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

Game Master Aubrey the Malformed


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Fortunately, the DC is 5 - an easy climb, but tricky wich a canoe on your back.


Rehil and Nalverren scramble up the slope, Rehil with somewhat more elegance than his human companion, watched anxiously from below.

Rehil and Nalverren:

Spoiler:
They reach the top and peer up cautiously. Two javelins promptly fly at their heads.

Rehil's javelin 1d20 + 0 ⇒ (19) + 0 = 19 to hit, damage 1d6 + 1 ⇒ (2) + 1 = 3
Nalverren's javelin 1d20 + 0 ⇒ (8) + 0 = 8 to hit, damage 1d6 + 1 ⇒ (3) + 1 = 4
As you are crouched down the slope, you get cover, but climbing also makes you flat-footed. However, if you are hit you need to make a DC 5 Climb check or fall down the slope for 3d6 damage.

The band of Finback braves crouching at the top of the slope, out of sight from the group below, stand up and roar a war cry.

Roll initiative. Map to follow.

The rest of the party:

Spoiler:
As Rehil and Nalverren reach the top of the falls, they peer over, then suddenly flinch. There is a collective yell - a Draconic war cry - from somewhere above. Arrows suddenly begin zipping through the air.

Roll initiative. Map to follow.


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

Initiative: 1d20 + 1 ⇒ (10) + 1 = 11

Ashshar Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Vaard Initiative: 1d20 + 1 ⇒ (20) + 1 = 21


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

initiative: 1d20 + 2 ⇒ (7) + 2 = 9


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)

Init: 1d20 + 4 ⇒ (14) + 4 = 18

A javelin skims the crown of Rehil's head. "AMbush!"

Hilltop:

Climb check: 1d20 + 10 ⇒ (9) + 10 = 19

Range to targets and rough number of Finbacks?
Perception: 1d20 + 9 ⇒ (2) + 9 = 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*

The javelin aimed at Nalverren flies wide.

init: 1d20 + 3 ⇒ (8) + 3 = 11

speaking Draconic myself, do i know what their cry was, if it was intelligible speech? mostly wondering if it was something like "finback scum!" versus something more generic that would suggest they don't know our affiliations


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

Init: 1d20 + 1 ⇒ (4) + 1 = 5


Nalverren wrote:
speaking Draconic myself, do i know what their cry was, if it was intelligible speech? mostly wondering if it was something like "finback scum!" versus something more generic that would suggest they don't know our affiliations

It was something like "RRRRAAAaaaarh!"


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, Nalverren:

Range to targets and rough number of Finbacks?
How long does it take to top of the ridge? That is, how long would R&N need to hold their position for the rest of the party to show up?


Rehil, Nalverren:

Spoiler:
The precise distance will need to wait until the map, but it is probably around 40 to 50 feet. Rough number of Finbacks is six. It would take the rest of the party several rounds to get to you.


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

"well looks like we found the enemy or they have found us" he says getting ready for combat

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)

Hilltop:
Six to two. Long odds and we've little room to maneuver.

"Down the hill or hold here, Nalverren?"


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*

hilltop:

"I'd like to think we could do it, but I'd rather not gamble with my life in a jungle hellscape far from home."


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)

hilltop:
"If we fall back, then we'll have to attack uphill or try to circle around. Stall them. Tell them the leader sent us."

6 to 2 is long odds, but even with the whole party charging en masse, "several rounds" of climbing against bow or javelin wielding Finbacks doesn't sound like a good option either. I say we try to hold. If either of us drops to 15 hp, then we run. Is that a good enough plan?

Aubrey are we on the mountain side of the river or would we have to cross the river to get to the mountain?


Rehil and Nalverren

Spoiler:
You aren't very close to the mountain at all, so it is hard for you to say.


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)

So are we on the left or right bank as we face upstream?


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*

hilltop:

"Good idea... maybe."

Still ducking his head, Nalverren yells to the warriors in draconic, "the leader sent us! the leader sent us! do not waste any more javelins!"

bluff: 1d20 + 7 ⇒ (6) + 7 = 13


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 turns and waves the rest of the party forward with a sweeping horizontal motion which he repeats hurriedly.


Map.

