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

Game Master Aubrey the Malformed


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Ashshar explains, deadpan, Nalverren's suggested scheme to Vaard in their tongue. Then they both gape and hiss - lizardfolk laughter.

"Driftwood does not float upstream. Even the Finbacks know that," says Ashshar, to more hissing guffaws.

He recovers himself and replies more generally to Will, Nalverren and "You misunderstand, I will explain again. It will take three days to get to Da'Sheth if we follow the shortest route past the Finback village, but we will likely be met by Finback braves if we go this way. The Finbacks are readying for war - they will be vigilant, day and night, and I do not think we can get past their village without being seen. To follow the other valley is perhaps seven days, where we will not meet Finbacks but may meet other monsters. If we follow this other valley, but cross over along the path back into the Finback's valley, avoiding the Finback's village, will take five days if we find canoes when we get there.

"I do not know of other places with standing stones like the one that was here."


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

" so it looks like option 3: the other valley and hoping for boats on the other side is our best bet"


Ashshar shrugs. "Only if we can find acones on the other side."


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

"All the options are bad, but I suppose the hoping to find canoes on the otherside is our best bet. If it comes down to it we can probably make some makeshift watercraft from what we find in the jungle. And when I say watercraft in this case it means a thing that floats with us on it. Airship will prbably be a deathtrap without a pilot, but it is one possible escape route and if we are lucky we could snatch a pilot as hostage. For now I would be content in just acquiring information on the enemy in detail." Wultram chimes in after contemplating on the matter.


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Just to let you know, acone is canoe in Draconic.


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)

My first draconic word!

"If the Finbacks are preparing for war at Da'Sheth, there may be much traffic on the river between the village and Da'Sheth. I think it would be wiser to take the other valley, even if it takes longer. "


Hopefully you can conclude on this by the time I get back from holiday.


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

Cole shrugs, "I have no idea how long it would take to make rafts good enough to carry us all. If its' more than a day, we might as well take the long way and be that much more assured the finbacks don't know we're coming."


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 observes drily, "We've not done well when we've tried to make things so far. If we push day and night through the longer valley, maybe we can make up some of the time."


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

Clearly more comfortable with the idea of a forced march than crafting a serviceable raft, Cole nods along with Rehil.


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

"A valid point. Not keen on the idea of forcing to increase our marching distance. We are the outnumbered party here. We do not have the luxury of being anything else than at full capacity when a fight breaks out. That being said only option that I am adamantly opposed to is going right under finback noses."


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

" so that leave only option 2 and 3"


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

"I still vote for walking. Improvising a raft to carry my frame could be ... tough. And we haven't exactly proven to be handy with oars."


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)

"Our canoes are not far away. Can we take them up the river in the other valley?"


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*

His idea thoroughly discounted, Nalverren awaits the outcome.


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

”So Rehil and I prefer the long march. Will expressed mild interest in the trail above the finback village, but didn’t specifically say he thought that was the best idea. Nalvarren suggested we try to make ourselves and our canoes look like driftwood floating up-river past their village, an idea which our guides think is unlikely to work. And Wultram and Portforged are more-or-less un-voted.” He looks around to make sure he hasn’t missed anything. “If we’re going by votes, the long walk has it, though a few people are uncomfortable pushing ourselves too hard.”


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

"so long march it is" he says petting james on the head


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

"Wouf! " seems to agree with the idea of walking instead of having to swim once in a while


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*

"Fine by me."


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

"I have no objection to a long march. I do not tire, after all."


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

"Agreed" Wultram notes. "Apart from the possibility of commadeering the airship, does anyone have any ideas regarding a trip back? We might have to make our exit in a hurry."


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)

[I]Looks like we're agreed on the long way. Wultram is already thinking about our way out.

"I think we'll either be heroes or on the run. If we're heroes the lizardfolk will help us get back. If we're being hunted we'll have to improvise. I'll just point out that stealing canoes and running down past the Finback village would be the fastest route out and most of their warriors will be up at Da'Sheth by then. The other way out would be just to run into wilderness and make a wide circle back to civilization."

Travelling for the weekend. May not be posting til Tuesday.


"The long way follows the valley of the Bright Hunter River, which rises on the side of the Empty Mountain where Da'Sheth is found," says Ashshar. "We will be travelling by canoe for most of this journey. Only when we reach the foot of the Empty Mountain will we be walking."

