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

Game Master Aubrey the Malformed


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

Perception: 1d20 + 7 ⇒ (12) + 7 = 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)

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Rehil takes in the hole and path of destruction. He quickly looks around the dying glade.

"What should be here, Ashshar?"


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

perception: 1d20 + 3 ⇒ (4) + 3 = 7


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

Cole looks to Ashshar as well as the more nature-savvy team members, "And what could leave this kind of track?"

Would Survival or Know (Nature) give us any insights into what happened here?


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*

perception: 1d20 + 5 ⇒ (3) + 5 = 8


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

"i would bet the sacred site and that now its pretty much missing"


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)

Aubrey, the point behind Rehil's question is to get a description of the artifact that made the place sacred. At least I presume it's an artifact because it's been moved.


"There should be a stone, tall and slim, dark grey with sharp edges and covered in runes no one could read. It has always been here - this is where the Finback and the River Serpent tribes used to meet before we went to war."

Perception check results. If you got 10 or more:

Spoiler:
You spot a discarded shovel in the hole. Nothing special about it - probably standard Cannith manufacture. You also notice some huge footprints, turned to deep pools in the mud by the rain. They are oddly rectangular, quite unlike dinosaur footprints.

If you get 15 or more, you also notice:

Spoiler:
You also spot some other footprints - about human-sized. Some look like bootprints, others are human-like but with three big toes instead of the normal five.

If you get 22 or more, you also notice:

Spoiler:
There is a slight movement in the underbrush at the edge of the clearing - a poisondusk is taking aim with its bow.

You are not surprised.

If you got the DC 10 Perception check, try a DC 15 Survival or (Knowledge) Arcana check (+5 if you are a warforged):

Spoiler:
The big square footprints look a lot like those of an warforged titan.

If you got the DC 15 Perception check, try another DC 15 Survival or Knowledge (Arcana) check (+10 if you are a warforged):

Spoiler:
The three-toed foot prints are those of warforged.


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)

"POISONDUSK THERE!"

Rehil points into the brush with the bow in his hand as the other reaches for an arrow from the quiver at his hip.

Initiative: 1d20 + 4 ⇒ (17) + 4 = 21

Survival: 1d20 + 2 ⇒ (1) + 2 = 3
Survival: 1d20 + 2 ⇒ (18) + 2 = 20


A warcry comes up from the poisondusks' hiding place.

Anyone who failed the DC 22 Perception check above is surprised. Please roll initiatives (and Perceptions for Ashsar and Vaard too to see if they are surprised).


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

Perception(Vaard): 1d20 ⇒ 12
Perception(Ashshar): 1d20 + 3 ⇒ (9) + 3 = 12
K. Arcana: 1d20 + 6 ⇒ (15) + 6 = 21
Initiative(Wultram): 1d20 + 1 ⇒ (1) + 1 = 2
Initiative(Vaard): 1d20 + 1 ⇒ (17) + 1 = 18
Initiative(Ashshar): 1d20 + 2 ⇒ (7) + 2 = 9

Wultram was too busy looking at the scene to notice the aprouching enemy. "Warforged..." Then Rehil's warning snaps him back from his thoughts altough a tad too late. Figure out the mystery later now concentrate on staying alive.

In short. Neither Wultram or the Lizardfolk act on the surprise round and Inits are Wultram 2(PANTS!), Vaard 18 and Ashshar 9


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*

init: 1d20 + 3 ⇒ (14) + 3 = 17


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

initiative: 1d20 + 2 ⇒ (13) + 2 = 15


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

Cole Initiative: 1d20 + 1 ⇒ (16) + 1 = 17


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

Sruvival: 1d20 + 5 ⇒ (10) + 5 = 15

"Large Warforge made those tracks" was saying william when he heard the call for combat raised by rehil

Init: 1d20 + 0 ⇒ (4) + 0 = 4


Poisondusks 1d20 + 3 ⇒ (14) + 3 = 17

Initiative
Rehil 21
Vaard 18
Poisondusks 17+
Cole 17-
Nalverren 15+
Portforged 15-
Ashshar 9
Will 4
Wultram 2

Map.

The black is the hole where the stone used to be - it's a pit which will provide some cover, but it's also muddy and slippery. The brown is the mud - difficult terrain. The light green is less churned-up terrain, and you can move normally. The dark green is the edge of the jungle - difficult terrain again.

You have entered by the path to the right side of the map - you will be on the light green somewhere from U to Z. You will note the other path going from the top-left of the map, and the big muddy path of devastation on the bottom-left.

