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

Game Master Aubrey the Malformed


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The Plains

The skeleton moves at a steady walk, its long legs covering the ground as quickly as a riding horse. The ride is a bit jerkier as it has only two legs, and naked bone isn't comfortable without a few blankets to provide padding, although being undead it at least isn't skittish and completely under the control. And as the sun rises over the plains, traversing the grasslands on the back of a giant skeletal dinosaur has more than a little macabre grandeur. The herds are also spooked by its unnaturalness and part at its approach, which also makes travel easier.

I haven't forgotten about the stats for the skeleton, by the way.

In the near distance to the south of their route, a dark haze hangs heavy in the air.


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 tries his best to bear with the uncomfortable ride, reminding himself that it beats walking. Once he spots the odd looking haze he commands the skeleton to stop for the moment. "Anyone got any idea what that is? Doesn't look like fog to me."


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*

concentration to cast grease on own armor DC 21: 1d20 + 8 ⇒ (14) + 8 = 22

Nalverren intones, albeit in a muffled fashion as he struggles against the cloaker, the words to complete his makeshift grease spell, coating his own armor to make it easier to slide out of this creature.


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

Rehil straightens up to study the haze.

"Could it be the Mournlands? I heard they were always foggy."


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

"Wouldn't that be to the west, and unless I am totally lost that fog is in the south. Granted I am not that familiar with the plains but I don't think we are close enough anyway to see there. Then again this is pretty flat terrain....though that haze seems to be pretty damn close. I haven't studied the mournlands to any degree so it could possible that it originates from there." Wultram notes on the matter.

After a moment of silence the mage adds. "Whatever it is I don't like the look of it."


The Plains

Knowledge (Nature) or Survival, both DC 10:

Spoiler:
It looks like smoke from a grass fire.

Or Perception, DC 15:

Spoiler:
You can see the tell-tale flicker of flames in the haze of smoke.


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

Still paralyzed, Vaard continues to be struck by the Cloaker.

Take 7 damage.


Shadow's Status

The Depths

With his foe having fled, Cole concentrates his next attack on the warbler hoping to free his allies from the effects of the noise that is paralyzing them.

Rage + Power Attack vs. C4.

Standard Attack #1 1d20 + 12 + 2 - 3 ⇒ (15) + 12 + 2 - 3 = 26
Damage Masterwork WarMaul 2d6 + 8 + 1 + 2 + 9 ⇒ (3, 4) + 8 + 1 + 2 + 9 = 27

Standard Attack #2 1d20 + 7 + 2 - 3 ⇒ (11) + 7 + 2 - 3 = 17
Damage Masterwork WarMaul 2d6 + 8 + 1 + 2 + 9 ⇒ (4, 6) + 8 + 1 + 2 + 9 = 30


OK, Cole can't actually get anywhere near C4, certainly not to get a full attack, unless I'm missing something here (like a groovy mythic power). He can attack C1 with a full attack action if he so desires (since it's a 5' step to get to it). To keep things flowing, we'll assume he does that.

Unfortunately, and I assume that Cole wouldn't know this since he hasn't encountered cloakers before, but when it is attacked while engulfing someone (the someone being Vaard in this case) half of the damage is on the cloaker and half is on the engulfee. On the bright side, you beat then hell out of the cloaker. Unfortunately, it also beats the hell out of Vaard, though not enough to kill either of them.

Cole's maul pound on the leather cloaker, ripping at the membranes of its wing-flaps. Unfortunately, Vaard takes a few of the blows as well.

28 damage to both Vaard and C1.

Ashshar - someone might need to take his turn as well.

Map updated.


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

The Plains

Tal endures the ride on the skeleton in silence. He thinks back to his many days on uncomfortable rides getting from one battlefield to another. He was getting his hopes up that they could peacefully travel to their destination but that was squashed when they see the smoke.

know nature: 1d20 + 6 ⇒ (16) + 6 = 22
perception: 1d20 + 11 ⇒ (3) + 11 = 14

"That sort of haze usually comes from a grass fire. Out on plains like this, a grass fire could travel fast."


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

Plains

"I guess then we better start gripping hard. I do not want to get caught in that. We better keep our eyes open" Wultram replies then turning to the once beast. "Full speed." Comes the command as the skeletal steed moves once more.


Shadow's Status

Actually Cole DOES have a groovy power to do that, Champion’s Strike - Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction. Sorry, should have noted that in my last post but I was rushing to get it in.


Right - his speed doesn't get him to C4, so we can assume what he does is as follows. He invokes his mythic power, which means he can move and attack C1 as he passes. He then charges C4 (allowing him to move twice his speed) and clobbers that one. So C1 and Vaard take 13 damage each, and C4 takes 30. However, C1 will get an AoO against Cole since he will have to pass it by.

