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

Game Master Aubrey the Malformed


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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)
Wultram Denka wrote:
Wultram scrambles up tossing the now limp tentacle away from him. He cast a spell and soon the negative energy is repairing his body. The mage glances at Rehil. "How are you holding up?"

The elf shrugs.

Wultram Denka wrote:

His eyes then go to rest of the group. "Not sure about our chances on it but we could try to sneak in closer together, hope the distance gives the edge."

Rehil nods and says quietly, "Good plan. Scouting won't teach us anything that will change our plan. Keep the group tight. Move in quietly and strike fast and hard."

Although the cultured voice bothers me. Does it sound like lizard folk or another race? Rehil's thinking tactically. Better strategery might dictate getting closer and listening in for a while.

Nalverren wrote:

....

nice, rare to see a grapple work out so well from a non-dedicated grappler

True. Cole turned the tables on 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*

"I want to know more about the second voice. It isn't poisondusk. May not change the assault, but may have second- or third-order effects. Valuable intel. I'll slide forward and listen in, and report back. Be quiet here."

stealth: 1d20 + 10 ⇒ (17) + 10 = 27


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

What? Coles totally a dedicated grappled ... just a poorly optimized one. :D
I was banking on us still being low enough level that the critter didn't have a CMD that was too far outside of a Barbarian's raging strength range. Plus, I'm always looking for ways to get to use Combat Maneuvers for the team's benefit. It's just usually not worth it. :/

Cole watches passively, if nervously, as Nalverren scouts forward ... ready to rush in at any sound of trouble.


Otto makes sure he's right behind Cole: "There is someone else in there? Now I'm curious..."


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Nalverren:

Spoiler:
Nalverren creeps forwards as the voices mutter and mumble ahead, the strange acoustics and added noises of the swamp citadel making it hard to hear precisely. After about thirty feet, the passageway straightens and he can see the flicker of torches.

Ahead, Jageela the poisondusk stands before a pool of water bounded by a low sill, his squeaky voice in full flow. His blackscale bodyguard, Ygza, squats impassively a few feet away. But Jageela isn't talking to him.

Within the pool floats the image of the head and neck of a dragon. Its scales are the colour of polished jet and its eyes are pupil-less orbs of lustrous green, sitting deeply sunken in its skull-like head. Curling horns jut forward and its skin clings closely to its bones as if the creature is emaciated. It gives off a palpable sense of menace and power, even though it is not actually present in the room and using magic to communicate with its lackey from a distance.

Jageela is briefing the dragon, shuffling uneasily under its gaze. "... totem beat of the Finbacks. Ylyeshshi is now humiliated. Together with his perceived failures at Da'sheth, his grip on the other chieftains is slipping."

"It is of little matter now," replies the dragon silkily, confirming it as the other voice. "Ylyeshshi's leadership was always a temporary contingency. He has always been an unreliable ally and the Finbacks have waxed too powerful of late. Their chieftain's folly will help peg them back to more manageable proportions. Perhaps it is time to consider Chief Zejj."

"His loyalty would be suspect, my lord. He did not support Ylyeshshi this morning, favouring the softskins and Koouri. I believe he plots against the Finbacks."

"I'm certain he is plotting - it is in his nature. But he despises humans as much as Ylyeshshi. He simply chafed at being subordinate to that buffoon, which is entirely understandable. Using the humans as tools to further his own ends would probably appeal to him. I doubt he intends them to survive longer than they need to. His interests coincide with ours much more than this morning's events would necessarily presage.

"My divinations indicate that the purpose of the humans in Da'sheth is close to culmination. The time for the final attack draws near. Our forces muster in the city. It would be helpful for the assault to be under competent command, now that we actually want to win."

"I understand, my lord. Ylyeshshi will be removed and Zejj will be appointed in his place. But there is the risk that the tribal coalition will break up without Ylyeshshi."

"Do not concern yourself. I will arrange for something to awe them into submission, and demonstrate that Zejj is appointed my champion." The dragon pauses. "When Ylyeshshi falls, see to it that Koouri falls with him. I tire of her interference."

"It would be a pleasure my lord."

