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

Game Master Aubrey the Malformed


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

Tall asks Dol Arrah for guidance and listens again. Cast guidance
Linguistics: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15


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

Trained only skill so no rolls for Skelly. Just posting so you all are not waiting for me.


The Plains

Tal:

Spoiler:
Tal doesn't recognise the language as such, but he thinks it maybe sounds a bit like the language of the war cries of the halfling hunters.


The Depths

Map updated.

Initiative
Cole 21
Ashshar 18
Troop 4 15
Nalverren 13
Teprin 12
Vaard 11
Troop 3 9

Ashshar.


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

"In not certain but I think those small folk that attacked us earlier are still on our trail. At least in this swamp their mobility will be reduced. This will probably turn into another fight as I doubt we can escape detection with a large animated t-Rex skeleton." Strangely, there isn't any malice in his voice when talking about Wultram's creation. It is merely a facial statement. Tal concentrates on the life force of his companions to link them to his.

Activate life link


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 we did leave a message, but if they are itching for another fight, they shall have it. If we are massively outnumbered let's try to break their morale." Wultram replies starting to ready himself for a fight.

After a brief command to the undead, he starts casting a spell.

Assuming someone doesn't interrupt him, casting false life.

temp hp: 1d10 + 7 ⇒ (7) + 7 = 14


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

Aubrey, I think you might have moved the wrong character square. Cole should be in AB.15.


Corrected.


MAPS

The Depths

Ashshar (AC 24)
'...Short lived and easily removed are those that would argue with a rolling boulder.'

Impressive. Ashshar could barely pace Cole, matching his level of destruction was now out of reach. The greatsword was transferred to their off-hand, and the javelin thrown again.
____________________________
Ashshar to AA-14
Attack: 1d20 + 6 ⇒ (7) + 6 = 13, Damage: 1d6 + 3 ⇒ (5) + 3 = 8


The Plains

The voices are relatively distant and do not seem to be getting any closer.

OK, got a plan?


The Depths

Cole takes 2d6 + 3 ⇒ (2, 1) + 3 = 6 damage from the horde.

Ashshar's javelin fails to drink blood, and the dolgrims surge forward again to attack Cole.

Nalverren, Teprin, Vaard.

Map updated.

By the way, cognisant of Teprin's skill check above, he doesn't know what might be causing the horde to rise. But normally this sort of thing happens because something from the depths of Khyber is coming up behind them.


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

After a while of no contact Wultram speaks up. "I say we call them out. Tell them to reveal themselves, otherwise we will come looking and it won't be the nice kind."


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)

"Against a enemy of unknown strength? It would be better to scout them quietly and find their flank and numbers before committing to a fight."


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 am fairly confident they know we are here. That is why they are not approuching closer. Also scouting wise I am not excatly good at it and well..." The mage points at their mount. "So that would require us splitting up. You do make valid points, but if my assumption is correct, which it very well may not be, I am choosing diplomancy with show of force as alternative."


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 Y15 and directs his flaming sphere to AD16.


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

The Depths

"We should hurry onward," Teprin calls out as he follows the group forward, "usually dolgrims moving like this are driven up by something else below. Something from the depths of Khyber."

Teprin will move up to Y.15 and ready an attack should the dolgrims try to press past the groups front line.


The Plains

OK, need a decision.


The Depths

Nalverren rolls his ball of flame into the midst of the massing dolgrims. They scatter to avoid the heat.

Reflex save 1d20 + 7 ⇒ (17) + 7 = 24

Vaard.

Map updated.


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

"Avoiding unnecessary bloodshed would be good but they may not take kindly to us having killed some of their number already. Running away is getting tiresome. I say we finish this one way or another. Rehil, do you think you can get a count of their numbers without being seen so we aren't totally blind? I would come with you but I am not nearly as skilled as you at not being seen."


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)

".I can. Make yourselves ready."

Rehil checks his knife, sword, and arrows. He leaves his pack hanging on one of Trexxie's vertebral spurs above the ribcage. Bow in hand he steps into the muck to begin his sweep.