The blue, unsurprisingly, is the river. The upper part is at the top half of the map, the lower part on the bottom half of the map. The black line represents the edge of the top of the higher ground and falls and the square below is the slope down and waterfall, respectively. It is a DC 5 Climb check to get up the slope and the height is 30'. The light green running along the side of the river is a reasonably grassy bank, and normal terrain. The dark green is the jungle, and difficult terrain.

The Ps are poisondusk archers. They have climbed up the trees on the opposite banks, are about 40' up and can fire at both the upper and lower ground. The Ls are normal lizardfolk.

Please place yourselves (and Vaard and Ashshar). I've placed Rehil and Nalverren, since their position is obvious from the dialogue. For the rest of you, you are in the bottom half of the map, on the left bank someone near the canoes.

Lizardfolk initiatives 1d20 ⇒ 11
Poisondusk initiatives 1d20 + 3 ⇒ (19) + 3 = 22
Something bad 1d20 ⇒ 16
Something else bad 1d20 ⇒ 3

Initiatives
Poisondusks 22
Vaard 21
Will 19
Rehil 18
Ashshar 17
Something Bad 16
Nalverren 11
Cole 11
Lizardfolk 11-
Portforged 9
Wultram 5
Something Else Bad 3


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

E24 for Portforged.


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

E20


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

Lets put Vaard in F.26, Ashshar in F.23, and Cole in F.20.


Someone please place Will and James and we can move on.


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

They were taking a leak, so E.26 and E.27?


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

sounds fine with me. So E 26 and E 27


The poisondusks begin shooting arrows.

P1 attacks Cole, P2 attacks Ashshar, P3 attacks Portforged and P4 attacks Vaard.
P1 1d20 + 5 ⇒ (11) + 5 = 16, damage 1d6 ⇒ 3
P2 1d20 + 5 ⇒ (9) + 5 = 14, damage 1d6 ⇒ 1
P3 1d20 + 5 ⇒ (17) + 5 = 22, damage 1d6 ⇒ 1
P4 1d20 + 5 ⇒ (14) + 5 = 19, damage 1d6 ⇒ 3

Vaard.


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

Vaard readies shield and javelin, waiting to see what the foreign warriors do.

Will! Rehil! Do yo thang!


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 waves the others up the slope more urgently .

In game terms Rehil delays to see if Nalverren's bluff stalls the lizardmen.


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, can I belay that delay and instead ready an action to step forward 5'and attack with my curve blade if they charge us?


Yes, of course.

Will.


Someone please take Will's turn.


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 throws himself into the saddle, kicks his heels into James' sides and they charge up the slope.

James's got a base speed of 50' (x4). I'll roll the climb check using James's modifier which is better than Will's (0).

Climb: 1d20 + 2 ⇒ (14) + 2 = 16

Ashshar considers casting a javelin at the Poisondusk archers, but decides the range is too long. Shouting, he starts running for the slope.

Lizardtongue:
"The little snakes are too far away. Up the hill."

[/spoiler]

Ironic, our two best archers are going to be in melee while our best melee fighters are looking at a long range engagment. Maybe the magic wielders/psionic has an answer?


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*

im actually better at melee. but in a forest full of venomous things, melee is a bad idea for softskins


How far are Will and James going (i.e. which square do they finish up in? Climb speed is 1/4 of normal movement.


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

EDIT: wait ... my maths is wrong ... rechecking James's likely position after the double move.

DOUBLE EDIT: James gets to the wall by using 60 of his 100 feet on a double move. So with that successful climb check, he can get 10 feet up the incline, correct? (40 remaining movement divided by 4?)


Yes, correct.

Rehil has readied an action, so Ashshar.


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

Rehil posted for Ashshar a few posts up.


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)

Now that the math's been explained I see Ashshar gets to F16, he'll only get 5' of vertical with his remaining movement in climb, so he might as well stay on level ground.


Emerging from behind the waterfall, a blackscale shakes the water from its scaly skin and wades towards shore. As it closes with Ashshar it lashes out with its club.

1d20 + 7 ⇒ (8) + 7 = 15 to hit, damage 2d8 + 6 ⇒ (4, 5) + 6 = 15

Map updated.