He mutters something to Vaard who grunts a reply. "This place is not well known to our tribe," continues Ashshar. "What I know is this. The river is quite slow and wide, and so travelling will not be hard in that respect. But no tribe lives along the river. There are the thunder lizards, of course. There are also the great bright hunters, what you call in your tongue dragonflies, which are common there and can be dangerous. But we are many and should be able to fight them off, as they hunt alone and not in packs. But there is talk of greater monsters within the valley, but little more than hunters' gossip - I cannot tell you if this is true or false, or what we might find when we go there.

"It is said that the dragon gods made the top of the Empty Mountain blow away many, many generations ago. In the empty hollow now inside is a lake, filled with blue water. Da'Sheth stands beside the lake. Bright Hunter River rises on the east side of the mountain. The Finback River, the other river we will not take, rises to the south."


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

"great sounds like an amazing trip, lets get going then" he says trying to sound hopefull


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

Cole listens to Ashshar's words, nodding at mention of thunder lizards and great monsters ... his eyes flashing briefly at mention of dangerous dragonflies. "If we're taking the slow route, then we're already behind. Would those finbacks we left back there know more about these lands? They may know a faster route. Otherwise," he shrugs massive shoulders, "Will's right."

He shoulders his longspear in readiness, ready to head back towards the other lizardfolk and their canoes.


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)

When Ashshar mentions the big lizards, Rehil's mind flits back to the big one they met in the night before reaching Pooma's camp. He begins to doubt the wisdom of the long route, but keeps his mouth shut.

***

"Can't ask the captives unless we kill them or take them with us," Rehil comments. "It's probably best if they don't know that we went back to the canoes too. Unless we tell them that we're giving up. I don't like the idea that Finbacks will be hunting us."


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

" i don't think any one likes that idea. So how about getting this show on the road?" he says ready to ride forward


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)

Looks like we're headed back to the canoes, Aubrey.

Rehil makes sure he's in the lead as the party approaches the pit where they were ambushed. He holds his bow low with an arrow nocked on the string and pauses in the shadow of the trees at the clearing's edge to see if their captives have freed themselves yet.

Stealth to avoid being seen: 1d20 + 9 ⇒ (15) + 9 = 24
Perception 1d20 + 8 ⇒ (19) + 8 = 27


The group return to the clearing where they fought their battle, but the lizardfolk they captured have made their escape.


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

Cole shrugs and plods along, stoically eager to continue their long trek.


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

William follows along also not really concerned for the moment


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*

"should've killed 'em"


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)

"Maybe, but it's too late now. We should hurry to the canoes."


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)

"Maybe, but it's too late now. We should hurry to the canoes."

Guess we're us back on the river and paddling upstream, then ...


The group get back to the canoes at the bottom of the slope. There is no further sign of the lizardfolk they captured, so with little more discussion they set off upriver once more. "We will be travelling by boat whereas they are most likely on foot," says Ashshar, "It is unlikely they will get to the Finback village, if they get there at all, in time to warn anyone."

After a few hours on the river, Ashshar explains, "We will soon reach the point where the Finback and Bright Hunter Rivers meet. The Finback River runs through hills and and narrow and fast, but the Bright Hunter is slower and the land is flatter. It flows around the hills to meet Empty Mountain. We should not have to deal with rapids or waterfalls. As for monsters, I cannot say."

As Ashshar predicted, the fork in the river is met about half-an-hour later. Paddling around a bend they find the Finback swirling from the north, and where it meets the more placid flow of the Bright Hunter from the east the churning currents can be seen rippling the water.

Perception check, DC 20:

Spoiler:
Where some trees overhang the water by the mouth of the Finback River, creating dark shadows by the bank, lurk a pair of war canoes. Each holds four Finback braves, scanning the river for intruders.


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

Perception: 1d20 + 12 ⇒ (17) + 12 = 29

Cole points a metal finger to a point where some trees overhang the water by the mouth of the Finback River, creating dark shadows by the bank. "There. Two canoes. Eight Finback braves on watch."

He quickly looks at the banks, the braves, and his squad-mates. "Beach and hit them from the jungle? I hate to attack them if we can avoid it, but I can't see a way of getting around them without them seeing us."


