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

Game Master Aubrey the Malformed


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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 looks around, clearly impressed and with the air of a kid in a candy shoppe.


Cole. wrote:
Aubrey wrote:
"... Your items have been completed." He waves towards some tables where a number of items are stacked up.
Clarification: are these the items we requested via our WBL update? Or is this the 'additional items' that were mentioned earlier?

These are your WBL items. The 'additional' items will be given to you in the scene as part of roleplay.


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

"Agreed a family quarrel, difference is these ones had armies. Only good thing was lessons provided, flaw of the people who don't learn. One among them that Karrn the conqueror and King Galifar were the only ones worthy of a crown."


INACTIVE - GAME DIED

Atsu simply rests his hands on his broad belt. He has the air of easy familiarity, though he remains ever-watchful.


The Depths

"We don't really talk about the capabilities of this facility," says Qadnis to Vaard, "Otherwise I'd have to kill you.

"Anyway," he says without a break, "We have a number of additional pieces which you might find useful. First off, we have this." He takes out a sphere of some bronze-coloured metal and hands it to Cole.

Knowledge (Arcana), DC 15:

Spoiler:
This is a type of construct, known as a clockwork spy.


The Plains

That evening is the height of luxury for the adventurers. After several days of sleeping rough and subsisting on dried dinosaur meat, they get their first decent meal and comfortable bed. The elves put them up in a tent with soft carpets and blankets on which to sleep, and feed them roasted meats, dates and soft bread. After the rigours of the trip so far, sleep comes swiftly.

The elves break camp at dawn, quickly disassembling their camp and packing it into the panniers borne by their mounts. "Come!" says Torlaes, "Today we hunt halflings!" The troop set off north-east, back along the path the adventurers had taken. There are a few lighthearted grumbles about the slowness of the skeletal tyrannosaur - the Valenar horses are extremely nimble and quick - but they make quick progress for a number of hours.

Perception checks, please.


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

Rexes perception is only really relevant regarding surprise rounds and flat footed, but included all the same.

Wultram: 1d20 + 1 ⇒ (18) + 1 = 19
Skelly: 1d20 + 10 ⇒ (8) + 10 = 18
Rex: 1d20 ⇒ 17


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

Vaard cocks his head not entirely sure if this is some sort of humor. Deciding it is not he does not respond, the lizardfolk after all are a blunt people and Vaard appreciates bluntness even if his transition to the Flame has given him the urge to be more "social".


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

The Plains

Tal relaxes on the amenities provided by the valinar. It was a welcome change from constantly being on guard.

perception: 1d20 + 11 ⇒ (8) + 11 = 19


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 enjoys the meal, the tent, the bedding. It's all like a childhood story come true. In the morning he's up early and ready to go, an elven warrior in a raiding party.

Envy only slightly dims his mood as he watches the elves mount their horses while he clambers aboard the dinosaur.

On the trail he tries to keep watch responsibly from his relatively high perch, but it's difficult with the elves and horses drawing his eyes constantly.

Perception: 1d20 + 11 ⇒ (14) + 11 = 25


INACTIVE - GAME DIED

"Do you want to show them how it works, Qadnis?" says Atsu in an amused tone.


The Plains

Rehil sees them first - a scouting group mounted on their raptors. When he points them out the elves turn to give chase. The halflings wheel and head away at speed. "Ha!" yells Torlaes from his galloping horse, "Let the little hares run! They will show us where the rest are!"

The pounding hooves of the Valaes Tairn cover the miles, scattering the herds before them, dust pluming in their wake. They keep the halflings in sight, closing slowly but not enough to get within bowshot. Their forebearance is finally rewarded after a wild ride of an hour - a much larger group of halfling riders emerges from the heat haze.

Torlaes shouts, a gleeful grin on his face:

Elven:

Spoiler:
"Haha! We have found them! Ride, my brothers, for the glory of our ancestors!"

The elven riders roar as one.

Elven:

Spoiler:
"THE ANCESTORS!"

The Valenar horses surge forwards, released to charge at their full capability. The halfling scouts are quickly overhauled and, with a few sweeps of their curved blades, the elves send their corpses tumbling in the dust. Torlaes raises his scimtar high above his head and then jabs it towards the halfling forces up ahead. This is seemingly a pre-arranged signal and as they plunge forwards the elves fall into a wedge-shaped formation pointed straight at the centre of the enemy group. Their mounts move at such speed that the adventurers begin to lag behind the main group. The halflings, meanwhile, are also forming up and beginning a counter-charge.

