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

Game Master Aubrey the Malformed


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

"works for me too" he says paddling


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 paddles with the rest of them, looking at the approaching lizardfolk.


Could all those paddling also make skill checks - like the others have posted, it's Profession (Canoeist), which can be made untrained.


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

Canoe: 1d20 + 0 ⇒ (15) + 0 = 15


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)

Oooh! Rehil gets a plus 1 on the previously rolled check. That brings him up to ...... 8. ~sigh~


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*

profession canoeist: 1d20 ⇒ 1


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

Following the plan of action, Wultram starts paddling. I certainly hope this works, they are bound to be better at this than we are.

profession canoeist: 1d20 + 1 ⇒ (17) + 1 = 18


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

We're angling towards the shore, right? Working to get into a ground-fight? Or are we straight up fleeing down-river (the way we came)?


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)

Both I think. Angling toward shore to get into a ground fight while we flee downriver just to draw them away from possible reinforcements.


Vaard and Ashshar's paddling:
Vaard 1d20 ⇒ 3
Ashshar 1d20 + 5 ⇒ (1) + 5 = 6

The canoe-craft of the adventurers puts the lizardfolk to shame as they turn the boats smartly and move at speed back downriver. With the exception of Nalverren, who drop his paddle in the excitement. The pursuing Finback braves struggle to make up the distance between them, remaining frustraingly out of javelin range.

Frustrating for the DM, of course. Heading for the east or west bank? And can anyone remember who is in which canoe?


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*

if i had to guess i would say i am in ashshar's canoe


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)

As he pulls his paddle blade free of the water and sweeps it forward for another stroke, Rehil looks back at their pursuers. "They are not gaining too fast."

From Mar 24 and discussion on the 25th:

Ashshar canoe: Cole, Nalverren,Rehil
Vaard canoe: Portforged, Will, James, Wultram

The bank opposite the Finback River. That makes it west I think.


That's great - many thanks for that.

The canoes reach the bank well ahead of the pursuing lizardfolk. They find a narrow muddy shore and dense bushes, behind which lies the dark of the forest.

OK, the Finbacks are still about 200' behind you - time to execute your cunning plan. You've got a plan, right?


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

No plans, we intend to beach down the canoes have the lizardfolk pursue us a bit into the forest then we turn around and counterattack and leaving no one alive.. :)


Spoken like a true believer in the Silver Flame!


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

As the team quickly discusses the plan, Cole speaks up mid-stroke, "I think leaving the canoes is a bad idea. They'd just need to pull them from the shore and they'd float away from us. We'd be stranded." He shrugs his massive shoulders between strokes, "Not that I have a better idea."


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*

"Drag em up ten feet or so. If they waste time pulling them, we kill them for their effort.... maybe take their canoes."


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

Cole nods as he continues pulling for the western shore.


OK, you have one round before the Finbacks get into missile range, and another two before they can close to melee range. You need to sort out what you are going to do fairly sharpish (in game terms).


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 use his one "safe" round to help drag canoes up onto shore, then will move to take cover from missile fire behind a nearby tree.


OK, sounds like a cue for a map. Incoming.


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)

As the canoe approaches shore Rehil slides over the side, both lightening the canoe and allowing him to drive it forward with his legs. As it grounds out he lifts and drags it forward in tandem with Nalverren.

Then he too "flees" the strand.

We do need to suck them in a little deeper before turning on them. If we could get them on shore and then Portforged wrapped up them and their canoes....


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

yup that is the plan. Draw them out deeper before turning on them


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

Yeah agreed. Waiting on that map to make a proper post.


Map.]

The blue is the river. You can wade one square into the river (it counts as difficult terrain) and after that you are swimming. The yellow is the muddy shore - ordinary terrain. The dark green is the marginal vegetation - these are quite dense bushes, count as difficult terrain and provide cover if the target is two squares away and total cover if the target is more than two squares away. The light green is forest floor - normal terrain. The brown squares are tree trunks.

Please place yourselves - you have the equivalent of a move action from one of the canoes to get yourselves into position.


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

it says i need acess


You can all try now.


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

The canoe rocks alarmingly as the Cole jumps out, wasting no time in trying to drag it as far out of the water as possible.

MOve action to drag Cole’s canoe farther out of the water, using an action point for good measure. I’m assuming that’ll leave Cole in the space to the west of however far he could drag his canoe in the span of one Move action. :)
STR check + action point: 1d20 + 3 + 1d6 ⇒ (18) + 3 + (2) = 23


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)

Map works!

Aubrey, how fast is the current?

Rehil helps Cole with the canoe. 1 Move action, aid another Str check 1d20 + 3 ⇒ (4) + 3 = 7, high tail it into the bushes. [ooc]2nd Move action, to L7.

Cole, you might want to get off the beach, or you may end up taking all their ranged attacks.

Edit: dice roll sigh.


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

Im using my move action to drag the canoe. :)
I'm hoping he pulls far enough to basically be in cover. If there's a move action he can take IN ADDITION to pulling the canoe on-land, he'll use it to draw out his longspear and make it to cover.


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*

K14, please, drawing bow en-route.


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

Please put Portforged on K11.


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

J9 Please If it was in addition to pulling the canoes if not however far they get the things.

STR check: 1d20 ⇒ 14


Will. Also, don't forget to place Vaard and Ashshar.

Map updated.


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

you can put me in J10


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 L11. Vaard K13.


The enemy canoes hove towards the shore. The braves peer through the bushes to see where the adventurers have gone. Then they yell, and some grab their javelins ready to throw.

OK, roll initiative please, if you haven't already.

Map updated.


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

Init: 1d20 + 0 ⇒ (19) + 0 = 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)

Rehil crouches in the bushes, peering through foliage at the Finback braves. The words of a House tutor cycle through his brain, Half of hiding is merely holding still and letting them look past you.

Are they all Finbacks?

Init 1d20 + 4 ⇒ (17) + 4 = 21

Stealth, if needed " 1d20 + 9 ⇒ (5) + 9 = 14


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

initiative: 1d20 + 2 ⇒ (9) + 2 = 11


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 ⇒ (16) + 3 = 19


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 14, roll on previous page.

Vaard init: 1d20 + 1 ⇒ (16) + 1 = 17
Ashshar init: 1d20 + 2 ⇒ (1) + 2 = 3


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

Initiative: 1d20 + 1 ⇒ (7) + 1 = 8


Finback braves 1d20 ⇒ 4

Initiative
Rehil 21
Nalverren 19+
Will 19-
Vaard 17
Wultram 14
Portforged 11
Finback braves 4
Ashshar 3

Map reprised.

Rehil. Remember, the cover from the bushes affects you as well as them.


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

You missed Cole on that list. Don't want to get skipped. :)


Initiative
Rehil 21
Nalverren 19+
Will 19-
Vaard 17
Wultram 14
Portforged 11
Cole 8
Finback braves 4
Ashshar 3

Apologies.

Rehil. I don't any complaints about jetlag.


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

Round 1

Will an james will move West on the map by 50ft ending in B7


OK, but it's Rehil's turn first.


Rehil?


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

Sorry DM i was away this weekend so just in case i had wanted to post my actions.

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