"Indeed, I'm sure it will." The dragon pauses again, its gaze seeming to fall on Nalverren's hiding place. "Jageela, we are observed. A human, in the tunnel."

Jageela turns and hisses as Ygza straightens up.

Nalverren - roll initiative. The others are about thirty feet away, although they can't see you. If you yell, they will hear you.


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*

gm:
init: 1d20 + 3 ⇒ (10) + 3 = 13


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*

GM:

It is a bit difficult for me to keep up with all the different lizardfolk, so i am going back to re-read the conversations with the various ones we have encountered. I will post in this spoiler who is who as near as I can tell, and hopefully you will let me know if I am glaringly wrong. With regard to who is in what tribe, especially, I have a hard time discerning.

Irret: warrior who was on our side in the village. Works under Koouri. Next in line for chief, should Ylyeshshi fall. Ally.

Koouri: Mystic of the Finbacks. dislikes us slightly, but is an ally gainst Jageela. Works under Chief Ylyeshshi in the daylight, but secretly working with Zzej/Zajj.

Eshsheth: works under Koouri.

Jageela: Blackscale. Works for mystery dragon.

Oula: Croc Shaman, really dislikes us. Poisondusk? Suboordinate of Jageela.

Ylyeshshi: Chief of Finbacks, now deceased.

Zzej/Zajj: Chief of Skinwings

Ygza: Blackscale bodyguard to Jageela, of little import other than a stabby wall of HP through which we must pass.

Mystery Probably Dracolich: rules from Haka'torvhak, self-proclaimed god named Rhashaak?

So my understanding of the grand scheme of things is (regardless of family/type of lizardfolk), Jageela came under orders from the mystery dragon god-king of Haka'torvhak, to do some bad guy stuff. Events have happened with our participation on-screen, and Jageela et al plan to remove Ylyeshshi (not knowing we just did so) and court Zzej/Zajj into their conspiracy.

Zajj keeps his own counsel, and may not be on the side anyone things he is. Working with Koouri as Koouri wanted Ylyeshshi gone, as did Irret and Eshsheth.

Oula is either just around to stir up war against humans, or is in on Jageela's plans.

Pooma likely knows none of this, and wants things to go back to the way they were before the desecration at Da'Sheth.

Mystery Dragon either wants what the humans in Da'Sheth are after, or truly wants to stop them from getting it, not sure.


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 Nalverren slip away with an approving nod. He readies his bow and steels himself to rush forward if Nalverren needs help.

Percption to monitor N: 1d20 + 10 ⇒ (15) + 10 = 25

Good stealth roll.


Nalverren:

Spoiler:
Your list is basically correct, except that Jageela is a poisondusk. Also, the dragon doesn't look dead, just skinny.

It's sort-of Game of Thrones, with lizards.


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*

GM:
alrighty, thanks for the confirmation.

I would like to shoot an arrow at the wall or floor near the party (probably Rehil since he is paying attention) with the intent to notify them something is going down without giving my exact position away to the enemy. Hoping Cole will come barreling down the way and that noise will distract the enemy so they won't see me.


Nalverren:

Spoiler:
OK, we will have it as a surprise round in which they are surprised. You can fire your arrow as your single action for that round.

Everyone except Nalverren:

Spoiler:
An arrow - one of Nalverren's - thuds into the wall near where Rehil waits.

Make of that what you will.

Spoilers, please, everyone.


The non-Nalvereners:
Otto raises an eyebrow after realizing the arrow is Nalverren's. He nods in the direction the arrow came from and starts making his way, careful to remain silent.


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

Others:
Wultram looks at the arrow. "We should probably go." he whispers. The mage then tries his best to make as little sound as possible

Stealth: 1d20 + 5 - 3 + 1d6 ⇒ (14) + 5 - 3 + (6) = 22
Action points: 4
Spells: 1st: 4 2nd: 3
Channel: 8/day


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)

[spoiler= Not Nalverren]Rehil looks at the arrow quivering beside him. His long acquaintance with stealth missions and the possible outcomes allows him to analyze the situation in a heartbeat.

"Not good."

