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

Game Master Aubrey the Malformed


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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 Heights

"They are not coming in our direction are they? We seem rather far for them to perceive us as a threat".


The Heights

"Except they are in the direction we are heading. They've probably spotted us by now so changing course to avoid them might look suspicious, and anyway they have outposts all over this section of the mountains so we could miss this lot and fly into another lot." He shrugs. "Just try to look harmless, maybe they've got other things to worry about."

The ship continues on its course, drawing closer to the mountain over several hours. The rocky crags of the truncated foothills region, with its precipitous cliffs of bare rock, jagged ridges and treacherous scree, begins to pass under the hull. In the distance, some giant pterosaurs soar on the updrafts and, if a few places, breeding colonies of the beasts cling to ledges in a melee of scaly bodies, brown striped with yellow and startling pink, long white streaks on the rocks below evidence of their habitation. The crew watch them carefully, a few cradling crossbows - men have been snatched from the decks of airships before - but they do not come close.

The ship climbs into cooler, thinner air, following the flank of Onatar's Fist. A few secondary cones sprout from the mountain's base but only the main crater smokes. The wind blows the column of ash to the north, away from the ship, but the region is still comprised of scorched bare boulders of pumice and black cooled lava, devoid of vegetation. The stink of sulphur is strong, even at this height. A few dwarven fortifications dot the landscape but there is little sign of their movement in the hostile terrain.

Just as it seems that the patrols may not bother the ship, a trio of griffons appears from behind a crag. Their white plumage stark against the dark rock, on their backs they bear riders, the sun glinting from their golden helms. They change course and begin to head towards the airship.


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 Heights

Vaard turns to his companions, "Non threatening. That's the look".

Vaard considers using the hat to take the appearance of a dwarf but this close they may see and if they do such an act may arouse suspicion and so, he remains himself.


The Plains

Just a reminder, Rehil has a turn before the halflings go. I might (but as this is Rehil, probably won't be) important.


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)

Brutal weekend over.

"The elves will be back soon!"

With no foes but the triceratops and a single carver at hand, and seeing Wultram focus his minions on the triceratops, and well aware that his cousins are watching, Rehil tries something ridiculous.

He strides up the T-rex's vertebrae and uses its head as a springboard to vault the triceratops.

Probably won't matter, but, I'm going for style points here.

Move action acrobatics, jump to Q8., mythic : 1d20 + 11 + 1d6 ⇒ (1) + 11 + (6) = 18

Acrobatics to prevent AoO on the way: 1d20 + 11 ⇒ (4) + 11 = 15

Normal attack v T-tops, power attack: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12 ... damage: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Mythic surprise strike v T-tops, power attack: 1d20 + 9 + 1 - 1 ⇒ (17) + 9 + 1 - 1 = 26 ... damage: 1d10 + 4 + 2d6 + 2 ⇒ (8) + 4 + (4, 5) + 2 = 23


The Plains

Didn't avoid the AoO.
1d20 + 12 ⇒ (4) + 12 = 16 to hit, damage 4d6 + 11 ⇒ (4, 3, 1, 4) + 11 = 23

In his mind it was a move of balletic grace as he arched over the back of the tricerotops, to land with panther-like grace behind it before delivering the death blow. The reality is somewhat more prosaic as Rehil catches his shoe on the tip of one of the beast's horns, turning his arc into a chaotic aerial cartwheel and then a slide off its back. But somehow he lands with enough composure to carve a nasty slice on the creature's rump.

Some dodgy rolls there, hence a bit of artistic licence.

The tyrannosaur bites deeply again and the tricerotops' blood flows freely. In desperation it lunges forwards again.

Attack on Rex
1d20 + 12 ⇒ (13) + 12 = 25 to hit, piercing damage 4d6 + 11 ⇒ (3, 5, 3, 4) + 11 = 26

Unless I'm much mistaken, that has reduced Rex to precisely 5 hp. It's the riders' turn now. Note that if they reduce Rexy to 0hp on this turn, the following happens:

Spoiler:
With a terrible crack the tyrannosaur skeleton falls apart, disarticulating into a pile of inanimate bones and pitching the riders to the ground.

