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

Game Master Aubrey the Malformed


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Someone take Will's turn, please.


Initiatives reposted:
Poisondusks 22
Vaard 21
Will 19
Rehil 18
Ashshar 17
Cole 11+
Lizardfolk 11
Nalverren 11-
Portforged 9
Wultram 5
Poisondusk Shaman 3

Map.


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

Will and his loyal mount both attack the lizard-man in front of them.

I’m having a hard time tracking down what weapon Will has in-hand, so i’m going to assume it’s the club. He and James both attack L.4.
Will, club: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d6 + 2 ⇒ (3) + 2 = 5

James, bite: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d6 + 2 ⇒ (1) + 2 = 3

Let's see what effect Will/Rehil have before we pick actions for Ashshar ... and people should feel free to take those actions.


Well, Ashshar's action is to bleed heavily and make a stabilisation check, so that's quite easy.


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

it is indeed the club Cole :)


Will's club misses, but James sinks his teeth in to their foe. Rehil finishes the lizardman off with a slash from his curveblade.

Cole.

Map updated.


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

Aubrey, I believe Vaard should be down in F.26.

Cole’s head whips around at Vaard’s shouted warning, and he lets out a rumble of frustration.

… which he promptly vents by throwing every ounce of his anger into a powerful blow on the lizard-man next to him. Then he trumpets a quick response in draconic before lumbering back towards and off the edge of the cliff. He slams down hard, but continues rushing towards the canoes.

Draconic:
”I RETURN, VAARD!”

Rage + power attack L.1 with the masterwork war maul.
mwk war maul: 1d20 + 9 - 1 ⇒ (17) + 9 - 1 = 25
damage: 2d6 + 7 + 3 ⇒ (6, 4) + 7 + 3 = 20

Then move back to F.18 (which provokes from L.1 if he’s still standing, and takes damage from falling … is that 3d6, Aubrey? And is Cole’s DR/adamantine applied to that falling damage?).
faling damage: 3d6 - 2 ⇒ (6, 2, 2) - 2 = 8


The Google Sheets app keeps crashing on my phone so struggling to update the map. However, I can deal with it when I get home.

Cole hits the lizard-warrior hard and sends it reeling. Assuming that the job is done he steps back to aid Portforged and Vaard. But this lizardman is certainly tough. He gets off his knees and swipes at the warforged, helping propel Cole off the cliff.

1d20 + 9 ⇒ (10) + 9 = 19 to hit, damage 1d8 + 4 ⇒ (1) + 4 = 5

The lizard-warrior then aims to push Nalverren off the cliff to follow Cole.

L1 attempts to Bull Rush Nalverren. 1d20 + 10 ⇒ (8) + 10 = 18 v Nalverren's CMD. This doesn't provoke an AoO as he has the requisite feat. He'll follow Nalverren to the top of the cliff.

The other warrior desperately strikes out at Rehil.

1d20 + 2 ⇒ (3) + 2 = 5 to hit, damage 1d8 + 1 ⇒ (1) + 1 = 2

Nalverren.


Map now 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*

Well, looks like i am going off of a cliff...


No, I moved you as far as you would have moved (5'). So you are tetering on the top of the cliff. And it's your turn.


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's foot slips as he is pushed back, and the camera pans to his heel as a few pebbles are pushed off the edge and fall down near the warforged below. Sensing his disadvantage, he slides to the left and counterattacks the lizardfolk with his swordcane.

Free: 5ft step to E13
Standard: Attack L1

1d20 + 5 ⇒ (2) + 5 = 7
1d6 ⇒ 4


Portforged, then Wultram.


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

Portforged attempts to immobilize the shaman by sapping its personality. Ego whip:
charisma damage: 1d4 ⇒ 1 and be dazed, DC 16 will save to negate the daze and half charisma damage (minimum 1).


Shaman's Will save 1d20 + 7 ⇒ (15) + 7 = 22

The poisondusk shaman quickly shakes off Poertforged's psychic incursion.

Wultram. Wultram needs to make a concentration check after being hit by an arrow earlier, then it's his turn.


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

Concentration DC 14: 1d20 + 5 + 6 ⇒ (14) + 5 + 6 = 25

Wultram manages to keep his spellcasting going despite the minor wound. Not long after the skeleton emerges on the shore. The Karn is already striding forwards yelling commands to the undead. Few seconds later the necromancer unleashes a wawe of negative energy.

