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

Game Master Aubrey the Malformed


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INACTIVE - GAME DIED

Atsu survives the demon's ripping claw, though he's getting a bit ragged. He focuses and the purple crystal in his terbutje emits a low glow and seems to trail a slight amount of purple mist as he swings it, almost like an afterimage.

Free action: Charge deep crystal, 2 PSPs.

Terbutje attack, psychic aura: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
Terbutje damage, psychic weapon, psychic aura, deep crystal: 1d8 + 1 + 5 + 2 + 2d6 ⇒ (3) + 1 + 5 + 2 + (3, 5) = 19


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*

DEPTHS

spending 1 MP as a swift action to make a ranged attack using INT and allowing COLE to take an AoO against the creature as it is now distracted if it hits.

ranged: 1d20 + 8 ⇒ (19) + 8 = 27
piercing: 1d8 + 4 ⇒ (5) + 4 = 9

He will then take a full round action charging up an item. do i know based on my previous check if it is weak to any specific magical effects?

edit: crit threat

confirm: 1d20 + 8 ⇒ (2) + 8 = 10
new total damage: 9 + 1d8 + 4 ⇒ 9 + (2) + 4 = 15


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

AoO, warmaul: 1d20 + 13 + 2 - 2 ⇒ (14) + 13 + 2 - 2 = 27
damage: 2d6 + 9 + 2 + 6 ⇒ (1, 6) + 9 + 2 + 6 = 24


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 plains

Wultram orders their mount to halt, he tried peering at the dust cloud. "Trouble? I don't think the halflings could have tracked us so soon, unless they have a lot faster mounts than I thought. Or ways to get messages across with magic."


The Depths

Leaking dark blue fluid from numerous wounds, the demon refuses to yield.

Vaard and Teprin. Someone please take their turns.

Initiative
Vaard 25
Teprin 20
Bebilith 18
Ashshar 14
Cole 13
Atsu 12
Nalverren 7

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)

"They're too big for halflings. We have food and are making good time. Let's see if we can outrun them."


The Plains

They are effectively in the direction you wish to go in. Avoiding them will mean deviating from your current course.

The riders seem to be heading towards the group, which would indicate that they have been spotted.

Survival, Knowledge (Nature) or Perception, DC 15:

Spoiler:
Those horses are moving really fast.

If someone makes the check above, DC 15 Knowledge (Local) (Rehil can make it untrained with a +5 bonus, but Tal can't make this check as he lacks the basic up-to-date knowledge):

Spoiler:
The Valenar elves have their homeland to the south of the Talenta Plains, across the Blade Desert. Their horses are renowned for their speed. Valenar warbands often raid into Talenta, mainly for the sport of it.


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

The Depths

With the front line established, both Vaard and Teprin hold their position, ready to step in as the situation changes.

Both Vaard and Teprin Delay for the time being.


The Depths

The demon furiously attacks, trying to kill before it succumbs.

Full attack on Cole.
Claw 1 1d20 + 19 - 5 ⇒ (20) + 19 - 5 = 34 to hit, damage 2d4 + 9 + 10 ⇒ (4, 3) + 9 + 10 = 26
Claw 2 1d20 + 19 - 5 ⇒ (1) + 19 - 5 = 15 to hit, damage 2d4 + 9 + 10 ⇒ (2, 1) + 9 + 10 = 22
Bite 1d20 + 19 - 5 ⇒ (13) + 19 - 5 = 27 to hit, damage 2d6 + 9 + 10 ⇒ (1, 5) + 9 + 10 = 25

If the bite hits, it injects its venom, causing 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. Heal can also halt the rot effect.

EDIT: potential crit with claw 1
Claw 1 1d20 + 19 - 5 ⇒ (3) + 19 - 5 = 17 to confirm, extra damage 2d4 + 9 + 10 ⇒ (3, 1) + 9 + 10 = 23

Ashshar, Cole, Atsu, Nalverren.


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

Warforged are immune to poisons. Let me know if this venom is some kind of exception, though. However, the 47 damage smarts. (currently at 31/85hp)


The description in the Bestiary doesn't mention poison specifically, just the rotting caused by the bite. So I would say he isn't immune.


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

Wultram perception: 1d20 + 1 ⇒ (3) + 1 = 4
Skelly Perception: 1d20 + 10 ⇒ (15) + 10 = 25

"Faster than normal horses. Outrunning not likely apart from extended travel." Comes a report from the skeleton. Wultram strokes his chin for a moment. "Well this is unquestionable land of the halflings, so I have no clue what they might be. Do we have any idea on numbers? Regardless we may want to ready for battle. If we are lucky either we won't seem like worth the trouble or they are merchants or something. I can try to navigate around them, but we will lose time and I make no promises about success."

While the mage waits for the others to weigh in on the situation he casts a spell to fill his body with resilience of undeath.

