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

Game Master Aubrey the Malformed


251 to 300 of 6,584 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

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

The door is open, and the rooms are adjacent. Surely we can hear each other? Or possibly I'm really confused...


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)

Grazzat, Wulftram, and Rehil went across the bridge to the third hut. That's where we found the shards.


You are confused. You should be marked on the map, and so is Grazzat, and you are separated by two bridges and a big hut. No biggie, but I'd be surprised if you could overhear Grazzat from there.

Map updated.

Cole.


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

Sorry for the delay. Work is crazy and I can't ever post much on weekends.
Let's put Cole in AH.14 to begin.

Cole reacts quickly, and despite his hustle, his legs can only carry his heavy frame so far towards the sounds of the screams. Double move to AA.16.

As he runs across the bridge, however, he tries to get a gauge for the strengths and numbers of the lizard-men.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


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)

"BOKEHN, we've got trouble!"

Aubrey, are there any windows? Can we see out from inside the building? What about a railing on the verandah? Is it solid enough for cover or concealment?


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

DM i can't access the special map you have given me. Just put me near a door at the veranda


It's special because it's what William can see from outside, not because you can access it. The only person who can alter the maps is me.


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

Portforged looked around, poking its head out the door.
I had best see what my coworkers are up to.
perception: 1d20 + 2 ⇒ (20) + 2 = 22


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

Since the Lizardmen are not on the map, I assume they are either hidden from view or outside of it.

Wultram tightens his grip around the bow and shoots of. "We need to regroup now!" He scolds himself mentally for taking too much to carry as he scurries across the bridge closer to Rehil.

Double move to S13
INIT
Grazzat 7
Will 3
Round 2


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)

Perception 1d20 + 7 ⇒ (2) + 7 = 9

Reading Wultram's post I realized a perception check might be in order if the l-men are hidden. Assuming the presence of windows of course.


Re windows, assume that there are some by each "W". However, they don't have glass in them, only shutters to keep out the elements. At the moment they are shut and it's a Move action to open one.

Rehil can see out of the door and see the lizardmen in all their splendour without any Perception checks. Anyone crossing a bridge can also see that there are lizardmen, and lots of them, but not necessarily their positions unless you wish to dawdle on the bridges (which provide no cover). Both Rehil and Will can see the lizardman positions, as can anyone taking time to look out of a window facing south, using this map. The rest of you must make do with this other map.

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

Grazzat, then Will.


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

Grazzat hustles out of the processing shed behind Rehil and Wultram and readies his spear, taking a moment to glance out a south facing window and see the lizardmen, and lots of them.

Full movement to get to a square adjacent to Rehil.


Closest I can get you is there.

Will.


Since Portforged is sticking its head out the door, he/she can use the map with the lizardman positions on them too.

Map without lizardmen updated.

Map with lizardmen updated.


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

Round 1

William will cast a Shield of Faith and hop on James as both of them head outside ready for combat

Current AC 22


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

James will double move outside heading toward the ship.

The firewall from my workplace is preventing me from accessing any google drive services. So just put me where you think is appropriate. William's plan is to save the crew while fighting off the lizards


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)

Will:
There's 4 lizardmen between you and the ship and 3 on the ship. Plus 5 more in the water. You might want to rethink that plan.

"Black beast! There's a lot of them. Grazzat, you better start talking!"


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

got it, then just move so that he can be within 30ft of the first lizardmen in the direction of the ship.. Tks Rehil


Will's way to the boat is effectively blocked by the lizardmen on the jetty, one of which stands at the bottom of the ladder.

Alternatively, if Will actually wants to get on to the boat, Fred/James/whatever-the-hell-that-dog's-name-is could try a jump from the verandah on to the boat. That's 20', and a DC 20 Acrobatics check. However, due to his 50' speed, the-dog-with-many-names gets a +8 bonus to his Acrobatics check. If he makes it, with his movement he can pretty much be where he likes on the boat. If he fails, of course... Well, we'll cross that bridge when we come to it. Let me know what you want to do.

Also bear in mind (and this goes for all of you) we are playing the Eberron action points system as it is set out in the ECS.