Roll initiative, please.


The Depths

Qadnis sighs, taking the object back from Cole. "This is called a clockwork spy. It can be used for surveillance and can record, for a time, what it hears. You activiate it like so." Qadnis twists a key and eight spider-like legs suddenly shoot out from its side. He places it down on a table and it scuttles about, clibling under the table-top and hanging underneath. "They react to simple instructions. For example: come!" The device scuttles towards him. "Deactivate!" The legs withdraw and the creature becomes a ball of metal again. "Be careful, they are delicate."

"Something else we have." He hands Ashshar and Vaard two lumps of cloth which, on examination, turn out to be soft flat caps. "Well, put them on. Two lizardmen wandering about Regalport will almost certainly draw attention. These will help you blend in. Give them a go. Concentrate on a different person, think about their appearance, their clothes, their hair, eyes and skin. Now imagine you are wearing their appearance as if it were a garment." He looks expectantly at the two lizardfolk."


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

Vaard places one of the aps on his brow and concentrates on being less scaly and more fleshy. As unnerving as that may be he continues to focus on what his memory of a human is, about his height, dark hair, dark eyes, olive skin complexion.

"How do I look?" He begins to move around and look at his own hands, "Is there a limit to this magic?"


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

Quick post before bed.

Wultram: 1d20 + 1 ⇒ (10) + 1 = 11
Skelly: 1d20 + 5 ⇒ (5) + 5 = 10
Rex: 1d20 + 7 ⇒ (20) + 7 = 27

Wultram glances at Rehil, at what he presumes is a battlecry of some kind. The mage then concentrates on directing their mount so they can join the battle.


INACTIVE - GAME DIED

The Depths

"Well," says Atsu to Vaard, considering for a moment, "you have hair. So I'd say that's a success."


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

When they spot the halflings in the distance Tal links his life force with his companions.

Establish life link

init: 1d20 + 3 ⇒ (1) + 3 = 4


MAPS

The Depths

Ashshar

'...remember your enemies. There are more lessons than how to fight them that can be learned.'

Ashshar takes the cap and examines it curiously before putting it on, their eyes narrowing as they are replaced by a simple Warforged that looks like it was made with draconic lines to its design, no ornate touches to the body composition, just function and semblance. There is no inscription on its forehead, seeming as perhaps a prototype, down to the segmented and scaled tail.

Vaard did not sound like Vaard, and it was strange. "Yes?", came the question, distorted in a manner that seemed like it echoed through a machine. Very strange.


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

The Depths (though, really, are we still in the Depths?)

Cole KLOMPS in, eyeing the strange artificing workshop. “I wouldn’t want to have to be killed,” he mutters as he listens along.

Cole reacts about the same when the strange device is given to him, then taken back. He grunts out a laugh as it sprouts legs, though. “That could be useful,” he monotones, then cokcs his head, “I’ll try not to crush it.”

He’s about to pick it up when he thinks otherwise, gesturing to Nalverren, “Maybe you should hold onto it.”

He begins taking the items made for him, dropping them into specific pouches in his pack. The hat-induced transformation on Vaard and Ashshar cause him to stop, and he looks over at Qadnis. “Do those hats also work on my 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)

Init: 1d20 + 4 ⇒ (7) + 4 = 11


Cole. wrote:
(are we still in the Depths?)

I think an underground city counts as the Depths.

Cole. wrote:
“Do those hats also work on my kind?”

"Not as well as you might hope. Due to a quirk of the embedded spell, you can make yourself look like another, different warforged. But you cannot resemble a humanoid or other creature. Humanoids can look like other humanoids, but not like warforged or other types of creature - which is presumably why your attempt as a warforged" - he looks at Ashshar - "is so unconvincing. Also, the effect is purely visual, so it will not withstand close scrutiny using other senses, nor illusion-piercing magics. You can look taller or smaller by about a foot or so, which gives you a degree of latitude in choosing a disguise."

Basically you cannot change type - so a living construct cannot mimic a humanoid, or vica versa - but you can change subtype, so a reptilian humanoid can resemble a mammalian humanoid.

"These are general issue - you can all have one if you want."

They are bog-standard hats of disguise.


