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

Game Master Aubrey the Malformed


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

I did. I’ve been deducting them from all attacks. Just let me know when there’s an attack that should bypass it (other than energy stuff, obviously).

and HOLY CRAP! I’m really sorry, Portforged! I was going to suggest we stand down, but I really should have indicated that on my last post. Epic fail all around on my part, team. Sorry guys, most especially Portforged.

With little choice left them by the lizards, Cole continues his assault. The tell-tale—and familiar—sounds of warforged steel getting crushed is a wrench in whatever passes for a heart in a warforged ... and an uncharacteristic recklessness takes over.

greatsword: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8; crap, and now the dice have turned on me.
damage: 2d6 + 7 + 3 ⇒ (6, 3) + 7 + 3 = 19

slam: 1d20 + 8 - 1 - 5 ⇒ (9) + 8 - 1 - 5 = 11
damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4


Looks like everyone is in shock.


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

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 takes a shot at L6.

shortbow: 1d20 + 6 ⇒ (2) + 6 = 8
1d6 ⇒ 4


The Curse of Portforged claims another victim.

The archers are probably running out of arrows soon... But not yet! P3 fires at Rehil, P4 fires at James.
P3 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13 to hit, damage 1d6 ⇒ 3
P4 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11 to hit, damage 1d6 ⇒ 6

The shaman begins chanting a spell.

Will.

Map updated.


Someone take Will's turn, please.

In fact, if Ben or Bigger Club are a bit tired of twiddling their thumbs, they can run Will for the moment while the combat finishes.


Will takes another swing at the lizardfolk in front of him (L8)
1d20 + 4 ⇒ (10) + 4 = 14
1d6 + 5 ⇒ (6) + 5 = 11
But he, too, seems to be affected by whatever is jinxing the party.
His animal companion also takes a bight at the lizardfolk:
1d20 + 1 ⇒ (8) + 1 = 9
1d6 + 2 ⇒ (2) + 2 = 4


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)

Curve blade, fave enemy v L7: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19... damage: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15 Move to F12. Acrobatics check to avoid AoO: 1d20 + 9 ⇒ (7) + 9 = 16

Rehil easily blocks his enemy's attacks, shearing off claws and stabbing the point of his sword through open jaws to pierce the lizardman's brain. He kicks the lizardman off his blade and glances quickly around the battlefield.

His mind registers Portforged's broken head, but survival is a more immediate concern. He glides past Will's foe to engage him from behind.

Flanking for Will next turn.

I may be presuming too much, but numbers on that scale have hit and killed these lizardfolk mooks before. If L7 doesn't fall Rehil stays where he is.


As another lizardman falls, the warrior facing Cole hisses and then pulls back.

Withdrawal action.

Cole.

Map updated.


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

Cole's all-consuming fury compresses into a white-hit point of focus in his mind around a single thought ... protect them.

Dismissing the retreating lizard "warrior", he erupts from the jungle wall, crashing into the lizard threatening Rehil and Will with his shoulder plate ... sending the thing flying back into the river.

"We must get to Wultram, but somehow do it without getting each other killed!" Despite the desperation in his usually stoic voice, there is an unyielding conviction to his words.

Then he turns to the little, murderous shaman, but his booming voice carries to every lizard man within a half-mile.

Draconic:
"WE NOT COME TO FIGHT LIZARD PEOPLE! YOU ATTACK US AT EVERY STEP! TELL CHIEF WE COME TO TALK," he points his blade at the shaman, "BUT NOT WITH LITTLE KILLER! WARNING! NO ATTACK US OR OURS ANY MORE!"

Move to E.13 and Bullrush the remaining lizard warrior as far into the water as possible (provoking an AoO from him if he chooses).
Bullrush: 1d20 + 8 ⇒ (19) + 8 = 27


The lizardman is propelled out into the river.

Quite the push. Nalverren.

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*

acrobatics+inspiration: 1d20 + 3 + 1d6 ⇒ (16) + 3 + (4) = 23

Nalverren jumps down from the cliff into the forest below.


With that Acrobatics roll to only take 2d6 ⇒ (4, 2) = 6 damage.

Nalverren lands with a thud at the bottom of the slope.


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*

ah, i thought the first 10ft didnt count when you jump down on purpose


It doesn't - but the drop is 30'.


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*

30ft - 10ft free - 10ft for acrobatics check = 10ft of damage? I mean, only 2hp difference in this case, so i guess only marginally significant.


