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 will take the withdraw action to J11, hoping to avoid AoOs.

fort: 1d20 + 2 ⇒ (15) + 2 = 17 +2 more if it's poison.


Initiatives
Rehil 22
Thing 2 20
Wultram 15
Thing 1 14+ (prone)
Will 14-
Ashshar 12
Nalverren 10
Portforged 9
Vaard 4
Cole 3

Map updated.

Nalverren extricates himself from the flower monsters, moving carefully despite the pain from his acid burns.

Portforged.


N Warforged HP -10/23 Psion (Nomad) 3

Eager for a fight, Portforged fired a bolt of fire at the flowery creature at ?2.
touch attack: 1d20 + 3 ⇒ (12) + 3 = 15
fire damage: 2d6 + 2 ⇒ (5, 2) + 2 = 9


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

Posting for Vaard

The warrior lizard man does a more aggressive version of his tribe mate’s approach, drawing his weapon and stepping around to the south to attack the second plant-thing.

Move to P.14, drawing morningstar on the way. Then 2-handed attack ?2 (penalty for cover from the mushroom).
Mwk morningstar: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4
damage: 1d8 + 4 ⇒ (2) + 4 = 6


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

Cole is finally able to react, his great internal engines shuddering to life as he stabs at the plants with his longspear. Without hesitation, he steps in, closing the gap, and swings a wild backhand.

"FALL BACK IF YOU'RE DISABLED!" he bellows, "I DON'T SICKEN!"

Rage + Full attack: longspear, then 5’ step to P.12, then bash. If ?1 is still a threat, target it, otherwise, shift attacks to the other one.
longspear: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d8 + 7 ⇒ (3) + 7 = 10
.
slam: 1d20 + 7 - 5 ⇒ (3) + 7 - 5 = 5
damage: 1d4 + 2 ⇒ (2) + 2 = 4


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Fort: 1d20 + 3 ⇒ (12) + 3 = 15

"I am fine Cole"


Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

Fort: 1d20 + 5 ⇒ (15) + 5 = 20

"Grrr, Wouf ! Wouf !"


Portforged plays a blisteringly hot ray of plasma across one of the creatures, causing it to hiss and shrivel. Vaard rushes in but his attack is clumsy and simply smashes a few of the giant mushrooms. Then Cole sticks the other one with his spear, driving the head through it and into the ground. It quivers on the spearpoint before collapsing in a heap of liquid flesh.

?1 down.

Rehil.

Map updated when I get the 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)

Rehil closes the distance while drawing another arrow. Nimble fingers fit nock to string. Corded muscles arch smooth wood. The arrow flies at the remaining plant.

Move to R11. Acrobatics if needed to avoid AoO. 1d20 + 9 ⇒ (1) + 9 = 10...

Shortbow 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9... damage 1d6 + 1 ⇒ (6) + 1 = 7

That's the plan the plan anyway. The elf stumbles his way forward and pills the arrow into the soggy earth.


Normal service is resumed.


No Acrobatics check necessary, fortunately.

The last creature whips its tendril at Will.

1d20 + 3 ⇒ (20) + 3 = 23 to hit, damage 1d3 ⇒ 3 plus 1d8 ⇒ 3 acid
EDIT Crit! 1d20 + 3 ⇒ (5) + 3 = 8 to confirm, extra damage 1d3 ⇒ 3

Wultram.

Map updated.


HP 40/40, 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

With the last incarnation the spell is finished and a corpse of a kobold with rotting flesh appears behind the plant like creature on the opposite side of Will and James. He starts moving himself into position as he instructs the undead. "Kill!" The man yells pointing at the plant creature. The mindless creature fails rather misserably at this task. It does provide a distraction for the mage to utilize as he tries to strike his spear past the halfling and his animal friend.

Summon Undead 1 1/2 rounds. To R13, link to stats in my previous post.
Zombie spear: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Damage: 1d6 ⇒ 1
Move action to O13, standard to attack.
Longspear: 1d20 + 1 - 4 + 2 ⇒ (9) + 1 - 4 + 2 = 8
Damage: 1d8 ⇒ 3
I think the plant things took away all the good rolls.


