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

Game Master Aubrey the Malformed


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Nalverren's shot wounds one of the poisondusk archers. It clambers out of sight into the tree. The other continue to shoot.

P1 retires hurt. PFD and Wultram are otherwise engaged, so it's the poisondusks next.

P2 picks Nalverren, P3 picks Will, P4 picks James.
P2 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 to hit, damage 1d6 + 2 ⇒ (1) + 2 = 3
P3 1d20 + 5 ⇒ (13) + 5 = 18 to hit, damage 1d6 ⇒ 3
P4 1d20 + 5 ⇒ (19) + 5 = 24 to hit, damage 1d6 ⇒ 6

The shaman and his crocodile mount emerge once more on the far bank.

Map updated.

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

Will.


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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)

"Next in line?" Rehil asks Nalverren casually as he draws and looses another arrow.

SHortbow v P2, fav enemy, range: 1d20 + 5 + 2 - 2 ⇒ (20) + 5 + 2 - 2 = 25 .... damage : 1d6 + 2 ⇒ (6) + 2 = 8

crit confirm: 1d20 + 5 + 2 - 2 ⇒ (4) + 5 + 2 - 2 = 9 .... damage : 2d6 ⇒ (3, 5) = 8

Yeah, I remember when I confirmed a bow crit once. Rolled well on the damage, too. Completely turned around an encounter. That was 4 or 5 years ago.


You might want to hold back on that...

Will. his dog has been shot again.


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)

Oh. The something goes between Will and me. Yep. I better wait to see what it is.


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

and james does indeed fall again


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

William will cast a stabilization on james in order to prevent further bleeding and will drag him into the jungle as far inside as possible (William ast 20ft move maximum)


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

The anticipation is killing me.


OK, Will, you weigh maybe 30lbs and James weighs about 120lbs or more (sorry, I know you relate to kilos, but I've never really got those intuitively). Plus you have a shield strapped to your arm and a gammy leg. So I'm going to rule that given the difficult terrain for dragging such a massive beast (relatively - Hell, James is a really big dog by any standards) around, you can move him 5' as a full round action. Plus you need to drop the shield to do so (which can be your move action if you so desire) since you can't move him with one hand. However, he is stabilised.

Rehil's arrow hits home. The poisondusk slips from the tree and plunges into the river.

P2 down.

Just as he is celebrating yet another kill, Rehil and Nalverren hear footsteps behind them. Another large group of Finback lizard-warriors runs up from further along the river bank. They take one look at the carnage and prepare to charge.

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

Ashshar.

Map updated.


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

Light Load: 0-66 Mediuam Load: 67–133 Heavy Load: 134–200 @ Str 15. A character can generally push or drag along the ground as much as five times his maximum load. Favorable conditions can double these numbers, and bad condition can reduce it. So i figure william can drag James even with one hand to safty


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

Weakened and feeling cornered, Ashshar spins to face the new war-party. He hisses defiantly from his defensive crouch.

”More fighters up here!” he roars. ”In great numbers!”

Ashshar goes full defensive.

From inside the treeline, Cole hears the warning. He crashes through the dense foliage, trying to reinforce the group up on the bluff.

”HOLD ON!” he yells as his heavy feet slam rhythmically into the earth.

Double move for Cole, which gets him just to the bottom of the climb (E.16).


William Kazzar wrote:


Light Load: 0-66 Mediuam Load: 67–133 Heavy Load: 134–200 @ Str 15. A character can generally push or drag along the ground as much as five times his maximum load. Favorable conditions can double these numbers, and bad condition can reduce it. So i figure william can drag James even with one hand to safty

I don't. First, as a small character your carrying ability is 75% of that of a medium character. So 66 goes down to less than 50. Second, dragging a medium dog when you are the size of a child with one hand is what counts as an unfavourable condition. So does the general condition of the ground and the fact you want to drag him through difficult terrain. Third, your movement rate is 15, not 20, as you have the Lame oracle's curse.


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

No worries, you are the dm :) I was planning to take out the scroll of CMW and use it on him if i cant drag him out to safty


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 looks at the oncoming lizardmen and observes quietly to Nalverren, "It's deja vu all over again."

Aubrey, you've got them before Rehil in initiative order, but described his shot before introducing them. Who's going first next round? Also, do any of them look especially threatening ala the bullrusher?


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*

TO Rehil, Nalverren replies, "You know what they say about discretion. We might want to cut and run."

not sure if it is my turn or not. thinking about getting off of the bluff. what are the newcomers armed with?


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 stoops and reaches for his sword.

