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

Game Master Aubrey the Malformed


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You have failed the DC 15 Acrobatics check. You can't roll to soften the fall as (1) it only works if you deliberately jump off something, not if you just fall, and (2) this is more an abstraction than anything else of a series of lots of skill checks. So you need to roll damage, but your Acrobatics check to soften the fall can count as the DC 15 re-roll. You need to roll the DC 18 check now. You can't take 10.


falling damage: 1d6 ⇒ 5

acrobatics DC 18: 1d20 + 8 ⇒ (17) + 8 = 25


The group have finally slogged their way to the top of the ridge. There are a few hours of sunlight left, but not enough to make it to the crater before sunset.


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 takes a breather for a while, clearly quite tired from the climb. After a while he retakes his armor and gear from the skeleton, wich then goes to hand off Ottos belongings. "Think we should use cover of darkness to approach the camp and try to get a look at it so we can come up with a more detailed plan? I would reckon they have the place lighted up so we can see them but not the other way around" The necromancer notes as he is putting the armor back on.


Otto crawls his way into his armour, with a stiff thank to Wultram and says: "I'm exausted! Let me at least get my breath before talking of new stunts."

And he collapses against a tree, eyes closed, and presently starts snoaring...


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*

"scouting definitely not a bad idea." Nalverren says, though his face shows exertion from earlier climbing escapades.


OK, so what's the party's decision - rest or press on?


Otto doesn't need the rest, sheet-wise. Character-wise, this was an ordeal for him, but he's got hidden reserves :)


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)

Rare smiles flit across Rehil's face as each of his companions completes their climb.

Rehil lounges with his back against a rock. "I would cross the ridge in the night and look into the cauldron to see what kind of force they have and how the land lies. Then we can make plans. If any of you wish to rest here..."

Rehil is assuming that there will be enough star or moonlight for him to see. A blind crossing of the ridge would be too stupid even for him.

If we cross the ridge and there is no cover on the other side, we may be exposed to the camp. A small party could scout ahead just to find our next base of operations. I doubt we can mount an action during daylight tomorrow anyway. So we can rest during the day before trying whatever we try tomorrow night.


Rehil won't find it a problem to see, but the others might. But even so, you can push on for a few hours before sunset.


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

Cole finally finishes the climb. His warforged body guarantees no fatigue from the exerted efforts, but he is forced to pause to remove some brush and branches that had gotten jammed in his joints during the rugged climb.

"Scouting is smart," Cole says with a nod as he cleans himself off. "but is it worth sending you off from this distance? If we decide that we need to strike quickly, it'll be hours before you can return and retrieve us. I don't like being in their backyard, but it offers us the chance to be more responsive to any opportunities that we find."


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

"Cole makes a good point. I don't think the scouts should be more than half an hour ahead rest of the group. That would also not leave the scouts totally on their own if discovered...." Wultram chimes in. "That being said, I also don't want to assault that base without us being anything less than full efficiency."


Otto awakes though he keeps his eyes closed. Lying against the tree, he steels himself for what looks like a long deadly night ahead...


The group steel themselves, and then set off along the ridge. It is slow going. The way is steep and undulating, with heavy jungle growth and a razor-back ridge falling down hundreds of feet on either side. There is no path to speak of, just rugged stone covered with creepers and sprouting trees and bushes. At least the occasional views across the jungle from his height are impressive, but even then the unbroken green simply emphasises that they are far from the nearest civilisation.

After a few hours they have not yet reached the crater, although it looks tantalisingly close. But the sun is dipping swiftly to the horizon.


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

Based on the amount of distance we've been able to cover, and the distance that looks like we've yet to go, how much more time to make the crater? Secondarily, how does the weather look?
Survival: 1d20 + 8 ⇒ (7) + 8 = 15

Cole pulls up momentarily to look at the sky, the crater, and the amazing views around them.

"Rehil, how much further do you judge it?"


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 moves as swiftly as the others can follow. He ignores the scenery to concentrate on the path except when waiting for the pack to close up. At those times he breathes deeply and although his face remains impassive, his body language is open. Clearly he is enjoying this portion of the trip.

He halts for Cole's inquiry.

"The crater is tantalizingly close." Rehil replies.

"But we can not remain on the ridge overnight. It is too exposed, too dangerous.

Eben, stop giving Aubrey evil ideas!


Thunderclouds rumble on the horizon as tornados sweep the valley below. Snow drives into the faces of the travellers and gales try to pluck them from the mountain.

The leaves around patter with light rain.

It might take an hour or two to get to the crater, but it will be dark within the hour.


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

:D

Cole looks up, and a few drops plink on his armored frame. “This complicates things. Finding good shelter just got that much more important.”

He looks around, searching for areas that might provide a cave or copse of threes in which they can take refuge. “If we can find a spot where we can see the crater, I might be able to spend the night watching their activities. Defense, survival, and stealth should be the priority, though.”