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

acrobatics: 1d20 + 2 + 8 ⇒ (16) + 2 + 8 = 26

And the dog with many names bursting with courage will leap out of the veranda on to the boat. His heart show no fear as with a single movement he lands on top of the deck and agressivly attemps to bite a lizardmen

bite: 1d20 + 3 ⇒ (9) + 3 = 121d6 + 1 ⇒ (1) + 1 = 2


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

" rally to me, men. We shall drive these lizards back to their waters" shouts william after landing on the deck trying to draw the attention of the ennemy on him instead of the sailors


James/Fred leaps magnificently on to the deck of the boat and snaps at the heels of the nearest lizardman warrior, which swings angrily at his rider with a spiked club.

James/Fred saved his good roll for the jump, so he misses L10. L10's attack on Will: 1d20 + 2 ⇒ (18) + 2 = 20 to hit, damage 1d8 + 12 ⇒ (5) + 12 = 17

The other lizardfolk on the boat savagely attack the crew, another falling with his head caved in from a massive blow. Adris panics, grabs the helm and calls the elemental. It roars into life, the backwash blasting the lizardman at the back of the boat into the water. The boat slews crazily about as she tries to get away from the fight, crushing two lizardmen in the water and leaving their broken bodies floating. (L9 and L12 down.)

Inside the hut, everyone can hear the howl of the air elemental as it suddenly powers up.

Will and James/Fred - Acrobatics checks, DC 15. Fail and you fall prone (James/Fred gets +4 to this check as he has four legs, but if he fails you will fall automatically - no damage, but you will be prone). Same goes for the lizardmen - Acrobatics checks for L10 1d20 + 2 ⇒ (17) + 2 = 19 and L11 1d20 + 2 ⇒ (13) + 2 = 15.

The lizardmen in the jetty climb the ladder and prepare to assault the door. More swim closer and climb on to the jetty.

Cole is by the window, and gets an AoO if he want one against the lizardman of his choice as they come past.

Perception checks for anyone outside or looking out of a window or door, DC 12:

Spoiler:
You see a strange figure, or rather a couple of figures, standing slightly further out in the shallows. One is a huge, heavily-muscled and black-skinned lizardman, its face skull-like and brutal, naked except for a harness. Riding on its shoulders is a much smaller lizardfolk, perhaps the size of a halfling. This one wears a shirt of what look like small bones and a human skull as a helmet. The small lizardfolk waves some sort of staff or fetish as if chanting a spell or ritual.

You know what, we'll go to a single map now - map updated.

Bokehn's initiative 1d20 + 3 ⇒ (1) + 3 = 4

Initiatives
Lizardmen 20
Rehil 15
Cole 13
Portforged 9
Wultram 8
Grazzat 7
Bokehn 4
Will 3

Rehil.


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

acrobatics: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20

In order not to fall prone


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

acrobatics: 1d20 + 0 ⇒ (6) + 0 = 6


The sudden motion of the boat throws Will from Fred-James' back to sprawl on the heaving deck.

By the way, Will gets a Perception check too, per the post above.

Initiatives
Lizardmen 20
Rehil 15
Cole 13
Portforged 9
Wultram 8
Grazzat 7
Bokehn 4
Will 3 (prone - AC not prone)

Map updated.

Rehil.


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

I'll take the lucerne hammer AoO against the first lizard man that would have provoked.
AoO: 1d20 + 4 ⇒ (1) + 4 = 5
---> Damage 1d12 + 4 ⇒ (5) + 4 = 9

Cole jams the point of his hammer through the window as the first lizard man rushes by ... only succeeding in getting it wedged against the shutter. After a quick and ineffectual tug to free it, he abandons it with a grunt. "Too big for close work, anyway."

He clangs his way to the door (stopping in X.16), drawing the massive blade on his back. Then, with a cruel efficiency, brings it slamming down on the lizard-man just outside the door.

"Will's on the boat ... possibly down. And they're headed out!"

Attacking L.5 (does it have cover?)
Greatsword: 1d20 + 4 ⇒ (19) + 4 = 23 <-- CRIT?
Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14
Crit Confirm: 1d20 + 4 ⇒ (1) + 4 = 5; nope.


