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

Game Master Aubrey the Malformed


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

James, with william on his back, using his superior movement will run after the fleeing lizardscale and finish him.

Survival: 1d20 + 2 ⇒ (14) + 2 = 16 if needed


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 also tags after the running lizardfolk, content that the beefier members can restrain the captive.


OK, going to spoilers. Please do the same.

For the DM:

Spoiler:
1d20 + 12 ⇒ (5) + 12 = 17

Nalverren, Will and Rehil:

Spoiler:
Will and James head after the fleeing poisondusk, James crashing through the bushes and snuffling the ground before setting off again in pursuit. Nalverren and Rehil follow after, weapons in hand. They emerge in a small clearing.

Nalverren, Will and Rehil, Perception checks. If you get 17 or more:

Spoiler:
You spot the poisondusk hiding in the lower branches of a nearby tree. It is aiming its bow at Will and James.

Roll initiative.

Cole, Wultram, PF:

Spoiler:
The lizardman cowers on the ground.


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

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


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

Perception: 1d20 + 4 ⇒ (2) + 4 = 6


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)

Nalverren, Will, DM:

Perception 1d20 + 8 ⇒ (16) + 8 = 24

"Will, that tree!" Rehil points with his bow at the poisondusk hiding in the lower branches of a nearby tree, aiming its bow at Will and James. Rehil draws another arrow.

Initiative 1d20 + 4 ⇒ (2) + 4 = 6


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

DM / Nal / Rehil:
" What, hum, where ? can't see him. Is he the same guy?" he ask trying to look in the proper direction


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, Nalverren, and DM:

"It doesn't matter. Just duck!"

and roll initiative


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

Wultram, Portforged, lizard guides:
Cole watches the chasers vanish after the poisondusk as he stands back to his full height.

"Ashshar, keep an eye on him," he says as he collects his javelins. Then he goes to each of the fallen bodies, carefully searching them without actually taking anything.

Taking 10 to search the bodies ... 17 total.

As he searches, he looks over at his teammates, "Let me know when we can get a closer look over at all that ruined dirt. That's where some kind of monument should be, right?"


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

Apparantly you can't have a spoiler within a spoiler or at least I couldn't figure it out.

Group at the battlesite:
"Probably should look into that later, once the hunting party returns. Speaking of we should follow if they take too long."

He then places his longspear on the ground and walks up to the lizardman captive dropping on one knee to be face to face with the warrior, he speaks in draconic at one point concentrating negative energy into his right hand for a brief moment before it disappears. He also at some point gestures the part where the arrow hit him. By his tone of voice you could make out that Wultram is not at least speaking of the weather.

Draconic:
"Now I am Wultram, what is your name? Just because we are in this situation, we should not forget simple manners. Now if you cooperate with us surrendering was a smart choice, if not it was probably the worst decision of your life. I want information about many things and you will tell me everything you know about them." He pauses to gesture to his wound. "I am not angry about that, I am a soldier. What I am upset about you attacking us in the first place. I am not an evil man, I do not enjoy hurting others, most of the time at least, but I am not a nice man either. So make things easier for the both of us, because if you dont....Well you see this, I am now concentrating negative energy into my hand. If you are not a learned invidual, thin of it as concentrated matter of death." He takes a delibarate pause there. "So are we going to be having any problems?" His mannerism has been mostly calm and controlled while still having a presence and weight behind his statements. And just a hint that under the mostly pleasant surface is lurking a monster. It is an act that he has a knack for and has used in the past, mostly because it is not that far off from the truth.

Intimidate with action point: 1d20 + 9 + 1d6 ⇒ (13) + 9 + (4) = 26


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

Battlesite Group:
"Maybe. Let's see if they make it back in a quarter hour or so. If they're not, we can figure out what we want to do. I'd hate for us to wander off looking for them only to have them return here."

He continues looking over the gear of the fallen lizardfolk. (Just let me know what that search turns up when you can, Aubrey. I'm not going to have Cole move on to other tasks until then, just to keep things simple.)

Also, I never attempted the additional check on THIS POST. I had qualified for two of the Perception-only spoilers, but got swept up in combat before making the additional Survival check. That being the case…
Survival DC 15 (+10 for being warforged): 1d20 + 2 + 10 ⇒ (4) + 2 + 10 = 16

As Cole searches, he can't help but look back into the churned-up mud and footprints around the hole. "Other than the human bootprints, the three-toed ones look to be warforged. Those big squarish ones could be a 'forged Titan, too."

