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

Game Master Aubrey the Malformed


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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

Pretty sure they exchanged names at first meeting and if hasn't happened on screen would be pretty certain would have happened off it.

Wultram is about to reply but luckily Nalverren interrupts and answers in common. "That is only if we can't capture the pilot. But fine I won't waste my breath further on the fool."

Kouuri gets a reply in draconic. "We need locations, maps even crude ones would help. Information in general about the opposition, like how many loyal braves the chief has that might need to be cut through."


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

Cole’s running translation for Rehil adds a constant bass background to the conversation. It really only breaks when Kuoori mentions the meaning and means of his team’s success over the dinosaur in the pit.

“Meaning is not a fixed thing.” Cole says without preamble and in Galifarn. “And we bested your tribe’s beast because we were stronger,” Cole looks around at the lizardfolk, seeing which of those present reacted as if they understood his Galifaran-tongued interruption.

Will a Perception check suffice to see if any of the lizardfolk reacted as if they understood Cole’s word? Or would that be Sense Motive. I’ll roll the dice un-modified; Perception is a +12, Sense Motive is a +2.
1d20 ⇒ 13

At Rehil’s nudge and whisper, Cole nods. He has to work incredibly hard to keep his own rumbling whisper from carrying across the small hut’s space.

Rehil:
”I hate to give him the chance, though.”

Wultram's questions of intelligence about the Chief draws Cole into the draconic conversation. "And if we accept and succeed, will his death be sign enough for his braves to stop fighting? Or will we need to worry about defeating all whoa re loyal to him?"


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

"As my soft-skin companion says, we require additional information. As we shall be far away from my tribe's homeland, and my companions know not the land as well as you, locations and maps would aid us greatly. Then, we shall do as you ask."

diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29


Otto nods at Cole: "First is about the chief. Cole's right: how will the warriors react?"


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 asks, in common, "Why do we have to kill Jageela too? Isn't it enough if the chief dies and Irret becomes the new chief?


"You have seen Ylyeshshi," replies Koouri, "He is feared, not loved. There are few who would fight for him memory."

"As for Jageela, it is best if he dies," add Zejj once the comment is translated. "The reaction of Haka'torvaak cannot be guaranteed, and it would be difficult to simply expel him without giving offence. But should Jageela be 'accidentally' killed he will be less able to sow discord once Ylyeshshi is gone. In any case, you are unlikely to be able to get to the chief without dealing with Jageela first."

Cole:

Spoiler:
Cole gets no feedback from any of the lizardfolk to his comment in Common.


"Then we'd better get going... Koouri, how can we reach the chief without too much interference?"


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)

Scowling, Rehil straightens up. He still watches the exchange and listens, and waits for Cole's translation.


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

Cole continues his translation, making sure none of the conversation is lost to Rehil.

When a chance presents itself, he comments to the crew in Galifaran. "Killing their Chief serves our purposes, I think. He's not good for anyone ... especially our survival. Jageela and his lapdog I'd do even if Koouri hadn't asked. I owe them for Portforged." A thought seems to occur to him, "Maybe part of the deal is that if we do this for them, they will help us secure the airship for our own purposes?"

He leaves it to Wultram and the others to give the final answer.


"I control most of the guards - they will be elsewhere when you go to meet the chief," says Irret. "But he still has some personal retainers and close companions. And Jageela and his retinue will be there also."

Koouri turns to Eshsheth and mutters something. He nods and leaves the hut. She continues, "Ylyeshshi's chambers are within the Great Mound," says Koouri. "I have not been in them for a while - Ylyeshshi trusts few, and that does not fully include me. But they start beyond the meeting chamber you were in before."

Eshseth returns with several large, awkward bundles. He places them on the floor of the hut and unwraps them. Within are the weapons the group surrendered earlier in the day.

Zejj says, "It will be dark soon. Prepare yourselves - the time is nearly here."

Is anyone hurt - Koouri will offer some healing.


By the way - 200xp each. Good roleplaying and interaction, both now and leading up to now.


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

Cole is 11 below max. (Which will require 22 points of healing from a Cure ... unless she has a Repair?)

Cole looks to Irret, his tone respectful as he switches to Draconic, "Should we know anything of his compound? Any information of warfare value? Escape routes? Any halls he can use as choke points?" He stoops to reclaim his weapons, "Or is there a path we can take within that will bypass many of his warriors?"


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

Vaard needs healing as well.
"Less immediately, how are you planning to fill the power vacuum left by his demise?"


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 is down 22

Rehil speaks up, "They're still playing us. We are the most identifiable and unpopular people in camp, if we kill the chief there's nothing to keep them from turning on us, or letting the mob turn. Get a peace bond from all three."


Otto turns to Koouri: "We will do this, but we keep the airship if we can secure it."


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 claims his weapons and listens intently on the attack plan.

17 of 30 HP here


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)

The elf continues in common. "I'm not against taking Jageela down, but if we're fighting him, we're fighting his big black horse too. Put them together with the chief and a couple loyal guards and we're talking a major fight. Are the chief and Jageela joined at the hip like randy goblin-twins? Is there no time we can get them apart? It would be a lot easier to beat them alone than together."