I think it did.

Neither corpse nor corpse-controller manage to land the fatal blow.

Will.

Map updated when I get the chance.


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Round 2

Not to hurt from the Tendril William Swings his club at the creature

Club: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 2 ⇒ (5) + 2 = 7


Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

Round 2

Bite: 1d20 + 4 ⇒ (5) + 4 = 91d6 + 1 ⇒ (3) + 1 = 4


Wultram and his zombie attack, but make little impression. James and Will also slog on, but their blows also fail to tell.

Ashshsar, then Nalverren.

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)

Ashshsar moves in while brandishihng his morningstar.

1d20 + 4 ⇒ (18) + 4 = 22... damage 1d8 + 2 ⇒ (7) + 2 = 9

move to Q12


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 uses his cure light wounds extract on himself.

1d8 + 2 ⇒ (8) + 2 = 10


N Warforged HP -10/23 Psion (Nomad) 3

Portforged loosens his mind a bit, and fires a weakened bolt:
energy ray, reduced to 0pp and focus: 1d20 + 3 ⇒ (11) + 3 = 14
fire damage: 1d3 ⇒ 2


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

Actions: Vaard

The powerful lizardfolk mirrors Rehil’s movement, stepping to flank as he attacks wildly.

Move action to step to Q.14 (provoking AoO), then 2-handed morningstar strike (including flank).
mwk morningstar: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
damage: 1d8 + 4 ⇒ (3) + 4 = 7


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

With the press of bodies growing thicker, Cole drops his spear and reaches out to try to grab the plant.

Drop longspear, grapple attempt (drawing AoO, if possible)
Grapple: 1d20 + 8 ⇒ (4) + 8 = 12


Ashshar flattens the creature with a squelch. He prods it with the end of his club. "I've heard of these, but never seen one before. They look like flowers, but fight like animals. Anyway, these two are dead."

Craft (Alchemy), DC 15:

Spoiler:
You might be able to harvest some acid from these.

End of encounter. 170xp each.


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

Cole turns his attempt to grab the now-dead plant into a tentative poke at its leaves. "Mmmmm," he says as his internal THRUMMING slows to silence. "It will be hard to know what to watch for in this place."

He reclaims his spear as he stands to his full height, "Or maybe it's just easier to expect everything to try to kill us."

He gives the group an 'all good?' look before nodding and completing his circuit of the camp. "Will, I still think it's smart for you to look for tracks or other natural threats if we're to rest here."

Once his circuit is complete, he helps the team set up camp, keeping his eyes on the surrounding jungle.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18


Cole:

Spoiler:
You spot no evidence of recent tracks.

"The jungle is a bad place for those that do not know it," agrees Ashshar. "My people often die and we have always lived here. And outsiders die more often than us."

Sense Motive, DC 9:

Spoiler:
You sense this is deadpan lizardfolk humour.


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 kicks the plant carcass, before nodding a reply to Cole's look.

"I'll stick with Will. None of us should wander alone."

Sense Motive 1d20 ⇒ 15

The elf looks at Ashshar quizzically. Then he grunts before following Will and Fred. He leaves an arrow on the nock.


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

what time of the day is it?

"Sure i can do that cole" he says while casting a CLW: 1d8 + 1 ⇒ (2) + 1 = 3 on himself

Survival: 1d20 + 5 ⇒ (6) + 5 = 11


Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

Survival: 1d20 + 2 ⇒ (4) + 2 = 6
"Wouf ?"


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

"Hum now that you mention it James this isn't the right place, Cole we have to move wayyyy further"


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*

alchemy: 1d20 + 9 ⇒ (16) + 9 = 25
sense motive: 1d20 + 5 ⇒ (18) + 5 = 23

Nalverren remains silent at the lizard's joke, running his fingers across his face where wounds have magically healed over.

"Can one or two of you lookout while I try to harvest some acid off of these things? And finish up on those mushrooms from before I was so rudely interrupted? "


N Warforged HP -10/23 Psion (Nomad) 3

perception: 1d20 + 3 ⇒ (2) + 3 = 5
sense motives: 1d20 + 6 ⇒ (11) + 6 = 17
Portforged feigned a mechanical laugh at the lizardfolk's apparent joke. This tribe has an odd sense of humor.
Subsequently it aided the Cole and the others.


