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

Game Master Aubrey the Malformed


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While Will spends his next round making a long speech, the lizardman gets up again.

Just kidding!


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

Map updated.

Cole.


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

"What's the play, Bokehn? That boats out of range and those weeds will hamper us as much as them!" As he shouts, Cole reverses his swing, slamming his blade into the lizard-man on his immediate left. Wood chips fly from the force of the blow through the doorway.

He then takes a slow step back into the room, trying to create some room for the other team members to add their strengths.

Greatsword attack on L.7. Then 5' step back to X.15
.
Greatsword: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20 <-- CRIT?
Damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12
Crit Confirm: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
Add'l Damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9


Cole carves through the doorframe and into another lizard-warrior. The lizardman falls among the twisting fronds.

Cole doesn't really need to crit to kill these guys. Portforged.


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

Portforged looked around at the chaos on the ship. No! I must maintain my focus, it thought. I must give my allies time to finish off the uninhibited lizardfolk before releasing those who are entangled.

Using my standard action to maintain the entangling debris power.


Wultram.

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

Few strides to his right and the mage was in position. Karn knocked an arrow waiting for a bit to make sure he did not hit Rehil's back with the arrow. Wultram curses as he sees the arrows flight. Well it certainly seems, that we have the advantage. Hopefully we don't lose it.

Move to T15 shooting L1
Longbow: 1d20 + 1 - 4 ⇒ (9) + 1 - 4 = 6
Damage: 1d8 ⇒ 3


Shooting a lizardman is trickier than it seems, as Wultram also demonstrates.

Grazzat.

Map updated.


Still waiting for Grazzat.


Someone please take Grazzat's turn.


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

Longspear attack: 1d20 + 3 ⇒ (4) + 3 = 7Miss

Grazzat strikes out with his enlarged spear at the lizardman a full 20 feet away. Although the foe was well within his reach, Grazzat's aim was awkward with his new found size, and the point dug into the wall for a moment before he pulled the spear back, and hissed in defiance, readying his next strike.


Bokehn moves to the back door and peers out.

"Dragon Below! Four more on the shore."

Will.

Map updated.


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

Round 3

James will attempt to bite the lizardmen

Bite: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (2) + 1 = 3


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

Round 3

And william will immediately follow
Heavy Mace: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 2 ⇒ (2) + 2 = 4


Will and James batle it out on the boat, but fail to land a telling blow.

Adris doesn't react to Will's warning cry at first. Then she sees the approaching wake and tries to turn the Maiden out of the way, but all she manages to do is present the approaching menace with a broadside. One of the lizardmen turns and spots the onrushing wave. Its jaws gape in fear and it cries, "Kalaktua!"

Something looms out the water - enormous scaly flippers propelling a body encased in the hard brown shell of a massive turtle, a huge beaked head with small red eyes both inhuman and glittering with intelligence. It doesn't even bother to slow but simply smashes into the boat. The timbers splinter as the Maiden is lifted into the air and then smashes down again, the side of the hull now holed. The force of the impact flings everyone on the deck into the water, man and lizardfolk, halfling and canine alike. The boat breaks in two and begins rapidly to sink.

Will and James, you are flung into the air and back into the water. You take 1d6 damage plus another 1d6 non-lethal damage. A DC 15 Acrobatics check will turn the lethal damage into non-lethal damage. A DC 15 Reflex save will further reduce all damage (lethal and non-lethal) by half.

In front of the camp, the other lizardmen see the demise of the boat and the creature that caused it. They yell in terror, "Kalaktua! Kalaktua!" and try to free themselves from Portforged's entangling power. The tiny shaman yells in triumph as the blackscale watches on impassively, although it backs off prudently.

If you speak Draconic:

Spoiler:
Kalaktua roughly translates as the "terrible lake god".

L2 isn't entangled and double-moves away from the creature. The others will try to free themselves as full-round actions (DC 20):
L1 1d20 + 1 ⇒ (17) + 1 = 18
L3 1d20 + 1 ⇒ (2) + 1 = 3
L4 1d20 + 1 ⇒ (16) + 1 = 17
L6 1d20 + 1 ⇒ (12) + 1 = 13
L8 1d20 + 1 ⇒ (10) + 1 = 11

Close but no cigar.

The lizard-warriors on the shore are oblivious to the events on the lake, and move cautiously up the bridge.

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)

Frustrated by his lack of success against the probable leader, Rehil switches to more immediate defensive concerns, unentangled lizardmen.

