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

Game Master Aubrey the Malformed


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Map updated.

Wultram.


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

"There goes the element of surprise." Wultram curses as he strides forward having hard time keeping up even with Vaards encouragment. Once he arrives he notices Cole getting out numbered, he decides to try to get one of them running seeing no need to kill everyone anymore for secrecy.

I am again reminded how much 20ft movement sucks. L11. Then cast Cause fear on L2, Will partial DC 19.


Initiative
Rehil 21
Nalverren 18
Cole 13+
Lizardmen 13-
Vaard 8
Ashshar 7
Otto 4
Wultram 3

L2 Will save 1d20 ⇒ 13
Duration 1d4 ⇒ 1
L2 uses the withdrawal action to disappear off down the passage to the east.

The target of Wultram's spell learns fear and runs away with a shout.

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)

"Dolurrh take them, they'll spread the alarm."

Rehil hustles after the shouter his blade held high over his right shoulder, drawing close he slashes diagonally downward.

Move to N2
Curve blade, favored enemy: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 ... damage: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13
18–20/×2 (Two Handed)

Curve blade,crit confirm: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 ... damage: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13

Oh is Otto's bull's strength spell cast on Rehil and Cole when we left the hut still good? That would add a little more


The Bull's Strength will be gone by now.

Rehil beheads the lizardman with a flick of his wrist.

L2 down. 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*

Move to O4 (by way of N3 to avoid AoO) and flank attack L5

atk: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
dmg: 1d6 ⇒ 5


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Aubrey the Demented/Malformed wrote:
The Bull's Strength will be gone by now.

Dang. Also, I applied DR to each of those attacks: 11 damage combined. Cole’s at 41/53

“They’ve sent warning to their chief!” Cole grunts as he pulls the great maul from over his shoulder, slamming it down on the lizard to his north.

Drop longspear, draw war maul, power attack L5.
Bash: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27 <— CRIT?
damage: 2d6 + 6 + 6 ⇒ (4, 5) + 6 + 6 = 21
— crit confirm: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
— add’l damage: 4d6 + 12 + 12 ⇒ (3, 4, 2, 1) + 12 + 12 = 34

So, 55 damage. :D


Cole flattens the unfortunate lizard-warrior.

I think that's called overkill. L5 down.

L2's action was out of sequence - it actually flees now. L1 fights on., attacking Cole.
1d20 + 2 ⇒ (4) + 2 = 6 to hit, damage 1d8+1[/dice]

Vaard.

Map updated.


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

Vaard widens his feet, assuming an offensive stance.
Swift action: Outer Sphere Stance

Outer Sphere Stance:
Discipline: Thrashing Dragon (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

The Thrashing Dragon disciple flips both of his blades down and concentrates solely on slaying his foe without heed to his own life. When wielding two weapons while in this stance, the disciple gains +1d6 points of damage with his weapons and suffers a -2 penalty to AC. The AC penalty to this decreases by 1 once the character's initiator level reaches 8th, and is negated at 16th initiator level. Upon reaching 10th initiator level, the bonus damage increases to 2d6.

He takes a swipe at the lizardfolk in front of him, whilst biting and ramming it with his shield in succession:
Full attack:
Bite: 1d20 + 6 ⇒ (4) + 6 = 10
1d4 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11

Shield Bash: 1d20 + 6 ⇒ (12) + 6 = 18
1d4 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11

Claw: 1d20 + 6 ⇒ (14) + 6 = 20
1d4 + 3 + 1d6 ⇒ (4) + 3 + (5) = 12


Vaard pummels the lizard-warrior to death.

L1 down.

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)

Ashshar pursues the fleeing lizardman.

Move to T7. Throw javelin if possible. If not possible pursue to Y8.

Javelin: 1d20 + 3 ⇒ (12) + 3 = 15 ... damge: 1d6 + 2 ⇒ (5) + 2 = 7


Ashsar's throw is deflected from the lizardman's shield.

Otto. He's away, so someone take his turn, please. Then it's Wultram.


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)

Otto takes a few steps of pursuit and decides the lizardman has too great a lead. He shrugs and returns to the group.

Rehil looks around. "They know we're here now. We have to hurry. This one ~nudges the lizardman at his feet with his toe~ started down this passage shouting to warn the king. Let's go this way."


Otto shouts in Draconic to the fleeing Lizardfolk: "We're here to challenge the chief! He's wronged us and we want reparation!"


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 sighs, flicking the excess blood off of his blade.


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

"Agreed, throw secracy to the wind and move fast." The mage notes in agreement with the elf as he regroups with the others.

I am too far away to do anything, so unless the lizardfolk decides to come back, I think we can get out of the initiative.


I think you will find that is my decision rather than yours... Position for Wultram please. Perception checks as well, please, for everyone. Remain on initiative.