Summon skeleton to F23, Skeleton then moves to 25F. Then it readies action to attack if enemy comes within reach.
Wultram moves to 22E and channels negative energy, due to selective channeling only the croc and shaman are targeted.

Channel Will DC 17 for half: 2d6 ⇒ (4, 4) = 8

Skeleton readied attack:
Claw: 1d20 + 2 ⇒ (10) + 2 = 12 damage: 1d4 + 2 ⇒ (2) + 2 = 4

Spells: 1st: 6/day
Channel: 8/day
Action points: 4


Will saves:
Shaman 1d20 + 7 ⇒ (4) + 7 = 11
Croc 1d20 + 1 ⇒ (7) + 1 = 8

The shaman snarls as Wultram's necromantic pulse hits it, and the crocodile hisses. It then yells an instruction, pointing at Wultram, before urging its reptilian mount on.

Draconic:

Spoiler:
"Kill the human!"

Arrows begin to arcing in towards Wultram.

Poisondusks shoot at Wultram:
P1 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 to hit, damage 1d6 + 2 ⇒ (2) + 2 = 4
P2 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 to hit, damage 1d6 + 2 ⇒ (1) + 2 = 3
P3 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 to hit, damage 1d6 + 2 ⇒ (1) + 2 = 3
P4 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 to hit, damage 1d6 + 2 ⇒ (1) + 2 = 3

The poisondusk shaman reaches the bank. It reaches out with its still-burning hand to touch the skeleton whil the crocodile lurches at Vaard. The skeleton swipes at the poisondusk but misses.

Shaman goes for a touch attack with its Produce Flame on the skeleton.
1d20 + 7 ⇒ (9) + 7 = 16 to hit v the skeleton's touch AC, damage 1d6 + 4 ⇒ (4) + 4 = 8
The crocodile makes a bite attack on Vaard.
1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 to hit, damage 1d8 + 6 + 1 ⇒ (2) + 6 + 1 = 9 and he is subject to a grab. 1d20 + 8 ⇒ (12) + 8 = 20 v Vaard's CMD of 15 - Vaard is now Grappled by the crocodile.

The skeleton promptly falls to bits but despite having his legs chewed up by the crocodile, Vaard somehow remains conscious.

Vaard's got 1 hp remaining. And it's now his turn! After him, Will, then Rehil.

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)

Vaard hisses with pain. It overwhelms his sensibilities as he tries to pull free. Failing and panicking, he forgets his morning star and bites and gouges at the lizard holding him.

Claw: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13 ... damage: 1d4 + 3 ⇒ (3) + 3 = 6
Claw: 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7 ... damage: 1d4 + 3 ⇒ (3) + 3 = 6
Bite: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8 ... damage: 1d4 + 1 ⇒ (2) + 1 = 3

Not sure if the choice to go claw claw bite was optimal, but I figured Vaard needed max possible damage.

Vaard and grappled:

Vaard: 2 Claws / +4 to hit / damage 1d4+3 each and Bite / +2 to hit / damage 1d4+1

Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

Edit: With those rolls it didn't matter what I chose.


Vaard flails at the crocodile but it holds him fast.

Will.


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!

Darkness Below! I thought Cole would finish the lizard.

Attacks:
First priority kill L1. Move to F12.

Elven Curve Blade, fav enemy, flank : 1d20 + 6 + 2 + 2 ⇒ (2) + 6 + 2 + 2 = 12 ... damage: 1d10 + 4 + 2 ⇒ (6) + 4 + 2 = 12 backstab: 1d6 ⇒ 6 18–20/×2 (Two Handed)

If Will kills L1 then L5 is the target. 2 less to hit and no backstab damage

Edit: Unbelievable!


Will.


Someone please take Will's turn.


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

Will and his faithful mount dart in and lash out at the looming lizard-man with club and tooth.

I don’t think a move is necessary for both of them to attack L.1, but a 5’ step into whatever vacant space is necessary to make these attacks is what James/Will will take (if necessary), then both will attack.

James, bite: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d6 + 2 ⇒ (2) + 2 = 4
trip: 1d20 + 4 ⇒ (9) + 4 = 13

Will, club: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d6 + 2 ⇒ (5) + 2 = 7


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

Which makes it Cole’s turns (as Ashshar’s down, correct?)

Cole’s long legs eat up the ground as he bears down on the crocodile and its rider, another wordless battle cry ripping the air as the war maul whistles towards the crocodile’s maw.