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 |

Vaard nods. "Understood. Quite useful and much appreciated ".


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)

As Wultram turns the dinosaur toward the halflings, Rehil rises as tall as he dares. When the elves shout, Rehil interprets while raising his bow, "They are crying to the ancestors!"

Seeing his cousins stream across the plain toward the halfling line in the bright sun, feeling the wind of the charge, Rehil throws his head back and laughs. This was different from any fight he'd ever been in. No mean struggle for survival; this was glorious!


INACTIVE - GAME DIED

The Depths

Atsu also accepts one of the hats. "Outsiders don't always know what to make of us," he says. "If we need to blend in somewhere, best if we can all blend in."


The Plains

The elven cavalry plunge like a dagger into the centre of the halflings. There are screams as curved blades flash in the hot sun, and limbs and heads lie scattered in their wake. The halfling rabble is carved into two halves as the Valaes Tairn thunder on relentlessly, through their ranks and beyond to the open plain behind. Torlaes raises his blade once more and signals. With incredible precision the whole Valenar column, a moment earlier hurtling away in one direction, abruptly turns about-face and begins a return charge in the same tight formation.

The halflings lack the precision of the elven horsemen and find it hard to stem the momentum of their own rush. At the back and some distance from the elven warriors, the adventurers encounter confused and disarrayed masked riders milling in a mob. As they spot the giant skeleton and its living cargo they howl a warcry and urge on their dinosaur mounts.

Map.

I'm assuming this will be a mobile fight. As such, unless it seems redundant, I will keep Rex and the rest of you stationary and move the action relative to your viewpoint (nice to be the centre of the universe). At the moment, Rex is running north up the page, the halflings are charging south towards you. The Valenar are further north by a few hundred yards and right now there seem to be a lot of angry halflings between them and you.

Halflings 1d20 + 3 ⇒ (13) + 3 = 16

Initiative
Rex 27
Halflings 16
Rehil 11+
Wultram 11-
Skelly 10
Tal 4

Rex.


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 undead beast charges in earth shaking from the mass. Once it reaches the nearest of the halfling riders it's massive jaws open up and come down trying to cleave the rider in half.

Bite charging: 1d20 + 18 + 2 ⇒ (13) + 18 + 2 = 33 dmg: 2d8 + 14 ⇒ (6, 6) + 14 = 26

REX AC for this round 12 due to charging. H1 target
Spells:
1st: 8/day 2nd: 7/day 3rd: 4/day
CT: 12/day
MP: 5/day
Wultram HP: 40/40
Skelly HP: 68/68
Rex HP: 102/102


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 doubt anything the halflings do short of killing him or pulling him from the dino will change Rehil's action. So ….

Rehil sits down and locks his legs around some vertebrae and ribs to steady himself. He carefully fits an arrow to his bowstring and waits for the halflings to come closer before pressing the bow and loosing in quick succession at the closest halfling on the left.

MW Composite Longbow (+2 Str) , point blank, rapid shot: 1d20 + 9 + 1 - 2 ⇒ (6) + 9 + 1 - 2 = 14 damage: 1d8 + 2 ⇒ (6) + 2 = 8

MW Composite Longbow (+2 Str) , point blank, rapid shot: 1d20 + 9 + 1 - 2 ⇒ (10) + 9 + 1 - 2 = 18 damage: 1d8 + 2 ⇒ (5) + 2 = 7

Unfortunately, he mistimes the halflings' approach and his shots will go off after they act.


The Plains

The tyrannosaur skeleton ploughs on, claws throwing us puffs of sand as it thunders forwards. It slews left and leans forwards, jaws agape, and then jerks back up with the remains of half a halfling and the head and neck of his mount staining its sword-like teeth crimson.

H1 down. This should be a good fight for allowing Rex to let his hair down.

As it tosses aside its gory trophy the ululating halflings close to attack, sweeping past on either side and swinging at the mighty bones of the tyrannosaur's legs with their polearms. Meanwhile, more halflings charge in.

The halfling don't provoke AoOs from Rexy as they attack as they have Ride-By attack. The others on Rexy's back could, in theory, get AoOs as the exemption only counts for the target of their attacks. But as this is the first round they count as flat-footed until their turn. However, worth bearing in mind for future rounds.