Initiatives
LB1 1d20 ⇒ 19
LB2 1d20 ⇒ 20
LF1 1d20 ⇒ 17
LF2 1d20 ⇒ 15

Initiative updated
Initiative
Rehil 21
LB2 20
LB1 19
LF1 17
Nalverren 18
LF2 15
Cole 13+
L1 13-
Vaard 8
Ashshar 7
Otto 4
Wultram 3

Rehil.


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

P8 seems to make sense for regrouping
1d20 + 1 ⇒ (6) + 1 = 7


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*

perception: 1d20 + 7 ⇒ (20) + 7 = 27 +2 more vs traps


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

perception : 1d20 - 1 ⇒ (5) - 1 = 4


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

For the sake of proactivity...

Perception: 1d20 + 12 ⇒ (17) + 12 = 29

Cole returns the maul to its resting place across his back as he picks up his discarded longspear.

"Ready," he says as he begins to march forward, silver-green eyes scanning for threats.

5' step in the direction indicated by Rehil. Next round (unless actions are interrupted), he'll be headed that way at standard speed.


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)

"Keep close. We're going to be fighting our way in now."

Rehil spins and continues down his tunnel. The curve blade gleams naked in his hand.

Into N(-x) territory. Move forward until I detect enemy ahead.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Stealth, at normal speed: 1d20 + 11 - 10 ⇒ (9) + 11 - 10 = 10


Perception: 1d20 + 7 ⇒ (15) + 7 = 22


Everyone except Rehil and Vaard:

Spoiler:
You hear the sound of running feet.


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

Which direction?

"They come," Cole monotones, looking in the direction of the sound.


Rehil moves up the passage. He moves quickly and his attempt at stealth is half-hearted not the alarm has gone up. He virtually bumps into a group of lizard-warriors who snarl and move to the attack.

LB1 and LB2 charge Rehil. They are armed with greatclubs:
LB1 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 to hit, damage 1d10 + 7 ⇒ (3) + 7 = 10
LB2 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9 to hit, damage 1d10 + 7 ⇒ (9) + 7 = 16
LF1 attempts a tumble check to get round the back of Rehil while avoiding an AoO. Either way it doesn't have enough actions left over to allow an attack.
Acrobatics 1d20 + 6 ⇒ (16) + 6 = 22 v Rehil's CMD

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*

Move to P12, study nearest lizard. (2 move actions total)


LF2 will try to tumble past Rehil and move up on Nalverren.
1d20 + 6 ⇒ (8) + 6 = 14 v Rehil's CMD

Probable AoO from Rehil, then Cole.

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)

Hmm. Yesterday's post is gone. I've got to post the AoO anyway. HP down to 16.

Rehil tries to raise his blade, but the lizardfolk are too close, too fast. He dodges one club, but the next sends him spinning against the wall. As he pushes himself upright one lizardman dashes past, but he's ready for the next. With strength born of desperation he hews at the second one dashing through.

Curve blade, favored enemy, action point: 1d20 + 6 + 2 + 1d6 ⇒ (14) + 6 + 2 + (2) = 24 ... damage, favored enemy: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14

Is there a visible difference between LB and LF lizardfolk? And L for that matter.

And how many action points did we net when we leveled up? Do we have 7 per Wultram's post? I promise that I will write the rule down this time.


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

"REHIL!" Cole roars as he stomps forward, jabbing his spear at the only lizardfolk he can reach in time. "Can you fall back?!"

Rage (for additional speed). Move to P.13. Attack LF2.
Longspear: 1d20 + 10 + 1d6 ⇒ (2) + 10 + (5) = 17
damage: 1d8 + 9 ⇒ (7) + 9 = 16

EDIT: using an action point on the attack.


Rehil cuts down the lizardman as it tries to slip past.

LF2 down.

Since LF2 was killed by Rehil, Cole can reconsider his action.

Map updated.


Rehil Ecraish wrote:

Is there a visible difference between LB and LF lizardfolk? And L for that matter.

And how many action points did we net when we leveled up? Do we have 7 per Wultram's post? I promise that I will write the rule down this time.

LB's carry greatclubs, LF's carry two clubs, L is bog-standard with club and shield. You have 7 APs.


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

Yah, let's just have Cole double move to Q.10 (and hopefully create a chokepoint for the lizardfolk ... and saves me a round of rage and an action point).


Cole's movement provokes an AoO from LF1
1d20 ⇒ 11 to hit, damage 1d6 + 1 ⇒ (3) + 1 = 4

Heartened by more of his compatriots coming to the fray and the spell of fear now faded, the lizard-warrior frightened off by Wultram charges at Ashshar.

L1 charges Ashshar
1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14 to hit, damage 1d8 + 1 ⇒ (8) + 1 = 9

Initiative updated
Initiative
Rehil 21
LB2 20
LB1 19
LF1 17
Nalverren 18
Cole 13+
L1 13-
Vaard 8
Ashshar 7
Otto 4
Wultram 3

Vaard.