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

perception: 1d20 + 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)

Perception 1d20 + 7 ⇒ (8) + 7 = 15

"Farther out! There's someone in the shallows!"

Rehil can recognize a puppet master when he sees one. Too many times, his team was placed in danger's way while the commander stayed safely behind.

He steps back from the door as he places himself in its center. As he moves, he draws and raises the bow in one smooth motion.

Shortbow 1d20 + 4 ⇒ (1) + 4 = 5 .... damage 1d6 ⇒ 3

Move to X15. Not sure about range penalties so none applied.

Edit: Not that they matter with that roll.

Did I mention that parley was my first choice?


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

perception: 1d20 + 2 ⇒ (11) + 2 = 13
Ah, a clear target, just what I hoped for, thought portforged. It looked around quickly to see if there were any loose debris to manipulate
GM: Are there enough loose objects around for me to use Entangling Debris on lizardmen? If there is I use it (DC 15 reflex save partial). If not I will use energy ray.


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 strides forward stopping infront of Grazzat. He tries his best to keep an eye on his suroundings and the locations of his allies. The Human then readies himself to unleash a burst of negative energy if the Lizardmen charge into the room.

Move to V15 and Readiead action to channel energy if 2 or more lizardmen come into AOE(30ft burst centered on Wultram), with selective channeling I can exclude up to 5 targets so hitting the others shouldn't be an issue. 1d6 negative enrgy damage Will save DC 15 for half damage.


Portforged wrote:
GM: Are there enough loose objects around for me to use Entangling Debris on lizardmen?

There is - the lake is full of weeds you can use. You were a bit non-specific there. The only lizardmen you can really see through the atrine door are L3 and L4 or, in the dustance, the piggy-back rider and his friend, unless you plan on casting it on the ones on the boat (which obviously would mean allies get caught in the radius of the power too). Could you let me know the coordinates of where you plan to place the centre of the power?


Cole makes amends for trapping his hammer in the shutter when he cuts down a lizardman at the door. The big warforged blocks the entrance, challenging the oncomers. Rehil's attempt with the bow is feeble by comparison, almost as intimidated by Cole as the lizardfolk are.

L5 down. OK, Portforged needs to complete his action, and then Grazzat (probably not dependent on one another).

Map updated.


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

Portforged runs out onto the deck move to AD 14, and focused the weeds surrounding one of the lizardfolk
Entangling Debris, centered on L4. 40 ft radius, so from the map it looks like it hits every lizardfolk except L6. DC 15 reflex save.


Portforged focuses its mind and the lake weed leaps to obey him. Strands engulf the lizardmen in the water and crawl up the legs of the huts to grip those standing on the verandah. They even snatch at the stern of the Maiden as she careers away.

Reflex saves
L1 1d20 ⇒ 10
L2 1d20 ⇒ 19
L3 1d20 ⇒ 11
L4 1d20 ⇒ 3
L6 1d20 ⇒ 5
L7 1d20 ⇒ 18
L8 1d20 ⇒ 14

Grazzat.

Map updated.


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

"Kukua!" Grazzat calls out in his native tongue. The word echoes with arcane power as amoment later, golden energy swirls around the lizardman. The magic goes to work, increasing his size two-fold. His intimidating growth rivaled the black-scaled puppetmaster farther out.

"Let em come to us!" He encouraged.

_____________________________________________________________________

Cast Enlarge Person.


Bokehn comes down the stairs hurriedly. "We need to get to the boat!"

Perception or Insight from everyone except Will, DC 12:

Spoiler:
You notice Bokehn quickly stuffing something inside his leather armour.

Map updated.

Will.


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

perception: 1d20 + 2 ⇒ (4) + 2 = 6
Oblivious, Portforged continues to fight, concentrating on maintaining its control of the seaweed.


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)

Perception 1d20 + 7 ⇒ (2) + 7 = 9

Sugar!