Please place yourselves, and let the violence commence!


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

Z12 please..


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

V14


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

X12 for Portforged.


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)

U16.

Rehil fits the arrow to the rest, sights on the Poisondusk he first spied and looses.

Assuming that's P1 and we get just one action in the surprise round.

SHortbow: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18 ... damage 1d6 ⇒ 3


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*

V9, if it please the court


Initiative updated
Rehil 21
Vaard 18 (surprised)
Poisondusks 17+
Cole 17- (surprised)
Nalverren 15+ (surprised)
Portforged 15- (surprised)
Ashshar 9 (surprised)
Will 4
Wultram 2 (surprised)

Also need positions for Ashshar and Vaard (and Cole).

Rehil's arrow flies true and hits the poisondusk, making it squawk.

Dude, you hit something!

Posiondusks next, but waiting for final positions (and access to the map to update it - can't at work).


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

Sorry for the delay. Craziness has happened. Put Cole in V.12. Let’s put the lizards in V.10 and V.14. I really don’t care which is which.


The poisondusks let fly with their arrows.

Single attack each. P1 attacks Rehil, P2 Wultram, P3 Cole and P4 Nalverren.
P1 1d20 + 5 ⇒ (5) + 5 = 10 to hit, damage 1d6 ⇒ 6
P2 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 to hit, damage 1d6 + 2 ⇒ (6) + 2 = 8
P3 1d20 + 5 ⇒ (13) + 5 = 18 to hit, damage 1d6 ⇒ 6
P4 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 to hit, damage 1d6 + 2 ⇒ (2) + 2 = 4

Will - single action in the surprise round. Then back to the top, first full round and Rehil.

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)

Since I doubt Will can take them all out. I'll go ahead and post Rehil's round one. Aubrey, does the Poisondusk's +5 to hit include the range penalty?

Rehil draws another arrow from his quiver while he watches his target's arrow fly wide. He sidesteps along the edge of the good ground, moving left.

Go to R20

Shortbow: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10 ... damage 1d6 ⇒ 4


No it doesn't - they are using longbows (albeit, Small ones) so I assumed they were OK and didn't work out the range, but on reflection I think you are probably right - deduct 2 from the attack rolls of the poisondusks above for range if you reckon it is too long (I can't see the map at work so can't be definitive).


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

Surprise Round

James will move to T7 while William will cast a shield of Faith on him


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)

By my count in the surprise round, Wultram and Rehil are just outside close range. Cole and Nalverren are inside the first range increment. Rehil's move will leave him just inside the first range increment for the PD1's Round 1 attack.


Map updated.

Vaard.


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

For Vaard!

The bigger lizard-guide shadows Rehil around the southern end of the disturbed grounds ... wary of more ambushes. Double move to Q.21 for Vaard.


Same again, single attack each. P1 attacks Rehil, P2 Wultram, P3 Cole and P4 Nalverren.
P1 1d20 + 5 ⇒ (15) + 5 = 20 to hit, damage 1d6 ⇒ 3
P2 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 to hit, damage 1d6 + 2 ⇒ (1) + 2 = 3
P3 1d20 + 5 ⇒ (17) + 5 = 22 to hit, damage 1d6 ⇒ 2
P4 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 to hit, damage 1d6 + 2 ⇒ (1) + 2 = 3

Cole.


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 slumps to the ground.


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

While technically a hit, Cole has DR 2/adamantine. I’m assuming these guys aren’t firing adamantine arrows, but let me know if i’m incorrect.

The small arrow embeds itself in Cole’s side but fails to penetrate the armor. He brushes it away like one of the ridiculously-sized insects that infest this jungle as he lumbers cautiously forward.

”Someone tell them we didn’t come to fight!”

Full defense (AC 24). Move to T.8.


Nalverren wrote:
Nalverren slumps to the ground.

How come 7 points of damage reduced you to -1 hp? Didn't you get healing after the flower monster ate your face?

Nalverren has managed to get himself unconscious, so it's now PF's turn.

Map updated.


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*

ah, i had misread your posts, and counted the damage done to Cole as having been done to me instead. I should be at 9, and didnt fall


In that case, it's Nalverren's turn before PF.


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 5ft step to U8 and draw his bow, then nock an arrow.


You can draw a weapon as part of a move action (assuming your BAB is +1 or more) so you can fire as well if you so desire.


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*

1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16 the -2 is for range
1d6 ⇒ 3
Aiming at the nearest enemy


Nalverren's shot just misses.

PF.

Map updated.


