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

Game Master Aubrey the Malformed


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

The plains
Sensing the fear in some, Tal makes sure to make no moves that might provoke a reaction. Wultram is doing a good job explaining our needs and the halflings seem more comfortable talking to him anyway. As farewells are made, Tal gives a short bow. Replying to Wultram, "I shall accompany you though I fear I will get similar reactions in town. They might not have expressed it but some of the guards were fearful of me and I can't really blame them."

Good to go.


INACTIVE - GAME DIED

The Heights

Whispering in a low voice to his companions, Atsu says, "I have a suspicion that our cargo and those guards are not simple coincidences. Let us be off, no more delays."


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 tips the bow off his shoulder and raises it in salute to Sinte nd his halflings.

"Maybe you could wear a big cloak and keep your lower arms folded over your belly. The halflings might think you're a fat lizardman."


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

"Agreed. Let us make our way, casually".


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

"Not necesserily afraid, wary perhaps? I mean even if the undead were the obvious concern. The halflings are neighbours to my kin. That is something they understand. You on the other hand are unknown." Wultram replies.

Once Rehil makes his suggestion he ponders for a moment. "While I do not like the idea of someone having to accomodate someones fragile sensibilities. Rehil's idea might not be a bad one. Honestly I am not sure if we should even be using our real names considering the situation. I do not have the suplies at the moment but I do know a few things about disguises. Considering vast majority of people have no idea about the existance of your type, I don't think the disguise would need to be that good to be good enough."


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*

Heights

Aubrey, what animals are around this area? not our immediate vicinity but just wondering if there are birds, cats, etc roaming free. i can turn some or all of us into animals to escape some scrutiny just wondering if that would even be viable based on what wouldnt arouse suspicion.


The Plains

Sinte nods courteously and the halflings give way to allow the group to continue on. What Sinte failed to mention is that, because Gatherhold is built into a rocky bluff at the end of a ridge of hills at the edge of Lake Cyre, circumnavigating the town takes several hours as it necessitates travelling round the hills too. All the while they are shadowed by the halflings at a distance. However, by the middle of the afternoon the north side of the town can be seen, together with the plain utilitarian buildings of the Orien lightning rail station.


Nalverren wrote:

Heights

Aubrey, what animals are around this area? not our immediate vicinity but just wondering if there are birds, cats, etc roaming free. i can turn some or all of us into animals to escape some scrutiny just wondering if that would even be viable based on what wouldnt arouse suspicion.

No, not really - you are underground. Doubtless there are rats about but nothing you can specifically see. You don't get the impression the guards are looking for you specifically, more that they are on a heightened level of alert.


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 finds a suitable spot that won't get in the way of others and orders the mindless undead to stay there. Just to make sure he will use some chalk to leave a message in bold letters. "DO NOT DISTURB." A precautionary orders to stay still no matter what. The Karnathian skeleton on the other hand gets instructions to get him if trouble comes and to use it's best judgement.

With those arrangements under way Wultram starts heading towards the buildings trying to find an office reckoning that it would be marked somehow for the customers. "I am thinking of Vedykar, unless you two have objections? Closest city of real size so I think we can find our airship for hire there with reasonable chance."


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)

"You would know better than us."

Rehil shrugs and unstraps his pack from the trike. He stands one legged with his bow propped inside the crook of his raised bent leg while he shoulders the pack on. With a shake, he settles it into position, then takes up his bow.

"The halflings are still with us. Polite, and cautious. I like them."

The elf tests the pull on his bow, then eases the string back into straightness.

"Lead on."


The Plains

A human man saunters out of the station building as Wultram settles his undead in a nearby field. He wears a white shirt and blue trousers held up by braces, and his hands are firmly wedged in his pockets. On his head is a cap with the House Orien insignia of a unicorn. He eyes the three newcomers with relative disinterest and asks, "These your undead, mate?"


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 gives the man quick once over from head to toe. "Yes that would be correct. And you would be?..." He lets the question linger.


The Heights

OK, we'll assume that you don't spontaneously all turn into geckos in order to get away.

The group head back to the ship. They get back on deck without being stopped or challenged, and Bokehn passes on the message to the captain that it is time to begin preparations for leaving. A few minutes later they see the young dwarf they met in the warehouse walking towards the ship. He approaches the guards standing at the dockside and passes them some paperwork. There is an animated discussion for a few minutes, then the guard sergeant signs the papers. As the sergeant stomps up the ship's gangway the young dwarf scurries off back into the city.