The poisondusk archers fire their last arrows and then withdraw.

P3 shoots at James, P4 at Rehil
P3 1d20 + 5 ⇒ (16) + 5 = 21 to hit, damage 1d6 ⇒ 5
P4 1d20 + 5 ⇒ (3) + 5 = 8 to hit, damage 1d6 ⇒ 2

The shaman completes its spell. A living ball of flame pops into existence next to it. The shaman hisses at it and the flame makes its way over to the nearest canoe, settling down on to it and making it smoulder. The crocodile walks down the bank as the shaman begins chanting again.

Concentration check 1d20 + 7 ⇒ (16) + 7 = 23 v DC 12

Will.

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)

Rehil watches the lizardman fly into the river with surprise, but quickly refocuses his attention. He looks at the retreating archers, big warrior, his bow, and the shaman. He still has one iron arrow left.

"Will, the shaman."

Thinking about giving chase. I didn't get the crit, but I did hit him with one of the bane arrows. Did anyone else damage him?


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

As far as I understand things, the failed cimb check means wasted move action, not wasted whole round. If it is the latter thenignore the second roll. So Either the pair is at the top or 25ft into the climb down.

Will ushers James to climb down but the dog has issues at first but then shoots downward almost making it down.

Climb DC 5: 1d20 + 2 ⇒ (2) + 2 = 4
Climb accelerated DC 5: 1d20 + 2 - 5 ⇒ (13) + 2 - 5 = 10


Correct - you have to fail by more than 5 to actually fall.

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)

Rehil sheathes his sword and dashes down the cliff, jumping the last ten feet.

Double Speed Climb: 1d20 + 8 ⇒ (15) + 8 = 23
Acrobatic Fall: 1d20 + 9 ⇒ (3) + 9 = 12

He lands awkwardly and falls painfully to his knees.

fall, non-lethal damage: 1d6 ⇒ 1

End turn in E16

2 hp left. 1 action point.

Aubrey, what would you rule for picking Wultram's bow up during pursuit? Part of the normal move action? Move action to get there and another to pick it up? Picking it up costs X squares of movement? Acrobatics to pick it up for free?


Swim check 1d20 + 10 ⇒ (2) + 10 = 12

Falling damage 2d6 ⇒ (4, 4) = 8 plus 1d6 ⇒ 3

The lizard-warrior runs out of sight. The one in the river is washed over the falls.

Cole, then Nalverren.

Map updated.

Picking up Wultram's bow would be a move action, and moving up to get it would be a separate move action.


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

Cole’s great internal engine shudders to a slower speed as he stoops to grab the fallen Ashshar, tucking the lizardfolk guide under his arm and spinning back towards the steep incline. Then, two quick strides carry him once again over the edge. He crashes to the ground—not as hard as you'd expect for something his size—and collapses to his knees from the impact.

His eyes—filled with violent intent—never leave the shaman.

Drop Rage. Then use a Move action to pick up Ashshar, then move to F.16.
Acro to deliberately jump to reduce damage, burning an Action Point on the attempt.
Acro, DC 15: 1d20 + 7 - 5 + 1d6 ⇒ (11) + 7 - 5 + (5) = 18
falling damage, 20ft, minus DR: 2d6 - 2 ⇒ (6, 5) - 2 = 9


There are a few problems with Cole's intended action. First off, Ashshar will take falling damage the same way that you do. Since he's on negative hit points, and not stabilised, that could be a somewhat fatal trip for him. Second, you are somehow suggesting that Cole jumps over Will and James who are directly below him on the map. Unless his Acrobatics check is an attempt at a long jump I'm not really seeing that, and I suspect in that case his landing would be a lot more damaging for him and Ashshar. I suppose it might give me a convenient way of writing Will out of the narrative - flattened by a falling warforged - but I am assuming that wasn't what you had in mind. You may wish to reconsider you action.


In the meantime, Nalverren can have his go - I doubt it will impact much on what Cole does.


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

Okay. Leave Ashshar and move to D.16, instead. Does that leave him an action to stand up this round?


No, you are prone. As is Nalverren, whose turn it is.


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 E18 and shoots at the shaman.

shortbow: 1d20 + 6 ⇒ (10) + 6 = 16
1d6 ⇒ 6


Nalverren's arrow narrowly whizzes past the shaman's head. The shaman completes its spell and another fire elemental burts into life. The shaman barks some more instruction, turns to sneer at the adventurers bearing down on it, and urges his mount back into the river.

