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

Game Master Aubrey the Malformed


3,751 to 3,800 of 6,584 << first < prev | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | next > last >>

"Nothing specific... Yet." replies Otto, restraining himself.


Wultram and Rehil:

Spoiler:
An arcane ballista is none too bright, but might need to be bluffed to work for someone who is not its usual crew.

Nalverren got a good score, so he knows other stuff about them too, if he chooses to ask.


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*

do i need to reroll over here? sorry this is all taking so long but to go into a mission like this without extensive planning would be suicide!


Meh, you know I would let you die!

'Portforged' wrote:
LIAR!


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

Thou lies!


OK, sorry for being a bit quiet - one of those weeks at work.

Alright - it needs some decision-making. You are about half-a-mile distant, but it'll take a bit of time to get there because of the difficult terrain. We will assume it is about midday. You may also assume you have had a day's rest to recuperate from wounds and stuff.

Your general impression is that the place is quite well-organised and defended. From an Eberron perspective, they have access to quite advanced weaponry, so they are clearly well-financed, and based on your brief encounter with them they seem fairly proficient and professional. However, if the uniform of the guy you dredged out of the river is anything to go by, they are a mercenary force, not soldiers from any of the (remaining) Five Nations.

Try a Knowledge (Arcana) check, DC 25 (you can assist each other):

Spoiler:
The use of the sort of weaponry you are seeing is suggestive of Aundair, which has tended to rely on arcane magical support more than other nations. That doesn't necessarily mean, of course, that the nation of Aundair is involved in this - these technologies could be adopted by suitably trained soldiers from anywhere - but it is suggestive none the less.

So:
- are you going in?
- if not, what further information are you looking for?


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 team that goes for a ballista may need to convince it to obey them. They aren't as bright as a warforged, but will still probably want proof of authority."

Aubrey, can you place the towers and airship with respect to their perimeter? Near edge, mid-zone, or near center should be descriptive enough. That might help us assign personnel. And some idea of proximity of each to the lake might help Otto settle on spells from his interesting selection.

We probably don't want to go in before sundown in any event. Even the humans and warforged will stand out as strangers in good light.


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*

arcana: 1d20 + 12 ⇒ (11) + 12 = 23


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

Arcana aid another: 1d20 + 9 ⇒ (19) + 9 = 28


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*

"Hmm, awfully Aundair-like, employing such heavy weaponry. I'd watch out for battlemage types also."


The ballistae are roughly equidistant on towers along the perimeter. They are facing outwards, i.e. away from the lake. The tower with the airship is closer in, on the edge of the plaza.

So is the plan to go in at sundown?


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)

Yeah, go in at sunset. We just have to settle on teams.

During the day Rehil asks Eshsheth, "How far did the lizardman army get. Were you stopped on the outer slopes? Did you get inside the crater rim? Inside the town? "

Since we're 1/2 mile from the city, is the crater about 1 mile in diameter?


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

Cole is mostly quiet through the plan-making, watching the distant encampment without much comment. "Do we think they have a command center? Are we hoping to take their ship and then try for Bokehn's information? Or should we try to hit their command center for information on the way to the airship?"

Sorry if that had already been discussed (I had a LOT to catch up on). If so, ignore me.

Secondly, we had a night of rest, right? IF so, Cole would try to repair a bit.
Craft, Warforged, to repair, taking 10: 10 + 10 - 15 = 5

65/68 hp


The crater is about that size.

OK, so you are heading in and then splitting up? Can I have the teams, please?


Sorry, I've had a bit of a beast of a cold, which while not preventing my fingers from working a keyboard didn't exactly help with my powers of inspiration. Managed to avoid a cold all winter, get one just as the weather turns better.


'Rehil' wrote:

So, Rehil, Vaard, Ashshar, Eshsheth, and Skelly hit the ballista tower?

Nalverren, Wultram, Cole, and Otto are for the airship?

OK, shall we do this?

The adventurers discuss their plan. None of their options look good - the defenses of the base look formidable - but they begin to formulate a strategy.

OK, hopefully this will help - a map of the crater. It's not to any particular scale, and the scale of the section with Da'sheth on it is distorted so it is relatively bigger than it would be in "real" life so you can see the towers. A = airship tower, B = ballista tower, M = menhir tower/thing, X = the adventurers' camp.


OK, we'll run with what Rehil says in the other thread.

Rehil Ecraish wrote:

Let's stick to the current plan. Split the party and grab the airship and hit the waterfront tower. Underwater approach to the tower. Once we've got the airship we can plan some kind of lightning raid on the menhir tower.