"Then there's a few more questions we need answered. Ylyeshshi doesn't favor Jageela because of his good looks. What's the Jageela's appeal? And how did he get to his position with Hakatorvek? He's god-touched, isn't he?" This last addressed to the lizardfolk despite the fact they don't appear to speak common.

"And there's Oula. He owes us blood. So if we hold up our end of the bargain, you've got to pry him out of the Poisondusk camp. "

"And I want to know what you Obviously meaning Koouri and Zejj have been doing all afternoon. Why wait hours to bring us in on this?"

He looks directly at Zejj, "And one last thing is driving me crazy. I've got to know, why haven't the Cold Suns learned to shoot bows?"


"I do not know how Chief Ylyeshshi has arranged his quarters. However, I believe he and Jageela have separate quarters. If you are quick and stealthy you should find them apart. I am also not aware of any entrances or exits other than the way through the meeting chamber, but such things are not inconceivable," says Koouri.

Zejj grunts at Vaard's question, "Leave those matters to us. There should be no vacuum once Irret becomes chief."

As Rehil's comments are translated, Irret replies, "The binding truce between you and the Finbacks was broken by our chief. It cannot be remade now without his agreement. But when I become chief you have my word as a warrior that you will be given the binding truce and will not be harmed."

"I cannot offer a truce," says Zejj flatly, "We are not in Skinwings lands, it is not mine to give. As for Jageela, he is quite mortal. Why he is in the position he is in is something you might need to ask the lord of Haka'torvaak, should be unfortunate enough to meet him. And Ouala is not your primary concern, though should he fall to you tonight I shall not be mourning him."

Koouri offers magical aid to heal the group's wounds.

Everyone who needs it can have a healing spell - 2d8+5 damage cured. Unfortunately for Cole, she doesn't have any repair spells. However, he will have had his tools and sufficient time to try a bit of self-repair. Also, Koouri can offer two potions or Cure Moderate Wounds (caster level 5).


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

"I say we go in assuming we will be fighting all if we are lucky enough to catch them apart all the better. If we are targeting them seperateöly start with the poisondusk. The chief can't escape even if he realizes what we are up to. Besides seems like the sort of fool that thinks way too highly of himself." The mage comments as he is putting his weapons back in place.

After lighting up his pipe he adresses his companions in Galifaran. "This ones word is the only one wich worth has not been undermined yet. Good enough for me."


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*

healing on Nalverren: 2d8 + 5 ⇒ (4, 1) + 5 = 10

"Should we scout first? I think that runs a decent risk of giving our intentions away."

we have had enough time to get our daily spells/etc back, right?


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's right about scouting. We won't blend in, so that's too risky. So we need more information from our Finback friends.

"What is Jageela? Will he be calling lightning down on us or wrapping us in the roots in the walls? And will his big black horse be with him?

"Every fight since the house on the river has wrongfooted us. This one at least we should be able to prepare for, a little.

"And why did they wait hours to spring this on us? So that we'd have our back right up against the wall and no time to plan or think.

"What happens after? I trust Irret's word, but she's not a schemer and the other two are. Maybe they'd be happy to play Jageela while she's the new Ylyeshshi, but maybe she's a tool just like us."

The elf throws up his hands.

"And why don't the Cold Suns use bows? Vaard, Ashshar? Zejj won't answer. Do you have any idea?"


Vaard:

Spoiler:
Lizardfolk don't use bows because, after a battle, those fiddly arrowheads get stuck in your teeth when you are eating the dead.

"There will be no time for scouting. We can bring you inside the Great Mound to the meeting chamber without creating suspicion, but after that you will be on your own," says Irret.

"Are you ready?" asks Koouri.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

"Bows...we avoid bows due to the arrow heads...
they get stuck in the flesh of the deceased. Not a good thing to do to a body."
Elves are probably a bit squeamish about some of these things, thinks the cold sun.


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*

"I am as ready as I will be for this."


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

"Bows lose most of their advantages in dense jungle anyway, a simple javelin is more deadly if you have a good throwing arm." Wultram comments as he stands up.

"Ready."


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 laughs at the responses, "Good answers all. But the Poisondusk make them work. And if them, why not the Cold Suns?"

The elf stoops to the pile of gear and eagerly retrieves his curve blade, bow and dagger in that order. He strings the bow and tests its pull. The he sorts through the two quivers to put his best arrows, and the iron one, in one.

He is a little uneasy, but stands for Koouri to heal the ragged bite mark left by the dimetrodon. He even thanks her quietly.

Koouri's healing: 2d8 + 5 ⇒ (5, 1) + 5 = 11 26 of 37 hp

Rehil still has a potion of CLW. Two somebodies should each take a CMW from Koouri.


Did we recuperate our spells? I don't think so... But I'd better ask.


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

Okay, catching up.

Cole gladly accepts Kuoori’s healing, and augments it with his own repair attempt as the group continues the conversation.