Survival, good/safe camping spot?: 1d20 + 8 ⇒ (10) + 8 = 18
Perception, in case it’s more appropriate: 1d20 + 14 ⇒ (3) + 14 = 17


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)

"We need to move faster. Keep my pace." Rehil resumes his course along the ridgeline.

Aubrey, what if we hustle -- double movement -- at least until dark.


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

survival aid another to help Cole: 1d20 + 6 ⇒ (16) + 6 = 22


"Great." mutters Otto as the first drop catches him dead centre in his skull. "Just great." he adds as Rehil asks for them to hurry.


If you hustle you will need to make skill checks - DC 10 Acrobatics - or you might injure yourselves.


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)

You guys up for hustling to try to get off the ridge before dark?


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'd slightly prefer going it slow, but if we need to go fast i will do the best i can with my +3 acrobatics


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 don't really see what would be the benefit of arriving an hour early, if we intend to just look over the place tonight. I am not strongly opposed, but seems like unnecessary risk.


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)

I imagine that we'll also be making rolls if we are on the ridge after dark.


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

Yah, I'd like a little more information. I agree with Rehil that remaining on the Ridge after dark (or while stopping to rest) is a bad idea. So we need to push forward as Rehil is suggesting, or find a place 'off the ridge' that can afford us some protection, which is what I was hoping Cole's Survival rolls would give us some insight into.

Aubrey, can we get clarity on our options? Is it basically stop or move forward? is there a safe place near our current position to stop and rest for the night (based on any rolls we've made so far)?


Basically, it is stop or go on. You can bivouac here or try to reach the crater lip.


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

Realizing how limited his choices are, Cole finally lets out a mechanical groan. "I don't like it, but I agree with Rehil. I don't want to be caught up here at night and in the weather."


Otto tries to suppress his groan as he gets to his feet: "Very well. I am looking forward to see what they've done with the place." he says, trying to sound cheerful.


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)

Taking Cole's and Otto's response as affirmation to move quickly, Rehil sets off at a quick pace toward the crater rim.

Acrobatics: 1d20 + 11 ⇒ (8) + 11 = 19

Anyone declining to roll can just stop the train. Aubrey, can we throw Aid Another's at the acrobatics rolls?


Everyone just roll (including NPCs) and we'll see how it goes.


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)

Acrobatics, Ashshar: 1d20 + 10 ⇒ (18) + 10 = 28
Acrobatics, Eshsheth: 1d20 + 3 ⇒ (20) + 3 = 23


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

If we get to a point where the Acro checks we're making look to have a failure result of "falls off a cliff", Cole will suggest we all tie ourselves together.

Cole, looking resigned to the plan he agreed to, tries to follow the agile scout.

Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17


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: 1d20 - 2 ⇒ (18) - 2 = 16
Skelly: 1d20 + 1 ⇒ (8) + 1 = 9


Acrobatics with ACP: 1d20 - 2 ⇒ (11) - 2 = 9


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*

acrobatics: 1d20 + 3 ⇒ (18) + 3 = 21


Skellie and Otto get a re-roll. Someone roll for Vaard, please.


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

acrobatics: 1d20 + 8 ⇒ (16) + 8 = 24


Otto struggles over the rough terrain.

Based on his roll on the Discussion thread, he'll need a bit of assistance.


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

Acrobatics Skelly: 1d20 + 1 ⇒ (16) + 1 = 17


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 can lend a hand to anyone who needs it.

Acrobatics +11


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

Acrobatics aid another: 1d20 + 8 ⇒ (4) + 8 = 12


The group stagger to the end of the ridge where it meets the lip of the crater just as the light is giving out.

Give yourselves a big slap on the back, and 600xp each.

The crater is largely lost in shadow, but they can make out the reflection of the last glow of the sunset on the lake which occupies most of it. But Da'sheth itself is quite easy to make out, about a half-a-mile distant. Powerful lights illuminate the site, throwing the actual buildings into sharp silhouette. Figures can be seen moving about. Some sort of metal tower, seemingly forming the focal point of the invaders' camp, has been erected in an open space. And, tethered to a different building by a number of hawsers, looms the bulk of an airship.


Otto, despite, the pain in his legs and back, grins away the darkness, quite proud with himself. The sight of the airship gives him hope. "We watch then, right?" he asks with a low voice.


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 nods. "We watch and rest. Take it in turns."


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

"What I would give for a spyglass right now." Wultram comments. "I am tired, but we should probably do our best to camouflage our resting place just in case some sentry wanders around."

The mage leans next to one of the trees and steadies his breath. "I don't think we have a chance of taking that group on in even remotely fair fight."


OK, so what's the plan?


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)

First is rest and watch while cowering under whatever cover we can find.

Do you guys want to try to make a move tonight or wait for tomorrow night? I can't see any kind of action in the daytime. That would be tantamount to suicide.


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*

so to recap of what our mission is here... i don't quite recall other than my desire to steal the airship and get the hell out of here. we obviously cant take them on, trying to find an artifact seems like a needle in a haystack if the hay is trying to kill you.

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