Rehil, Skelly and the lizard folk for the tower. Otto, Cole, Nalverren and Wultram for the airship.

Having set their plan, the group slip down to the water's edge as dusk approaches. Rehil, the lizardfolk and Wultram's skeletal servant slip into the water while the others head through the jungle towards the base.

You might want to think about how you coordinate your attacks. It would be best to do that in-character or at least in this thread - I think splitting off the discussion to a different thread didn't really help get the conversation going.

Also, consider what buffs you want to give each other before you split up.

Once you have done that... SPOILERS PLEASE!

Rehil and Wultram:

Spoiler:
Just for reference, I'm assuming that Wultram will control the skeleton while it is out of Wultram's direct control.

The water is quite cold, but very still. Swallowing the odd mouthful as they swim, it has an odd metallic tang, but doesn't seem to be actively poisonous.

OK, swimming is basically easy since the water has no current, so it's just a factor of keeping going. Skellie doesn't get tired and the lizardfolk both have swim speeds, so this is no big deal for them, so just Rehil needs to make a Swim check. This isn't to avoid drowning as such, but more to avoid getting tired. The DC is 10.

Cole, Wultram, Nalverren and Otto:

Spoiler:
The group make their way through the jungle. The going is quite tough given the steep sides of the crater, but it probably beats swimming in water infused with volcanic fumes.

Stealth checks, please.


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

Thinking he'd be more of a hindrance to those heading for the airship, Vaard follows along behind Rehil....

Aubrey, Rehil, Wultram:
Do I need to make a swim check if I have a racial swim speed?


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

As the groups prepare to split up, Cole gives his comrades from the other group a long look. "Do you have a way to signal us with lights? I'd suggest torches, but ... water. Signal us if there's an issue." He stops to consider, "So should we just hold the ship until we see you attack the other siege weapons? Or come as soon as we have control of the ship?"

Airship Crew:
Cole marches along, doing his best to avoid stomping along.

Stealth: 1d20 - 4 ⇒ (14) - 4 = 10
Perception: 1d20 + 14 ⇒ (20) + 14 = 34; this is me wishing I had rolled those in the other order.

I should consider finding a way to offset these Stealth penalties. :/


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*

airship crew:
Nalverren trudges along with the others, nerves on edge in what could be their final mission.

perception: 1d20 + 8 ⇒ (1) + 8 = 9 +2 more to spot traps
stealth: 1d20 + 7 ⇒ (6) + 7 = 13


gm:

when we get like 20 minutes out from our destination, i can do Skill Enhancement Stealth +3 on Cole to almost get rid of his penalty. It'll last 40 minutes. When it is that time let me know, I will do a little post since it is my first time using infusions in the group.


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 cocks his head at the warforged. "If there's an issue before we attack, then we won't. We'll abort and try again tomorrow. Wait until the alarm is raised against us before you go in.

"If there's an issue after we attack, it doesn't matter. The plan is the same. You grab the airship and come get us as fast as you can. If you have an issue, we may be dead."

Message or sending would be a huge help here. Casters?

Aubrey and the wetbacks:
Can't I just let the skelly tow me?

I'll make the swim check when we're poised for the attack.

Ben, in Aubrey's spoiler to Wultram and me he mentions that only Rehil has to make the check because the lizardfolk have swim speeds.


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

Crap ... sorry about the bolding.

Cole nods, then gives them all a look. "Take care of yourselves. Let's all walk out of this thing alive."


Otto will pray and provide Rehil with the means to keep his head under the water and add a shorter prayer to get a sense of his health. Cast Water Breathing, 10 hrs, and Status, 5 hrs.

Then, satisfied, he follows his group through the forest, asking for Dol Arrah to guide his path.

Cast Heroism (50 min). Ready to cast Muffle sound or Silence if need be.

ClOWNs:
Stealth: 1d20 + 2 ⇒ (14) + 2 = 16


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 instructs the skeleton to follow the others lead and if need be their instructions. He then cast a spell for some extra durability.

False life: 1d10 + 6 ⇒ (8) + 6 = 14

Rehil nope.

Airship people:
I don't remember off hand if ou can use action points after you roll, but if you can you might want to do so Cole.

Wultram tries his best to remain quiet as they move around the encampment, hoping that distance and the background noise of the jungle itself allows them to get to position.