"Archers and spells from across the river. Javelins from up here. If we run, it will be to the jungle. We won't be able to hold the beach."


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*

"Forged on his way. Jungle it is." Nalverren dives into the wilderness.

double move to A13, hiding

stealth, inspiration: 1d20 + 9 + 1d6 ⇒ (4) + 9 + (3) = 16


Rehil Ecraish wrote:
Aubrey, you've got them before Rehil in initiative order, but described his shot before introducing them. Who's going first next round? Also, do any of them look especially threatening ala the bullrusher?

I wasn't planning to change the initiative order, but perhaps it's better for the flow of the combat. L6 looks fairly bad-ass - he's wearing a breastplate thing made out of turtle shells.

Nalverren is moving at normal speed (as opposed to half-speed) which reduces his Stealth check result by 5.

The poisondusk archers concentrate on Rehil.

P3 1d20 + 5 ⇒ (6) + 5 = 11 to hit, damage 1d6 ⇒ 6
P4 1d20 + 5 ⇒ (19) + 5 = 24 to hit, damage 1d6 ⇒ 3

The shaman, seeing the combat turning once more, re-enters the river.

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

Map updated.


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

Vaard's still down, so Will then Rehil?

Also, I realized Cole still has his greatsword lashed to his back, so he's not quite in as bad a spot if he has to get up there quickly... still not great, though. But I'm guessing he won't have a spot to climb to after the lizard dudes go.


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)

Don't worry about climbing. It looks like we're coming to you.

Rehil winces as an arrow passes through his thigh.

Just realized that if I bug out, Ashshar will be left up here alone and he/we'll be eating charges. He'll almost certainly go down again if I leave, and will probably go down if I don't.

Aubrey, any options to get Ashshar out of harm's way or advance him in initiative order like creative use of a hero point? Once we're engaged, is there any way to "withdraw" down the cliff without sucking up AoOs? What was the cliff climb DC?

Checking through old posts. Rehil's down to 13 HP after that last arrow. I'll update his profile.

I'd like to pick up the sword before exiting, but could sacrifice it. We need Rehil's pack (for the CLW fruit) which is at the bottom of the cliff. Wultram's longbow would also be a good pickup. Falling down the cliff would leave us prone and getting up is a move action. These actions are going to eat time getting off the beach. We need PFD to slow the lizardfolk down. Does anyone else have CLW potions left?


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

If we can't get creative with Action Points in order to bump him in front of the on-rushing lizards, have Ashshar withdraw (assuming he survives the charges), just eating the falling damage. With a little tactical fore-warning from Rehil or Nalverren, Cole could be ready to pick him up if the damage drops him into negatives.

For PF, Cole has 2 Vials of Repair Light Damage in his pack. So again, with a little tactical interaction, we could have someone grab that and head over to PF as quickly as possible.

As for possibly leaving the sword ... I hope you don't have to. I'm pretty sure Cole is going to have to leave his longspear on the ground for the sake of action economy. This dude is just leaving reach weapons strewn all over this jungle (he left his long hammer back at that initial lizardfolk encounter at the dock).


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

i think we can still win this fight is we play smart. Retreating a bit in the jungle will allow us to face the foot lizzy without the rain of arrow


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

Speaking of which ... you're up, Will.


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

roger

William will take out a scroll and use it cmw: 2d8 + 3 ⇒ (1, 7) + 3 = 11 and the will mount on james as soon as he can


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

"woof, woof" goes james as he recover and adopt a defensive stance (full defense)


I'm sure the guys are really grateful you used a powerful scroll on your dog...

Rehil.


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

Yea, you couldn't have used it on Portforged or Vaard? ;)


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, as asked earlier is there any way to spend a hero point to boost Ashshar's initiative count or otherwise get him out of harm's way? (Preferably without sacrificing an actual action.)


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*
Portforged wrote:
Yea, you couldn't have used it on Portforged or Vaard? ;)

i forget, are heals half-value on tin men?


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

ECS, pg 23 wrote:

As living constructs, warforged can be affected

by spells that target living creatures as well as by those
that target constructs. Damage dealt to a warforged
can be healed by a cure light wounds spell or a repair light
damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from
the healing subschool and supernatural abilities that
cure hit point damage or ability damage provide only
half their normal effect to a warforged.


Rehil Ecraish wrote:
Aubrey, as asked earlier is there any way to spend a hero point to boost Ashshar's initiative count or otherwise get him out of harm's way? (Preferably without sacrificing an actual action.)

No, there isn't. Frankly, I shouldn't have moved Rehil out of harm's way either...


Rehil.