If a lizard can sneer...

The first elemental fizzes happily as flames begin to dance on the canoe it is attacking. The other moves to do the same to the other canoe.

Initiatives
Poisondusk Shaman, Fire Elementals 22
Vaard 21
Will 19+
Rehil 18
Lizardmen 18-
Ashshar 17
Cole 11+
Nalverren 11-
Wultram 5

Map updated.

Will.


Will - or someone who looks like him.


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

For Will:
Climb, accelerated, DC5: 1d20 + 2 ⇒ (8) + 2 = 10
Leaving 40ft in a single move, correc?

Will and James complete their descent and hit the ground running … headed straight towards the unconscious Vaard.

Double move takes Will/James to F.24, I believe.


Rehil.

Mp 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)

Rehil picks himself up slowly and sort of sags when he realizes that the shaman can't be seen.

Delay a second until we sort out what we're doing. If anyone continues pursuit of the shaman then Rehil will grab WUltram's bow and go.

Aubrey, how did L8 fare in it's plunge over the falls?

Latest map shows no enemy lizardmen except L8. We could try to continue pursuit. The shaman's got to breath sometime but playing "The Enemy Below" with him looks like a losing proposition to me. Doesn't seem worth it to track down and kill the big warrior and even shooting ducks at L8 doesn't appeal.

I'm thinking the lizard men must have had canoes to get ahead of us. They could have carried them up the falls, so that there would be no chance we would find them, but then it would be pointless to destroy our canoes if we pressed on. They probably hid their canoes downstream. That's probably where the shaman is headed.

I vote we get everyone mobile again and try a short jaunt downstream maybe 1/2 mile. If we don't find the canoes we strike overland.


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*

agreed


Thirded.


The lizardman floats down the river with the current. He appears to be unconscious or dead.

Cole, or Rehil if he decides to do something. Just to point out, you currently have canoes, albeit they are currently being torched by fire elementals.


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)
Aubrey the Demented/Malformed wrote:

The lizardman floats down the river with the current. He appears to be unconscious or dead.

Cole, or Rehil if he decides to do something. Just to point out, you currently have canoes, albeit they are currently being torched by fire elementals.

I don't want to start a fight with the elementals. I'd rather sacrifice these canoes and try to find theirs.


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 might not be worth it, we are pretty damn hurt already not excatly wise to push our luck. That being said if someone is up who is knowledgable about magic, the shaman did not show that great spell casting power, wich would suggest lowish CL(whatever that translates to IC) and summoning spells are usually short lived.(1rnd/cl usually) so trying to give them a run might not be such a bad idea.


OK, then, are you going to wait for the elementals to wink out? That'll be the end of the combat.


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

When the shaman disappears under the waterline—and his teammates slow to an uncertain halt in their charge—Cole does the same ... watching the fire creatures do their destructive work on the canoes.

Every fiber of his being cries out for him to lash out, to destroy them, but a quick look around at their decimated team is enough to still his body, if not the rage within.

He looks to Rehil, Nalverren, and Will. "Let's find cover. And then we can make a plan."

HIs inhuman eyes drift uncomfortably to Portforged's broken, inanimate frame. "We've lost enough today."

So a quick con-fab to work out Rehil's plan, then?

After pulling Portforged, Ahshar, and everyone else back into the cover of the jungle, Cole watches the fire creatures ... elementals, he's told they're called ... finish their work. He listens to the forming plan, keeping an eye out for further danger as they prepare to act.

I'm guessing we want to go look for the canoes pretty quickly, in the hopes that they'll still be there? My guess is that they won't be stowed on our side of the river. Secondarily, do we drag everyone with us while we search? I'd seriously suggest against splitting the party. Cole can carry whoever or whatever is necessary to make that happen.

SEcondarily, Aubrey, for the sake of knowing as much about our enemy as possible, how long did those Fire Elementals last? I'm not asking you to divulge class-level-type information about our new enemy, but understanding what we've seen him do in this fight might help us understand how to combat him in future encounters.


The elementals last for less than half a minute, but they swiftly burn holes in the canoes before winking out of existence.

End of combat. 1,200xp each.

OK, you have three members of the team unconscious, one of whom (Ashshar) is not stabilized. What do you propose to do with them?


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)

While the elementals burn and Cole collects the wounded, Rehil searches his pack for Pooma's dried fruit. Not finding it, he checks Portforged's remains and finds the leaf wrapper and dried berries clutched in the warforged's hands.

