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

"Yeah probably best move at least someway, before we rest. If possible back to the plains where someone can't sneak on us quite as easy." Wultram notes on the matter.


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 leads off, scouting ahead a short distance, then reporting back so that the others move from relatively dry defensible hummock to relatively dry defensible hummock.

Stealth at normal speed: 1d20 + 11 - 10 ⇒ (1) + 11 - 10 = 2
Perception: 1d20 + 9 ⇒ (3) + 9 = 12


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

The Depths

Cole nods at Nalverren's agreement as he searches the field of destroyed dolgrim bodies, checking for anything useful or interesting.
Perception: 1d20 + 15 ⇒ (2) + 15 = 17

Then (assuming nothing of worth or curiosity is turned up), he shoulders his warmaul and CLOMPS up the pathway.

"Then let's move," he monotones, "Does anyone need repairing?"


MAPS

The Depths

Ashshar

'...when the battle is survived, look to your tactics for the next one.'

There was a hissing growl from Ashshar, putting the sword away as they followed Cole, their tail lashing in irritation at not have drawn as much blood as they would have liked. A look over their shoulder and a snap at the air followed as they continued along the pathway, examining the small injuries that had been sustained.


The Plains

The companions make their way through the swamp, heading west. They see nothing more of the halflings and their excitement at the possibility of conflict gradually peters away to resentment at the slog through the mire. However, after about an hour the ground firms and rises and the trees begin to thin out. The trees turn to bushes and soon they are out on the open plains once more. Herds lumber in the distance but there is no sign of the halflings.


The Depths

As the adventurers begin making their way up the path, they turn a corner and find a heavily armoured shulassakar trotting down towards them.

OK, Atsu, you are on.


INACTIVE - GAME DIED

The sun-browned man halts in his footsteps. Though he is garbed with feathers and turqoise, he wears gilded heavy armor as well. He has an elaborate pack that seems completely stuffed with gear, but it does not slow him any. He carries a terbutje, a long wooden rod studded with sharp stone wedges made of some kind of deep purple crystal. His piercing gaze flickers over the troupe, then he says in a low, gravelly voice, "You have made good time."


Teprin bows. "Warden-Commander, I apologise for exposing our honoured guests to unnecessary danger."


INACTIVE - GAME DIED

Atsu shrugs. "It is a dangerous world, Warden. These people are not without their capabilities. But we know more today than we did yesterday, and we can make tomorrow better."


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

"Do we?" mutters the massive, thickly-armored and dark gray warforged. "I only remember hints and threats." He swings his eyes over to Teprin as he shifts the weight of the great warmaul leaning on his shoulder, "And why would you apologize? We asked to come down here, and you served well as our guide."

He nods back down towards the field of ruined dolgrim bodies, "I am Cole, but further introductions should be done on the march. Double time. Teprin says those things may have been fleeing something worse. Your people should be warned."


INACTIVE - GAME DIED

"I am Atsu," says the shulassakar. "Given what Teprin has told you already, you may surmise that I am here to assist in this present difficulty." He nods to Teprin. "Dolgrims are a constant nuisance, but this is a harbinger of... larger problems."

There is a slightly odd feeling as Atsu comes close to the group... almost this sense that you can feel something itching at the edge of your consciousness, an instinct, some kind of reflexive guidance.

Coming within 15' of Atsu gives you the benefit of his psychic aura, which grants a +2 morale bonus to your attack and damage rolls!


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 suggest we climb back on and then ride full speed untill night fall. Because of undeath we can maintain full speed as long as we want. I am fairly sure that if those scouts went to get more people we will be too far ahead for them to catch us, at least until the next day. Of coarse that depends on their tracking skill too." Wultram explains.


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." Rehil checks that his gear is secure, then runs up Rexxie's spine.


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

Tal nods and climbs up the dino though not as gracefully as Rehil.


The Plains

I need to work out how long it is going to take you to get to Gatherhold (note to self).


The Depths

As the group turn to head up the path, something massive comes crawling up out of the abyss to block their path. Shaped vaguely like a spider, its forelegs seem to be composed of nested blades. Multiple eyes look at them with alien hunger.


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

The Depths

Cole turns towards Atsu, his head thrusting slightly forward in what — for a human — would be squinted eyes. But his response to the strange sensation is interrupted by the spider-thing’s arrival.