"You are cleared for departure once your cargo is onboarded," announces the sergeant as he proffers a clipboard. "Sign here." Captain Moss signs and the sergeant and his cohort also disappear back inside the tower.

A few minutes after that there is a loud creaking and the noisy cargo golem they encountered before limps its painful way up a wide sloping passage from the warehouse district. In its arms it carries the crate, now resealed, which it deposits at the base of a loading derrick. The derrick crew attach the crate and then hoist it into the air, the crane swinging out across the gap between the docking tower and the ship.

Despite his previous protestations about keeping a low profile, Ivar clearly couldn't resist checking that his plans are coming to fruition. He emerges from the same tunnel as the golem and leans on a nearby wall, watching the crate being loaded. From this distance it is hard to see the expression on his face. But he looks tense, his arms tightly folded as he lurks in the shadow of the tower's defensive fortifications.

The crate is over the ship's deck and being lowered. Suddenly a group of dwarf guards come running out from the direction of the city. "Halt! Do not load that crate!" As the derrick crew look round in confusion, Ivar tries to slip back down the warehouse tunnel. But more guards emerge from that direction too, grabbing Ivar and pushing him to the ground. The crane halts, leaving the crate dangling ten feet above the deck.

Roll initiative. Map incoming.


The Plains

"Stationmaster. You planning on loading those? Otherwise you can't leave them on station property."


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

"Yes they will become cargo eventually. Speaking of what building handles tickets and can cargo arrangments be handled at the same time? Though I suppose the most important question would be when is the next one arriving and leaving? Excuse the bit unorthodox approach but this wasn't a planned journey."

I think I will leave it at that for the moment to give Rehil and Tal the chance to do something if they wish.


Warforged Brb 5 / Ftr 2 / Chm 1 | HP 90/90 | AC: 24, T: 12, FF: 23 | Fort: +10, Ref: +5, Will: +6 | BAB: +7, CMB: +12, CMD: 24, M.Attack +13 [2d6+8] | Init: +1 | Perception: +1 | Rage 5/15 | Surge 0/5

Heights

Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

Cole roars, reaching for the massive earthbreaker and a dagger. "Get ready to leave!" he bellows towards the ship.


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 at the stationmaster. He casually props his bow on his shoulder and waits for Wultram to complete his negotiations.


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

The Post Plains

Tal looks back and forth between the station master and Wultram, his frustration with "modern" business deals beginning to show. They will be moved shortly, just let them stand there! In an effort to move things along, Tal shrugs and offers, "I can stand watch over them while arrangements are made for a permanent storage location."


The Heights

OK, something of a complicated map here.

Let's look at the tower first. The main area F-AH/5-18 is the docks level. It's basically the flat top of the tower. In the corner F-K/5-19 is a low tower which is where the stairs down to the city levels are.

A-BI/1 is the face of the mountain, a cliff face - the tower stands proud of the mountain on all sides at this level but ultimately (at a lower level not represented by the map) emerges from it. The cliff carries on up to the top of the mountain well above this current level - so basically there is a cliff in the way to the north, in case you were thinking of flying off in that direction.

There are two derricks - loading cranes. Derrick 1 is currently idle (and its loading arm - no idea what the correct term is) is currently pointing west, out of the way, as represented by the dotted lines. Derrick 2 is currently loading the crate. Its arm is currently over the ship, again represented by dotted lines, with the crate currently suspended about ten feet from the level of the deck.

There is also the loading ramp from the warehouse level, as shown on the map. There is a sort-of enclosed bridge leading from the back of the tower into the mountainside which is how it reaches that part of the city.

The eastern end of the tower is a defensive weapons platform. There are doors from the docks level into it at AI/7-8. However, the tower tapers slightly on the way up, and its platform is about forty feet above the level of the docks, accessed by a trapdoor. As you can see, it has a catapult and two ballistas, and is surrounded by battlements on all sides.

OK, now the ship. There are control surfaces at C-H/23, C-H/27 and AJ-AL/25. These can be walked along, but they are tricky and would require Acrobatics skill checks. In addition, there is a big elemental containment ring running perpendicular to the deck around the rear waist of the ship. In cross-section, it is at O20 and O30 at the level of the deck. The main strut connecting the hull to the ring is a big lump of wood at I-J/25.