C1's tail slap 1d20 + 3 ⇒ (5) + 3 = 8 to hit, damage 1d8 + 3 ⇒ (1) + 3 = 4

Continuing from where I left off...

Cole continues his stomping progress across the field of battle at remarkable speed, his maul-head connecting with the singing cloaker with a wet thud.

Ashshar.

Map updated.


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)
Wultram wrote:

Plains

"I guess then we better start gripping hard. I do not want to get caught in that. We better keep our eyes open" Wultram replies then turning to the once beast. "Full speed." Comes the command as the skeletal steed moves once more.

"Wait. Which way is the wind blowing?"

Knowing Aubrey, it's blowing from the fire toward us, but if it's not then the fire is much less threatening.

Percpetion, wind direction: 1d20 + 11 ⇒ (10) + 11 = 21


The Plains

Rehil squints at the sky. The high clouds, such as they are in the largely clear sky, are wafting westwards. However, the fire seems to be heading towards them (I mean, like, duh) travelling north and slightly east. As Rehil peers at the oncoming smoke and flame, he also sees flashes of motion - tan, green and occasional vermillion splashes from the hides of dinosaurs in full flight, stampeding from the fire and towards their position.


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)

"There're many dinosaurs running toward us too. They might be as dangerous as the fire."

Rehil loops his bow over his head an a shoulder. Then he grabe onto a vertebrae with both hands.

Go Dino-skelly!


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

Tal hangs on tight, preparing for a bumpy ride.


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

"At times like these I regret not specializing in conjuration or evocation." Wultram notes before starting to concentrate on hanging on for dear life and directing their mount to best of his ability.

Heading north-west. Speed 160ft/rnd(without taking difficult terrain or something of the sort into account.)


The Depths

No sign of Ashshar - please take his turn.


The Plains

Their skeletal mount lengthens its stride and turns away from the bank of smoke. Its much-more-rapid pace makes the ride even more bone-jarring, but the flesh-and-blood riders cling on painfully. Behind them, the rumble of of the onrushing herd grows louder.

Two Perception checks, please. Perception check 1, DC 15:

Spoiler:
Ahead of the tyrannosaur's path, hidden in long grass, is a deep gully - perhaps on dried-up stream bed. The tyrannosaur can probably jump it, but would need to be commanded to do so, otherwise it might trip and fall.

Perception check 2, DC 25:

Spoiler:
Behind the stampede and the flames, you catch sight of halfling riders.


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)

Perception1: 1d20 + 11 ⇒ (6) + 11 = 17
Perception2: 1d20 + 11 ⇒ (8) + 11 = 19
"There's a big ditch up ahead! Can we jump 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

Wultram Perception 1: 1d20 + 1 ⇒ (17) + 1 = 18
Wultram Perception 2: 1d20 + 1 ⇒ (3) + 1 = 4
Skelly Perception 1: 1d20 + 9 ⇒ (13) + 9 = 22
Skelly Perception 2: 1d20 + 9 ⇒ (6) + 9 = 15

So how long would this jump be?

"I see it." Wultram replies. The skeleton echoes the statement with it's gravely voice.


About 10'. I would expect a T Rex to cover that more or less in a single stride - it's more not knowing about the dip and falling in that is the hazard.


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 quite easily. It is huge sized bipedal. But yeah that clarifies things, just didn't want to instruct it to try to jump some ludacrious distance.

Wultram points the gap out to the skeleton instructing it to get across it.


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)

Tal? Going to have a go at the DC 25 perception heck?

Rehil casts a last glance back at the fire before fixing his eyes on the approaching gully.

ANd planning on how to bail out should Trex stumble.


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

I suppose I should, I'd hate to fall off because I didn't see the jump coming.

Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Perception: 1d20 + 11 ⇒ (6) + 11 = 17

or not... oops

Tal grips the bones even tighter when he hears Wultram instruct the dino to clear the gap.


Shadow's Status

The Depths

Ashshar fires the arrows at the warbler knowing that he needs to bring those disoriented by the creature back into the flight!

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 ⇒ (9) + 7 = 16
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Fire: 1d6 ⇒ 6

Rapid Shot Deadly Aim: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 9 ⇒ (3) + 9 = 12
Fire: 1d6 ⇒ 4


The Depths

Ashshar's arrow flies true and the cloaker, already battered by Cole, flops to the floor.

C4 down. I can't work out - has Nalverren had his turn this round?

Map updated.


