so we can't really go too far off as long as we are heading in the right general direction. Still if we meet people who aren't murder on site mentality we probably should ask directions.

Oh and Aubrey I am gonna need the stats of the rex so I can convert it into it's current state.


The stats are at home and I'm with my mum and dad this weekend, but I'll get those to you.


Shadow's Status

The Depths

Ashshar continues firing arrows as fast as he can.

Using Mythic Rapid Shot with 2 attacks at no penalty and Deadly Aim for a -2 Concentrate on C4.

Rapid Shot Deadly Aim: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 9 ⇒ (1) + 9 = 10
Fire: 1d6 ⇒ 3

Rapid Shot Deadly Aim: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 9 ⇒ (2) + 9 = 11
Fire: 1d6 ⇒ 1


The Depths

One of Ashshar's arrows strikes the singing cloaker, although the damage is not enough to halt its warbling song.

Already battered by Cole, one of the cloakers flees. However, the others continue their attack.

C2 performs a withdrawal action and disappears off the map. C1 and C3 will continue to enguf and bite Vaard and Nalverren, respectively. C4 continues to throb.

C1 engulf 1d20 + 10 + 4 ⇒ (14) + 10 + 4 = 28 v Vaard's CMD, if this is successful the cloaker gets a +4 to hit on the following bite attack
Bite 1d20 + 8 ⇒ (11) + 8 = 19 to hit, damage 1d6 + 5 ⇒ (2) + 5 = 7

C3 engulf 1d20 + 10 + 4 ⇒ (14) + 10 + 4 = 28 v Nalverren's CMD, if this is successful the cloaker gets a +4 to hit on the following bite attack
Bite 1d20 + 8 ⇒ (7) + 8 = 15 to hit, damage 1d6 + 5 ⇒ (6) + 5 = 11

Cole, Vaard, Ashshar, Nalverren.

Map updated.

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