The halflings all make use of Ride-By attack to avoid the AoOs. The exception is H7, who can't get close enough. He chucks a boomerang instead.
H2 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 to hit, slashing damage 1d8 + 1 ⇒ (8) + 1 = 9
H3 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 to hit, slashing damage 1d8 + 1 ⇒ (1) + 1 = 2
H4 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 to hit, slashing damage 1d8 + 1 ⇒ (7) + 1 = 8
H5 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 to hit, slashing damage 1d8 + 1 ⇒ (4) + 1 = 5
H6 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 to hit, slashing damage 1d8 + 1 ⇒ (1) + 1 = 2
H7 1d20 + 7 - 2 - 2 ⇒ (18) + 7 - 2 - 2 = 21 to hit, bludgeoning damage 1d3 + 1 ⇒ (3) + 1 = 4
H8 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 to hit, slashing damage 1d8 + 1 ⇒ (5) + 1 = 6
H9 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 to hit, slashing damage 1d8 + 1 ⇒ (4) + 1 = 5
H10 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 to hit, slashing damage 1d8 + 1 ⇒ (3) + 1 = 4

Rehil looses as the riders pass by to the left and right. One of his arrows lodges in a halfling's shoulder, wounding him.

Assuming Rehil goes for H2.

Wultram, Skelly and Tal.

Map updated.


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

Half way tempted to use channel energy on a tactical level, but hurting comrades isn't excatly approriate for wultram.

The undead beast gets a few nicks on it's legs but the bone is hard and the cuts seem to have mostly superficial damage if that.

Wultram swivels around extending an arm while the other grabs hold for dear life. Few arcane words of power later a misty blag wave shoots from his hand rolling over almost all of the riders behind them. "Kill the mounts if get a chance!" The mage bellows to his companions

Crushing despair will save DC 19 or –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Targets H3 to 6 and their mounts, duration 6 minutes.

The skeleton meanwhile leans downward and the curved blade slashes towards the mounts neck trying to decapite the dinosaur

Scimitar H9: 1d20 + 12 ⇒ (3) + 12 = 15 dmg: 1d6 + 3 ⇒ (4) + 3 = 7
Scimitar H9: 1d20 + 7 ⇒ (10) + 7 = 17 dmg: 1d6 + 3 ⇒ (1) + 3 = 4

Spells:
1st: 8/day 2nd: 7/day 3rd: 4/day
CT: 12/day
MP: 5/day
Wultram HP: 40/40
Skelly HP: 68/68
Rex HP: 90/102


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The Depths

"We have a few more items, fairly standard kit." He takes out small wooden box the size and shape of a book. He flips it open and inside are liquid-filled tablets of various colours. "We call these ampoules. They contain the distilled essence of different potions and extracts but are smaller and easier to conceal. You can pop one in your mouth and then bite down on it later, so it can take affect as and when you need it."

Basically, an ampoule is a potion. Sticking one in your mouth is a standard action which provokes an AoO, but that doesn't activate it. Activating one is an immediate action which does not provoke an AoO. You can keep a single unactivated ampoule in your mouth indefinitely (within reason) and an ampoule hidden in your mouth gives you a +20 to your Sleight of Hand checks to conceal it should you be searched. Each of you gets one box. Each contains the following:
3 x antitoxin
3 x Vanish (CL 5)
3 x Heroism (CL 5)
3 x Cure Moderate Wounds (Repair Moderate Damage for Cole) (CL 5)
1 x Tongues (CL 5)
1 x Expeditious Retreat (CL 5)
1 x Reduce Person (CL 5)
1 x Jump (CL 5)

"We also have this - it might come in handy for communications." Qadnis hands Nalverren a wand.

It's a fully charged Wand of Sending.


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

Tal calls upon Dol Arrah to strengthen his muscles and guide his aim.

Cast Divine favor


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

"This is quite the assortment of potions. They will no doubt come in handy".


The Plains

Will saves
H3 1d20 + 2 ⇒ (7) + 2 = 9
H3's mount 1d20 + 1 ⇒ (9) + 1 = 10
H4 1d20 + 2 ⇒ (16) + 2 = 18
H4's mount 1d20 + 1 ⇒ (9) + 1 = 10
H5 1d20 + 2 ⇒ (6) + 2 = 8
H5's mount 1d20 + 1 ⇒ (5) + 1 = 6
H6 1d20 + 2 ⇒ (12) + 2 = 14
H6's mount 1d20 + 1 ⇒ (11) + 1 = 12

H9's Ride check to negate Skelly's second attack
1d20 + 8 ⇒ (17) + 8 = 25

Wultram's spell washes over the halflings as they stream by and leaves them clearly distressed. But his skeleton minion's attacks on one of the mounts is frustrated by the clever riding of its master.