The Plains

Under Wultram's instruction, their undead mount makes the leap easily. Some of the following herd fall in with screams and bellows, but most also cross over once they are aware of the danger. As the stampede swings about the adventurers find themselves surrounded by huge animals, lumbering along and kicking up clouds of dust. In their panic they sideswipe the tyrannosaur and each other, massive animals careering about in a deadly swirl of scaly limbs and bodies.

OK, the stampede is heading in roughly the same direction you are, but they are bouncing off each other and swinging about, which means they could crash into you and the tyrannosaur and cause potentially a lot of damage. You need to consider what your actions are, if any. You can (as a suggestion - you can come up with other suggestions which may be better than these) cling on for grim death to avoid falling off in the event of a collision, try and shoo away or otherwise dissuade the herd from coming too close, cast a suitable spell, try to guide Wultram and Rexy through the crowd, or scream in terror. Let me know what you intend and we will work out how to make it work in the context of the game.


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

I'm thinking of spending a use of mythic power to cast shield of faith on our ride to help deflect the other beasts from running into it. DC 16 or DC 21 concentration check for violent vs extremely violent motion? I figure vigorous motion would be gentle riding. Other than that, just hang on and hope for the best. Did we finish our rest before we moved out?


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*

looks like vaard, cole, ashshar, and the cloakers have gone since i did. is it my turn?


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 |
Nalverren wrote:
looks like vaard, cole, ashshar, and the cloakers have gone since i did. is it my turn?

I thought casting Grease was your action for the round but I may be wrong!


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 instructs the skeleton to direct their mount for the time being, while he himself readies himself to amplify his aura to scare off any beasts that get too close.

Masters champion is in charge of trying to direct the t-rex among the stampede. Wultram will use aura of fear on anything that comes adjucant to the rex.(I am assuming that wultram counts as being in the center square of the rex, so with 10ft range he would only affect those) Aura of fear is a standard action and uses his charnel touch uses(so up to 9 times), will save DC 19 negates, succesful save makes immune for 24h. Failure normally makes shaken, but I would assume stampeding animals are under some fear condition to begin with that would upgrade to the next level.
Short version: Try to use Aura of fear to get animals run away.


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 watches a another T-rex trip over a smaller dinosaur and the two tumble to the ground. Three dinosaurs run over the big carnivore before it can stagger back to its feet and resume its limping flight.

No damage or threat Rehil can provide is likely to greatly affect a stampeding animal. I'lll settle for helping to guide .

Tal, we started our ride as soon as WUltram had the spell cast. I don't believe that let us fully rest.


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*
Vaard Ono'barv of the Flame wrote:
Nalverren wrote:
looks like vaard, cole, ashshar, and the cloakers have gone since i did. is it my turn?
I thought casting Grease was your action for the round but I may be wrong!

yes that was my last action, then the people/things i listed went since that action. i just don't know if there are more people besides that who get to act before me.


Nalverren wrote:
Vaard Ono'barv of the Flame wrote:
Nalverren wrote:
looks like vaard, cole, ashshar, and the cloakers have gone since i did. is it my turn?
I thought casting Grease was your action for the round but I may be wrong!
yes that was my last action, then the people/things i listed went since that action. i just don't know if there are more people besides that who get to act before me.

To keep things going, take your turn now, please.


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*

Trying to slide out like a greasy meatball out of a sandwich.

Escape Artist: 1d20 + 13 ⇒ (1) + 13 = 14


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Nice turn of phrase.


The Depths

The newly greased-up Nalverren tries to wriggle free but the cloaker holds him tight in its clammy folds. They continue to squeeze and batter their prisoners.

C1 engulf 1d20 + 10 + 4 ⇒ (7) + 10 + 4 = 21 v Vaard'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 ⇒ (4) + 5 = 9
C3 engulf 1d20 + 10 + 4 ⇒ (4) + 10 + 4 = 18 v Nalverren's CMD, if this is successful the cloaker gets a +4 to hit on the following bite attack
Bite 1d20 + 8 ⇒ (14) + 8 = 22 to hit, damage 1d6 + 5 ⇒ (1) + 5 = 6

OK, Cole, Ashshar, Vaard, Nalverren.


The Plains

General Tal wrote:
I'm thinking of spending a use of mythic power to cast shield of faith on our ride to help deflect the other beasts from running into it. DC 16 or DC 21 concentration check for violent vs extremely violent motion? I figure vigorous motion would be gentle riding. Other than that, just hang on and hope for the best. Did we finish our rest before we moved out?

Violent motion (DC 15 + spell level) is defined as riding a galloping horse, so I think a galloping T Rex skeleton would be analogous to that in terms of the Concentration DC.