The elf rises from his crouch and moves swiftly down the passage toward the no-doubt beleaguered investigator. Unsure of the exact nature of the trouble he holds his bow in left hand with the arrow nocked and trapped between the bow and his index finger.

Stealth, moving at full movement: 1d20 + 11 - 10 ⇒ (9) + 11 - 10 = 10

Perception to sense what's happening before blundering into it: 1d20 + 10 ⇒ (20) + 10 = 30 (+1 v traps)


OK, the spoilers thing was blown open by Rehil there, but nevermind - his 30 on Perception will reveal the situation.

Rehil can hear that the voices have stopped, and then the yelling begins.

Roll initiative, everyone, if you haven't already.


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*

gm:
once Nalverren sees the others coming after shooting his arrow, he will face the enemy (but still trying to be hidden, just not pointing the bow at the party). Since i would hope i am hidden from everyone, i wont bother trying to signal the party any further, assuming they wont see me. Is the dragon head still floating?


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 ⇒ (16) + 1 = 17


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

Initiative: 1d20 + 1 ⇒ (14) + 1 = 15

Cole watches the arrow quiver, "He better be in trouble," he rumbles to no one in particular.


Initiative: 1d20 ⇒ 16


Map.

Nalverren:

Spoiler:
They have seen you now, since your position has been pointed out. The dragon head is still there.

Jageela 1d20 + 1 ⇒ (16) + 1 = 17
Ygza 1d20 + 2 ⇒ (6) + 2 = 8

Wultram 17+
Jageela 17-
Otto 16
Cole 15
Nalverren 13
Ygza 8
Vaard ?
Rehil ?
Ashshar ?


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

Ashshar Initiative: 1d20 + 2 ⇒ (5) + 2 = 7


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

Sorry, work's crazy this week.
initiative: 1d20 + 2 ⇒ (3) + 2 = 5


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)

INit: 1d20 + 4 ⇒ (9) + 4 = 13

Sorry about the spoiler, Aubrey. I was trying to squeeze the post in so I didn't hold things up and didn't quality check it after posting .

Is that a pool of water in the middle?


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*

gm:
oh, i thought it was more like "he's that way!" Instead of "he is 35ft that way and 5ft left!"


Rehil Ecraish wrote:
Sorry about the spoiler, Aubrey. I was trying to squeeze the post in so I didn't hold things up and didn't quality check it after posting .

No worries. Yes, that's a pool of water. I'll describe the room as the PC start tumbling in there.


Nalverren:

Spoiler:
Well, since you were pointed out, and there isn't cover as such, more concealment from shadows, I assumed it wouldn't be too difficult to see you. Anyway, Nalverren can hear the approach of his companions, so you don't have to fight them alone.


Wultram 17+
Jageela 17-
Otto 16
Cole 15
Rehil 13+
Nalverren 13-
Ygza 8
Vaard 7
Ashshar 5

Let's go! 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

Hoping to capitalize on the element of surprise the mage is soon running at full speed stopping near Nalvarren. He contemplates on inquiring about his findings but noticing what is before his eyes, Wultram decides that questions can wait.

Run action to AQ-17


Wultram finds another chamber ahead. Jageela, the poisondusk emissary from Haka'torvhak, and Ygza, his blackscale bodyguard, are within the room, looking up the tunnel towards him and Nalverren. In the middle of the room is a pool of water, within which ripples the image of the head and neck of an ebony-scaled dragon with horns the colour of old bone. Disconcertingly, it also seems to be coolly assessing Nalverren and Wultram.

Jageela limps to stand near to Ygza and the opposite entrance to the room. He screeches down the far passage in Draconic, "Softskins attack! Protect me!" Then, with a gesture, his shirt of bones expands and knits together to form a sturdy set of armour.

Map updated.

Otto.


Otto rushes forward, while strengthening his companions' resolve: "Gad this stench! I smell the rot of conspiracy! Let's clen this place with blood!" he bellows.

Move and start Inspire Courage.


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

Cole is right on his heels, hustling to try to get into position in time.

Double move to AO.16


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)

"Hurry! It's Jageela."

Rehil dashes into the chamber. Jageela is covered by his black horse, no shot. The blackscale will probably be more than a match for the elf. There's sorcery in the water. Hoping the water is deep enough to prevent a charge by the horse, Rehil draws and fires.