Map updated.


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

Vaard dashes towards the lizardfolk attacking Ashshar and bites at it:
bite: 1d20 + 6 ⇒ (17) + 6 = 23
1d4 + 1d6 + 3 ⇒ (3) + (6) + 3 = 12
In the process, he attempts to draw the lizardfolk's attention in order that Ashshar can get an extra strike in.
Using Hunting Party Strike to give Ashshar an AoO:

Hunting Party Strike:
Discipline: Golden Lion (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature and one adjacent ally
Duration: 1 round

When two or more soldiers converge on a single target, the odds of victory increase and the disciple with the knowledge of this strike can assist his comrade's potential lethality. When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an attack of opportunity against that target.


Vaard's jaws close on the lizardman's throat and his mouth fills with the metallic tang of blood.

Ashshar's AoO
1d20 + 4 ⇒ (5) + 4 = 9 to hit, damage 1d8 + 2 ⇒ (1) + 2 = 3

Ashshar's attack is hasty but it makes little difference, as the lizard-warrior slumps to the floor.

L1 down.

It's now Ashshar's turn.

Initiative updated
Initiative
Rehil 21
LB2 20
LB1 19
LF1 17
Nalverren 18
Cole 13+
Vaard 8
Ashshar 7
Otto 4
Wultram 3

Map updated.


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

With another lizardfolk down, Ashshar hustles northwest, and hurls his javelin at LF1.
Move to O17.
javelin: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10 -2 for range
1d6 + 2 ⇒ (3) + 2 = 5
but his poor aim continues to haunt him.


Otto.


"This is not what we wanted..." mumbles Otto as he witnesses the situation unfold to their disadvantage. "So much blood. For nothing!"

He stirs out of his nightmarish past, pushing away thoughts of Thaliost, and snaps back to the present. Rushing forward, he shouts in Draconic, his voice resonating in powerful harmonics, bolstering his companions: "We challenge your Chief! Make way, for our cause is the righteous one and your duty is to let us through! Desist, or DIE!"

Move to N-16, Inspire courage +1, round 2 of 12.


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

Narrow corridors and 20ft movement speed do not mix well.

Wultram not seeing much of an option starts striding forwards hoping to catch up with the others.

Double move to O-14


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)
Cole. wrote:

"REHIL!" Cole roars as he stomps forward. "Can you fall back?!"

"I wouldn't have to if you moved faster. They'd all be dead already."

Rehil spins around a club, rips a horizontal slash at the tumbler, then fades backward.

Curve blade, favored enemy, inspired courage: 1d20 + 6 + 2 + 1 ⇒ (18) + 6 + 2 + 1 = 27 ... damage, favored enemy: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14

Target LF1. 5' Move to Q8.
Sweet! Crit confirm.

Curve blade, favored enemy, inspired courage: 1d20 + 6 + 2 + 1 ⇒ (4) + 6 + 2 + 1 = 13 ... damage, favored enemy: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14

Less sweet. Still my regular damage was pretty good.


Initiative
Rehil 21
LB2 20
LB1 19
Nalverren 18
Cole 13+
Vaard 8
Ashshar 7
Otto 4
Wultram 3

Rehil cuts down the enemy behind him. But the ones in front attack furiously.

LF1 down. LB1 and LB2 attack Rehil.
LB1 1d20 + 6 ⇒ (4) + 6 = 10 to hit, damage 1d10 + 7 ⇒ (3) + 7 = 10
LB2 1d20 + 6 ⇒ (12) + 6 = 18 to hit, damage 1d10 + 7 ⇒ (9) + 7 = 16

Nalverren.

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 whirls from his victim. His rising blade catches one club, but the second smashes into his ribs and pain rockets through his side and into his head. Momentum rather than design keeps him spinning toward Cole.

"Your turn to dance, dear ...." he mumbles thickly.

0 hp. Staggered: A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.


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 swiftly behind his allies (to S9) and attacks LB1.

1d20 + 9 ⇒ (18) + 9 = 27
1d6 + 2 ⇒ (5) + 2 = 7


Nalverren's point slips through the lizardman's defences, making a small but deep cut that bleeds profusely.

Cole.

Map updated.


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

“I’ve only seen the other races dance as a precursor to copulation,” Cole says as he steps up into the fray, dropping his shoulder to drive it into the nearest lizardfolk.

“My kind don’t do that.”

5’ step to Q.9, power attack LB1 with Slam attack.
Slam: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
damage: 1d4 + 6 + 6 ⇒ (4) + 6 + 6 = 16


Don't forget Inspire Courage.


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

+1 (I think?) to both of those. Thanks for the reminder.


Cole collides with bone-crunching force with the lizardman brave. It drops to the floor.

LB1 down.

Map updated.

Vaard.


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

Unable to reach the sole remaining lizardfolk, Vaard darts northwest.
Double move to O12.

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