Wultram wrote:
Short version: Try to use Aura of fear to get animals run away.

OK, sounds good. I'll wait until the others have made their checks before I describe what happens.

Rehil Ecraish wrote:

Rehil watches a another T-rex trip over a smaller dinosaur and the two tumble to the ground. Three dinosaurs run over the big carnivore before it can stagger back to its feet and resume its limping flight.

No damage or threat Rehil can provide is likely to greatly affect a stampeding animal. I'lll settle for helping to guide .

Tal, we started our ride as soon as Wultram had the spell cast. I don't believe that let us fully rest.

Correct, I believe, on the rest. Please roll a Perception check.


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

concentration: 1d20 + 9 ⇒ (7) + 9 = 16
Mythic power treats the caster level as +2. Assuming this adds to the concentration check I make it, if not, I don't. I'll hold off on description as I'm not sure what the result 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)

Perception: 1d20 + 11 ⇒ (7) + 11 = 18


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

With C4 gone are Vaard and Teprin no loner paralyzed?


Shadow's Status

The Depths

Cole once more moves with blinding speed, this time to attack the foe that has Vaard engulfed. Utilize Champion's Strike to approach and strike C1. IF Cole realizes that he injured Vaard on that last attack, he will attack non-lethally, if so take 4 from each attack, if not, he will full attack with lethal damage.

Champion's Strike Attack 1d20 + 12 + 1 + 2 ⇒ (11) + 12 + 1 + 2 = 26- Damage Masterwork WarMaul 2d6 + 8 + 1 + 2 ⇒ (5, 4) + 8 + 1 + 2 = 20

Standard Attack #1 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 - Damage Masterwork WarMaul 2d6 + 8 + 1 + 2 ⇒ (4, 3) + 8 + 1 + 2 = 18

Standard Attack #2 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18 - Damage Masterwork WarMaul 2d6 + 8 + 1 + 2 ⇒ (2, 4) + 8 + 1 + 2 = 17

---

Ashshar the arrows at the foe that has Nalverren engulfed.

Using Mythic Rapid Shot with 2 attacks at no penalty and Deadly Aim for a -2 Concentrate on C3.

Rapid Shot Deadly Aim: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Fire: 1d6 ⇒ 6

Rapid Shot Deadly Aim: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Fire: 1d6 ⇒ 1


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*

trying again.

Escape Artist: 1d20 + 13 ⇒ (14) + 13 = 27


The Depths

Cole's hammer thuds down again, this time trying to stun rather than kill. Nevertheless, Vaard takes a significant portion of the damage.

27 non-lethal damage to Vaard as well as C1.

Both Ashshar's arrows are wide. However, Nalverren slips free from its grasp. The two remaining creatures find themselves outnumbered and choose to flee.

C1 and C3 use withdrawal actions. End of combat. 1,422xp each

Teprin gets groggily to his feet. "Honoured guests, I was supposed to protect you. I humbly beg forgiveness for my failure."


The Plains

OK, the book seems to say that the spell save DC is increased by 2, not your caster level per se. As such, I think you probably don't get a +2 on your Concentration check.

Tal attempts to cast a spell of protection, but the jerky motion of the running skeleton spoils his concentration. Meanwhile, Wultram summons dark energy to ward off those animals coming too close.

Number of possible bumps 1d6 ⇒ 3
Will saves 1d20 + 5 ⇒ (11) + 5 = 16, 1d20 + 5 ⇒ (5) + 5 = 10, 1d20 + 5 ⇒ (4) + 5 = 9.

Three of the lumbering beasts press close but Wultram sees off two of them. However, one still crashes into the skeleton in the confusion, making it stumble.

One attack
Gore 1d20 + 17 - 2 ⇒ (16) + 17 - 2 = 31 to hit, damage 2d10 + 12 ⇒ (1, 7) + 12 = 20

DC 5 Ride checks from everyone, please.

As well as the charging herd, the sound of the crackling flames from behind and the smell of smoke is getting stronger. But up ahead, Rehil can see a splash of green - a stand of lush trees in a damp-looking dell, perhaps a spring. The ground might be damp here and offer some protection from the fire. However, getting there would mean having to navigate through the stampede rather than just being carried where it goes.

Though it might be moot if you fall off.


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

Rehil rises from his low crouch on the vertebrae and points ahead to the right.

"There! To the right ahead! Water, maybe."

Ride skill +7


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

Ride is +6

Tal gets jarred by the hit to the skeleton and hangs on for dear life. "Why is this worse than riding a dragon?!"


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

Am I missing something here. The save DC is 19 and highest save roll I see is 16?

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