False life temp HP: 1d10 + 7 ⇒ (3) + 7 = 10 Duration 7 hours.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Aubrey the Demented/Malformed wrote:
The description in the Bestiary doesn't mention poison specifically, just the rotting caused by the bite. So I would say he isn't immune.

Dang...

Fort DC 23: 1d20 + 12 ⇒ (18) + 12 = 30


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*

do i know based on my previous check if it is weak to any specific magical effects?


MAPS • SF Map •

The Depths

Ashshar

'...if it can bleed, it can be killed.'

The next strike was to make the beast bleed. An underhanded swing was turned into a thrust at the point of contact, followed by a vicious twist of the blade.
___________________________________
Current Buffs: Bull's Strength: +4, Brutal Strikes: +6, Atsu Proximity +2
AC 24

Standard: Crippling Strike
Attack: 1d20 + 12 ⇒ (9) + 12 = 21
I... Think that's a miss.


INACTIVE - GAME DIED

It looks like you just included roll + buffs and didn't include your BAB, Strength bonus, and weapon bonuses?


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

The Depths

The beast’s rending attacks punch right through Cole’s plating, and though he is aware of the venom seeping into his vital fluid channels, it has no effect … for now. His mind notes each plate and fiber that is torn, and some part of him — that piece of alien something that has been recently given him — is awoken, and he feels power flow steadily through his organs, slowly healing him.

But all that happens in the back of his mind. Cole, the war machine, adjusts his stance, favoring his undamaged side as he continues raining blows. The warmaul’s head crashes against carapace over and over, thundering down on the foe.

Swift to spend his final MP to activate Fast Healing 5 (rd 1 of 10)
Then full attack
Mods: Rage, morale bonus (Atsu), power attack
warmaul, 1: 1d20 + 13 + 2 - 2 ⇒ (16) + 13 + 2 - 2 = 29; +2 Witch Hunter
damage: 2d6 + 9 + 2 + 6 ⇒ (5, 3) + 9 + 2 + 6 = 25; +2 Witch Hunter
.
warmaul, 2: 1d20 + 8 + 2 - 2 ⇒ (16) + 8 + 2 - 2 = 24; +2 Witch Hunter
damage: 2d6 + 9 + 2 + 6 ⇒ (6, 4) + 9 + 2 + 6 = 27; +2 Witch Hunter
.
warmaul, 1: 1d20 + 7 + 2 - 2 ⇒ (11) + 7 + 2 - 2 = 18; +2 Witch Hunter
damage: 1d4 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11; +2 Witch Hunter

up to 36/85


The Depths

I think Ashshar's rolls look reasonable - the bonuses are not the actual bonuses to hit - Bulls' Strength gives +4 to STR but only +2 to hit, for example. Anyway, it's a narrow miss.

Cole, on the other hand...

Cole's hammer rises and falls, and demonic ichor spurts and gushes from deep rents in the bebilith's armour. With a final shriek its legs give way and it slides over the edge, falling back into the depths.

End of combat. Well done, chaps. 1,920xp each.


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 is +4 on know(local). Do I still get the extra +5?

know(local) : 1d20 + 4 ⇒ (8) + 4 = 12

I hope I get it. Gonna post a spoiler for if Aubrey says 'yes'.

If Rehil doesn't know local:

Rehil shrugs. "Then we continue on our way, and will meet them."

He checks his bow and arrows, then his blades.

If Rehil does know:

"Fast horses? It could be elves from Valenar. They are warriors. I thought we might go there after the jungle. Before we got tied up with dragons."

He checks his bow and arrows, then his blades.


Aubrey says yes.


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

The Depths

Cole stands ready for more threats. His body is stone-still — warmaul half-raised in an aggressive stance — except for his gaze which tracks the lifeless body falling into the depths.

When it’s clear nothing else will attack, the great war engine inside his frame begins to quiet. But despite the big warforged shouldering his weapon, his frame doesn’t fully ease up. On one hand, you can visibly see the combat damage slowly, supernaturally repairing itself from the inside out. Organs close, muscle strands reknit, and even adamantine-lined armor plating wrenches itself back together. Despite that, though, Cole seems to be struggling with some other lingering effects of the battle … the bebelith’s venom, which rages its way through his system.

Dropping rage to conserve rage rounds.
Fast Healing 5 remains active for another 9 rounds, restoring 45 more hp. Cole will be at 81/85 by the end of that duration.

However, Cole must still make the Fort 23 venom saves. Succeeding at 2 successive rolls will end it (the first success was already rolled), or lasting through 5 save rolls … whichever comes first.

Venom saves, DC 23:
Fort, #2: 1d20 + 10 ⇒ (2) + 10 = 12; fail, 2 con damage.
Fort, #3: 1d20 + 9 ⇒ (14) + 9 = 23
Fort, #4: 1d20 + 8 ⇒ (4) + 8 = 12; fail, 2 con damage.
Fort, #5: 1d20 + 7 ⇒ (13) + 7 = 20; fail, 2 con damage.