The riders take 1d6 falling damage unless you succeed in a DC 15 Ride OR Acrobatics check (try one or the other, not both). You fall prone in a square of your choice that Rexy used to occupy.

C2, C5, H7 and H13 attack Rexy, C4 attacks Rehil, C3, H9, H10, H11 and H12 attack the ogre skeleton.
H7 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 to hit, slashing damage 1d8 + 1 ⇒ (6) + 1 = 7
H9 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 to hit, slashing damage 1d8 + 1 ⇒ (7) + 1 = 8
H10 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 to hit, slashing damage 1d8 + 1 ⇒ (3) + 1 = 4
H11 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 to hit, slashing damage 1d8 + 1 ⇒ (5) + 1 = 6
H12 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 to hit, slashing damage 1d8 + 1 ⇒ (3) + 1 = 4
H13 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 to hit, slashing damage 1d8 + 1 ⇒ (6) + 1 = 7
C2a 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 to hit, slashing damage 1d8 + 1 ⇒ (3) + 1 = 4
C2b 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11 to hit, slashing damage 1d8 + 1 ⇒ (7) + 1 = 8
C3a 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 to hit, slashing damage 1d8 + 1 ⇒ (7) + 1 = 8
C4a 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 to hit, slashing damage 1d8 + 1 ⇒ (1) + 1 = 2
C5a 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 to hit, slashing damage 1d8 + 1 ⇒ (7) + 1 = 8
C5b 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 to hit, slashing damage 1d8 + 1 ⇒ (3) + 1 = 4

Rehil, Wultram, Skellie, Tal.

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)

AC was good enough to get away from the AoO.

Rehil spins, blocks the halfling's strike, and continues his spin to slash again at the Triceratops.

Curve blade v T-tops, power attack, flank: 1d20 + 9 - 1 + 2 ⇒ (15) + 9 - 1 + 2 = 25 damage, PA, flank: 1d10 + 4 + 2 + 2d6 ⇒ (10) + 4 + 2 + (4, 6) = 26

I'm assuming that even if Rex collapses, someone will end in flanking position. If not, adjust accordingly.

43 hp. 3 mythic left.

The T-tops is gonna look good as our next ride.


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

Pretty sure those attacks just barely kill the rex. End up in q-12

ride: 1d20 + 6 ⇒ (19) + 6 = 25

Tal tumbles to the ground as the animated dinosaur crumbles beneath him. Luckily his training keeps him from major harm. Finding himself face to face with the triceratops, he fights for his life with three crossing slashes.

attack 1: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
damage 1: 1d6 + 4 ⇒ (4) + 4 = 8

attack 2: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
damage 1: 1d6 + 4 ⇒ (6) + 4 = 10

attack 3: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
damage 1: 1d6 + 4 ⇒ (5) + 4 = 9


The Plains

As the tyrannosaur skeleton crumbles underneath the others, Rehil's blade slashes through sinew and flesh somewhere behind the tricerotop's frill. There is a spurt of blood and the beast collapses. As it does so it begins to shrink, until a few moments later there is nothing but the bloodied form of another halfling.

Shaman dead, Tal can rethink his action.


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, and yeah excatly to 0hp

Acrobatics Skelly: 1d20 - 2 ⇒ (4) - 2 = 2
Acrobatics Wultram: 1d20 - 2 ⇒ (17) - 2 = 15

With the mighty undead beast crumbling to a pile of bones the skeleton and it's master fall to the ground, the latter managing to keep to his feet.

dmg: 1d6 ⇒ 2

Skeleton on r13, Wultram on q15.

Wultram decides that this herd needs some thinning so he backs off next to the skeleton ogre and unleashes a wave of negative energy against most of their opponents.

Channel DC 19 will for half: 3d6 ⇒ (2, 5, 2) = 9
Move to S18, targets everyone butt rehil, tal, C4 and h13

The ogre mean while continues to swing it's club trying to smash it to bits.

Greatclub h10: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 dmg: 2d8 + 7 + 1 ⇒ (7, 1) + 7 + 1 = 16

If channel finishes off just target someone else.