Back to the top - Rex.

Map updated.


The Depths

"Any questions?" asks Qadnis.


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

The beast turns about a bit positioning itself between the two groups to follow it's orders, due to lack of self preservation. Then the massive jaws lash out again this time against one of the mounts.

5ft step to soutwest diagonally. Attack against H8.

Bite: 1d20 + 18 ⇒ (19) + 18 = 37 dmg: 2d8 + 14 ⇒ (8, 8) + 14 = 30

Spells:
1st: 8/day 2nd: 7/day 3rd: 4/day
CT: 12/day
MP: 5/day
Wultram HP: 40/40
Skelly HP: 68/68
Rex HP: 90/102


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

Vaard shakes his head as he places the box in his backpack.


The Plains

The tyrannosaur skeleton chomps a dinosaur mount, sending its rider tumbling. But a static style of fighting simply plays to the halflings' strength of mobility in combat as they flit in, attack and scamper away.

With the exception of H8, who is deprived of his mount, they take advantage of their Ride-By Attack feats to charge again without taking AoOs from Rex (though if you have weapons to hand which can AoO, you may choose to AoO one of them). H8 will 5' step up and smack Rex on the toe.
H2 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 to hit, slashing damage 1d8 + 1 ⇒ (3) + 1 = 4
H3 1d20 + 4 + 2 - 2 ⇒ (9) + 4 + 2 - 2 = 13 to hit, slashing damage 1d8 + 1 ⇒ (8) + 1 = 9
H4 1d20 + 4 + 2 - 2 ⇒ (1) + 4 + 2 - 2 = 5 to hit, slashing damage 1d8 + 1 ⇒ (2) + 1 = 3
H5 1d20 + 4 + 2 - 2 ⇒ (18) + 4 + 2 - 2 = 22 to hit, slashing damage 1d8 + 1 ⇒ (2) + 1 = 3
H6 1d20 + 4 + 2 - 2 ⇒ (10) + 4 + 2 - 2 = 14 to hit, slashing damage 1d8 + 1 ⇒ (7) + 1 = 8
H7 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 to hit, slashing damage 1d8 + 1 ⇒ (4) + 1 = 5
H8 1d20 + 4 ⇒ (20) + 4 = 24 to hit, slashing damage 1d8 + 1 ⇒ (8) + 1 = 9
H9 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 to hit, slashing damage 1d8 + 1 ⇒ (6) + 1 = 7
H10 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 to hit, slashing damage 1d8 + 1 ⇒ (5) + 1 = 6

Potential crit from H8 - he's not going down without a fight.
H8 1d20 + 4 ⇒ (15) + 4 = 19 to confirm, extra damage 1d8 + 1 ⇒ (3) + 1 = 4

Another wave of the halflings approaches from the north. Among them are three much heavier mounts, the fabled 'carvers', heavy raptor dinosaurs carrying two halflings each.

Map updated.

AoOs, then Rehil, Wultram, Skelly and Tal.


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*
Cole. wrote:

The Depths

He’s about to pick it up when he thinks otherwise, gesturing to Nalverren, “Maybe you should hold onto it.”

is this one of those warforged-embedded items? or just anyone can use it?

Nalverren accepts the hat of disguise, wand of sending, and the box of ampoules. "Thank you."

Turning to Cole, he says, "The hat would still be useful to you, so as to appear like a drastically different warforged. Otherwise, no matter our individual disguises, our enemies could trace our group back to anyone that hangs out with you."


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

Plains

No aoo from me although next round...

Tal draws a gladius in one hand and swings at the halfling closest to him.

Gladius attack vs h9: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
damage: 1d6 + 4 ⇒ (1) + 4 = 5


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)

Holding a bow right now, so no AoO.

Rehil tracks his wounded target as the halfling wheels and returns. As the halfling flashes by, the elf looses again and watches his arrow fly wide. He stows his bow and reaches for his curve blade.

"They are too fast."

