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

Game Master Aubrey the Malformed


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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 continues circling left around the ruined morass of mud.

As he goes he draws and fires another arrow.

Shortbow at P1: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6... damage 1d6 ⇒ 1


Rehil's shot disappears into the writhing foliage.

Are you moving?

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

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)

Hmmm. Thought I edited that to show the move to M22.

Vaard passes behind the elf and draws a javelin which he hurls at the nearest Poisondusk. (P1)

1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15 ... damage 1d6 + 3 ⇒ (5) + 3 = 8

Vaard moves to K22


The poisondusks keep up the rate of fire. The one facing Will discards its bow and draws a sword to hack at the halfling cavalier.

That's cavalier in the general sense, rather than the class sense. P1 shoots at Rehil, P2 at Wultram and P4 at Nalverren. P3 bandies at swordplay with Will.
P1 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12 to hit, damage 1d6 ⇒ 6
P2 1d20 + 5 + 2 - 2 ⇒ (7) + 5 + 2 - 2 = 12 to hit, damage 1d6 + 2 ⇒ (2) + 2 = 4
P3 1d20 + 3 ⇒ (1) + 3 = 4 to hit, damage 1d6 + 1 ⇒ (6) + 1 = 7
P4 1d20 + 5 + 2 - 2 ⇒ (5) + 5 + 2 - 2 = 10 to hit, damage 1d6 + 2 ⇒ (3) + 2 = 5

Cole.


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

:)


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

Cole shakes his head as he lumbers forward, drawing a javelin from the sling on his backpack and hurling it at the northern-most poison dusk.

Move to R.4, drawing javelin on the way.
Throw Javelin at P4 (-2 penalty for range increment)
Javelin throw: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5
damage: 1d6 + 3 ⇒ (6) + 3 = 9


Cole's javelin falls short.

Nalverren.

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*

Nalverren moves to T3 and fires at P4

1d20 + 4 ⇒ (20) + 4 = 24
1d6 ⇒ 2

crit confirm
1d20 + 4 ⇒ (14) + 4 = 18
x3 crit weapon


Good To Hit roll, lousy damage sadly.

Nalverren hits the lizard lizardfolk in the thigh, making it squeal.

Portforged.

Map updated.


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

Portforged concentrated on maintaining its entanglement standard action.


Ashshar.


1d20 ⇒ 5

Initiative
Initiative
Rehil 21
Vaard 18
Poisondusks 17+
Cole 17-
Nalverren 15+
Portforged 15-
Ashshar 9
Reinforcements 5
Will 4
Wultram 2

Following Ashshar, the reinforcements.


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

I noticed that map hadn't been updated for Ashshar, he was in S5 already.(Rehils post) I am acting based on that knowledge.

Ashshar strides forward stopping at the edge of the area of Portforgeds power. He then hurls another Javelin towards the poisondusk.

Javelin at P4: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Move to P2, draw javelin as part of move action


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)

"Portforged! Can you roll back the tangle?"

It'd be good if we can close to melee.


Four lizardfolk run down the opposite path. When they get to the waving undergrowth, they stop in superstitious dread.

Will.

Map updated.


Will.


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

James will attack the lizardfolk in front of him

Bite: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 2 ⇒ (3) + 2 = 5

Current AC 17


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

And so does william but swings widely

Club: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (2) + 2 = 4


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

Wultram takes a step towards Portforged. "Get behind me if your power gets taken out because of an arrow we are neck deep." The karn then starts casting a spell hoping to even the numbers a bit.

5ft step to W13, then start casting summon undead 1 for human warrior skeleton use action point for +2CL(making it 4)
Action points: 5
Spells: 1st: 5/day


Map updated.

Rehil.


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)

"Portforged, snare the newcomers!"

Rehil keeps closing as he draws another arrow and fires.

Move to H21. Fire at P1
Shortbow at P1: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19... damage 1d6 ⇒ 6

Vaard continues forward toward the nearest Poisondusk. (P1)

Javelin at P1: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1... damage 1d6 + 3 ⇒ (1) + 3 = 4

Vaard moves to F19


Rehil's arrow finds its mark, and a poisondusk slumps, only held upsright by the gripping jungle growth. Vaard, on the other hand, more or less trips over his javelin in the mud, snapping off the head.