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

" i am fine either way in fact but if we fight them none can survive and should any of them flee to the waters its over"


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 rests his paddle on the gunwale, blade down on the side opposite from Cole's pointing finger. He shades his eyes against the water's glare, and after a few seconds nods in appreciation of the warforged's sharp eyesight.

"We could take out on the far bank and drag the canoes upstream around them. No need to fight at all."

I've got the impression that we're using heavy dugout canoes. If we're using a lighter birch bark or skin on frame design, please substitute "carry the canoes" for "drag the canoes." Aubrey?.

I'm guessing 500-1000 yard portage to avoid detection. How good is their night vision? What phase is the moon in? Another plan could be to wait for dark, although then we would lose any time advantage we have over our two ex-captives.


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

perception: 1d20 + 3 ⇒ (1) + 3 = 4
Portforged moves its mechanical eyes, barely taking anything in. Finally it looks where Cole is pointing.
"I have no strong preference," it replies.


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*

"On the topic of their escape, it is unlikely we could match their skill on the water if they chose to flee. Combat isn't wise."[/b]


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

"if we wanted to avoid detection, i don't think we can pull it off. so i am with Nav on this one"


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 won't be easy to go unnoticed with the canoes. We will also loose valuable time. I am not opposed to trying it, we would gain more by just avoiding them but it has a risk in it. With a surprise attack I think we have a decent change of succeeding with minimal loss of resources and minimal chance of them escaping. Portforged, do you think you can catch them all in that power of yours that would tie them up? We have ranged weaponry, so we could drop maybe one or two before they even react if we sneak in from the jungle." Wultram notes, not quite sure which is the better choice.


1d20 ⇒ 18

A yell goes up from the hidden lizardfolk and the canoes turn into the river towards the adventurers.

Discussion is rather moot at this point - you've been spotted.


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

"well then someone better make sure non of them survive or escape"

William will be getting ready to charge

ready for combat, init: 1d20 + 0 ⇒ (1) + 0 = 1 (after checking there is no one in his rear view mirror in case he needs to go in reverse and making sure James doesn't get caught on some overgrown branch or that the beach head isn't to muddy...)


Just to give you an idea of what is going on and the lay of the land (and river), so you can consider your next tactical moves.

The river here is about 100 yards (300 feet) wide at this point. You have just arrived round a bend in the river. You were approaching (against the flow) from the south and the river has just bent to the east. To the north is the mouth of the Finback River where it joins the Bright Hunter River, so the whole thing is a rough T-junction. You are roughly in the middle of the T-junction, so about 150 feet from either shore and the mouth of the Finback, just making the turn to head east up the Bright Hunter.

The Finback braves are in the mouth of the Finback River, slightly north of where it hits the main flow of the Bright Hunter, lurking by the west shore. So they are about 200 feet away from you to the north, and slightly west.

The river is generally placid. However, nearer the mouth of the Finback River the currents make the water a bit choppy.


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

"Alright we should definitely steal that bloody airship, because I am starting to hate bloody water!" Wultram curses as he starts preparing for the fight.

Just in case, I doubt all of this happens but might as well ask.
1. How fast is the canoe? Mostly thinking about getting it to shore. Does it depend on the number of people paddling?
2. How hard is it to stand in said canoe? Aka does it require a balance(acrobatics) check and if so how hard is it?(actual DC or aprox if don't want to give it straight out.) I think wultram is the only one with longbow, but you can't shoot that sitting down.

Init: 1d20 + 1 ⇒ (13) + 1 = 14


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)

"Turn! Let them think we flee!"

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Paddle check: 1d20 ⇒ 7 can't remember what modifiers if any you allowed on the paddle checks.

I don't think a ranged engagement is what we want. Too easy for a damaged enemy to flee. We'll be outgunned. Our real combat strength seems to lie in melee. In the canoes, they probably out-manuver us as well. I'd say paddle south east for the bank, and let's see if we can't change this into a land engagement.


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

Cole nods, "Good call." He looks to Ashshar, making sure the guide knows that's the plan before he coordinates his strokes with the lizard-man's to best make for shore. He spares a glance at the other canoe, "Don't get separated."

Prof: Canoe-ism: 1d20 + 2 ⇒ (19) + 2 = 21


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*

"Yes, go with the flow of the water, and they'll pursue. Get them out of signalling range of any other members they have."


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

Portforged rows with the others.
profession (canoe): 1d20 + 1 ⇒ (19) + 1 = 20
"Let us lure them away from their tribe."

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