Charge the croc (ending in F.25, including power attack)
mwk war maul: 1d20 + 9 + 2 - 1 ⇒ (15) + 9 + 2 - 1 = 25
damage: 2d6 + 7 + 3 ⇒ (4, 3) + 7 + 3 = 17

Rage + charge = AC 16; CMD 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)

I believe you're right. Ashshar's down and my attacks are spoilered above. That will bring us to the lizardfolks' actions.

If only I hadn't rolled a 2 to hit.


Nope, sorry, Cole just fell off a cliff. So you started the turn prone and have to spend a move action getting up, which doesn't give you enough movement left to reach as far as the croc. Please reconsider your action.


Will and James bring the big lizard-warrior low.

L1 down.


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

Lol. Doesn't leave me much to consider, really. Double move. One to stand and one to get 25 ft closer (though I'll drop Rage to get his AC back up for the round).


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*
Aubrey the Demented/Malformed wrote:

Will and James bring the big lizard-warrior low.

L1 down.

finally, i was starting to think my 1 damage per turn wasn't going to cut the mustard!


The lizardman parries Rehil's curveblade attack and swings his club in response.

L5 attacks Rehil
Club 1d20 + 2 ⇒ (14) + 2 = 16 to hit, damage 1d8 + 1 ⇒ (3) + 1 = 4
Bite 1d20 ⇒ 6 to hit, 1d4 ⇒ 2

Nalverren.

Map updated.


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

Cole should be in F.21, after his "get up and close" maneuver. (map doesn't currently reflect that ... just didn't want it to get overlooked.)


Fixed.


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 parries the lizardfolk's club in turn. Then he has to jerk back from the Saurian jaws.

"Where are the others?"

Guessing he can't see what's happening below, but Cole's exit was telling.

Nalverren


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

We have just one more to go on this side I'll try and save Ashstar's life in a few seconds says william after the lizard falls to the combined attack of the hafling and his animal compagnion


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 C11 to flank the remaining enemy in his area, and attacks. i forget, but i assume dark green was difficult terrain, but 30ft move is still enough for me to get there without provoking

1d20 + 7 ⇒ (20) + 7 = 27
1d6 ⇒ 6

crit confirm!?
1d20 + 7 ⇒ (9) + 7 = 16
1d6 ⇒ 5


Nalverren crashes through the bushes to catch the lizardman unawares.

Sorry, missed the crit confirm by 1.

Portforged, then Wultram.

Map updated.


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

"No way is this ending in the death of one of ours!"

In spite of its wounds and depleting mental energy, Portforged attempts once more to roast the shaman:
energy ray: 1d20 + 3 ⇒ (19) + 3 = 22 3 pp
fire damage: 3d6 ⇒ (2, 1, 3) = 6


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*

GM:

Aubrey the Demented/Malformed wrote:

Nalverren crashes through the bushes to catch the lizardman unawares.

Sorry, missed the crit confirm by 1.

would i be able to expend inspiration points to confirm the crit?

if not, no biggie.

Inspiration (Ex): An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these flashes of inspiration for other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence bonus, minimum 1.
As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided he’s trained in that skill.
Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.


Nalverren:

Spoiler:
The term is "action points", but yes.


Actually, since the minimum you can roll is 1, and it had only 1hp left... Nalverren, don't forget to deduct the AP.

The last lizardman slumps down.

L5 down.

Portforged hits the shaman square in the chest, but he fails to maintain the intensity of heat he managed with the blackscale.

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 stumbles in his steps a bit asthe arrows hit home, the karn thanking the resiliency his studies have granted, he moves next to Portforged before releasing another wawe of negative energy against the shaman and his mount. "Take them down and we can try to use the canoes as cover against the archers."

Channel Will save DC 17 for half: 2d6 ⇒ (4, 4) = 8
Move to E23
Spells: 1st: 6/day
Channel: 7/day
Action points: 4
DM what sort of action(s) would it be to pull the canoes on to shore and to their side? And what sort of cover would that count?


The canoes are heavy - I'd say a full-round action to pull one up. But they would provide decent cover - +4 AC.

The shaman shrieks and yells another order to the archers.

Draconic:

Spoiler:
"Kill the human! Kill the human!"

The archers rain arrows on the two arcanists.

The shaman delays until after the archers. The archers will fire first at Wultram. If he goes down they will swap to Portforged.
P1 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14, damage 1d6 + 2 ⇒ (1) + 2 = 3
P2 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19, damage 1d6 + 2 ⇒ (6) + 2 = 8
P3 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9, damage 1d6 + 2 ⇒ (5) + 2 = 7
P4 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22, damage 1d6 + 2 ⇒ (4) + 2 = 6

OK, I reckon that's three hits on Wultram, reducing him to a slightly scary -5hp.