Shortbow v lizardman 2 : 1d20 + 4 ⇒ (12) + 4 = 16 .... damage 1d6 ⇒ 6


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

Cole reacts to the sudden shift in the flow of combat... spinning and rushing towards their suddenly exposed flank.

"GRAZZAT!," he booms as he thunders across the wooden floor, "HOLD THAT DOOR! I'LL SECURE THE BRIDGE TO SHORE!"

He punctuates his yell with a wild swing of his massive blade.

Charge to X.9, attacking L13
Greatsword Charge: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12


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

Lake god? It looks like an ordinary sea monster. It is probably just a primitive superstition of the fleshed creatures.
Glad that its spell was working, Portforged concentrated on maintaining it.
It seems like part of the map is missing--where is Will, or the creature in the water?


You'll see it soon enough.


Cole smashes up the doorframe, while Rehil's arrow narrowly misses.

Wultram.

Map updated.


I note L2 needs to make another save: 1d20 ⇒ 18. Not Entangled.


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

Just a suggestion but would it be possible to get the initiative included in the map page? Would just save the trouble of checking from previous pages.(and I notice I have been ninjad on that front.) Also I am assuming Grazzat does not want to block my movement for some reason.

Hearing the lizardmen who are not captured by the warforged's power moving, Wultram decides not to try take more shots. He shoots forward ducking under now massive Grazzat stopping just behind Cole. As long as they dont push trough we should be good. If they stay in a nice line like that... The mage pushes the idea to back of his mind, now wasn't the time.

I forgot how annoying 20ft movement was. So double move to X10.


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

Acrobatics: 1d20 + 0 ⇒ (9) + 0 = 91d6 + 1d6 ⇒ (4) + (1) = 5

Reflex: 1d20 + 0 ⇒ (11) + 0 = 11

William makes a big splash face down as he lands on the water


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

Acrobatics: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 1d6 ⇒ (4) + (5) = 9

Reflex: 1d20 + 5 ⇒ (20) + 5 = 25

James meanwhile does manages to land himself better


Map updated.

Grazzat.


Someone please take Grazzat's turn.


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

Grazzat moved north 5 feet and attacked the nearest lizardfolk with his spear (20 ft reach):
attack: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 2d6 + 4 ⇒ (4, 1) + 4 = 9


Grazzat finds a gap around the lizard warrior's shield. He slams his spear into its shoulder, opening a nasty wound.

I'll update the map a little later - a busy morning and early afternoon - and then do Bokehn's turn.


Bokehn takes a swipe round the frame at the lizardman wounded by Grazzat, but the wounded warrior defends doggedly with his shield.

1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6 to hit, damage 1d8 + 2 ⇒ (8) + 2 = 10

Will's turn. You and James are uncomfortably close to a very big turtle which has just sunk your boat - you aren't on the map, we can abstract this for the moment depending upon what you do - and dunked in the water. At the very least you will have to make Swim checks to avert drowning, but fortunately the lake is placid - DC 10. Make the check and you can move half your speed as a full-round action or a quarter your speed as a move action. Fail by 5 or more, you sink. Don't forget encumbrance (heh heh...). Both you and James will need to make one each round, but James can also assist Will (as a faithful hound trying to help his master in the water). You are currently maybe twenty feet from the turtle, which isn't particularly playing attention to you at the moment.

Also, Will - Knowledge (Nature), DC 10:

Spoiler:
The strange actions of the beast and the glint of intelligence in its eyes - this is not just a turtle, but a dragon turtle, one of the most terrible beasts to haunt a sailor's nightmares.


Will.


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

Swim: 1d20 + 2 ⇒ (19) + 2 = 21

Kn Nature: 1d20 + 0 ⇒ (16) + 0 = 16 Max 10

William will swim toward james and he gets close to him he will grab him by the collar

ok lets head to shore now he whispered calmly to him


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

Swim: 1d20 + 1 ⇒ (18) + 1 = 19

james will then dog paddle using his full move toward the shore with william in tow


The turtle snaps idly at a couple of lizardmen in the water, biting them in half. It gulps down the dismembered remains and then begins to swim for the camp, ignoring the halfling and his dog as inconsequential. Will and James feel the wash as it passes them by.

The lizardmen held in Portforged's power continue their struggles.