“Too late?” he grunts, quickly trying to measure their tactical situation.

Initiative? :D


Might be a good idea.


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

Initiative: 1d20 + 1 ⇒ (12) + 1 = 13

Also, does Cole recognize this thing (if it's a beast)?
Know (Nature): 1d20 + 4 ⇒ (5) + 4 = 9 <— hmm, pretty sure that's a 'no'.


Knowledge (The Planes) or Knowledge (Dungeoneering) are the skills.


INACTIVE - GAME DIED

The Depths

Atsu moves with surprising alacrity as the spider-creature interrupts the introductions.

Initiative: 1d20 + 1 ⇒ (11) + 1 = 12

"Must have waited for me to pass in hopes of collecting more prey all at once," he theorizes as he draws back his terbutje.


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*

planes: 1d20 + 8 ⇒ (14) + 8 = 22
init: 1d20 + 3 ⇒ (4) + 3 = 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)

The Plains

On the plains again, Rehil resumes his high perch on the skeletal dinosaur. From there he scans the horizon, or at least as far as he can see in the star and moonlight.


MAPS

The Depths

Ashshar

'Always be prepared. The next test often comes sooner than expected.'

Ashshar turned to see what the new threat was, and lowered themselves for a fight. Involuntarily, a step back was taken as more and more of it was seen, no weak points visible. A low rumble started as it came closer.
________________________
Initiative: 1d20 + 2 ⇒ (12) + 2 = 14


The Depths

Nalverren:

Spoiler:
This creature is a bebilith, a foul child of Khyber. It has a poisonous bite and an ability to dismantle a foe's armour.

Thing from the depths 1d20 + 5 ⇒ (13) + 5 = 18
Vaard 1d20 + 5 ⇒ (20) + 5 = 25
Teprin 1d20 + 2 ⇒ (18) + 2 = 20

Initiative
Vaard 25
Teprin 20
Thing from the depths 18
Ashshar 14
Cole 13
Atsu 12
Nalverren 7

Map updated.

OK, Vaard and Teprin go first. Someone please take their turns - Vaard hasn't been around for a while and I know he is having some fairly monumental real life challenges so we'll cut him some slack for the moment.


The Plains

OK, it's about 500 miles to Gatherhold from Krezent, heading in a roughly south-westerly direction. You've been going for a couple of days at a rate of 20' one foot which translates to 16 miles per day, although this is reduced to 12 miles per day due to the trackless nature of the plains. You are now on a mount travelling at 40', which is 24 miles per day, for about one day. Plus you've gone off track and got lost, so you are heading in the wrong direction currently, which adds a further penalty to your distance travelled, so I'm going to say you've covered 30 miles of the 500 you need to cover so far.

Now, as I am sure you are aware, the 24 miles per day assumes travel for eight hours and resting for the rest of the day, but since you mount doesn't tire you can keep going, which will improve your speed dramatically if you so choose. The rules say for living mounts that they will take 1d6 lethal damage per hour and become fatigued if force marched, but are obviously silent on undead mounts. Undead are immune to fatigue, but not to wear and tear. So I'm ruling that if Rexy is force marched beyond eight hours a day, he'll take a flat 1d6 damage per extra eight hour session (since he wouldn't be as badly affected as a live mount, but nevertheless will be damaged to some extent as bit break off or wear out). You can, of course, heal that damage with your spells as normal.

Of course, your mount is undead, but you are not (yet, in the case of one of you) - you will not be able to rest while Rexy is moving, so if you want eight hours of recuperative rest to avoid fatigue and prepare for spells you will have to dismount and camp. Not only is Rexy a bit bouncy for sleep, his undead nature is a bit disturbing for living creatures to rest easily nearby.

You will also need to make daily Survival checks to keep moving in the right direction, or you will be penalised as you go off track (and if this is consistent, you might end up somewhere you don't expect to be). Assuming you travel for sixteen hours a day and don't get lost, you should reach Gatherhold in about six days.


The Plains

Actually, not sure about my maths. It'll be about nine days to Gatherhold, not six.

The skeletal dinosaur ploughs on relentlessly across the grassland.
Animals keep well clear, and they have made good progress as night falls.

Time to make camp.


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*

"A Bibilith. Poison bite, destroys armor."


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)

We could probably use some rest.