MW Composite Longbow (+2 Str): 1d20 + 9 ⇒ (5) + 9 = 14 damage: 1d8 + 2 ⇒ (8) + 2 = 10


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
btw crushing despair gives -2 to damage rolls too, doing that manually.

The skeleton tries to slash one of the riders as they come past
Scimitar AoO H10: 1d20 + 12 ⇒ (16) + 12 = 28 dmg: 1d6 + 3 ⇒ (3) + 3 = 6

"Forget that plan, we don't have the time anymore!" Wultram bellows as he sees the approaching reinforcements. The mage decides to try to thin the herd a bit and calls upon the strange powers they have received and soon spectral tendrils shoot forward towards 3 of the riders. "CHARGE!!!" Comes the order to their mount.

Using wild arcana to cast scare. H2,H3, H4 as targets, Will DC 20, fail frightened for 9 rounds success 1 round shaken. 6HD or above immune.

The skeleton getting a bit frustrated with these hit and run tactics raises up it's sword high to slash it down on any halfling that makes the mistake of getting within reach.

Scimitar Readied action: 1d20 + 12 ⇒ (14) + 12 = 26 dmg: 1d6 + 3 ⇒ (5) + 3 = 8

The former T-rex urged by it's orders ignores the halfling at it's feat simply stepping over and in full speed crashes to the newest arrival trying to take out the rider holding the reins.

Charge on C1 bite: 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27 dmg: 2d8 + 14 ⇒ (2, 1) + 14 = 17

Movement to LMN-567, due to over 2 size category difference h8 does not block charge lanes. H8 does get AoO though

Spells:
1st: 8/day 2nd: 7/day 3rd: 4/day
CT: 12/day
MP: 4/day
Wultram HP: 40/40
Skelly HP: 68/68
Rex HP: 80/102


MAPS

The Depths

Ashshar

This was taking too long. The hat was disguise, but they had to look like someone, since looking like something did not work. This was something that they worked on while the others were talking.

Not-Cole did not work. That meant something else was not going to work. A human? No. The pale colors of skin stood out easy, even the darker colors. Green skin was better. Not-orc. Yes. Not-orcs did not have a tail. Demonkin did. Not-orc demon kin. Better. No hair. Claws, yes. Tail. Face somewhere in-between all of those. Yes. Sufficient.

What resulted from Ashshar's work while the others talked was something that could pass for human, though it was something that could never be considered "purely" human. A grayish green tiefling, hairless with a mixture of skin and scales that would barely be allowed into civilized areas on looks alone stood in their place, seeming of half-orc stock before the taint of a demon took over, leaving clawed hands and feet, glaring at its reflection in the mirror with eyes that were not human, but were not lizard either.

Slightly fatigued, they stumped back to where the others were, wearing the disguise.


Um, someone might want to explain to Ashshar that the idea of the hat is to blend in, not look even weirder than he does now.


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

Vaard regards Ashshar without blinking, "A unique look, perhaps too much so, maybe something more ordinary?"


The Depths

OK, assuming there are no more questions, ready to move on?


The Plains

H8's AoO on Rex
1d20 + 4 ⇒ (13) + 4 = 17 to hit, slashing damage 1d8 + 1 ⇒ (3) + 1 = 4

Will saves
H2 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
H3 1d20 + 2 + 2 - 2 ⇒ (18) + 2 + 2 - 2 = 20
H4 1d20 + 2 + 2 - 2 ⇒ (5) + 2 + 2 - 2 = 7

The tyrannosaur's jaws crunch on a rider, giving rise to a scream cut short and a body tossed aside. But the carvers have two passengers. As they dash past, halfling braves leap from the saddle to try and scramble up and attack the skeleton's passengers. Riders buzz about like flies and boomerangs hum through the air.

OK, slightly complicated moment. C1, C2 and C3 have two passengers each (although one of C1's has been killed just now). One of those passengers from each of those three will try to leap from the saddle to climb on to Rex and attack you guys on Rex's back - I am going to call them B1, B2 and B3. That will, of course, provoke AoOs as normal. They also need to succeed at DC 20 Acrobatics checks or thay fail to grab hold and fall. Given the trickiness of representing them on Rex for spacing and so on, any combat on Rex-back will be a bit free-form - anyone can hit anyone, basically - although I'm ruling that Rex can't hit them once they are on board (he DOES get an AoO) since the angle is wrong (that's mostly for my own amusement, so the PCs have to fight them, but then Rex is fairly well occupied anyway). However, even if they get purchase they cannot attack this round, but you can hit them. But let's not get ahead of ourselves, they might all fall off.