P1 down.

Re Vaard's movement, remember that the brown stuff is difficult terrain - I'm not sure he can move that far on a single move.

Badly wounded by Nalverren's shot, one of the poisondusks attempts to withdraw, but the others fight on.

P2 shoots at Rehil, P3 continues hand-to-hand with Will. P3 needs to make a save to avoid getting entangled. 1d20 + 5 ⇒ (11) + 5 = 16 - yes.
P2 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15 to hit, damage 1d6 ⇒ 1
P3 1d20 + 3 ⇒ (5) + 3 = 8 to hit, damage 1d6 + 1 ⇒ (6) + 1 = 7

Also need a Reflex save DC 15 from Will and James to see if they get entangled - should have been on their turn, but we can do it now.

Cole.

Map updated.


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

Reflex: 1d20 + 5 ⇒ (14) + 5 = 19 vs DC 15 Entangle


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

Reflex: 1d20 + 0 ⇒ (15) + 0 = 15 vs DC 15 Entangle


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)

Yeah, Aubrey, you're right about Vaard. Sorry about that. G21 for him I guess.


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

Cole continues advancing, drawing and throwing another javelin at the poisondusk engaging Will. "Portforged, this debris is becoming a problem."

Move to square P.3, throw at the target labelled P3.
-4 for throwing into melee; -2 for range increments

Javelin: 1d20 + 3 - 4 - 2 ⇒ (1) + 3 - 4 - 2 = -2
damage: 1d6 + 3 ⇒ (3) + 3 = 6


Cole's javelin throwing is, if anything, worse than Vaard's.

Nalverren.

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*

Nalverren delays until the entanglement is done.


PF.


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

Portforged dismisses the entanglement and runs northwest, behind Cole.
Double move to R3.


Initiative
Rehil 21
Vaard 18
Poisondusks 17+
Cole 17-
Portforged 15+
Nalverren 15-
Ashshar 9
Reinforcements 5
Will 4
Wultram 2

Portforged ends its psionic entrapment field and the plant growth slumps, releasing the lizardfolk, both dead and alive.

Nalverren, then Ashshar.

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*

Nalverren moves to O4 and fires at P3

1d20 + 4 ⇒ (12) + 4 = 16
1d6 ⇒ 6


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

FOR ASHSHAR!!!!

The guide hangs back, shield and morningstar ready in case the combat makes its way closer.

Ashshar readies a morningstar strike in case someone closes to melee.


As they dance and fence, Nalverren tries to shoot Will's poisondusk foe, but their bobbing and weaving sends his aim awry.

You take a -4 penalty for firing into melee and you missed anyway (lizardfolk - really high AC for their CR).

Stalking up the path behind the lizardfolk comes a blackscale warrior. It growls and the other lizardfolk reluctantly move to form a line.

L1 moves to avoid an AoO and so doesn't get an attack. L2 and L4 attack will in melee and L3 throws a javelin at Nalverren.
L2 1d20 + 2 ⇒ (20) + 2 = 22 to hit, damage 1d8 + 1 ⇒ (2) + 1 = 3
L3 1d20 + 1 ⇒ (18) + 1 = 19 to hit, damage 1d6 + 1 ⇒ (4) + 1 = 5
L4 1d20 + 2 ⇒ (9) + 2 = 11 to hit, damage 1d8 + 1 ⇒ (4) + 1 = 5

EDIT: L2 crit confirm 1d20 + 2 ⇒ (18) + 2 = 20 to hit, extra damage on confirmation 1d8 + 1 ⇒ (8) + 1 = 9

Ouch! Will.

Map updated.


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

it hits but does not confirm if the lizard was aiming at william

Club: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 2 ⇒ (1) + 2 = 3 he aims at the lizard that just hit him


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

Bite: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 1 ⇒ (6) + 1 = 7

possible trip: 1d20 + 3 ⇒ (1) + 3 = 4

as james goes for the same target


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 Demented/Malformed wrote:

...

You take a -4 penalty for firing into melee and you missed anyway (lizardfolk - really high AC for their CR).

...

