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

Game Master Aubrey the Malformed


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

Portforged hopped off the boat, using its mental energy to allow it to leap easily Burst, then it followed the others. From behind, Portforged tried to make out what was behind the door Cole had opened.
perception: 1d20 + 2 ⇒ (19) + 2 = 21


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

Fred carrying Sumak will leap after cole and follow him as the party starts investigating the camp


William Kazzar's AC wrote:
Fred carrying Sumak will leap after cole and follow him as the party starts investigating the camp

Athletics check to make a 10' vertical leap, please. Eh, I'm feeling generous - make it 5'. And who or what is Sumak?


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

Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
James the ridding dog carrying william jumps on the other side of the boat and hurries after cole

sumak is an other halfling character of mine sorry :)


You've got some naming issues there - the dog was called Fred last time I looked!

Will's mount makes an impressive leap up on to the verandah next to Cole.


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 climbs after the others, after having been pointed out the stain he kneels by it. Soon his dagger digs in taking some on it's blade wich he then smells trying to confirm or deny his suspicion. "This certainly does not look good. Bokehn, when was the last time that you know for certain that this place still had people?"

perception: 1d20 + 1 ⇒ (17) + 1 = 18
Would Wultram have any idea on how long the blood has been there? I mean that in as, recently, days or weeks level of accuracy.


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

indeed that is what i get after a long, very long week of work and stress. and too many characters :)


Wultram:

Spoiler:
Not long, if only because it's rainy season and it hasn't been washed away yet.

"We did the last run a couple of months ago. No problems then."

There is no spound coming from the building. Portforged can see the room beyond is dark, a large room like a refectory. An overturned chair lies near the door.


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

"I can't see anything in there...it looks abandoned...Cole?"


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

"This is fresh, not too long ago. Combined with the body we found earlier I would guess few days or less since the attack, and I am assuming attack because of the wounds." Wultram notes while whiping the blade on his cloak.


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

Cole nods to Wultram's discoveries, then opens the door using the spike on his hammer. Then he steps through, expecting the worst, leading with his hammer.


The room beyond is dark. As Cole's eyes adjust he can see tables and chairs, giving the impression it was a refectory of some kind. The furniture is mostly turned over or smashed to pieces. The remains of what looks like an attempt at a barricade, by the staircase heading up to the level above, are shoved aside by a wall. Large dark stains spatter the walls or pool on the wooden floor.

Perception, DC 12:

Spoiler:
You spot a broken flint spearhead embedded in an overturned table.


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

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Cole grunts as the evidence of some kind of attack on the dining room becomes obvious. His eyes seem to latch onto some small detail and he nods towards an overturned table.

His deep voice is quiet, "Bokehn. Grazzat. That spearhead mean anything to either of you?"

Since Cole pointed it out, can others look at the spoiler?

He doesn't wait for an answer as he moves towards the discarded barricade, taking a position at the stairs, allowing the group to move in and investigate the room.


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

william will stay outside trying to say alert to trouble


Cole. wrote:
Since Cole pointed it out, can others look at the spoiler?

Yes.

Bokehn enters the room cautiously, then moves over to the table in question. He pulls of the broken spearhead and then examines it. "Lizardfolk, like I thought. The lack of bodies suggests the same thing. But why? We've always had pretty good relations with the local tribes.

"Alright, Will, you keep watch out there and let us know if you seen anything. Wultram, Grazzat, Rehil, you check the processing shed, see if any shards are left or if there's anything else of use. Cole, Portforged, you check the latrines - you never know, you might find something. I'll check upstairs. Eyes open, all of you."


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

Portforged nodded, and did as it was ordered.
perception: 1d20 + 2 ⇒ (11) + 2 = 13


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

"will do " acknowledge william


Male Lizardfolk Draconic* Sorcerer | HP 10/10 | AC 15 |+5 Perc | +2 Init | Fort +3, Ref +2, Will +3

Grazzat examines the spearhead after Bokehn makes his observation and nods, patiently waiting on Wultram and Rehil before venturing to the shed.

Can Grazzat determine if the spearhead appears sized for a medium or small sized user?


Knowledge (Nature) DC 10 (can be made untrained) for Grazzat:

Spoiler:
Neither - looks sized for an ogre-sized creature.