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, duck!" Rehil pulls one of the steel arrows from his quiver and fits it to his bowstring. Let me send this one to ....

Shortbow v L6, fav enemy, point blank, bane arrow: 1d20 + 6 + 2 + 1 + 2 ⇒ (16) + 6 + 2 + 1 + 2 = 27 ... damage, bane arrow, hero point: 1d6 + 2 + 1 + 2d6 + 1d6 ⇒ (3) + 2 + 1 + (2, 3) + (4) = 15

Arrow delivered, he snatches his sword from the ground.

Can't leave Ashshar alone. Looking for a long shot crit. If I survive this round I'm running.


The lead lizardman whirls bolas above his head as he approaches, hurling then at Rehil. Then the rest of the lizardmen rush in to drag down Ashshar and the elf.

L6 approaches and throws his bolas
1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9 to hit, damage 1d4 + 2 ⇒ (4) + 2 = 6 plus trip attempt on a hit, 1d20 + 6 ⇒ (7) + 6 = 13 CMB v Rehil's CMD

The other lizards will try to grapple Ashshar (L7 and L8) and Rehil (L9, L10, L11 and L12). They don't have Improved Grapple so they provoke AoOs.
L7 1d20 + 2 ⇒ (17) + 2 = 19 v Ashshar's CMD
L8 1d20 + 2 ⇒ (9) + 2 = 11 v Ashshar's CMD
L9 1d20 + 2 ⇒ (9) + 2 = 11 v Rehil's CMD
L10 1d20 + 2 ⇒ (13) + 2 = 15 v Rehil's CMD
L11 1d20 + 2 ⇒ (5) + 2 = 7 v Rehil's CMD
L12 1d20 + 2 ⇒ (6) + 2 = 8 v Rehil's CMD

Ashshar.

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)

Seeing he can't escape, Ashshar prepares to die while taking as much toll on the enemy as possible.

Since I know which lizardmen succeed in their grapples, I'll roll randomly to see which receives the AoO.

Ashshar's AoO: 1d3 + 6 ⇒ (1) + 6 = 7

Morningstar, two handed v. L7: 1d20 + 4 ⇒ (3) + 4 = 7... damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Rehil ducks the bolos. Although the lizardmen are closing fast, the elf still hopes to quite literally cut and run.

Rehil's AoO: 1d3 + 9 ⇒ (1) + 9 = 10

Curve blade, fave enemy v L10: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10... damage: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16

Aubrey:
I counted 6 squares to L6 and he was at least 1 square closer than any of the other lizardmen. Are you ruling that a grapple is a permissible attack at the end of a charge?

Grappled Condition:

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.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.


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)

Seems pretty clear that Ashshar won't hit and even if he did 5 probably won't kill his grappler.

  • If the AoO does kill his opponent, then Ashshar runs for the cliff and descends as far as he can with a double move.
  • If he did hit on the AoO, but didn't kill his grappler, then he unloads a full attack on the grappler. claw, grappled: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13damage: 1d4 + 2 ⇒ (4) + 2 = 6, claw, grappled: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15damage: 1d4 + 2 ⇒ (4) + 2 = 6, bite, grappled: 1d20 + 1 - 2 ⇒ (11) + 1 - 2 = 10damage: 1d4 + 1 ⇒ (3) + 1 = 4
  • If he didn't hit at all on the AoO, then he tries to break the grapple: 1d20 + 3 ⇒ (5) + 3 = 8

More grapple rules:

Grapple

As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.


Rehil:

Spoiler:
The difference is moot since they all missed your CMD - I'm not sure if you can initiate a grapple as part of a charge but it doesn't seem unreasonable. They move up there and just threaten you, either way.

Ashshar missed with his AoO and also fails to escape the grapple. Rehil's AoO misses too.

Cole.


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

Seeing the sudden press of bodies above, Cole shifts his tactics. He thunders along the bottom of the incline before finding a better spot to climb. His war maul hits the jungle floor as he begins his ascent.

Rage, then move to C.16. Drop war maul in C.16, then begin an accelerated climb for the top, using his standard to continue a double move to make the most of this round.
Accelerated Climb, DC 5: 1d20 + 4 - 5 ⇒ (14) + 4 - 5 = 13

Getting to C.16 ate up 20ft of his raging movement (30ft), leaving him 40ft of his double move. The successful Accelerated Climb should put him 20ft up the 30ft incline.


Map updated.

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 shoots at L10

shortbow: 1d20 + 6 ⇒ (1) + 6 = 7
1d6 ⇒ 1


That's a miss. However, the undergrowth in any case is heavily obscuring so you will need to move within 10' to manage to see them.