Cole takes 6 Constitution damage. (-3 to Fort saves, reduces HP pool by 18, reducing him to 63/67 until Con damage is restored.

The usually stoic warrior bends as the venom runs its course. And while his frame seems mostly healed, he seems … withered.

He gives a weakened shoulder clap to Ashshar, “Well fought.” His monotone voice is quieter than usual, and his gaze sweeps the group, nodding at their apparent health, then lands on Atsu and Teprin. “We should move out. I don’t know how much more damage my frame can sustain before becoming more dead weight than you all can carry.”

He kicks a pulped dolgrim body down into the abyss, a far more emotional gesture than you are used to seeing from the warforged, then begins ka-THUNK-ing his way up the long ramp. “We can debrief as we march,” he rumbles over his shoulder.


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

"Valenar? In that case get ready to kill some murdering bastards. I would expect these to be raiders. I don't know about their relations with the halflings but back home it is practically kill on sight policy." Wultram notes on the matter, not bothering to hide his bias.

For those that weren't around or don't remember, Wultrams home town was attacked by them when he was a kid. That hasn't been shared IC btw. Mostly making the note for Aubreys benefit.


INACTIVE - GAME DIED

The Depths

Atsu slowly lowers his terbutje, the deep purple crystals still steaming and leaving trails of ectoplasm that vaporizes in the air.

"This is likely a symptom of those larger issues that we were discussing before," he finally says. "Bigger trouble is coming."

Fort save: 1d20 + 10 ⇒ (10) + 10 = 20 Failed

Fort save: 1d20 + 10 ⇒ (11) + 10 = 21 Failed

Fort save: 1d20 + 10 ⇒ (11) + 10 = 21 Failed

Fort save: 1d20 + 10 ⇒ (18) + 10 = 28 Succeeded

Total of -6 Con.

Like the warforged, Atsu is shriveled and his flesh seems to be sloughing off and rotten. He coughs wetly and says, "That creature's supernatural attack has savaged me. I am not going to be in any condition to fight for several days."


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 quickly try to salvage some alchemical reagents and unguents from the bebelith if possible.


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

I think it fell off the cliff into the abyss. :/


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

The plains

Talk looks on the approaching figures and makes sure his weapons are in easy reach. Wultram has been a steady ally so far but Tal knows nothing of these Valinar. Wultram has proven himself to be trustworthy ally, his opinion of these folk takes precedence.


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

"Valenar? In that case get ready to kill some murdering bastards. I would expect these to be raiders. I don't know about their relations with the halflings but back home it is practically kill on sight policy." Wultram notes on the matter, not bothering to hide his bias.

...

"You throw names around too much for someone who is so sensitive when we talk about your people. But you are right. We should be ready to kill them. We are strong, and the stories say they will take that as a challenge."

Rehil tugs the leather wraps on his left forearm tighter.

"Besides, I want one of those horses. They are famous for their speed and wind."


MAPS • SF Map •

The Depths

Ashshar

'Rest and reflect, but do not relax until you are certain of your safety..."

Crouching where the last swing was made, Ashshar sniffed at the blood on the blade, and let out a brief hiss of distaste. A nod of acknowledgement was given to Cole, "Well fought." The blade was wiped with a reasonably clean scrap and put away as they continued up path outwards.


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

"Only time I chastised you for bringing up my kin, was when we were talking about dead comrades. Not Karns in general. And I have very good reasons to hold the opinion that I do about them, when the ones I meet stop being murderous bastards I might reconsider." Wultram replies trying to distract himself from the anxiety that happens when preparing for battle.

"They do know how to raise horses I give them that."


The Plains

Over the next few minutes the riders gradually approach, their route running to intercept the travellers. It becomes apparent that these are riders on horses, moving with great swiftness across the sparse grasslands. They are wrapped in robes and leggings which largely hide their features (and protect them from the harsh sun) though the reflected glint of their weapons makes it clear this is a warband. As they come closer they spread out into a loose skirmish line, revealing their numbers to be about twenty in total, directly in the path of the adventurers.

They slow to a stop about a quarter of a mile away. And wait.


The Depths

Yeah, sorry, if I'd known you wanted to harvest its organs I wouldn't have had it tip back into the abyss. Note for next time.

Screams and shouts still echo from the depths. Teprin says, "I do not believe that this is yet over. We should make haste back to the fort."


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

"We could try to get them to parley. Just have one of us seperate from group a bit and see if they send a messenger to meet them..." Wultram muses. "If this comes to a fight we really need to take out their horses as fast as possible. That sort of mobility advantage is massive."