The skeleton does not bother trying to get up, instead twirling it's blade bashing it against its shield while letting out a bone chilling shriek.

Dazzling display: 1d20 + 12 ⇒ (16) + 12 = 28

If DC is reached then shaken as demoralize action of intimidate. Targets every enemy but c3,c4 and h10. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Spells:
1st: 8/day 2nd: 6/day 3rd: 1/day
CT: 10/day
MP: 4/day
Wultram HP: 40/40
Skelly HP: 21/68
Ogre Hp: 18/22


The Plains

Wultram's blast of negative energy takes down two more halflings and the ogre squashes another in the saddle. Then one of the halflings screams and points to the north, gabbling in his language. The earth trembles as the elves return for their second charge.

Sweeping past on either side of the adventurers on the ground in a tumult of dust, pounding hooves and looming equine figures, the Taer Valaes ride with precision and intent. The halfling riders scatter and those that cannot avoid the elves' blades are cut down. As the elves pass by, the area is swept clean of enemies.

End of combat.


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

The Plains
Tal stands before the fallen shaman breathing heavy. He nods thanks to Rehil for his skill with the blade.

"Thank the gods. Is everyone alright? That fire blast took a lot out of me. Give me a moment and I'll patch myself up." Tal's eyes glow for a moment as he reestablishes the link to his companions. He begins the ritual rejuvenate himself and those around him.

Pause Tal's channelling when the elves come back to us. I don't want to be rude. Spoilered for space

healing:

-5 to me +5 to rehil
2d6 ⇒ (2, 3) = 5
rehil fully healed

2d6 ⇒ (5, 4) = 9
Loh: 1d6 ⇒ 2
cure light: 1d8 + 3 ⇒ (2) + 3 = 5
cure light: 1d8 + 3 ⇒ (6) + 3 = 9
leaves me down 6


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 scans the suroundings for a moment to see that they are safe. The mage then walks to the skeleton and starts casting spells to mend the damaged bones. "I am fine." He shouts at Tal.

Spoiler:

ILW: 1d8 + 5 ⇒ (8) + 5 = 13
ILW: 1d8 + 5 ⇒ (7) + 5 = 12
ILW: 1d8 + 5 ⇒ (3) + 5 = 8
ILW: 1d8 + 5 ⇒ (3) + 5 = 8
ILW: 1d8 + 5 ⇒ (5) + 5 = 10

Spells:
1st: 3/day 2nd: 6/day 3rd: 1/day
CT: 8/day
MP: 4/day
Wultram HP: 40/40
Skelly HP: 68/68

He then glances in the direction of the elves. Deciding to make use out of the time he has, wultram starts going through the dead, both for equipment and replacements for their transportation. The mage then smirks at Rehil. "And what sort of bullcrap was that last bit." Wultram notes with a chuckle.

So how much XP was that worth?


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)

"..It was good enough." Rehil replies flatly to Wultram.

The elf nods to Tal. "Everyone helped bring it down and we would have been cooked without you." He prods the body with his sword tip. "Or was it a him we killed? Some kind of illusion?"

Rehil cleans his blade while he watches the elves scatter the halflings.


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 does his best to appear nonthreatening.


The Plains

Wultram wrote:
So how much XP was that worth?

You are just like my real-life group.

3,888xp each.

Most of the elves ride in pursuit of the fleeing halflings, but Torlaes and a few others canter back to find their guest-warriors. The elven leader surveys the scene of carnage, with halflings bodies scattered everywhere. "You fought well," says the elven leader laconically, looking at the pile of bones that was the tyrannosaur skeleton, "A shame about your friend."


The Heights

The griffin-riders streak past the ship before turning and following. They overhaul the craft off the port side before matching speed. this allows a good look at the riders, all three dwarves dressed in golden armour, their helms bearing stylised wings. Their griffons have bright white plumage except on their heads, which are covered with brown feathers.

The lead rider shouts out as his mount pumps its wings, "You are in the lands of Clan Mrorannon! Explain your business!"


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 looks down on the rexage and shrugs. "Wultram can raise another. I thought we'd be riding out on the triceratops, but it's just a halfling now."