Shortbow v Ygza, fav enemy, point blank: 1d20 + 7 + 2 + 1 ⇒ (6) + 7 + 2 + 1 = 16 .... damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Move to AQ19

Since Y hasn't acted yet, do I get Sneak Attack? If so: 2d6 ⇒ (1, 4) = 5


Ygza sidesteps Rehil's arrow with surprising grace for his size.

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)

The new map doesn't show R at AQ19.


Corrected.


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 up to AU19 and studies his enemy (Jageela)


Ygza shifts slightly to one side, drawing a javelin like a small tree trunk which he hurls at Wultram.

1d20 + 8 - 2 + 1 ⇒ (4) + 8 - 2 + 1 = 11 to hit, damage 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11

Vaard.


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 sheer size of the javelin terrifies Rehil into ducking. His head turns to follow the javelin's fate. Seeing it smack into the wall behind Wultram, the elf cocks his head at the necromancer before spinning back to the lizardman.

Vaard and Ashshar. Double move could get Ashshar to AO15. Aubrey, is there any chance he could run part of his movement?

What's Ygza packing?


Ygza's got a spear. Ashshar can run if he wants to.


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

Vaard dashes forwards in an attempt to get closer to the battle.
Double move to AR18. Initiating Pride Movement to get an extra move action. If the pool of water is shallow enough to walk in it as difficult terrain, Vaard will move to AR22, otherwise, AU23.


The pool counts as difficult terrain - it isn't very deep.

Vaard splshes into the pool, making the image of the dragon disappear into rippling waves.

Ashshar, then Wultram.

Map updated.


Something 1 1d20 ⇒ 13
Something 2 1d20 + 3 ⇒ (3) + 3 = 6


Wultram 17+
Jageela 17-
Otto 16
Cole 15
Rehil 13+
Nalverren 13
Something 1 13-
Ygza 8
Vaard 7
Somethng 2 6
Ashshar 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

Ashshar strides forward trying to join in the fray managing to reach Cole.

Wultram passes Rehil circling on the opposite side of the water to Nalvarren. "Let's not get elf or human on a stick shall we." He notes to Rehill about the massive javelin. Once he has gotten into position tha familiar etheral black tentacle like forms shoot forward towards the poisondusks eyes, the mage hoping that the smaller of their foes body is weaker than the other target.

Asshar double moves to AO-15.
Wultram moves to AO-20, then casts Blindness/deafness, using blindness to Jageela DC 20 fort
Action points: 4
Spells: 1st: 4 2nd: 2
Channel: 8/day


Fort save 1d20 + 3 ⇒ (20) + 3 = 23

The little lizardman braces himself as the effects of Wultram's curse wash over him. But then he shakes his head as if clearing it, then sneers, "This softskin's magic is weak. Now feel the power of the lord of Haka'torvhak!" He limps forward and casts his own spell, and Wultram, Vaard and Rehil feel terror well up inside them.

Will saves for Rehil, Vaard and Wultram, DC 18. On is a fail, you are Panicked for 8 rounds, on a success you are Shaken for 1 round.

Otto.

Map updated.


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: 1d20 + 4 ⇒ (19) + 4 = 23

Wultram manages to resist worst of the spells effects. "Only a fool would try to scare someone who follows path of death!" He screams in response as he tries to force the dread from his mind.


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 save: 1d20 + 2 ⇒ (3) + 2 = 5

Rehil turns ashen. His bow drops from his fingers. "The dragon's coming!"

He spins back the way he came.

That's a quality roll. It almost certainly guarantees Rehil's immediate survival, unless Cole takes a really dim view of deserters fleeing the front. Plus you can all play 'find the elf' if you survive.

I don't think he actually moves until his turn.

Panicked:
Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Panicked is a more extreme state of fear than shaken or frightened.


Double move to AT-19, maintain IC

Fighting the urge to stay back, Otto takes a deep breath and blunders forward, continuing to inspire his companions: "Press on! Press on!"


Don't forget Inspire Courage on your rolls.


Cole.

Map updated.

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