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 listens carefully, after a brief moment he decides to comment. "My guess is either the camp was easy pickings with enough of reward. Or more likely someone pissed them off." With that the mage starts to move towards the assingned task, glacing over his shoulder if the other two were coming.


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 frowns as the evidence accumulates. He is somewhat grateful when Bokehn assings the warforged to the latrine.

While he moves with the lizardman and necromancer toward the processing shed, he asks, "Grazzat, didn't you say your folk take to the water as soon as they can walk? It would have been easy for one of the lizardmen to catch our corpse. Why would they let fresh meat drift away?"

Another question that maybe Rehil isn't the guy to ask -- why the barricade inside? Why not barricade the gangway to shore or the outside doors? Did they have an open door policy? If the fight started inside maybe they knew the attackers?!


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

Cole's nod comes just after that of his fellow warforged, and he follows Portforged into the latrines without comment or question. His metal feet ring heavily upon the wooden planks as he enters the room, hammer still held readily in front of him as his metallic eyes seek signs or clues to whatever attack happened.

Perception (in the latrines): 1d20 + 6 ⇒ (16) + 6 = 22

As he searches, he speaks… as if the conversation had never paused between the two warforged. "I've never really heard of one of us being created alone. So other than artillery, what do you do?" He pauses to look over at Portforged before continuing, "I'm assuming a single warforged creation was made for a unique task… or something."


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

" I wonder if we can find clue as to what clan of lizardfolk did this" wondered william


Rehil Ecraish wrote:
Rehil isn't the guy to ask -- why the barricade inside? Why not barricade the gangway to shore or the outside doors? Did they have an open door policy? If the fight started inside maybe they knew the attackers?!

No harm in asking in-character. If you don't, I can't let you know the answer.


Wultram, Rehil, Grazzat:

Spoiler:
The group head from the main barracks across the short bridge to the processing shed. In here the dragonshards were cracked from the nodules containing them, the spoil tipped from a hatch in the lake below. The work tables are flattened, the tools scattered. It also served as a storeroom, the crates of supplies smashed to pieces.

Wultram, Rehil, Grazzat: Perception, DC 12:

[spoiler]Nothing much, apart from food, appears to have been stolen, but rather willfully vandalised. You spot a couple of processed dragonshards - quite valuable - rolled into a corner.

Cole, Portforged:

Spoiler:
The latrines are in a separate shack across a short bridge. Inside is a bench with a set of holes dropping down into the lake below. There is a prominent large blood splash against the far wall, but nothing else very obvious.

Cole, Portforged: Survival, DC 10 (can be tried untrained):

Spoiler:
The latrines smell reasonably fresh, suggesting they haven't been used for a few days.

Will:

Spoiler:
Will keeps an eye open for trouble from the verandah.

Will, Perception DC 15:

Spoiler:
You spot some v-shaped ripples in the lake that seem to be heading for the boat and camp.


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

survival: 1d20 + 1 ⇒ (19) + 1 = 20
"It would appear the latrines have not been used for a few days."


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

Perception: 1d20 + 1 ⇒ (8) + 1 = 9
The spoiler was failed in the perception check, just a note so you can avoid reading it if you don't make the check.

Wultram steps in to the shed looking around. Nothing catching his eye he cast a simple spell producing light hoping it will make the task a bit easier. "This job is starting to stink." He more thinks aloud than speaking to anyone.


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

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

"Everyone, Heads up i think there is something swimming toward our ship, might be a small fish then again it might be not" William and James will head toward the point of impact expecting trouble


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

"Wouf ?" ask james going in the pointed direction


Try and get the name of your own animal companion right. Maybe put his name in, y'know, the name field. Unless he's double-barrelled or something - Fred-James the animal companion.

Captain Darien peers back at Will, his hand shading his eyes from the sun. "What's that?" he calls, "Is something coming?" He then grunts, looks down stupidly at the javelin projecting from his chest, and pitches backward into the lake. All around, lizardmen are rising up from the shallows, hissing and bellowing, water streaming from their scaly skins and brandished weapons.

Roll initiative, everyone.


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

Survival DC10: 1d20 + 2 ⇒ (3) + 2 = 5

A soft air-through-a-filter whooshing sound accompanies Cole's own sniffing. He doesn't seem to recognize whatever air conditions Portforged points out, though.

"I'll take your word for it, but—" he cocks his head as a sound from outside interrupts his thoughts. "Something's happening."

initiative: 1d20 + 1 ⇒ (12) + 1 = 13


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 ⇒ (7) + 1 = 8
Since we are all rolling initiative, I assume the DC to hear Will is so low it is automatic success?