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.
Actually the leveling up might change things hence asked. Not that the usual reasons don't apply too.

Wultram shakes his head a bit at hearing again unusual use of the word. "I doubt we will stumble upon another one. I don't know much about the local animals, but if that one was not even fully grown, they must need quite a territory to find enough food." He notes to Rehil.

"How ever I have enough in me yet that I could take the bodies of dead mounts here to create a suitable replacement. Don't think they can carry us though."

The mage then adresses their ally. "Not as well as I hoped. Impressed at yours fighting as a unit."


The Plains

"You are too kind," says Torlaes, shrugging off the praise with practiced nonchalance. "Should you fail to find alternative transportation, you may still travel with us back to Valenar. Once my brothers have returned from the chase, we will travel with you for a few days while you make up your minds."

The Taer Valaes return a few minutes later, having thoroughly dispersed the halfling horde.

OK, you get the following loot - the elves are happy to let you have the loot from what you killed. That comprises (Spellcraft DCs to identify):
- a breastplate made of heavy dinosaur hide (DC 18)

Spoiler:
a +1 dragonhide breastplate

- a cloak (DC 18)
Spoiler:
a cloak of resistance +1

- a headband
Spoiler:
a headband of inspired wisdom +2

- a scroll (DC18)
Spoiler:
a scroll of owl's wisdom (CL3)

- three chain shirts (DC 18)
Spoiler:
three chain shirts +1

- nine potions
Spoiler:
nine potions of Cure Light Wounds (CL 1)

- three oils
Spoiler:
three oils of magic weapon (CL 1)


The Heights

Captain Moss yells back, “Just passing through, passengers bound for Regalport!”

The shout comes back, “Prepare to be boarded!”

“What do they want?” grumbles the captain, her arms crossed over her chest. She glances over to her passengers. “It’s up to you to do the talking, I just fly this thing.” The lead rider swings about the bow of the vessel and swoops to land on the main deck. The griffon spreads it wings to brake and it touches down with a loud scrabble of claws on the wood that leaves deep scratches. The rider swings a leg over to dismount while the beast glares at the crew with beady yellow eyes. The dwarf removes her helm and shakes out long red braids as she stomps up to the captain, who gazes down at her coolly. The other two griffons continue to circle at a distance.

“Squadron-Leader Ironscar, at your service,” says the dwarven woman formally, hand resting on the warpick at her hip. “There have been reports of airships running supplies to the Jhorash'Tal orcs.” She notices Bokehn and squints at him suspiciously. “We have orders to check all airships entering our territory. Explain what you are doing here.”

“You’d better handle this,” murmurs Bokehn to the others, “I don’t think she’ll listen to me.”


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 contemplates a while, before turning to the skeleton. "See if the other field of battle has something suitable as mounts." The undead gives a simple nod before heading off.

Skelly is essentially seeing if the fight with elves had anything cabable of carrying medium sized folk.

"If that does not work out, best I can do is create adtional protection that might work if we managed some sort of cart." The mage explains to his companions. Wultram then starts looking over the spoils of the battle, explaining to others what he has learned.

Detect magic and spellcraft I am assuming the chainshirts will be handled by one roll given they are in one spoiler. Rolls are in the order that the spoilers are. Also a reason for potions oils and the headband don't have a DC?

Spellcraft: 1d20 + 11 ⇒ (10) + 11 = 21
Spellcraft: 1d20 + 11 ⇒ (17) + 11 = 28
Spellcraft: 1d20 + 11 ⇒ (18) + 11 = 29
Spellcraft: 1d20 + 11 ⇒ (8) + 11 = 19
Spellcraft: 1d20 + 11 ⇒ (10) + 11 = 21
Spellcraft: 1d20 + 11 ⇒ (17) + 11 = 28
Spellcraft: 1d20 + 11 ⇒ (6) + 11 = 17


INACTIVE - GAME DIED

The Heights

Atsu watches carefully as the dwarves board, and focuses on the commander when she makes herself known.

Using empathy knack.

Diplomacy, empathy bonus: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20

"We are no friends to the orcs," says Atsu. "Our goal is simply passage, not arming a hostile force."