Rehil swings to the ground, and begins a series of long sweeping stretches.

Survival, to quickly find a meal, after all we have some supplies: 1d20 + 8 ⇒ (16) + 8 = 24

SUrvival for navigation: 1d20 + 8 ⇒ (18) + 8 = 26


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

Your math forgot the fact that the rex due to not tiring can run the whole way. So assuming same reduction of speed still applies. You would need to divide by 4 the time taken. But since 24miles per 8 hour is the walking speed, we can deduce that the speed is 3mph, running changes that to 12mph, assuming 16h traveling time per day. We have a traveling speed of 192miles per day, so 500/192=2.6(ish), so let's say 2 and a half, so we would arrive in the afternoon of the 3rd day assuming we don't get lost again.

Wultram gives the undead instructions regarding guarding, before starting to get ready for bed. The mage is rolling his arms and massaging his muscles, seemingly the ride hasn't been exactly kind.

Instructions are stuff like Rex listen to orders from the group, skelly to keep a look out, and to wake him if something remarkable happens.


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

THE DEPTHS

FOR VAARD & TEPRIN: and not wanting to get Vaard killed …

Vaard puts a claw on Teprin’s shoulder, drawing the guide a few steps farther from the fight. The Silver Flamer steps forward, taking Teprin’s spot. He calls on the Flame — that burning source of comfort, guidance, and strength — and transfers a small portion of that last bit, of divine strength, into his touch which he then reaches forward and places into his old hunt-brother, Ashshar.

Vaard: Free action to request Teprin to step back. Teprin moves back to Y.16, then goes full defensive.
Then Vaard 5’ steps to AA.15 and casts Bull’s Strength onto Ashshar.

That leaves Vaard with a move action remaining, but I have no clue what to do with it. If he doesn’t have his shield readied, he’ll do so.


Wultram wrote:
Your math forgot the fact that the rex due to not tiring can run the whole way. So assuming same reduction of speed still applies. You would need to divide by 4 the time taken. But since 24miles per 8 hour is the walking speed, we can deduce that the speed is 3mph, running changes that to 12mph, assuming 16h traveling time per day. We have a traveling speed of 192miles per day, so 500/192=2.6(ish), so let's say 2 and a half, so we would arrive in the afternoon of the 3rd day assuming we don't get lost again.

I don't think you'll be able to sit for sixteen hours a day on a galloping skeleton, given you have no actual saddles or howdah arrangements, without doing yourselves a serious mischief (sore testicles, crushed vertebral disks, that sort of thing). It's not so much that Rex can't do it, I don't think you guys could for hour after hour. He has no flesh to cushion the blows of his gait and you have nothing to sit on except hard bone, and without a saddle you stand a significant danger of falling off without Ride checks (which is no one's speciality in this party) due to fatigue and injury. Rex would also take more damage. I think in a tactical situation for a few rounds it's fine, but I don't think it's sustainable for the party long term. If you insist, I can think of some unpleasant things - sorry, rules - that might happen to you as a trade off for the extra speed - at the very least you will be fatigued, and probably taking non-lethal damage. Since you may need to go into combat that may not be wise. Plus it might be hard to avoid situations where Rexy charges into trouble like tripping over a hidden gully.

However, the rules do permit a mount to "hustle", which is double (as opposed to quadruple) movement rate. This does quite significant damage to a living mount and would increase Rexy's wear and tear, but probably wouldn't inflict injury on his riders. I'd assume that Rexy would take an extra 1d6 damage for each eight hour session that he hustles, so 1d6 damage for the first eight hours and 2d6 (including the damage for having the second eight hours) in the second, for a total of 3d6 damage. That would increase movement to 96 miles per day, and travel time to about four-and-a-bit days.


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

The Plains
Sliding off the Rex Tal does some stretches to unwind from riding. He looks around getting a lay off the land looking for spots ambushers might use to suprise them. He sits with his companions while they eat, nibbling on the food Rehil manages to find out of respect for his foraging abilities. When things wind down Tal finds a comfortable place to meditate. He unconsciously gathers wisps of the Silver Flames power to sustain and recharge him. An hour later he is refreshed and ready to watch over his companions as they sleep.