He looks to where Wultram is interrogating the captive, "Ask him what he knows about all this. Did anyone see the people who did this?"


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*

chasers:

perception: 1d20 + 3 ⇒ (12) + 3 = 15

init: 1d20 + 4 ⇒ (15) + 4 = 19 not sure if others pointing it out counts as an assist on the perception


Chasers:

Spoiler:
Poisondusk initiative 1d20 + 3 ⇒ (9) + 3 = 12

The poisondusk shoots first.

Attacking James. James is considered flat-footed.
1d20 + 5 ⇒ (4) + 5 = 9 to hit, damage 1d6 ⇒ 3

Rehil may respond with a single action (this is a surprise round) then on to full rounds. And roll initiative if you haven't already.


Non-chasers:

Spoiler:
Cole, you find nothing on the bodies that seems especially surprising, interesting or useful.

The lizardfolk warrior looks sullen (though, to be fair, that seems to be the default lizardfolk expression) but begins to talk.

Non-chasers, if you speak Draconic:

Spoiler:
"Humans came to our sacred places. They brought metal men, like that one, and giant ones as big as thunder lizards, in a flying boat. They took our holiest place, a place called Daa'sheth, as their village and would not let anyone came close. We tried to stop them but they killed many of our warriors. They built buildings and defiled the land. Then they came to other holy places, ours and other tribes', and destroyed them too, taking what they wanted and killing those who tried to stop them.

"In this place, they came in their flying boat with metal men. Again the Finbacks fought them, but we could not stop them. They performed magic here, and the trees died. Then they dug out the standing stone and took it away.

"Our chief has called to the tribes for war with the humans, and many braves from many tribes have come - sunscale, poisondusk and blackscale. Never have I seen so many strong warriors. We shall take back Daa'sheth and kill all you humans and all you metal men. Then we shall kill all the humans we find in our lands and take back what is ours!"


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

Chasing Squad:
init: 1d20 + 0 ⇒ (20) + 0 = 20


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 whips up his bow and fires. Too late, the Poisondusk has already released his arrow at Will.

Not sure about range, so I haven't put in modifiers for it.

Shortbow: 1d20 + 5 ⇒ (14) + 5 = 19 ... damage 1d6 ⇒ 1


Spoilers!


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

Non-chasers:
Wultram takes a deep breath and looks like mix of frustration and sadness. He continues to speak.

Those with draconic:
"So instead of trying to work with the outsiders who actually have worked with you and respected agreements with you. You assume they are of the same group, yes of coarse they would throw all that work down the drain instead of them being from another group. The last 3 generations of humans has been born to war and you want to wage it against us. Not to mention you are challenging a dragonmarked house, one of the most powerful groups in Khorvaire. How many warriors do you have? Hundred? Two? five? If this thing escalates to open conflict the outsiders force will be counted in the thousands. Now do we or any other have any right to these lands? No, but reality is that you have something people in power want and reality of the situation is that you are too few to stand up to it. Either you adapt or die. The tragic part is that it might be too late now to work with the other humans in targeting the actual offenders. The ignorance and lack of patience might have doomed your whole kin. I just happen to be unfortunate enough to fall in the middle of it. Well what is done is done and I do not expect your kin to back down. Tell me everything you know of the group in Daa'sheth."

Taking 10 for knowledge religion for total of 15, does the name Daa'sheth, mean anything to me. Or anything in general about their holy places?


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

Non-chasers:
Finished with his quick search of the dead lizardfolk, Cole stands back up and rejoins Wultrum. Other than a flick of his eyes every once in a while to where their team members disappeared into the foliage, Cole stands in unmoving, mute observation of the draconic conversation.

Aubrey, will you let us know if thirty minutes or so go by without the others returning?


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)

Sorry Aubrey. ~Hangs head; looks sheepishly at the ground.~


Spoilers!


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

Chasing group:
Rehil has been a bad boy :)


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

non-chasers:
Portforged listed as Wultram did most of the talking.
Strange, the lizardfolk tribes are as fractious as the human nations, yet this lizardfolk jumps to the assumption that humans and warforged are all one group. Could they ever be convinced that their entire war is a misunderstanding?