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 Heights

Vaard nods at Atsu's comment but says nothing further remaining passive at the boarding, after all, the group was not smuggling weapons.


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 carvers carried two halflings. Maybe they would be medium-capable? Were there any elven losses?

Rehil shrugs. "If we must walk, we will walk." The elf looks around. "They must have come from somewhere. There must be a camp nearby. Maybe there are mounts there. I will look for a trail."

Rehil trots to where the halflings were first sighted. Then he begins quartering the area, seeking their back trail.

Survival, ranger tracking bonus: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17

There ought to be a pretty plain trail, given the number of halflings. We just have to separate it from the confusion of battle.

I'll work on leveling up tonight.


Rehil can see the trail but the halflings are nomads, adept at keeping on the move. There's no camp nearby.

Also, the carvers are too small. It's something of a violation of the rules for two halflings to ride a carver but it's sort-of in the Eberron canon so I went with it. But the carvers are medium animals and too small to carry Medium humanoids.


The Heights

The dwarven woman scrutinises Atsu carefully. "You are one of the snake-people. Where are you bound?"


The Plains

I think those Spellcraft rolls will do - please feel free everyone to look at the spoilers setting out the loot. I doubt much of it will be immediately useful but it can be sold on.


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*

"We are headed to Regalport," the Brelish human says, "We had no dealings with bands of orcs and plan no dealings with anyone other than landing in Regalport. I tire of the wilds, I need a nice city with a nice bath, a nice bed in a nice inn with a nice fire and nice ale."


MAPS • SF Map •

The Heights

Ashshar

'...Conflict often aids negotiation...'

More talking. About territory? And Orcs. Ashshar was disinterested in the words, but kept their attention on the tone and posture. The pick they wore was good, though. There was sometimes good in same things.

"Good weapon", they said with a nod of appreciation, a hand resting on their pick and drawing their attention to it, the polished dragon fang weapon's primal appearance serving as a good counterpoint to the quality of the dwarven-made iron and craftsmanship.
____________________________________
Snake!?(Int): 1d20 - 1 ⇒ (9) - 1 = 8


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

The Plains
"A long hike isn't the worst thing. You are kind to let us travel with you. I will defer to my companions on if we can accept. I'm afraid I don't know the geography of this time as well as I should." Tal begins packing up the items of value from the slain halflings that Wultram identified.

Anyone want to carry anything on their person? I'm thinking mainly the oils or potions.


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

Once the skeleton returns and it reports a failure, Wultram shakes his head in dissapointment. "Alright help me gather the bodies, might as well not let these go to waste." The mage starts choosing bodies based on his judgement in the battle. "This will deplete majority of my remaining power." He notes to his two companions.

Once the task is complete Wultram sits cross legged in the middle of the bodies and starts his casting, calling deep on the mysterious powers they been granted. A moment later he gets up and touches the bodies of the dinosaurs, moment later bloodied skeletons rising as the flesh practicly melts off them.

Animate dead shenigans. 20HD of bloody skeletons. Start with carvers if needed use the other mounts.

Details:
7 Base CL
+1 Death knell
+1 Mages tattoo
+2 Spell specilization
+4 Undead master(note does not count for control limit)
+2 Wild arcana
+2 Necromantic mastery
+1 Mythic Animate dead
Note to self: 0 Mythic power left


INACTIVE - GAME DIED

The Heights

Atsu answers politely, "As my companion says, to Regalport. I've been tasked with aiding these travelers. While my people are normally insular, we... decided to assist these folk in crossing to the city. I am simply here to make sure that no further difficulty arises in the crossing."


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 stays well clear of Wultram's necromantic activities. When he returns from scouting, he engages Tal and Torlaes in conversation.

"The halfling's trail is pretty clear. They came from that way. ~points~ No telling how far to their camp."


The Heights

The drawf woman squints at Atsu suspiciously.

Bluff check from Atsu, please. Others can assist.

By the way, to answer Ashshar's query, the shulassakar are mechanically yuan-ti, but they are more feathered than scaly because they followed the couatls. But they look odd - Atsu will have some obvious serpentine features with point out he is a shulassakar.