Acrobatics checks
B1 1d20 + 11 ⇒ (18) + 11 = 29
B2 1d20 + 11 ⇒ (10) + 11 = 21
B3 1d20 + 11 ⇒ (9) + 11 = 20

OK, that's three successful landings. Unleash your AoOs. Also, Skelly can use his readied action as well to attack these.

Meanwhile the other halflings still attack. C2 and C3 also get attacks as they still have riders. C2, C3, H11, H12 and H13 will try charges with their tanguts (polearms). H2, H3, H5, H6 and H7 with throw boomerangs at Rex. H4 is too scared, and H9 and H10 have to get back into position this round, and H8 is wondering why he isn't dead.
H2 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15 to hit, bludgeoning damage 1d4 + 1 ⇒ (2) + 1 = 3
H3 1d20 + 7 - 2 - 2 ⇒ (17) + 7 - 2 - 2 = 20 to hit, bludgeoning damage 1d4 + 1 - 2 ⇒ (4) + 1 - 2 = 3
H5 1d20 + 7 - 2 - 2 ⇒ (6) + 7 - 2 - 2 = 9 to hit, bludgeoning damage 1d4 + 1 - 2 ⇒ (3) + 1 - 2 = 2
H6 1d20 + 7 - 2 - 2 ⇒ (3) + 7 - 2 - 2 = 6 to hit, bludgeoning damage 1d4 + 1 - 2 ⇒ (2) + 1 - 2 = 1
H7 1d20 + 7 - 2 - 2 ⇒ (13) + 7 - 2 - 2 = 16 to hit, bludgeoning damage 1d4 + 1 ⇒ (2) + 1 = 3
H11 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 to hit, slashing damage 1d8 + 1 ⇒ (8) + 1 = 9
H12 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 to hit, slashing damage 1d8 + 1 ⇒ (2) + 1 = 3
H13 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10 to hit, slashing damage 1d8 + 1 ⇒ (5) + 1 = 6
C2 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 to hit, slashing damage 1d8 + 1 ⇒ (5) + 1 = 6
C3 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 to hit, slashing damage 1d8 + 1 ⇒ (7) + 1 = 8

Potential crit from H12
1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 to confirm, extra slashing damage 1d8 + 1 ⇒ (7) + 1 = 8

Map updated.

Rehil, Wultram, Skelly, Tal, Rex.


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 just AoO for now to see what the situation is after those.

First the readied action of the skelly which was hit 26 and damage 8

Wultram dagger: 1d20 + 3 ⇒ (1) + 3 = 4 dmg: 1d4 ⇒ 2
Skelly scimitar: 1d20 + 12 ⇒ (15) + 12 = 27 dmg: 1d6 + 3 ⇒ (3) + 3 = 6
Rex bite: 1d20 + 18 ⇒ (19) + 18 = 37 dmg: 2d8 + 14 ⇒ (4, 6) + 14 = 24

The undead have more luck with trying to kill the unwanted luggage than their master that only manages to miss by a good feet or so and scratching up a bone of the rex. "Tal! Can you manage some collateral?!" The mage yells out in frustration.

Spells:
1st: 8/day 2nd: 7/day 3rd: 4/day
CT: 12/day
MP: 4/day
Wultram HP: 40/40
Skelly HP: 68/68
Rex HP: 70/102


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

Plains
This fight just took a turn... I like it!

Tal, suprised by the halflings tactics, draws the rest of his close range weapons giving a swipe as they jump on. He unleashes crossing swings intending to keep the halflings away from Wultram. "Focus on the ones on the ground. We'll handle the ones up here!"

aoo attack: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
aoo damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8

If the aoo hits one, keep attacking that one

attack 1: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
damage 1: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

attack 2: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
damage 2: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

attack 3: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
damage 3: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7


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 |

Ready.


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 finds himself without a weapon in hand as the halflings leap aboard. The elf doesn't let that stop him. He stoops grabs a spur of vertebra and a rib and sweeps a kick at the head of a halfling below him.

Unarmed strike, AoO: 1d20 + 8 ⇒ (16) + 8 = 24 ... damage, nonlethal: 1d3 ⇒ 2

Yeah, I know that'll provoke.

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