Stealth with action point: 1d20 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12

Temp HP: 14
Action points: 5
Spells: 1st: 8, 2nd: 5


And here seems a suitable point to leave things until I return...


OK, I'm back.

Rehil:

Spoiler:
No, you need to make a Swim check.

Nalverren:

Spoiler:
You can do your infusions now.

Otto:

Spoiler:
Do you want to cast a spell to improve the Stealth of your group?


Aubrey:
I have only min/level, so Otto would cast only towards the end of the walk in the jungle, as he feels they're getting close enough.


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*

"Cole, you're a bit too noisy for us to get any closer. Let me have a look and see if I can muffle your joints."

Nalverren proceeds to look the construct's form over, focusing on elbows, knees, and ankles as well as the masses of cables that supplanted muscles in a normal flesh form.

His plans to mechanically muffle the scraping of metal changed when, upon closely examining his subject, faint lines of magical energies became apparent to his eyes. A fine mesh of gold and azure and jade lines intertwined before his eyes in a manner heretofore unknown to him. Making sense of it now, however, he was able to twist a few of the intangible wires such that small bubbles of force cushioned the myriad of clattering metal fixtures in the 'forged.

The normal cacophony of Cole's movements had largely abated.

"Hmm, it appears the magical aspects of your construction overlap more so than I previously knew. If I survive this, it looks like I have more studying to do."

you now benefit from skill enhancement (stealth +3) for 40 minutes


Rehil, Vaard, Skellie:

Spoiler:
Still waiting for a Swim check from Rehil.

Wultram, Cole, Nalverren, Otto:

Spoiler:
The group move through the trees. It is fair to say that they have not been the quietest, but they try their best to keep the noise down. After about half-an-hour, the trees begin to thin out as they approach Da'sheth.


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)

Swimmers:

Swim: 1d20 + 7 ⇒ (11) + 7 = 18

Rehil unstrings his new bow. He coils the string and places it inside his belt pouch, making sure to draw that tight and knot it closed. Frowning with regret at the watery travails his weapons will shortly undergo, he double checks that his sword and dagger are secure.

He looks at the water. "Let's stay close together. If we get separated we'll meet on the far shore just east of the tower."

After waiting for replies from his comrades, he wades out into the lake and begins a steady sidestroke toward an area offshore of the tower.


Swimmers:

Spoiler:
Rehil swims strongly across the lake with Vaard and Eshsheth. The lizardfolk strike a disturbingly crocodilian shape in the water, their long tails propelling then effortlessly. The skeleton is less elegant, disappearing from time to time before resurfacing, but being already dead is a useful hedge against drowning.

They track across the lake, using Rehil's night vision and the lights of the human camp, before turning and heading for shore.


Walkers:

Otto asks the group to stop for a moment: "I will ask for Dol Arrah's blessing. Great Rectitude, I ask that you allow your servants to remain unseen, if only long enough that we can then shine a bright light on Your enemies..."

"Ok, try not to cast spells until I dispel the effect."

Cast Muffle Sound.


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)

Swimmers:
And Ashshar too!

About 100 yards from their goal Rehil stops to study the the shoreline. He looks for light sources, guards, and means of egress from the water.

How clear is the water? If we're underwater, can we see the lights well enough to make our approach? What's the shore by the tower look like? Any activity in or on the tower?


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

Walkers:
Cole nods thanks to both Otto and Nalverren. His steps are noticeably quieter, his joints noticeably less creaky.

As they get to the area with the thinning trees, Cole pauses, looking at their surroundings. "So does anyone see a less populated approach? Or one with cover?"

My previous (unused) Perception roll totaled 34. If I can use that to look for a hidden approach the airship anchorage, please do so. If not, a new roll...
Perception: 1d20 + 14 ⇒ (7) + 14 = 21


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*

walkers:

Nalverren also takes his time to be quiet, unseen, and to look for enemies, traps, and details of their objective.

stealth: 1d20 + 11 ⇒ (6) + 11 = 17
perception: 1d20 + 8 ⇒ (7) + 8 = 15 +2 vs traps


Walkers:

Spoiler:
The group peer through the bushes at the edge of the site. The towers loom up in the dark, with the lights creating pools of bright illumination and other areas of deep shadow.

Cole:

Spoiler:
The areas of darkness could provide cover for an approach to the tower. However, he also notices that there are warforged taking positions in the doorways of some of the towers. It looks like you might be expected.


Swimmers:

Spoiler:
Perception check from Rehil, please.


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)

Swimmers:

Rehil stops swimming and squirms to the surface, letting his forehead and eyes break into the air.