Stealth: 1d20 + 12 ⇒ (2) + 12 = 14
Perception: 1d20 + 11 ⇒ (6) + 11 = 17 +2 v traps


The Plains

For the DM:

Spoiler:
1d20 + 8 ⇒ (13) + 8 = 21

Rehil:

Spoiler:
Rehil creeps through the water, which ranges between knee and waist deep. The voices, low and murmuring but carrying in the relative stillness of the swamp, are coming from the far side of a stand of cypress. He makes his way in that direction, crawling on his stomach through the mud across the low hillock to peer through the trees. There he sees a group of three halfling scouts, mounted on their fastieths, standing on another mound just jutting from the water not far away. They are clearly debating some matter, voices lowered but gesturing.

As Rehil watches from concealment, he suddenly feels something large crawling on his body and starts involuntarily, accidentally kicking away the snake that was taking up residence in his trouser leg. It lands in the water with a small splash and swims away through the swamp in sinuous ripples. One of the hunters looks up in Rehil's direction, frowns and then shouts, pointing at Rehil hiding amongst the weeds.

The halflings wheel their mounts.

Decide what you want to do.

The others:

Spoiler:
Rehil creeps off through the swamp, disappearing into a stand of cypress. There is silence for a while, then a shout.

What are you doing?


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 elf pushes himself to his feet facing the halflings. Three halflings might be a fair fight, but those dino fangs tipped the balance the wrong way. The elf spins and launches himself to the next tussock. Three more steps, another leap and he's knee deep in muck, then scrabbling unto the next sliver of high ground.

Run away! Runaway!

Way to bring a snake into it.


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

the plains

Wultram & Aubrey:
Letting out a sigh that sounds more like a hiss, "That doesn't sound good, we should go."


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

Tal and GM:
Wultram gives a nod, shouts orders to the undead before starting to stride best he can towards the sound. "If you get yourself killed I am gonna raise you just to smack you upside the head!"


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

Move Vaard to AB16. MOve Elemental to AC16.

Vaard and his Elemental strike!

Burning Hands - 3d4 ⇒ (2, 4, 4) = 10 - Reflex save DC 15.

Elemental 2 - HP 3/11

Vaard will direct his remaining elemental against the Horde.

Fire Elemental Attack - Slam Attack 1d20 + 4 ⇒ (3) + 4 = 7
Damage 1d4 ⇒ 3 - Reflex save DC 11 or Burn for 1d4 ⇒ 3 more fire damage.


The Depths

Can Vaard move the 40'/8 squares and still cast a spell?


The Plains

Wultram and Tal:

Spoiler:
Not sure what orders Wultram is giving the undead so hard to know what they are doing. Assuming you are all travelling on foot towards where you last saw Rehil, which is a stand of cypress on a low hillock just above the waterline.

Rehil:

Spoiler:
The hunters turn their mounts and flee, the dinosaurs jumping lightly from each patch of relatively dry ground to another, away from Rehil.


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

Aubrey & Wultram:
I'm going on foot towards the sounds of the shout. Assuming it's in the same direction that Rehil went, we'll follow his path bursting through the underbrush/tree branches as needed.


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

GM and Tal:
Now that I look at it, yeah wording could have been better that is what I get for posting in a hurry. The idea was to just tell them to come along. And yep going where we would figure Rehil is, depending on where we think the sound came from and what direction Rehil went in.


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:

Looking back over his shoulder, Rehil notices the halflings fleeing. He stops momentarily and looks around for something more threatening than himself. Seeing nothing he begins to move quickly back toward his companions.


The Depths

Vaard?


The Plains

End of spoilers.

Tal and Wultram meet Rehil on the cypress-cloaked mound coming back in their direction. Rehil comes through the trees to find the tyrannosaus skeleton looming above him disconcertingly, Wultram and Tal close behind.


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

If we dont hear from Vaard, I say we have him double move up to Z.14.


The Depths

Agreed - we've been waiting a couple of days and I know he has his challenges, so lets move it on.