Initiatives
Poisondusks 22
Vaard 21
Will 19
Rehil 18
Ashshar 17
Blackscale 16
Nalverren 11
Cole 11
Lizardfolk 11-
Portforged 9
Wultram 5
Something Else Bad 3

Nalverren.


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 he can see if his gambit paid off.


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

Cole thunders forward to challenge the blackscale, roaring his broken draconic as he attacks.

Draconic:
“WEAPONS BOTTOM! WE AM NO CLOSE TO WAR YOU!”

Move to F.18. Then Rage + Power attack with the longspear.
Longspear: 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26
damage: 1d8 + 7 + 3 ⇒ (7) + 7 + 3 = 17


Nalverren's entreaties fall on deaf ears as the lizardfolk charge.

Rehil gets to complete his readied action first and Nalverren can decide what he is doing, if anything, following his delay.


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 asked for the 5' step during the attack so that I could get ahead of Nalverren and get an AoO if one of the lizardmen went for him. The current map shows us even. I'll roll the AoO, just let me know if I got it off.

Rehil pushes forward as the lizardmen charge. "I guess that wasn't the smartest plan. These guys are too stupid to bluff." His curve blade is held high and he slashes downward to the right as the first lizardman comes into range.

Curve blade v, L2: 1d20 + 6 ⇒ (10) + 6 = 16 ... damage: 1d10 + 4 ⇒ (10) + 4 = 14 18–20/×2

He pushes through the cut and guides the followthrough toward the second lizardman.
Curve blade AoO v, L1?: 1d20 + 6 ⇒ (20) + 6 = 26 ... damage: 1d10 + 4 ⇒ (6) + 4 = 10 18–20/×2

crit comfirm?: 1d20 + 6 ⇒ (12) + 6 = 18 ... damage: 1d10 + 4 ⇒ (3) + 4 = 7

Edit: Didn't confirm the crit, but I rolled a 20 in combat!


OK - I moved you both forward 5' to accommodate Will, but it's easily fixed. However, they don't run past you, they both attack you so you don't get an AoO. However, your first attack hits since they are charging and so have reduced AC.

Rehil slices the charging lizardman open with his blade, cutting it down with a single blow. (L2 down - yes, Rehil killed someone with a single blow.) But the other lizardman slams his shield into the elf's face as the rest hold back and throw javelins.

L1 is a bit more of a handful than you are used to. He will bull rush Rehil. CMB of 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11 v Rehil's CMD. Oh FFS, don't worry....

Meanwhile, three javelins at Nalverren.
L3 1d20 + 1 ⇒ (13) + 1 = 14 to hit, damage 1d6 + 1 ⇒ (6) + 1 = 7
L4 1d20 + 1 ⇒ (3) + 1 = 4 to hit, damage 1d6 + 1 ⇒ (2) + 1 = 3
L5 1d20 + 1 ⇒ (10) + 1 = 11 to hit, damage 1d6 + 1 ⇒ (3) + 1 = 4

Portforged.

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 draws his sword from its cane sheathe, and steps forward to attack the lizardman in front of him.

Move: draw, free: 5ft step to 13F, standard: attack

atk: 1d20 + 5 ⇒ (14) + 5 = 19
dmg: 1d6 ⇒ 1


Nalverren nicks the lizardman with his swordcane.

PF.

Initiatives
Poisondusks 22
Vaard 21
Will 19
Rehil 18
Ashshar 17
Blackscale 16
Cole 11+
Lizardfolk 11
Nalverren 11-
Portforged 9
Wultram 5
Something Else Bad 3

Map updated.


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

Sorry for the delay.
Portforged quickly blasts at the black scale.
energy ray (touch attack): 1d20 + 3 ⇒ (7) + 3 = 10
fire damage: 3d6 + 3 ⇒ (4, 6, 3) + 3 = 16


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

in case waiting for me, I would like to know the fate of black scale before acting.


Nope, I was waiting for me.

Portforged's ray burns a hole through the blackscale's skull. It jerks and subsides into the river, floating away like a log.

Map updated.

Blackscale down. Wultram.


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

"ok so this time we are engaged on both sides and the lizzy on the other side of the river are going to be a hard group to get to, careful with the arrows" is whispering william into james ear as they both race up the hill

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