Chasers:

Spoiler:
Initiative
Will 20
Nalverren 19
Poisondusk 12
Rehil 6

I'm not going to do a map. You are in a small clearing maybe 20' across. At the far side, the poisondusk is up a tree at a height of about 10'.

Will.

Wultram:

Spoiler:
The name Daa'sheth means nothing, and you don't have sufficent specialist knowledge to hazard a guess on the other sites.

Non-Chasers, if you speak Draconic:

Spoiler:
The humans at Daa'sheth, their defences are strong. They have metal men and giants, and powerful human weapons that make fire and burn flesh. They have torn up the jungle and built walls of wood, earth and metal. I know no more.


Chasers:

Spoiler:
Initiative
Will 20
Nalverren 19
Poisondusk 12
Rehil 6

Will's up.


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

Chasing group:
no sure how i can go about this , but James will take some running speed and try to jump at the target since he is only 10t up so that he and / or James can attack the target jump: 1d20 + 1 ⇒ (12) + 1 = 13 Bite: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 1 ⇒ (4) + 1 = 5


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

Chasing :
william will try to attack the lizard Club: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 2 ⇒ (1) + 2 = 3


Chasers:

Spoiler:
Jumping is covered by Acrobatics. So James' bonus is +2, not +1, but that's still nowhere near enough to get up to 10' since for a high jump you basically divide the result by 4 to get the height you reached - 3' in your case (that's 1 metre for you continentals) and not enough to be within reach. Given all this leaping about, Will will need to make a Ride check to avoid falling off, though we'll use the attack roll you made instead, since you didn't attack.

James' jump doesn't get either him or his rider close enough to attack. Will clings to the back of James and keeps his place as the dog thuds back to earth.

Nalverren.


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

Chaser:
(thank you for the conversion:). William ride is also +4...


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*

the chase!:

Nalverren takes a shot at the little bugger
1d20 + 4 ⇒ (7) + 4 = 11
1d6 ⇒ 3


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

Non-chasers:
Cole stands stone still. Unmoving in a way only warforged can as he watches the exchange between Wultram and the captive. Only his silver-green eyes move as they flit back and forth between the speakers.

Just making sure I’m not forgotten. :)


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

Non-chasers:
Wultram rises. "I think further questioning can wait until the other return. So far our suspicions have been correct another group is ransacking their holy places for whatever reason. The prisoner spoke of Daa'sheth which apparently is their most holy place as headquarters and have fortified it against attack. From what I gather they have warforged and warforged titans with them, humans though as we have seen to them we do not look distinct enough from each other so could just as well be elves for all I know. It seems rather solidly defended place and not sure what he was talking about weapons wise alchemists fire maybe, possibly wands. If I would have to make a guess I would say we are dealing with experienced mercenary group or people who served in the war together. At least I got the impression they are working well together. Oh and it would seem trying to negotiate with the other tribes would be a lost cause. The end will be decided by bloodshed." He takes a small pause to think.

"Actually....if it is true, they came with elemental airship. Could it be that House Lyrandar is behind this? It's no proof by any means but they are one of the few that could get away with challenging House Tharashk."


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

Non-chasers:
"It certainly seems plausible, but it is weak evidence at best."


Chasers:

Spoiler:
Nalverren's shot sinks into the branch by the poisondusk's head. It hurriedly tries to climb higher out of reach.

1d20 + 5 - 5 ⇒ (7) + 5 - 5 = 7 v DC 15
1d6 ⇒ 2 falling damage

But its foot slips and it falls to the ground with a thud and lies there stunned.

Rehil. Poisondusk is prone.


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)

Chase group, spoiler remembered to spare Rehil shame:

Rehil strides quickly forward; his hand reaches for the curve blade. No. That shall not be how this noble sword and I first bond.

The hand drops to the knife at his waist.

A few words in elven, spoken softly, "You are too committed and dangerous a foe to leave alive. For the good of my friends, I must kill you."