Perception: 1d20 + 11 ⇒ (18) + 11 = 29


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

Walkers:
Cole gets the group’s attention, pointing into some of the shadows.

“Warforged sentries,” he rumbles quietly, pointing out a few warforged taking positions in the doorways of some of the towers. “Looks like we might be expected.”

He considers, “If they’re looking for us, it might be that much harder to sneak by. it also means any ‘out of the ordinary’ distractions might only bring additional attention.”

He looks at his teammates, “Rehil mentioned it might be easy to get some uniforms. Could we find someone, take their uniform, then have one of you pose as an officer to pull those sentries from the doorways to go reinforce the other side of camp? If they’re on the lookout for an incursion, maybe it will be an easy lie to sell that such a sneak in was attempted somewhere else.”

Does Cole see any human officers that are close enough to the edge that we could take them quietly an take their clothes? Or see any buildings that might be officer barracks or maybe a provisions tent with extra clothes in them?
Perception: 1d20 + 14 ⇒ (15) + 14 = 29


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

Walkers:
"I might be able to sell a story but without knowing how this particular group works it would be hard to wing it. My experience is in the Karnaths military, this group might be a lot less formal. About taking an officer out, I could paralyze someone well have a chance to and it would be an easy kill after that, but doing that unnoticed won't be easy. Other options is to go for overwhelming first strike against the sentries or try to find a route to sneak past them." The mage notes on the situation at hand. After a short pause he adds. "Well there is another option though I am not too fond of it. We could wait for the other team to draw attention to themselves."


Walkers:
Otto shrugs at Wultram's suggestion: "Might happen one way or another... Cole, did you see a uniform we could capture and strip?"


Swimmers:

Spoiler:
The water is clear, but you don't have specialised underwater vision (even the lizardfolk) so seeing the light while submerged is basically impossible. However, they don't appear to have put much of a guard on the lakeside, their defenses seem much more concentrated on the landward perimeter, and you can't see anyone patrolling the lake shore. The plaza effectively steps down into the water so you can get out of the water pretty much wherever you want. The light is concentrated around the towers but that leaves some areas of deep shadow in the plaza.


Walkers:

Spoiler:
Once Cole points them out, the others can see the waiting sentries.

You can see some human officers, but the ones you can see are surrounded by warforged troops. Unfortunately, none of them seem to be having a quiet solo stroll tonight.


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)

Swimmers:

Rehil points to the shadowed area closest to the target tower and turns to the others quietly. "Ashshar and I will lead. You swim in to where you can stay under the water with just your eyes out. We'll check the shore and wave you in if it is safe."

"Ashshar, I'll take the right; you take the left, about 50' apart. Stay hidden, have a quick look, and if it's clear raise your right arm. If I do the same, then we wave the others in."

How far out do the others have to stop to stay submerged? How far from the shore to the tower?

Stealth: 1d20 + 12 ⇒ (7) + 12 = 19
Perception: 1d20 + 11 ⇒ (14) + 11 = 25


Walkers:
"Ok, Kol Korran is not smiling on us it seems. We need to stay out of view. Can anyone of us create some kind of diversion so we can try to get closer? Do you see a way around?" asks Otto, himself trying to figure out what to do...

Perception: 1d20 + 7 ⇒ (18) + 7 = 25


Swimmers:

Spoiler:
The lake bed is pretty steep - they can practically swim right up to the shore and remain submerged. The tower is fairly close - perhaps sixty feet from the shore.

Rehil and Ashshar emerge from the water, climbing quietly on to the steps.

Ashshar needs to make a Stealth check too.


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

Walkers:
"I could try a summoned creature, but that will only get us a headstart and pull people away for a moment. I would also need to get to a location where I can cast the spell without being someone hearing it. Other possible spell would be instilling supernatural fear to that pair who are guarding our path. If we go with either we need a plan if it does not go as expected."


Walkers:
"Fear... Not a bad idea. Perhaps you should target only one, and we move while the other tries to help his companion... But. Wouldn't fear make them sound some kind of alarm? Perhaps we need a more mundane kind of distraction?" he offers.


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)

Swimmers:
Ashshar, stealth : 1d20 + 9 ⇒ (12) + 9 = 21
Ashshar, Perception : 1d20 + 7 ⇒ (3) + 7 = 10


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*

walkers:
"I don't have much besides some itching powder and flesh-eating acid."

3,751 to 3,800 of 6,584 << first < prev | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 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.