L1 1d20 + 1 ⇒ (10) + 1 = 11
L3 1d20 + 1 ⇒ (9) + 1 = 10
L4 1d20 + 1 ⇒ (8) + 1 = 9
L6 1d20 + 1 ⇒ (8) + 1 = 9
L8 1d20 + 1 ⇒ (16) + 1 = 17
Nope.

The one closest to Cole tries to force his way in through the doorway.

He's going to try a Bull Rush on Cole. That provokes an AoO from Cole, which may or may not make the CMB check moot if Cole kills him. However, in the interests of speed, I'll roll the CMB check now: 1d20 + 2 ⇒ (9) + 2 = 11. EDIT: Ah well, looks like Cole is still holding the line.

AoO from Cole, please. Then Rehil, then Cole.


Cole's AoO, then Rehil (or Rehil and Cole's AoO - not fussy).


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 reaches back for another of his dwindling stock of arrows. Calm down! This should be like spitting fish in a barrel.

He nocks, draws, sights along the shaft at the moving lizardman and looses.

Shortbow v lizardman 2 1d20 + 4 ⇒ (11) + 4 = 15 .... damage 1d6 ⇒ 4


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

AoO Greatsword: 1d20 + 4 ⇒ (19) + 4 = 23 <-- CRIT?
Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6
Crit confirm: 1d20 + 4 ⇒ (1) + 4 = 5
Additional Damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14

Cole tries to cut the creature's bull-rush short. And while he holds his ground, the shift in weight makes his responses erratic.

"What's the plan here? We holding this room or making for shore?"

On his turn, another attack, using a 5' step if necessary to stay in melee and hold the door.
Greatsword: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11


The lizardman is already wounded by Grazzat, and Cole cuts it down. He then presses forward on to the bridge. Rehil keeps up the fire on the lizard-warriors at the front, though again he is defeated by deft shield-work.

Portforged.

Map updated.


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

Portforged backed away from the swarm of lizardfolk, towards its allies Move me to X12, please. Then it continued focusing on maintaining its entanglement.


OK, I'm not particularly convinced you can continue to concentrate of a power when you cannot see the effect - in other words, I think you need line of sight. The effect still lingers - you can't entangle new people, however. Let me know what you desire - if you let the power go you have a standard action you can use.


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

My intent is to maintain the effect as long as possible. How close to the other PCs can I move without breaking line of sight?


I'd say you need to be near an exterior exit - a door or a window - that points in the right direction. The windows should be marked with a W on the map and the doors are gaps in the line around the edge.


Waiting for a decision from Portforged.


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

Portforged will maintain its concentration, and move to AA12 if possible (I'm presuming I just need line of sight to the center of the effect?) If not it will stay put and maintain the effect.


I reckon that's fine.

Wutram, then someone will have to take Grazzat's turn.

Mp 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

Wultram grins and raises his gaze to meet the lizardmen on the bridge. "Loreat." A moment later the mage unleashes a burst of negative energy careful to wrap it around his ccompanions. Wultram then returns his bow to his back as he steps out of the way.

Draconic:
Die I got no idea if we are actually using any written stuff, but I happened to remember that word from dnd book, so thought might as well.

Damage: 1d6 ⇒ 4
Will Save DC 15 for half damage, selective channeling so no friendly fire. So in short L12, L14 and L15 are affected.
Move action to "sheathe" bow and 5ft step to W9


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 hisses and moves to his right so that he can see a lizardman. L8 He stabs through the door with his long spear, trying to bring his fellow reptile down.

Long Spear 1d20 + 3 ⇒ (1) + 3 = 4 ... damage 1d8 + 4 ⇒ (3) + 4 = 7

Move to U16 +

Aubrey, I'll let adjudicate cover for attacking through the door.

[EDIT] Yeah... I don't roll any better for Grazzat.

Grazzat Status:

AC 15, touch , flat-footed (+ 3 Nat, +2 Dex)
hp 10 (1d6+4)Current: 10/10
Fort +0+3=3 , Ref +0+2=2, Will+2+1=3

Speed: Land:30 ft. || Swim:15 ft.
Melee
Claw + Claw + Bite | +3/+3/+3 | 1d4+3/1d4+3/1d6+1
Or w/ Arcane Strike | +4+4/+4 | 1d4+4/1d4+4/1d6+2
Dagger+3
Morningstar+3
Longspear+3

Ranged
Fire Spit 5/day | +2 | 1d6(ranged touch)
Javelin+2
Light Crossbow+2

Spells (CL 1)
L0: Dancing Lights, Prestidigitation, Read Magic, Spark
L1 (4/Day): Burning Disarm, Enlarge Person

-------------------------------

Daily Resources Left:

Spoiler:

Bolts: 20/20
Cold Iron Bolts: 10/10
Alchemical Silver Bolts: 10/10

Fire Spit: 5/5

Spells:
L1: 4/4

Enlarge Person: The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.