Initiative
Cole 21
Ashshar 18
Troop 4 15
Nalverren 13
Teprin 12
Vaard 11

Map updated.

Cole and Ashshar.


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

The Depths

Cole moves inexorably forward, a thing of violent momentum.

“Be ready!” He bellows, “If they break, we need to get topside and warn that a threat might follow quickly!”

Full attack (including: Rage, Power Attack, Lead Blades)
mwk warmaul: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 3d6 + 15 ⇒ (4, 1, 1) + 15 = 21
.
mwk warmaul, 2: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 3d6 + 15 ⇒ (4, 2, 5) + 15 = 26
.
slam: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d4 + 5 ⇒ (4) + 5 = 9


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 splashes forward the last bit. "Three mounted halfling scouts. They ran away instead of attacking me. No doubt getting more troops. Looks like we're using your plan now, Wultram."

Aubrey, on Rehil's scout did he see any places that might be easier to defend than the current location?

perception: 1d20 + 11 ⇒ (16) + 11 = 27 .. survival: 1d20 + 8 ⇒ (19) + 8 = 27


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 them retreating at least shows promise regarding negotions. I'll try but you might wanna get ready for bloodletting." The karn notes on the matter. After a brief consideration he climbs on top of the rex, hoping that it will give off more intimidating presence.

Wultram takes a deep breath and starts shouting to let his voice carry. "You come to talk or we will be forced to treat you as hostile forces and react accordingly!" He gives a brief pause before repeating the statement in draconic for good measure.


MAPS

The Depths

Ashshar

'...no place for admiration in a battle. Only focus.'

Now that they had caught up to Cole, they could at least keep pace with him, though there was no way that they could expect to keep up with the amount of harm they were causing. As before, there was little to hurt, following in his wake.
_____________________________
Advance to AC-14
Attack: 1d20 + 6 ⇒ (1) + 6 = 7


The Depths

Cole wades into the massed goblin-freaks, crushing bodies with abandon.

We shall draw a veil over Ashshar's contribution this round.

Ashshar, Cole and the remaining fire elemental take 2d6 + 3 ⇒ (4, 3) + 3 = 10 damage.

Nalverren, Teprin, Vaard.

Map updated.


The Plains

Rehil spots a few reasonably defensible hillocks. However, Wultram exhortation simply echoes through the trees, with silence the only response.


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 gives a sigh. "Fine, if that is how they want to do this." He climbs down and starts preparing himself for a fight. The Karn glances at his companions. "There will be no quarter from me."


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)

"Let's move. If they try to track me back here, maybe we can slip past them."

If we're waiting for combat and not resting, we might as well get some mileage in. Let's move west. We can leapfrog the main body from defensible hillock to defensible hillock with Rehil scouting ahead to find said hillocks.


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 AA15, drawing a flask as he does so and throwing it to AF15.

touch: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
flesheater acid: 1d6 ⇒ 3

flaming sphere remains and burns


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

The Depths

Teprin holds his position.

Continue Delaying

Can Teprin see the new character on the map (marked "Ats" above us)? Can any of us?


Forget about the new character. His player has disappeared as far as I can tell.


The Depths

Reflex save 1d20 + 7 ⇒ (2) + 7 = 9, damage 3d6 ⇒ (1, 5, 1) = 7

What Cole's mighty blows started, Nalverren's acid and flaming sphere completes. The last few dolgrims scatter and retreat back into the deeps.

End of combat. 2,400xp each.


The Plains

Just to clarify, the halflings headed east, as far as you can tell. You will be heading away from them if you go west.


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

The Depths

Cole pivots left and right, giving threatening half-swings at the retreating dolgrims as his war engine slows to silence. When it's clear the threat has passed — for now — he looks over at Teprin.

"You said something may follow. Do we need to hurry up and warn the town?"

So, for XP, here's what I have:
18,057 + 1,422 [cloaker encounter] + 2,400 [dolgrim hordes]
.
Did I miss some XP in that (long-ass) time I was absent?


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

Tal nods in agreement with Rehil. "We'll be right behind you."


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*

"Let's get out of here."

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