William Kazzar wrote:

it hits but does not confirm if the lizard was aiming at william

...

(William Kazzar - really high AC for his CR!)

Aubrey, how are sight lines to the Blackscale? That is, will there be a penalty for ranged fire through the vegetated squares?

2 rounds til me and Vaard open a real second front on these guys.


Let's say -2 to hit for each dark green square you shoot through.

Will takes a wound, but his mace smashes down, making his opponent's triumph shortlived. James savages its ankles, but the lizardfolk stays upright.

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

Wultram finishes his spell and soon after a skeleton appears behind the majority of the group. The mage points a finger at the lizardfolk and bellows his command. "KILL!" The undead creature starts striding forward managing to get close but doesn't quite manage to join the fray yet. Wultram himself follows suite, deciding that trying to hit anything with his bow into the mix of melee would be fruitless effort.

Skeleton is summoned to T7 then uses double move to J3
Wultram double moves to T6
Action points: 5
Spells: 1st: 5/day

Skeleton stats


Map updated.

Will:

Spoiler:
As an adherent to the Silver Flame, you should have problems with necromancy. Probably not time for a debate in combat right now, but this sort of stuff would worry a Flamic worshipper. You might consider having a word with Wultram about the subject at an opportune moment.

Rehil, then Vaard.


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

DM:
I most certainly will


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

Aubrey you forgot to move Wultram on the map.


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 and Vaard continue slogging through the mud toward the lizardfolk line. Rehil moves more slowly as he draws another arrow and fires again.

Rehil moves to F19, then: Shortbow at P2: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15... damage 1d6 ⇒ 6

Vaard double move to D14.


Rehil takes aim again, but his tricky foe still defeats him.

The poisondusk going toe-to-toe with Will tries to slip to one side and take advantage of the distraction of Will's injury to slash at James. Meanwhile the badly wounded poisondusk (P4)reluctantly rejoins the fray, intimidated back into action by the blackscale, hanging back and relying on its bow. It and the remaining poisondusk loose their arrows upon Vaard.

P2 and 4 attack Vaard, P3 attacks James.
P2 1d20 + 5 ⇒ (18) + 5 = 23 to hit, damage 1d6 ⇒ 6
P3 1d20 + 3 ⇒ (18) + 3 = 21 to hit, damage 1d6 + 1 ⇒ (1) + 1 = 2
P4 1d20 + 5 ⇒ (7) + 5 = 12 to hit, damage 1d6 ⇒ 4

Map updated.

Cole.


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

James growls at the poison dusk after being hit...


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)

Vaard HP 13/19 3 javelins thrown, one of those broken.

Vaard :

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


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

Sheesh … got all kinds of friendly charge-lane-blocking going on in here! ;)

Cole begins a charge the moment Portforged’s power stops impeding his progress. When the skeleton appears in his way, he bellows and just keeps on charging … powering over and through the skeleton if necessary on his path to engaging the lizard-men.

Cole charges L1 (ending in G.3 to strike with his longspear), Overrunning the skeleton to get there (Cole don’t care if he’s ‘friendly’, he’s in the way)
Overrun (if necessary): 1d20 + 6 ⇒ (18) + 6 = 24
Longspear charge: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 4 ⇒ (5) + 4 = 9

If you’re not cool with Cole Overrunning a “friendly”, have him double move to G.3, instead … dropping the longspear and drawing the war maul on the way.


Cole barrels past the skeleton and impales his foe on the end of his spear.

No AoO.

Map updated.

PF.


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

Portforged runs forwards and strikes at a poisondusk with a bolt of flame:
Move to L3, Energy Ray on P3
attack: 1d20 + 3 ⇒ (11) + 3 = 14
fire damage: 2d6 + 2 ⇒ (5, 4) + 2 = 11


P3 is currently in melee with Will so that's a -4 penalty to hit again. That causes you to miss. I'll move you later when I have access to the map.

The bobbing and weaving of the tiny lizardfolk defeats Portforged's aim.

OK, I haven't heard from Tenro since the last lizardfolk javelin attack, but by my reckoning he copped a javelin in the head and is currently unconscious. Could he confirm that, please? Meanwhile, Ashshar.

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