Perception rolls:
I'll roll 4 to represent 2 hour sections of 8 hours time. Use what you need.
1d20 + 11 ⇒ (5) + 11 = 16
1d20 + 11 ⇒ (8) + 11 = 19
1d20 + 11 ⇒ (2) + 11 = 13
1d20 + 11 ⇒ (2) + 11 = 13


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

Hustle seems reasonable middleground, due to lack of a sadle/carriege. I disagree on the damage part since unless I am mistaken that stuff is nonlethal and I think it is more intended to simulate extreme exhaustion and 3d6 is equal to a hit with a large sized earthbreaker.(This more of just of note) However I see zero point in actually arguing about it as it is fairly trivial resource expended to deal with it.


The damage for hustling a living mount is 1d6 lethal damage per hour, so Rex's undead status is beneficial. And like you say, you can fix it. I'm trying to preserve a small degree of balance since otherwise everyone would be riding around on dead things (this being Eberron).


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

Ok this is what I get for not checking. But why the hell it is seperate rules for mounts. Oh and just for the record there actually is some lore regarding Karnath using undead mounts spesificly because of their untiring nature.(I think it was in the 5 nations book. Figured might be of interest). Anyways more talking shop than anything.

Wear and tear to Rex: 3d6 ⇒ (3, 1, 2) = 6

Wultram casts a few simple spells concentrating negative energy on the undead to regenerate their damaged parts.

Casting ILW on both skelly and Rex, due to even minium rolls healing to full not bothering with rolls

Wultram HP: 40/40
Masters Champion HP: 68/68
Rex HP: 102/102
CT uses: 0/9
Spells: 1st: 5/day 2nd: 6/day 3rd: 2/day
MP: 3/day


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)

After eating Rehil walks a quick recon sweep around the camp. When he returns he goes right to his bedroll, confident that Tal and the undead will watch, and grateful for a full, uninterrupted, night's sleep.

I hope.

So do you want us to roll a bunch of Survival and fast forward to Gatherhold?


Nope, you've already rolled tonight's. I'll update tomorrow.


The Depths

The creature skitters forwards, then lunges out with venom-drpiing fangs at Atsu.

That's what you get for standing at the front.
1d20 + 19 ⇒ (9) + 19 = 28 to hit, damage 2d6 + 9 ⇒ (2, 2) + 9 = 13 plus poison.

The bebilith's poison causes a horrible withering and weakening of the flesh, resulting in a hideous melting and foul rotting effect. This catastrophic withering begins on the round the creature is bitten and continues for another 4 rounds thereafter, for 5 rounds of withering in all. Each round the rot persists, the target must succeed on a DC 23 Fortitude save or take 2 points of Constitution damage. If the target makes two consecutive saving throws in a row, the effect is cured.

Ashshar, Cole, Atsu, Nalverren.

Map updated.


The Plains

Rehil is able to forage and quickly shoots a few scaly, bird-like things for the pot. He is also able to discern that the group has gone off track and the following morning can suggest a change in direction further to the south to correct the error.


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

Oof. Welcome to the team, Atsu,. :D


MAPS

The Depths

Ashshar

'Strike as one. A concerted effort is harder to withstand.'

"As one", Ashshar said to Cole, their muscles swelling with the aid given by Vaard. Their stance shifted lower, and the creature was their sole focus, having engaged on the newest person that they had met. There was a subtle shift as they stilled for Cole's acknowledgement, and then they were charging the creature.
_______________________________
Atk+Charge+Strike+Buff: 1d20 + 8 + 2 + 2 + 2 ⇒ (20) + 8 + 2 + 2 + 2 = 34 THREAT! CRIT THREAT: 1d20 + 8 + 2 + 2 + 2 ⇒ (14) + 8 + 2 + 2 + 2 = 28
Damage+Stance+PA+Strike+Buff+Class: 2d6 + 4 + 1d6 + 4 + 2 + 3 ⇒ (4, 6) + 4 + (1) + 4 + 2 + 3 = 24 Crit Damage+Str: 2d6 + 9 ⇒ (3, 5) + 9 = 17
(AC 22) Delaying to go with Cole's action
Swift: Stance of Aggression
Std: Panthera on the Hunt (AoO ignored, +2 Charge Atk/Dmg)

Readied Maneuvers(5):

Crushing Blow
Panthera on the Hunt
Primal Wrath
Crippling Strike
Devastating Rush


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

The Depths

Cole nods, then bellows out his warcry once more as his body goes into combat mode. He barrels forward, risking the creature’s reaching claws to crash into it – alongside Ashshar — in a wave of steel and rage.