As Wultram falls, the shaman chirrups with triumph. The shaman casts a spell, a sword made of fire erupting in its hand. The crocodile squeezes Vaard in its jaws before dropping his bloodied body and surging at Portforged.

OK, the croc bites Vaard.
1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29 to hit, damage 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11
OK, he's very unwell at -10hp.
Next, the croc moves up to Portforged. Then the shaman casts Flame Blade - Concentration check 1d20 + 7 + 4 ⇒ (20) + 7 + 4 = 31 - and attacks Portforged.
1d20 + 7 ⇒ (6) + 7 = 13 v PF's youch AC, damage 1d8 + 2 ⇒ (2) + 2 = 4, 20% miss chance 1d100 ⇒ 38


Initiatives
Poisondusks 22+
Poisondusk Shaman 22-
Vaard 21
Will 19
Rehil 18
Ashshar 17
Cole 11+
Lizardfolk 11
Nalverren 11-
Portforged 9
Wultram 5

Vaard's not doing anything much other than bleeding, so Will.

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

Just a note not that it will likely matter but at -2, Wultram has DR 1/ magic and bludgeoning. And great I have death's embrace within running. I am gona use an action point to stabilize, mostly for convinience sake so things can go running without rolls from me. I suppose technically use the action point happens on my next turn. Note to self: When in town next time buy a damn chainshirt.

Wultram finally falls against the onslaught of the archers.


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

William will cast a CLW: 1d8 + 2 ⇒ (3) + 2 = 5 on Ashatar


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

James will double move move with william on his back right next to E22


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

Is the map fully updated? I'm not sure about the croc's position, as the post indicates it moved up next to Portforged, but the map doesn't reflect that.

Cole closes the distance, trying to find some cover from the archer in the melee as he swings the war maul in a vicious overhanded chop down onto the crocodile's maw.

Move to the croc (not sure best position right now) and rage+power attack it.
mwk war maul: 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14
damage: 2d6 + 7 + 3 ⇒ (3, 5) + 7 + 3 = 18

EDIT: using an Action Point to boost the attack roll (if it's kosher to do at this point)
Action point (attack roll): 1d6 + 14 ⇒ (6) + 14 = 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)

When Nalverren finishes the last lizardman, Rehil wheels and briefly engages in a losing race with Will and James. The elf pulls up at the cliff's edge to look over the situation. His eyes brighten at the sight of the shaman. He drops his sword. Forgive me, noble blade, but we are not fleet enough for this foe.

His bow slides over his head and off his shoulder. His fingers feel for the metal fletching of the rune-marked steel arrows.

Move to F14. Drop sword, draw bow on the way. I make it 60' exactly to the shaman.

Shortbow, favored enemy: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 .... damage: 1d6 + 2 ⇒ (4) + 2 = 6

I believe these are lizardman bane arrows, in which case to hit is at +2 and there's extra damage. 2d6 ⇒ (4, 2) = 6

Edit:Holy snake scales, Batman! Stay calm, Robin.

crit confirm Shortbow, favored enemy: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 .... damage: 2d6 ⇒ (2, 3) = 5 Not sure if the bane bonuses stack on the crit confirm. Please let me know and add them in if they do.


OK, Will (or rather, James) needs a Climb check DC 5 to get down the slope. That's also 1/4 speed movement for 30', or half speed if he wants to take -5 on the check. If he fails, he takes falling damage and you both wind up prone in a heap at the bottom. Also, could you check that your movement is sufficient to get you to the point you want on the map?

Bane damage doesn't multiply on a critical, but it's moot since you fail to confirm.

Ashshar sits up groggily as Will heads down the slope and Rehil to the cliff edge. Rehil grabs one of the magic arrows they found and unleashes, the arrow thudding into the shaman's chest. The little creature is saved only by its armour.

Cole charges up and hits the crocodile a mighty blow on the snout, making it roar.

Nalverren, then Portforged.

Map updated. Sorry for the confusion with the map - I was in a hurry when I updated it last. I haven't moved Will to his stated position as I'm waiting on his skill check and updated movement.


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

DC 5 Climb: 1d20 + 2 - 5 ⇒ (16) + 2 - 5 = 13 to go at 1/2 speed

James has a 50ft move (so a double move is exactly 50ft for him) ending up exactly where i wanted him :)

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