HP 40/40, 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

Sense motive: 1d20 + 1 ⇒ (3) + 1 = 4

Wultram does not seem to get the hidden meaning with the Lizardfolk. He wawes his hand dismissing the spell and he zombie fades away. He then walks up to the other human. "Sure I can keep an eye out. What are these ingridients for?"

Perception if it happens to matter: 1d20 + 1 ⇒ (1) + 1 = 2

You know if these were real dice I was rolling they would be getting lighter+hairspray treatment.


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*

"Well," Nalverren begins in a somewhat professorial tone, "the mushrooms can be altered easily enough to make an itching powder, which itself can be used as a base for other formulae. These plants, as I discovered first-hand and to my dismay, harbor a strong acid that has more... conventional use than itching powder."


You'll need to make some Craft (Alchemy) checks to harvest the mushrooms and plant monsters.


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*

Oh, I thought the checks I made were already for that.

alchemy: 1d20 + 9 ⇒ (19) + 9 = 28 acid
alchemy: 1d20 + 9 ⇒ (7) + 9 = 16 shrooms


Nalverren harvests two doses of the corrosive enzyme from the plant monsters (it's basically acid, but only affects flesh) but only a single dose of itching spores.

The party settle down for the night.

Doing anything?


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Before turning in for the night william will CLW: 1d8 + 1 ⇒ (6) + 1 = 7 on Nalverren and CLW: 1d8 + 1 ⇒ (6) + 1 = 7 on Rehil

Standard Guard routine i guess, No fire


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 pragmatically declines William's healing. "Look first to yourself, then me. That will best support the mission."

Actually I hadn't updated Rehil's sheet since the second day at the lizardfolk camp. Rehil wasn't hurt in the plant battle. He should be at full HP without the healing. I have updated his sheet. I really do appreciate the thought. By all means get Will to full strength. We would be up a creek without him.


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

it is important to keep your hp updated as i check on them very often... :)

Realizing that Rehil isn't hut at all William will apply to himself the cure spell


Shall we assume the warforged are keeping watch?

Ashshar sits down between Portforged and Cole. He checks over his javelins, squinting along their length to see they will fly true. "We travelled well today," he says. There's a pause. "What do you intend when we get to the Finback lands?"

This conversation isn't just for the warforged. Chip in if you want to say something.


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 as Will's god's power stitches the rents in the halfling's flesh. The elf wonders briefly what it would be like to wield such power.

Roger that. I'll try to stay on top of it.


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

William and James will also take last Watch.

"Simple answer really, we head for the sacred ground and try to find out what if anything is happening there and if we can find clues leading to human intervention in these lands. If we do find something we will determine what we can do about it. And if we find nothing we move to the next sacred ground in order tu continue our investigation." he replied


"Do you know where the Finback sacred places are?"


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*

"I thought you two knew."


"Some, not all. We are here to guide you to the Finback lands. Finding the sacred places that have been defiled is down to you."


N Warforged HP -10/23 Psion (Nomad) 3

"Perhaps we could gleam the defiled locations from the Finbacks themselves. We would need a way to overcome the hostility they would likely feel towards us, given that we are not lizardfolk and are traveling with members of your tribe."


"Perhaps," says Ashshar, though he sounds doubtful. "My tribe and the Finbacks have always been enemies. They are evil."


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)

"Evil or not, we must talk with them or search the jungle forever for the sacred places."


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*

"unless...." Nalverren looks to their guides, "is there a tell-tale sign that some place has been defiled?"


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

"if they are enemies to your tribe they have no reason to talk to you, i would wager that they would consider our very presence in their lands as intrusion and will just try to kill us. So we have to make sure we are not found as we search in these lands." he ponders for a few seconds

"lets just get this one step at a time. We go to the site our guides knows about and then will be considers what to do if our search there reveals nothing"


"I know of a place. I can take you there," confirms Ashshar.

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