You must have been desperate to look for this while threatened by the shaman. Rest easy, metal man. We will get him.

The elf doesn't let his thoughts wander through what might have happened if he'd surrendered earlier. Survival requires that he focus on the present. He casts another glance across the river and along the banks on both sides.

He hurries to Cole and the others.

"I've got these." He presents the berries from Pooma and the potion of clw that Bokehn had given him.

That's 2 doses of CLW. Ashshar's got to get a potion quick just to stabilize. He probably can't eat the berries. Vaard and Wultram both need at least 1 clw to get positive. Rehil's got 2 hp left.

Ashshar and Vaard each have 1 potion of CLW.
Will's got Potion of CLW, Scrolls of CSW (CL5) X1. (Maybe not the potion.)
What've youse guys got?


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

Will does have stabilize as orison, so there really should not be any hurry when it comes to that aspect. Oh and as a reminder Wultram is not a a suitable target for positive energy healing, I think Nalvarren at least has enough Spellcraft to have regonized him casting ILW on himself wich healed him.(wich doesn't require a huge jump to comclusion that positivie energy might not be beneficial)


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 has healing extracts that only he can use, but he is out of them for the day anyway


Since he is now an NPC...

Will races up the slope once more to stabilize Ashshar.

OK, please state what your immediate actions are with respect to the wounded, and what you are going to do next once they are tended to.


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

“I have a pair of construct-repairing vials,” Cole says, his eyes lingering on Portforged’s still form, “which I’ll use if we need to keep moving today.”

The urgency of their predicament re-exerts itself, and the big warforged can’t help but take a few pacing steps. “We need to get moving. Staying here … with dead around us, will only attract scavengers.” He gives the jungle around them a wary look, “And out here, even scavengers seem big enough to be a serious threat.”

After having Will stabilize anyone still bleeding out, Cole looks at Nalverren and Rehil. “I think getting thier canoes is a long-shot at best, especially if we have to carry our wounded. I say we drag our canoes ashore, find a place to safely rest and recover, see what it would take to repair our canoes or create new ones, then be ready to move on once we’ve got everyone back on their feet. Being aggressive right now will get someone else killed.”

I vote we hole up, rest, and recover … getting as much of the team on their feet as we can with a night of rest and the healing that provides through Will. That will give Cole a night to repair, then we can revisit our options in the morning. We’re so depleted right now, that I fear trying to press a speed advantage will just lead to more deaths.


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 scowls. "He wouldn't have run if he wasn't low on tricks. He'd have finished us if he thought he could. He's got just two Poisondusks for support. I doubt the big guy has caught up to them. If we can surprise him and force a close engagement we might end this all together."

I agree holing up might be wise, but Rehil's pissed. We could get Ashshar just above 0. Heal up Rehil and Wultram to mid-low hp (5-10 hp) cause they're ranged support. Big heals on Vaard, Cole, and Will, since they're presumably the melee crew.


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

Cole regards Rehil, "If we can catch him while we carry or hide our inert squad mates. If he doesn't have the ability to summon more of those fire creatures. If we do actually get the drop on him. If he's even on this side of the river. He seems to be able to disappear into the water whenever he wants to." He shrugs his shoulders, "We can make the attempt, but I won't lose anyone else on an futile attack today."

How do we heal up Wultram? We have a few healing potions, and he heals as if he were undead ... with Inflict spells. Do we have another way of getting him back into the action? It'd eat up most (if not all) of our healing resources to get Cole and Vaard into fighting shape) .. unless I'm missing something.


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

With what sounds remarkably like a regretful sigh, Cole stoops to pull a pair of flasks from Portforged's satchel. His thick fingers are surprisingly delicate.

"Bokehn hired me to keep you all alive. One failure is enough today. Let's pull the canoes back and repair up. When Will is rested, he can work to get the rest of you on your feet." There is a long pause as Cole continues to look down at his metal brethren. "It'll give us time to bury Portforged. He was destroyed risking this own frame to save us. He deserves that much."

Unless Rehil and/or Nalverren continue to disagree, Cole breaks the cover of the jungle to drag the canoes up onto the shore and into the foliage.

"Will, disguise the drag-marks, if you can. I'll help you."

Survival, to hide canoe drag-marks: 1d20 + 6 ⇒ (20) + 6 = 26

Let's find a secure place to settle down, get Will a night's rest, burn his spells to heal as many as possible, and figure out what to do from there.

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