There are three decks: a raised rear deck at the back and a raised fo'c'sle at the front, and a lower main deck in the middle (there being cabins under the rear deck and fo'c'sle at the level of the main deck). The rear deck is at I to ON and the fo'c'sle is at AD-AI. There are stairs up to the upper decks, and doors (marked D) to the cabins underneath. The helm is at L25. There is also a big hatch at U-W/24-26 in the main deck leading to the hold, which is closed.

Please place yourselves - you are all somewhere on the deck of the ship.


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*

initiative: 1d20 + 3 ⇒ (15) + 3 = 18

AD23 for me

"Smash the foot ramp! Prevent them from storming!"

Nalverren starts to imbue an item with magical energies.

DM:

How do you feel about the spell Curse Terrain (lesser) placed on an arrow?

i'm also considering Spiritual Weapon and Silent Image for spells to use.


INACTIVE - GAME DIED

Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

Atsu is at X23, watching the crate come in, when all heck breaks loose.

I do not have edit access so I can't place myself on the map.


Nobody but me has edit access to the map - that's the way these work. Tell what square you are in and I will put you on.


Nalverren:

Spoiler:
I think the answer is no - it has an expensive material component and it is a Touch spell, so putting it on an arrow won't work - unless you have some way of getting round these issues. Plus I still have no real idea what the spell does - what does a lesser demesne curse do?


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*

gm:

ah missed the M component. i figured touching an arrow and shooting it would work but it was iffy enough to ask. that said, it is vague because it calls upon the GM to adjudicate. basically the spell causes 3 "unnatural hazards" hazards are listed here but nothing is specifically "unnatural," rather magical or creatures. not that it matters because i dont have the component.


Nalverren:

Spoiler:
Yeah, a bit weird. The arrow thing wouldn't work. There are instances where you can cast a spell on an arrow and fire that to get the effect on a distant area - Silence is a typical example. However, it is the arrow which is being affected here and radiating silence, it isn't 'carrying the charge' to affect the area to which it is being fired. So with Silence, if you move the arrow you move the area of effect. With this one, you would need to actually touch the ground to get the effect you want. Cast it on an arrow, you just curse the arrow, which would presumably be a pointless exercise.


Warforged Brb 5 / Ftr 2 / Chm 1 | HP 90/90 | AC: 24, T: 12, FF: 23 | Fort: +10, Ref: +5, Will: +6 | BAB: +7, CMB: +12, CMD: 24, M.Attack +13 [2d6+8] | Init: +1 | Perception: +1 | Rage 5/15 | Surge 0/5

I'd like to be at U23. How is the crate connected to the crane?


The Heights

There's a couple of chains looped underneath the crate which then meet up at a hook from the derrick. This hook is itself attacked to a cable which it how they raise and lower the cargo.


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*

gm:
yeah i figured the "point touched" would be the arrow since the target of the spell doesn't specify ground or anything and then wherever the arrow was would radiate. sorta like casting it on a coin and giving it to someone, and they're suddenly cursed for days. that sort of thing. alas.


MAPS

The Heights

Ashshar

'...A prediction is not often believed— until it occurs...'

Ashshar's head tilted in seeing the guards and the sudden activity around the dock, their equivalent of a grin on display. A moment of thought was given to the box that was supposed to be loaded onto the ship, but they were more interested in the potential fight.
_________________________
(AH-26)
Initiative: 1d20 + 4 ⇒ (16) + 4 = 20


The Heights

Still waiting for a position and initiative from Vaard.

Map updated. Just to let you know, the Cr are the derrick crew and the G are, as I'm sure you realised, guards.

Initiatives
Ivar 1d20 ⇒ 18
Guards 1d20 + 1 ⇒ (8) + 1 = 9

Initiatives
Atsu 21
Ashshar 20
Nalverren 18+
Ivar 18-
Guards 9
Cole 8
Vaard ?
Derrick Crew 0

Atsu, Ashshar, Nalverren.


The Plains

"Well, they'll have to be labelled and crated, then," says the stationmaster. "And if they are being stored for shipment you'll need to pay a deposit. Next train is tomorrow, by the way."


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

I would like Vaard to be placed at AA25.

Initiative 1d20 + 5 ⇒ (4) + 5 = 9

Vaard is shocked by the turn of events and slow to react.