Will saves for the lizardfolk
L12 1d20 ⇒ 20
L14 1d20 ⇒ 13
L15 1d20 ⇒ 13

The lizardmen hiss with fear and pain and Wultram's draining attack washes over them.

Bokehn growls as he takes out a small but powerful-looking crossbow, loads it and leans out to take a pot-shot at the nearest lizard warrior. "We need to get out of here. This place is a death-trap."

1d20 + 4 ⇒ (3) + 4 = 7 to hit, damage 1d4 ⇒ 3. Looks like Bokehn has the Rehil curse.

Will - you don't really have many options right now. You have (very sensibly) opted to swim away from the giant turtle and, other than making you make Swim checks (not so exciting, and a boring downer if you just drown out there through bad skill checks) you don't have anything much to do. We'll take it as read that you make your skill checks and make it to shore in a couple of rounds - in fact, it'll probably be a good way to introduce Tenro's character. So, apologies that Will's next round or two are a bit dull. Hopefully we can get through this quickly and move on. Obviously, feel free to do whatever roleplaying you feel is appropriate for a halfling swimming across a lake with a dog.

The turtle enters the shallows near the camp, more pushing against the bottom of the lake than swimming. Its armoured head rises up and looks about. The tiny lizardman calls out to it in the hissing language of the lizardfolk.

If you speak Draconic:

Spoiler:
"Mighty Kalaktua! The soft-skins that defile our land are within this hut. Accept this sacrifice of our warrior-sons, destroy this place and kill the soft-skins. Then they will know of your dread power and will never to return to pollute your sanctum with their presence!"

The trapped lizardmen hiss in terror and redouble their efforts to escape.

L2 tries to swim free again, requiring a Reflex save: 1d20 ⇒ 12. The other try their fairly futile STR checks:
L1 1d20 + 1 ⇒ (8) + 1 = 9
L3 1d20 + 1 ⇒ (6) + 1 = 7
L4 1d20 + 1 ⇒ (10) + 1 = 11
L6 1d20 + 1 ⇒ (11) + 1 = 12
L8 1d20 + 1 ⇒ (12) + 1 = 13
Nope on all accounts.

The lizardman closest to Cole swings at him with its club and snaps with his serrated jaws. The others throw javelins.

All attacks on Cole.
L12 Club: 1d20 + 2 ⇒ (10) + 2 = 12 to hit, damage 1d8 + 1 ⇒ (5) + 1 = 6
L12 Bite: 1d20 ⇒ 3 to hit, damage 1d4 ⇒ 1
L14 Javelin: 1d20 - 4 ⇒ (8) - 4 = 4 to hit, damage 1d6 + 1 ⇒ (1) + 1 = 2
L15 Javelin: 1d20 - 4 ⇒ (3) - 4 = -1 to hit, damage 1d6 + 1 ⇒ (2) + 1 = 3

Map updated.

Rehil, then Cole.


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

I got to see a dragon turtle william was just glad to be able to get away from such an enormous beast. In fact he was just glad to have survived the encounter were it not for james it would have be a lot more complicated to swing ashore on a stiff leg.


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

Cole weathers the wave of attacks, stone and teeth grinding harmlessly off his adamantine skin. Finding himself free of the door's restriction and standing on the team's only avenue of retreat with three of the lizard-things in his way, he lets loose.

The grinding thrums of his metal body going on overdrive precede a vicious attack. Cole begins the bloody work of clearing the bridge to shore.

He levels his unblinking gaze at the remaining lizard-folk, "Move!"

Rage, attack, then step forward if it dies.
Greatsword: 1d20 + 6 ⇒ (19) + 6 = 25 <--- CRIT?
Damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11
.
Crit confirm: 1d20 + 6 ⇒ (10) + 6 = 16
Add'l Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10


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 looks out at the incoming turtle. "Turtle! Big turtle! Trouble."

He wheels away from his window and crosses the room to draw a bead on one of the lizardmen blocking the gangway to shore.

Move to S10, Fire on L15

Shortbow v lizardman 2 : 1d20 + 4 ⇒ (4) + 4 = 8 .... damage 1d6 ⇒ 2

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