With Rehil surrounded by lizardmen, the archers turn on James and Will.

P3 targets Will, P4 targets James
P3 1d20 + 5 ⇒ (3) + 5 = 8 to hit, damage 1d6 ⇒ 4
P4 1d20 + 5 ⇒ (1) + 5 = 6 to hit, damage 1d6 ⇒ 6

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

Map updated.

Will.


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

William will mount james again


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

Who then Charges up the hill Climb DC 10 in order to go full speed: 1d20 + 2 ⇒ (9) + 2 = 11 (finishing in F15

And will attack L 11 Bite: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 161d6 + 2 ⇒ (4) + 2 = 6

Possible Trip: 1d20 + 4 ⇒ (2) + 4 = 6

Current AC 16


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

William will also attack the same target hope-full of taking him down

Club: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 161d6 + 2 ⇒ (4) + 2 = 6

Current AC 20


Your basic climb speed is 1/4 normal, and double that is only 1/2 speed, not full speed like you suggest with the +5 DC. James' speed is 50' so a full round of movement would move him the equivalent of 100'. It is 45' to the bottom of the slope and the slope is 30' high, which at half speed that is the equivalent of another 60', so together that makes is 105' equivalent distance. On that basis, James and Will can't quite get to the top of the slope and so can't attack - they are 5' short of the top. Also, since you are still on the slope, both Will and James count as flat-footed.

Map updated.

Rehil.


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)

Seeing Cole and Will climbing the slope, Rehil amends his plan to flee and stands his ground.

Curve blade, fave enemy, action point v L12: 1d20 + 5 + 2 + 1d6 ⇒ (3) + 5 + 2 + (6) = 16... damage, action point: 1d10 + 4 + 2 + 1d6 ⇒ (8) + 4 + 2 + (1) = 15

2 action points left. If there's a next round for Rehil, I'll try to clear out L11 for Will.


It doesn't matter here as you did enough damage, but you cannot boost damage with an action point, they only affect d20 rolls. Also, you can only use one action point a round.

Rehil cuts down another enemy. But there are plenty more.

L7 attempts to squeeze the life out of Ashshar
1d20 + 2 ⇒ (3) + 2 = 5 CMB v Ashshar's CMD of 15
L8 will join in the grapple with L8 and make an assist roll for L7
1d20 + 2 ⇒ (15) + 2 = 17 CMB v Ashshar's CMD of 15

L6 heads into the bushes after Nalverren
1d20 + 7 ⇒ (9) + 7 = 16 to hit, damage 1d8 + 2 ⇒ (1) + 2 = 3

L9, L10 and L11 will all full attack Rehil with claws and bite
L9 Claw 1 1d20 + 2 ⇒ (11) + 2 = 13 to hit, 1d4 + 1 ⇒ (1) + 1 = 2 damage
L9 Claw 2 1d20 + 2 ⇒ (20) + 2 = 22 to hit, 1d4 + 1 ⇒ (1) + 1 = 2 damage
L9 Bite 1d20 ⇒ 16 to hit, 1d4 ⇒ 1 damage
L10 Claw 1 1d20 + 2 ⇒ (13) + 2 = 15 to hit, 1d4 + 1 ⇒ (4) + 1 = 5 damage
L10 Claw 2 1d20 + 2 ⇒ (12) + 2 = 14 to hit, 1d4 + 1 ⇒ (3) + 1 = 4 damage
L10 Bite 1d20 ⇒ 3 to hit, 1d4 ⇒ 3 damage
L11 Claw 1 1d20 + 2 ⇒ (6) + 2 = 8 to hit, 1d4 + 1 ⇒ (4) + 1 = 5 damage
L11 Claw 2 1d20 + 2 ⇒ (20) + 2 = 22 to hit, 1d4 + 1 ⇒ (1) + 1 = 2 damage
L11 Bite 1d20 ⇒ 9 to hit, 1d4 ⇒ 4 damage

EDIT: Criticals
L9 Claw 2 1d20 ⇒ 6 to confirm, 1d4 ⇒ 4 extra damage
L11 Claw 2 1d20 ⇒ 12 to confirm, 1d4 ⇒ 1 extra damage


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)

There go my plans to go nova for two rounds! 3 action points left.

And if Cole and Will get to the top of the cliff, that will help big time. It's the shaman that still has me worried.


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

I forget how high the slope is: could Portforged get up it with Nomad's Step?

I'm not sure about the best way to help Wultram and Vaard. PF doesn't have any way to heal him, and everyone else seems too far away.


The slope is 30' high.

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