The Heights

Map updated.

Initiatives
Atsu 21
Ashshar 20
Nalverren 18+
Ivar 18-
Vaard 9+
Guards 9-
Cole 8
Derrick Crew 0

Atsu, Ashshar, Nalverren.


The Plains

And?


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)

You're asking the wrong guy. I just follow people around and watch them kill things.

Rehil stands comfortably unaware of the awkward pause.


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*

HEIGHTS

Having finished imbuing a makeshift wand, Nalverren immediately sets the magic to use. He summons forth a battleaxe of pure force to attack the ropes holding the crate up off of the deck.

"Captian, raise the ship ten feet now!"

attack: 1d20 + 3 ⇒ (13) + 3 = 16
force dmg: 1d8 + 2 ⇒ (5) + 2 = 7

the range is 100+10/lvl so he can get anywhere on that derrick and will attack the structurally weakest point that will free the crate from the derrick. with only a 10ft fall everything should be fine for those inside.


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 could have sworn I posted here days ago. Well quick one before work to keep things moving.

"Reasonable, how 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)

Rehil watches the exchange impassively, although he does wonder if Wultram can conjure sufficient funds for the trip.


The Plains

"Where you shipping them to?" asks the stationmaster. He squints at the undead. "Could be expensive..."


The Heights

Right, sorry for the delays.

"The ship doesn't go up and down like a lift!" yells back Captain Moss. "She flies!"

OK, Atsu, and Ashshar, then Nalverren's action will be resolved.


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 fail to see how that effects a deposit for storage, but Vedykar...well depends on what you compare it to, shouldn't be too much compared to our own tickets." Wultram notes bit perplexed.

My english is failing a bit here, but Wultram is trying to make a polite version of "don't try to hustle me"


The Plains

"Vedykar? Hmmm... You'll need a truck for these things. I'll check the rates back at the station but you won't get much change from fourteen-hundred gold, I reckon."


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
Well I had something more reasonable barganing tactic in mind but for whatever reason the dice hate diplomancy in this campaing.

"I could hire an airship with a solid captain to boot for that price all to myself for roughly that distance. And that is not even counting the price of our own tickets. To me it seems you carried over 1 somewhere in your math that shouldn't be there. So how about we try to do some real business here? Including our own tickets in standard and I will give you half, and that is me making a very generous offer."

Diplomancy seems most approriate: 1d20 + 6 ⇒ (6) + 6 = 12


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 thinks about the coins in the pouch in his pack. They're finally going to be useful again.

He nods at Tal before kneeling and opening the pack to dig out the pouch.

Rehil's got about 34 gp.

Let's see how that diplomacy offensive plays out.


The Heights

Ashshar and Atsu.


The Plains

"Well, you could hire an airship, I guess," says the stationmaster laconically, "Except there aren't any here. Last one was about six months ago, and that was a charter. In the meantime, I think that leaves you with the lightning rail and the rates we charge." He sucks on his teeth. "Why don't you come to the station office and we'll work something out."

In the station house, just behind the ticket office, is a small cubby. Watched over by a somewhat gormless-looking halfling sitting behind the glass, the stationmaster takes out a ledger and makes a few calculations. After a few minutes of scratching with a pen he announces. "Alright, shipping that lot to Vedykar'll be 1,002 galifars. As a special discount to you, we'll knock that down to a round thousand. We'll even throw in some straw," he adds. "Course, your own tickets will be extra. That'll be fifteen galifars steerage, a hundred standard or two hundred-and-fifty first class - each."


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

"Give 3 standard and one steerage." Wultram adresses the halfling clerk placing the money on the desk. His attention going back to the stationmaster. "We have nothing more to discuss." The mage then starts walking off resisting the urge to slap some sense into the man. "Bloody dragonmarked houses last war would have been worth it if we would have genocided those."


INACTIVE - GAME DIED

Atsu moves to one side of the loading ramp (S22) and prepares to block people from coming aboard, while hoping that the ship can lift off in time to evade the boarding parties!


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 was born into House Thuranni."

It is the most personal thing you've ever heard Rehil say.


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

Plains

As they walk away from the office Tal inquires, "What are these 'dragon marked houses'? As bad as some things in this age are, the only thing I've seen worthy of extinction are the Rakasha and their ilk."

I don't remember if Tal had the concept explained to him already or not.

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