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

Cole was responding to the lizardmen hissing and bellowing as they attacked... I assumed it was audible to all of us given the general request for an initiative check.


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

init: 1d20 + 0 ⇒ (3) + 0 = 3


More to do with Will shouting a warning.


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

Gotcha.


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)

Initiative: 1d20 + 4 ⇒ (11) + 4 = 15


Male Lizardfolk Draconic* Sorcerer | HP 10/10 | AC 15 |+5 Perc | +2 Init | Fort +3, Ref +2, Will +3

Init: 1d20 + 2 ⇒ (5) + 2 = 7


Sorry for the delay in getting the show on the road - no special reason, just indiscipline and feeling a bit tired due to the change from British Summer Time to GMT. Will post today.


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

no worries DM :)


Male Lizardfolk Draconic* Sorcerer | HP 10/10 | AC 15 |+5 Perc | +2 Init | Fort +3, Ref +2, Will +3
William Kazzar wrote:
no worries DM :)

+1, we all have days like that, take your time pal!


Right, I'm really here now.

Please place yourselves on the Map. (Just for the avoidance of doubt, when I say "Place yourselves" that means give a me a square and I'll place you.) Cole and Portforged are in the latrines - that's the small hut AG13-AH15. Rehil, Grazzat and Wultram are in the processing shed, which is the other outbuilding at F9-L14. As Rehil is away, someone please place him. Will on the verandah, which is Q17-AD17. I've added the stairs to the map.

Lizardman initiatives: 1d20 ⇒ 20.

Initiatives
Lizardmen 20
Rehil 15
Cole 13
Portforged 9
Wultram 8
Grazzat 7
Will 3

Spoiler for Will:

Spoiler:
The others can't see this but you can as the only party member outside - these are the lizardmen: Map.

The lizardmen begin hauling themselves out of the water. Javelins fly - two more of the boat crew go down and some come Will's way - while others begin grappling with the rest of the Maiden's men.

[/ooc]Two javelin attacks on you:
Attack 1 1d20 + 1 ⇒ (3) + 1 = 4 to hit, damage 1d6 + 1 ⇒ (3) + 1 = 4
Attack 2 1d20 + 1 ⇒ (15) + 1 = 16 to hit, damage 1d6 + 1 ⇒ (1) + 1 = 2[/ooc]

Everyone else:

Spoiler:
You hear screams from outside - men wounded or dying - and the roars of angry lizardfolk.

Rehil's next - someone take his turn, please.


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

Well Wultram had just stepped inside so let's say K11.


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

Place Portforged on P11.


Portforged wrote:
Place Portforged on P11.

Er, no, you are in the latrines, the small hut on the right. The possible positions are noted above.


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

Oops! I guess put me on AG-13 then.


Male Lizardfolk Draconic* Sorcerer | HP 10/10 | AC 15 |+5 Perc | +2 Init | Fort +3, Ref +2, Will +3

Before the encounter..
Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Grazzat quickly surveys the room, announcing to his companions: "Just a bit of food taken, looks like someone just wanted to break things in here."

Something catches his eye in the corner and he crouches over his discovery. " Dragonshards, here." He states flatly. A moment later however, he hears the distinct sound of angry lizard-men and the inevitable screams of men." We'll have to be coming back for them, let's go." He suggests, kicking a bit of debris over the shards to conceal his find.

Place Grazzat at L9

________________________________________________________________________

Rehil
Have him draw his bow, and full-move as far towards the verandah as possible, probably just inside the door | Location: L10; ending around W16

Rehil, having been helping Grazzat and Wultram with searching the shed, moves quickly at the sound of danger.

________________________________________________________________________

Next!
Cole 13
Portforged 9
Wultram 8
Grazzat 7
Will 3


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

Dragonshards! Portforged's interest suddenly perked up at the mention of the rare magical items. {I]I must focus...[/I]
It scanned the room carefully with its artificial eyes, in an attempt to notice any notable target.
perception: 1d20 + 2 ⇒ (9) + 2 = 11
It readied its mind to disrupt any foe its sees
If Portforged can't see anything, he readies to manifest Entangling Debris when he sees a foe.


Ahem - in different rooms! Man, next time we definitely go to spoilers.

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