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

Portforged attempted to trap the poisendusk in the terrain.
Manifesting Entangling Debris, 40 ft radius, centered on I9, reflex save DC 15.


Reflex saves
P1 1d20 + 5 ⇒ (8) + 5 = 13
P2 1d20 + 5 ⇒ (5) + 5 = 10
P3 1d20 + 5 ⇒ (17) + 5 = 22
P4 1d20 + 5 ⇒ (1) + 5 = 6

The foliage reaches out and ensnares three of the poisondusks.

There's no effect on the muddy bit as there's no actual debris to grab anyone.

Ashshar.

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)

Ashshar dashes forward as he readies a javelin and casts it at a Poisondusk.

Move to S5. Attack P4

Javelin 1d20 + 3 ⇒ (3) + 3 = 6 ... damage 1d6 + 2 ⇒ (6) + 2 = 8

Ohh. Nice damage roll.

V and A:

Vaard:

Spoiler:
Elite lizardfolk male
STR 17, DEX 13, CON 16, INT 8, WIS 10, CHA 10
HP 19, AC 18, BAB +1, Init +1, Move 30 (Swim 20), Align N
Fort +6, Ref +1, Will +0, CMB +4, CMD 15
Skills: Acrobatics +6, Climb +4, Survival +4, Swim +8
Feats: Multiattack
Special: Hold Breath
Attacks: Morningstar / +5 to hit / damage 1d8+3 and Bite / +2 to hit / damage 1d4+1
2 Claws / +4 to hit / damage 1d4+2 each and Bite / +2 to hit / damage 1d4+1
Equipment: MW Morningstar, MW Heavy Wooden Shield, 10 Javelins, Quiver, Potion of CLW, Potion of Bull's Strength, Battle harness and pouches

Ashshar:

Spoiler:
Elite lizardfolk male
STR 14, DEX 15, CON 12, INT 12, WIS 13, CHA 8
HP 15, AC 19, BAB +1, Init +2, Move 30 (Swim 20), Align N
Fort +4, Ref +2, Will +1, CMB +3, CMD 15
Skills: Acrobatics +6, Perception +3, Profession (Canoeist) +5, Stealth +5, Survival +5, Swim +7
Feats: Skill Focus (Stealth)
Special: Hold Breath
Attacks: Morningstar / +4 to hit / damage 1d8+2 and Bite / +1 to hit / damage 1d4+1
2 Claws / +3 to hit / damage 1d4+2 each and Bite / +1 to hit / damage 1d4+1
Javelin / +3 to hit / damage 1d6+2
Equipment: MW Morningstar, MW Heavy Wooden Shield, 10 Javelins, Quiver, Potion of CLW, Potion of Bear's Endurance, Battle harness and pouches


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)

Will and Wultram are up to finish the round, then Rehil to start the next.

Portforged is the entangle targetted or does it cover an area? If an area can you give me rough boundaries. Rehil wants to close the range but doesn't want to get snared.


Rehil, the entangle is an area effect. I've actually put it on the map but perhaps it isn't all that clear - probably because there's a big gap in the middle due to the mud. The funny-coloured bits in the top-left of the map are the entangling sections, and the poisondusks marked in red are the one entangled.

As the elf says, Will, then Wultram.


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

Round 1

James will double move in order to bring William in hand to hand combat with P3 (ending in G5 if possible)

(James will go trough the muddy center and then trough the entangled area

James Reflex: 1d20 + 5 ⇒ (10) + 5 = 15

Current AC 17


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

William will try to club the lizardmen

Club: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (2) + 2 = 4 but the bumpy ride makes him miss by a wide margin


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

The arrow hits home before Wultram is even starting to grasp they are under attack. A grunt of pain escapes the mans lisp as he snaps the shaft of the arrow so he can fight. His anger clearly shows at his response to Cole. "Might not have come to, but now I want to see their heads on spikes. You see if they want to have a chat during tea."

The mage starts moving closer, cricling the muddies area, while drawing an arrow from his quiver. He then stops and takes careful aim and lets his arrow fly hoping to return the favor to the poisondusk that shot him.

longbow to P2: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d8 ⇒ 2


Will and James scramble across the mud to take the fight to the poisondusks. Will swings but ensnaring vines put him off his target.

Wultram takes carful aim but the camoflage on the poisondusks makes them tricky to hit even as they are grabbed by Portforged's power.

Will needs to make a save as well to avoide getting entangled. For reference, here is the Entangled condition below:

Entanged:

Spoiler:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Rehil.

Map updated.


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

Reflex: 1d20 + 0 ⇒ (20) + 0 = 20 vs Entangle

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