CMW, Kuoori: 2d8 + 5 ⇒ (3, 3) + 5 = 11; divided by 2 is 5.
Craft: armor, to repair self: 1d20 + 9 - 15 ⇒ (11) + 9 - 15 = 5

Hey, only 1 hp down. I'll take that.

Cole stands back to his full height, listening curiously to the discussion of cold sun ranged combat tactics as he resettles all his gear. Wultram's comment about javelins gets an appreciative nod. All the while, he tests his now-repaired hip joint. Nodding in satisfaction, he thanks Kuoori.

“There is little else I can do to prepare.” He shrugs, “and I’m not exactly the most stealthy, anyway.”


You've had a chance to sit about for at least eight hours, so you can count that as sufficient rest to recover spells.


Otto nods: "I can help some of you. Make you stronger. But my blessings only last so long... Koouri, how long will we have from the moment we leave this hut to the confrontation?"


"Not long."

They don't really think in terms of minutes here. You will get the chance to cast some buffs before you go in but you will have to play it by ear.


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

Cole claps a three-fingered hand to his ear-less head, "Is that a shot?"


"Ok. Then who wants to receive the blessing of strength from Dol Arrah?"


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*

is there a potion left? I am only down 3 hp, but that represents 10% of my max.


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

Cole looks over at Otto, "Is that what you did in the pit? I wouldn't turn it down, though in confined spaces, it would make Rehil more dangerous with that blade of his."


Nalverren wrote:
is there a potion left? I am only down 3 hp, but that represents 10% of my max.

I presume you have some infusions left over from the previous fight? You can use one of those and then get it back when you rest.


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:
Nalverren wrote:
is there a potion left? I am only down 3 hp, but that represents 10% of my max.
I presume you have some infusions left over from the previous fight? You can use one of those and then get it back when you rest.

Ah. I do that.


"Rehil and you then." replies Otto as he gathers them around him: "Accept His strength. May it guide your arm and bring resolve. May His work be through your deeds. Do this in His name."

Bull Strength on Rehil and Cole just as we leave the hut.

Also, we were just handed two potions of CMW by Koouri, CL 5, if I'm not mistaken.


Irret leads the group out of the hut. The tropical night has fallen swiftly. A few bonfires flicker and the dark shapes of a few lizardfolk move about them, but other than that the village is quiet. Irret heads towards the entrance to the Great Mound.

Inside, she walks through the twisting tunnles to the meeting chamber. There are distant sounds but they meet no one. Flickering torches light the way. Soon they reach their destination.

"I must go," says Irret. "May the dragon-gods watch over you." With that, she leaves.

Just to clarify, Ashshar is with you too.


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

Cole follows along, his heavy footfalls making a constant, recognizable K-THUNK K-THUNK K-THUNK as they enter the compound. His unblinking eyes watch the series of lifeless chambers, and—as Irret leaves— the warforged looks around, his tone wary.

“Why is no one here?” He looks to Rehil, “Scout? Or should I lead?”


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)

"Not sure. If I can see without light, I'll lead with about a 60' head start. If it's too dark then Vaard or Ashshar should lead. Light will give us away, but at least they look like they belong."

If we can operate without light, then scouting is my preferred plan. Not totally alone. Too easy to get jumped. Ashshar is a candidate to scout. Was anyone else rocking a high stealth score?

If we need light in the mound, then Vaard and Ashshar at front and rear.

Thanks for the bull's strength, DW.


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*

human here. no darkvision


Lizardfolk don't have darkvision - the place is lit (badly) with torches.


Just to clarify - there are two ways out of here, four if you count going back the way you came or jumping back into the pit. You have the tunnel at ground level and the balcony above it.


"Rehil should go first. Most of us are not so silent..." offers Otto, wiping the wetness from his palms on his pants.


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

Cole looks up at the balcony, "That way?"

He looks ready to follow Rehil ... at Rehil's requested distance.

though depending on how tight these corridors and rooms are, 60' may be too far to help should things go poorly quickly.


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

"I have understanding of the basics but I really doubt I could get past a proper guard with my gear on. If we can get a drop on the enemy good but don't risk it." Wultram notes on the matter.

The balcony I suppose, easier to get down from there in a hurry than the opposite.


Getting to the balcony will require Climb checks, there isn't a ladder or stairs. The DC is 8.


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)

Sorry. Work.

Rehil positions Cole at the junction of the wall and the balcony façade.

"Hold out your hands like this." Rehil interlaces his fingers to make a cup, letting his arms hang.

IF Cole's amenable Rehil steps into the warforged's hands, unto his shoulder and grasps some roots and a tiny ledge in the wall to pull himself up.

Use Cole for aid another on climb rolls. If he's game. If someone is worried about making the roll do we have rope? Knotted rope climb DC is 5.

If not amenable, Rehil shrugs and climbs the wall using roots and tiny ledges and foot holds.

Take 10 if I can if not, drum roll please .....

Climb, aid another not added in: 1d20 + 9 ⇒ (18) + 9 = 27

Perception, at top: 1d20 + 9 ⇒ (8) + 9 = 17


"Send us a rope..." asks Otto in a silent voice, then uses it to climb clumsily to the balcony.

"I'm not used to this much... exercise..."

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