Dagger against stunned Poisondusk. 1d20 + 4 ⇒ (1) + 4 = 5 .... damage 1d4 + 3 + 1d6 ⇒ (3) + 3 + (5) = 11

If game mechanically stunned, it's got a -2 penalty to AC and no dex bonus. -4 to AC for prone, but that seems a bit much. Sneak Attack should apply and is already included. Don't know if you want to add +1 to the attack roll for "higher ground". The DMs will against prone opponents, some won't.

As he approaches the Poisondusk, Rehil snags a foot on a root and stumbles, dropping his dagger.

~I could feel it coming. I could just feel it.~


Chasers:

Spoiler:
Yup, kinda embarrassing.

Will.


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

Non-chasers:
Cole nods to to Wultram and Portforged, then mutters “Daa’sheth,” fixing the word in his mind. At mention of Lyrandar, the dark warforged grunts, a sound of consideration. “Maybe. But I think Portforged is right, we don’t have enough information. Lyrandar could be in on it … or they could be simply getting paid to ferry this … mercenary group around.”

“If we can’t dissuade the tribes, then the best I think we can do is figure out what this mercenary group is up to. If we can’t bring back some solid leads, Pooma and his people could get crushed in the fallout.” Cole looks over at Ashshar, "Where is this Daa'sheth?"

His eyes once again flit in the direction the chasing party went. Concern can be read in the way he holds his shoulders and frame.


Chasers:

Spoiler:
Will!


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

Sorry long work day

Chasers:
the lizard folk now prone on the ground James will get on top of him and growl to intimidate as William will Try to knock him out. Club Subdual: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 181d6 + 2 ⇒ (4) + 2 = 6


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

Chaser:
James action is to move back to get near the lizard folk and to intimidate him into surrendering as he bares his fang at it.


Chasers:

Spoiler:
Will's club clunks the poisondusk on the side of the head and it slumps down unconscious.

Huzzah!

End of spoilers.

Cole's anxious wait in the clearing ends when Nalverren, Rehil and Will and James return, dragging the now-insensible poisondusk by the ankle.

End of combat. 533xp each.


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

He is just out for a bit he says nodding toward the body

So have you learned anything yet?


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 frowns. Learned what? He shrugs the question away. As he bends to pick up his dagger he says, "You should have killed it. The Poisondusk are too committed an enemy. He will be trouble and we already have one prisoner to interrogate."


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, then, let's kill it?"


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

"Do as you must there is a little matter of importance i would like to resolve rapidly after " he says turning his head at Wultram how can see his usual jovial face go blank and hard


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

"It is just a possibility, I do not suggest it is even likely. I certainly hope it is not the case since I would assume being between two dragonmarked houses is not a good place to be." He replies but before going further he is cut short by the return of the chasers.

He glances at the poisondusk. "It would seem it is not just the poisondusk that are commmited by what I gathered from our other prisoner." He then notes Williams look and raises an eyebrow. "You had something more to say?"


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

As the halfling rounds on Wultram, Cole stoops to bind the small, unconscious lizardfilk with a second coil of rope, but only before thoroughly checking the creature for weapons and poison vials.

"He could be useful ... if for no other reason than to prove we're not simply here to kill ltheir people." Cole ties the other end of the rope to his own frame, securing it tight.


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 cocks his head. "So your lizard man had nothing to say either?"

The elf looks at their lizardman allies. "What do Vaard and Ashshar think?"


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

"Wultram seemed to have a long enough conversation with him," Cole responds, still watching Wultram and Will. "From what Wultram relayed, the tribes have been having sites like this disturbed by a mixed group of warforged and humans, though we doubt if the lizard-folk really distinguish between elves, men, and similar races." He shrugs, "He says the description makes the group sound like some kind of mercenary squad or military outfit. And that there's an airship in play somehow ... though we don't know how Lyrandar figures in."

He looks over at Ashhar, "There was also a place mentioned .... Daa'Sheth. Says its some kind of 'most holy place' that the tribes are rallying to and preparing to defend. Seems worth looking into to me."

Cole's look at Ashshar becomes expectant.


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

"Oh, good, you managed to capture him alive,"
Portforged notes as the chasers return.
...
"My hunch is that going to Daa'Sheth would be either the best option or the worst option we have. Either it would convince the poisondusk that we are really here to destroy their holy sites, destroying any chance of peace," it continues,
"Or it would be the ideal location from which to negotiate a truce."

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