Rage, then spend 1 mythic point (1 remaining) to activate Fleet Charge, ending in AE.15.
This attack ignores all DR
Mods: Rage, morale, mythic, power attack
warmaul: 1d20 + 14 + 2 + 1 - 2 ⇒ (6) + 14 + 2 + 1 - 2 = 21; +2 Witch Hunter
damage: 2d6 + 9 + 6 + 2 ⇒ (4, 1) + 9 + 6 + 2 = 22; +2 Witch Hunter
.
Full Attack
warmaul, 1: 1d20 + 14 + 2 - 2 ⇒ (18) + 14 + 2 - 2 = 32; +2 Witch Hunter
damage: 2d6 + 9 + 6 + 2 ⇒ (3, 5) + 9 + 6 + 2 = 25; +2 Witch Hunter
.
warmaul, 2: 1d20 + 9 + 2 - 2 ⇒ (1) + 9 + 2 - 2 = 10; +2 Witch Hunter
damage: 2d6 + 9 + 6 + 2 ⇒ (4, 6) + 9 + 6 + 2 = 27; +2 Witch Hunter
.
slam: 1d20 + 8 + 2 - 2 ⇒ (19) + 8 + 2 - 2 = 27; +2 Witch Hunter
damage: 1d4 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8; +2 Witch Hunter


The Depths

My poor bebilith. What did it do to you (other than inject one of the PCs with a terrible rotting venom)? AoO on Cole.
1d20 + 19 ⇒ (18) + 19 = 37 to hit, damage 2d4 + 9 ⇒ (4, 3) + 9 = 16

By the way, standing within 15' of Atsu gives you an additional +2 to hit and damage. Don't know if you included this in your attacks or not (looks like you did).

Cole and Ashshar smash into the demon. It gives a hiss of anger and pain as their weapons slash through its chitinous armour.

Atsu, Nalverren.

Map updated.


The Plains

The night passes uneventfully.

OK, please roll your Survival checks, Perception checks and damage to Rexy.


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

dmg to rex: 3d6 ⇒ (5, 3, 2) = 10

Survival

Wultram: 1d20 + 1 ⇒ (17) + 1 = 18
Skelly: 1d20 - 1 ⇒ (20) - 1 = 19

Perception

Wultram: 1d20 + 1 ⇒ (18) + 1 = 19
Skelly: 1d20 + 10 ⇒ (8) + 10 = 18
Rex: 1d20 ⇒ 13 Not sure if this would be useful for anything outside of determining surprise rounds but included it anyway.

Wultram makes a token effort of hiding the fact that they camped here in case of them being tracked, before getting back on the tyrannosaurus.


INACTIVE - GAME DIED

Autohypnosis: Treat Poison: 1d20 + 7 ⇒ (15) + 7 = 22 Nice, failed by 1.
Fort save, snake blood: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27

Atsu moves up into position, grunting as he's bitten but - for now - shrugging off the demon's poison.

This provokes an AoO because of the bebilith's reach. I'll let the DM resolve that and see if it crits and knocks me out before I am able to reach melee range.


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)

Morning dawns on the plains. Rehil is up with the sun and takes his increasingly customary walk around the camp to see if there've been visitors in the night. He packs and waits expectantly for Wultram to give the word to go.

Survival, camp check: 1d20 + 8 ⇒ (8) + 8 = 16
Survival, navigate: 1d20 + 8 ⇒ (17) + 8 = 25
Percpetion: 1d20 + 11 ⇒ (17) + 11 = 28


The Depths

AoO on Atsu
Claw 1d20 + 19 ⇒ (9) + 19 = 28 to hit, damage 2d4 + 9 ⇒ (1, 1) + 9 = 11

The demon lashes out as Atsu closes.

I assume Atsu survives that.


The Plains

The next day, the adventurers pound across the plain balanced on the dead tyrannosaur's back. Its relentless tread eats up the miles and the view is impressive.

About midday, they spot the dust trails of riders approach from the south-east on an intersecting course.

Rehil:

Spoiler:
With his keen eyesight, Rehil can make out that these are not halflings but man-sized riders, mounted on horses.

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