He then turns to the skeleton. "Take the bow out, only change if they start charging 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)

"I will go. They are elves like me. Trail half a bowshot behind. "

Rehil leaves his pack on the dinosaur, but keeps his quiver, bow, the long-handled curve blade, and his knife. He lowers himself to the ground, hanging from the collarbone, then ribs of the tyrannosaurus skeleton. Hitting the ground, he swipes once or twice at the dust on his chain shirt before giving it up and begins a steady march toward the center of the elven line.

Rehil, never a warm presence, as party face is too funny, especially against these guys. Feel free to not follow his instructions.


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

"Just make sure to stay alive long enough for us to get to you if things don't work out." Wultram notes. After a moment of pondering he casts another spell as Rehil walks and soon a ghostly hand hovers next to the mage.

Spectral hand.

Hand HP: 1d4 ⇒ 3


Y'know, it's normally best to send the guy with the best Diplomacy skill. Or, indeed, any Diplomacy skill.

Tal...?


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

I suppose being ok at diplomacy would be helpful in this situation...

Tal follows Rehil off the dino and puts a hand on hold shoulder to stop him. "I'll go. Your skill with a bow would be more helpful from afar if it came to that."

Tal keeps his weapons sheathed but close at hand while he walks out to meet the elves.


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 that, but Wultram doesn't know too much about their abilities regarding that and he himself goes by raw force of personality pretty much.


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)

and you're assuming that I desire successful negotiations.


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*

yes i believe the lack of a desire for successful negotiations on the parts of several party members was the reason we all got split up... haha


Does Rehil want to go with Tal or will he stay behind? I'm assuming that Wultram will stay behind.


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)

Go with Tal. He's anxious to meet his storybook cousins.


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

The Depths

Cole's eyes are drawn back down into the gloom below, and he doesn't break stride. "Agreed, Master Teprin. Lets double time it."


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

The Depths

As Cole marches up the cavern ramps, he looks over at the group's newcomer. "So, you are Warden Commander Atsu. You just happened to be coming down our way when those things came up?" The warforged doesn't sound suspicious .. just curious and blunt. "Not that we don't appreciate your timing."


The Plains

Tal and Rehil walk towards the line of horsemen. As they get within fifty yards the horses in the centre begin walking forward to meet them. By this point it is obvious that the slender riders are wrapped in the traditional robes of the Valenar. In the front, lounging in his saddle and idly spinning his double scimitar in his fingers as his horse plods forward, is an elf in a dusty tan robe with light blue leggings and keffiyeh. Weapon belts slung with daggers crisscross his chest and a bow and arrows sit within easy grabbing distance in a holster attached to his saddle. As they get within hailing distance he languidly signals with his free hand and the horses halt. He unwinds the veil that covers his face, revealing sharp features and eyes that glitter with intelligence above a long scar across his nose and one cheek.

He calls out, "Sairail, sor air tyr ialaezaelaer. Ai aezaelaer mysti mys shor si jhori tael eil ailaer Ai thol o, os thol shor ei mesaer os eis, eil ei baelystalaes shai air sai mia sai mae caelai sai ti."

Elven:

Spoiler:
"Cousin, this is most unexpected. I expected some sport with the little men and instead I find you, your friend with a surfeit of arms, and a necromancer who is too shy to say hello to me."

He looks at Tal, and says in Common, "Forgive me my bad manners. I am Torlaes, son of Angarid, leader of this little warband."

Obviously, Wultram is out of earshot for this exchange.


INACTIVE - GAME DIED

The Depths

"I actually came looking specifically for you. Visitors to Krezent are, as you might imagine, uncommon. Our seers have noticed some... disturbances... so I have come here to make sure that there aren't any unforeseen problems," says Atsu.


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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 is momentarily silent. How did he know Wultram's a necromancer? Then he replies breifly in elven.

Elven:
An unexpected honor for me, Cousin.

Following Torlaes' lead he switches to Common.

"I am Rehil Ecraish. This is Tal'Va'Nocht. The shy one is Wultram Denka. His special magic is turning friends to enemies with his voice."


The Plains

"Oh really?" replies Torlaes with a note of scepticism in his voice, "So why is he sitting on a giant dead lizard? And if his voice is so charming, why are you talking to me instead of him?"


The Depths

The group drag their wounded bodies up the steep path. The calls and hoots from below continue unabated. As they climb up, they meet a group of shulassakar soldiers trotting down the other way. They halt and salute Atsu. "Warden-Commander, I see you have found the honoured guests. We should move swiftly - the other fortresses have all reported attacks from below."


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

"I am talking because we have too many enemies and not enough friends. The mage's pride and suspicion overrule his brain and he insults people he talks to. "

"But he is a strong necromancer, and a good ally in a fight. We spent months together in the jungle fighting the black scaled lizardfolk."

Aubs, you may have read my last post wrong. I said Wultram's voice turns people from friends into enemies.

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