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

Round 2

James will go for the lizard men's ankles

Bite: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 1 ⇒ (1) + 1 = 2 (if hits then he attempts to trip)

Trip: 1d20 + 4 ⇒ (17) + 4 = 21

Crit Conf: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 1 ⇒ (1) + 1 = 2


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

Round 2

Will will get up, 5ft step in oder to be next to james and will attack the maybe prone lizardmen

Heavy Mace: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 2 ⇒ (2) + 2 = 4 add +4 if target is prone

Crit conf: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 2 ⇒ (2) + 2 = 4 add +4 if target is prone

current AC 22


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

Perception: 1d20 + 6 ⇒ (1) + 6 = 7; sheesh

Also, double-eesh… sorry once again for posting spoken words in bold. I really am trying to remember not to do that.


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

Perceptionn: 1d20 + 1 ⇒ (9) + 1 = 10


The lizardmen grabbed by the weeds do their best to break free. The one who remains unentangled by the door swings hesitantly at Cole.

DC 20 STR checks to break free:
L1 1d20 + 1 ⇒ (11) + 1 = 12
L3 1d20 + 1 ⇒ (17) + 1 = 18
L4 1d20 + 1 ⇒ (1) + 1 = 2
L6 1d20 + 1 ⇒ (3) + 1 = 4
L8 1d20 + 1 ⇒ (8) + 1 = 9

Nope. L2 will double-move to climb on to the jetty. L7's will attack Cole (Cole has the benefit of cover from the door, as does the lizardman).
L7: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15 to hit, damage 1d8 + 1 ⇒ (3) + 1 = 4

The lizardmen all stayed upright as the boat slewed about. Will gets back up and attacks the nearest lizardman warrior, the hefty blow from his mace making it grunt. The lizardman tries to turn the annoying halfling into paste with a downward smash from its club while the other finishes off another crewman. The Maiden rips free from the gripping weeds with a howl from the elemental and bounces away across the lake.

The Maiden is heading away at full speed and is effectively no longer on the main map, having departed it this round. She can still be seen from the camp. She's still on the map as the positions of Will, the crew and the lizardfolk are obviously still important, just with the little cut-away to indicate she isn't actually where she is portrayed. Meanwhile, L10 attacks Will.
L10: 1d20 + 2 ⇒ (19) + 2 = 21 to hit, damage 1d8 + 1 ⇒ (3) + 1 = 4

Will and anyone with a view outside, Perception check DC 12:

Spoiler:
A v-shaped wake powers across the water as something big - something really big - heads at speed from the deeps in the middle of the lake towards the besieged camp. Travelling just below the surface, it is on a direct and imminent collision course with the Silver Maiden.

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)

Percept 1d20 + 7 ⇒ (14) + 7 = 21

That can't be good. Rehil thinks, but there's nothing he can do about it. He's greateful that Cole stepped into the doorway, but the big warforged blocks his line of sight to the puppetmaster.

The elf shifts rapidly to his right while he refits an arrow to the bowstring, then has another shot at the little lizardfolk.

Move to T16
Shortbow 1d20 + 4 ⇒ (9) + 4 = 13 .... damage 1d6 ⇒ 3

Portforged, awesome entangle! That's really going to even the odds. Will, incredible rolls. You might get off the boat alive yet.


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

Perception: 1d20 + 2 ⇒ (13) + 2 = 15

indeed with james help we might.... He also made a nice roll. Btw was he able to trip the lizardmen?

Will will shout " Men steer the ship, steer the ship to port side, Hurry something big is swimming and will crash onto us." while pointing at the direction of the danger in mid swings of his weapon


William Kazzar wrote:
Btw was he able to trip the lizardmen?

James (is it James, so I can be consistent?) didn't attack anyone on your turn, so no.


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

indeed it is james, and he did in his post just above mine ;)


So he did! That's a hit, a crit and definitely a trip. Doesn't make much difference as you hit him anyway separately but he is at least prone.

I'll update Rehil's position when I can access the map.

James mauls the lizardman where he lies. Rehil takes a bead on the lizardman shaman but the arrow is wide.

Cole.


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

"nice job there james, with the lizardmen now prone we should be able keep the upper hand, after all he did miss me with his powerfull swing by a silver of hair."


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

"wouf, Wouf !"

indeed, now let's get him good , james snarls at the prone lizardmen Get up oh, please stand up...so that i can bite you again

251 to 300 of 6,584 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Aubrey's Other Eberron Campaign - The Unbinding All Messageboards

Want to post a reply? Sign in.