The Plains

The elves look on is distaste as Wultram animate some undead slaves, but they don't interfere.

Carvers are identical to deinonychus so you can use these to create the stats.

The elves eventually form up once they tire of pursuing the fleeing halflings. The elves suffered no losses, although a few carry wounds. Now without any transport, the adventurers instead have to double up with an elven rider (although the draw the line at undead - the skeleton has to travel on foot). The elves then head south, back towards their homeland. After a few hours they stop and make camp.

That evening there is much drinking and feasting as the elves toast their victory around several campfires, the flickering orange flames lighting up the laughing faces of the normally grim Taer Valaes as they drunkenly sing old warsongs. Then, with a few of the rowdier elements hushed by their fellows, the gathering falls silent. Torlaes then stands and, in the tradition of the bards of Aerenal, begins to recite an epic poem of their most recent victory, composed on the spot but in the tradition of the ancients. The company sit rapt as he tells a tale of their crossing the desert to meet the dark wizard and his strange companions, of the glorious charge of the host, of the giant skeleton's last stand and the death of the shaman at Rehil's blade. Once he has finished the elves cheer in appreciation at the poem, and of the deeds described.

Though unless you speak Elven, you missed all that.

As the party winds on, Torlaes puts a friendly arm around Rehil's shoulder, the other hand holding a skin of wine. "You should ride with us to Taer Valaestas. You have lost your mount and if you walk to gaherhold, not only is it a long way, it will just depress you once you have arrived."

So you have to decide what you are doing next. The elves are heading back to Valenar which is not really the direction you are heading.


INACTIVE - GAME DIED

Bluff, empathy: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Ruh roh raggy


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 update on the forums really was worth it, totally fixed things...I may be salty about the site eating my post couple days ago.

Wultram remains mostly to himself, he isn't dissuading company but he isn't inviting it either. He is keeping the undead close, mostly out of courtesy towards the elves. The mage is drinking rather heavily as he is trying to come to terms with associating himself with the Valenar no matter how briefly. He listens bit curiously at the grandiose speach, but shrugs it off, if it was truly important someone would make the effort to translate.


The Heights

The woman narrows her eyes and turns to the captain. "I order you to change course and head for Mroranon Hold. We can check your itinerary there." Captain Moss scowls and looks at Bokehn, who shrugs and turns to the others. "Looks like we don't have much choice."

Please dicuss amongst yourselves what you want to do ooc. You have basically two choices, resist arrest or go along with it and hope it works out.


The Plains

The following morning the elves are ready to ride out at dawn, hangovers or no hangovers. The adventurers are allowed to ride further with them until shortly after noon, when Torlaes calls a halt.

"My friends, now is the time of decision. We ride south back to our lands, but if you wish to go on to Gatherhold then you must head west and our paths must diverge."


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 looks at his two companions. "You know where I stand on the issue." He decides to leave it that, the arguments had already been made now it was a matter of decision. The man starts filling up his pipe as he waits for the others to say their piece.


Given the complete cluster-f*** that the boards have been of late, it would be good for each of the PCs to post some sort of in-game comment (doesn't have to be elaborate unless you want to to be) so I know you are still out there. Obviously, Wultram has already.


The Plains

Torlaes looks at Tal and Rehil expectantly.

As do I.


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

The Plains

"As interesting as it would be to learn more about the Taer Valaes, we must continue our search for whatever released me from my stasis. I believe that path leads to Gatherhold. We could not ask any more of your hospitality though. Being with your war band has felt more like home than I'd have expected."


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, having no authority on this ship, remains silent on the matter.


MAPS • SF Map •

The Heights

Ashshar

Bokehn's shrug did little to affect Ashshar's expression, which seemed bored from all of the talking going on.


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 steps forward to grip Torlaes' hand. ".Torlaes, riding with you and your band has been -- good. But I have no skill with words. Just believe it is one of the best things that I have done. I don't know how long our business will take. When it is done I will search for you on the plains of Valenar."


INACTIVE - GAME DIED

"I will always respect legitimate local authority," says Atsu. "No trouble from me."

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