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

Game Master Aubrey the Malformed


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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:
"As I noted these would only give us a headstart. I doubt more than a couple of minutes in the confusion. We will be noticed regardless, it is a matter of when. Only other choice I see is trying to sneak past and I don't think we have the skills to do that, some might be succesfull but I doubt each one of us will go unnoticed even if we stack the deck into our favor."


The Walking Living:
"Close enough... I wonder if we could at least hope to get close enough? If so, I have a spell that cuts all sound in a small area. We could perhaps take those down unnoticed if they can't sound any alarm? The question is whether others would see us?" offers Otto.


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:
"Well, that's about as good as we can hope for. A distraction would likely cause them to sound the alarm, but if we are silent and upon them, the alarm can't escape, as long as we are upon them quickly and permit none to escape."[/b]


Otto:
Otto nods at Nalverren: "the only trouble is, I need to end the first prayer helping us to stay silent to pray another of His graces be bestowed. If I do not, I risk messing the prayer due to the muffling of sounds... I won't be able to help fight them, only keep them silent..."

How far are they and can anyone else will be able to see us easily when we engage them?


Walkers:

Spoiler:
A tiny bead of light streaks down from the top of the nearest tower towards the group. It strikes a nearby tree and explodes into flame.

5d6 ⇒ (5, 6, 5, 4, 1) = 21 fire damage, DC 10 Reflex save for half damage.

A voice, artificially amplified, roars, "Intruders! Step out and show yourselves, of there is more where that came from!"


Swimmers:

Spoiler:
Rehil and Ashshar emerge quietly from the water and move stealthily up the stair. All is quiet - they don't seem to have been noticed. It seems safe to signal for the others to join them.

Then there is a sudden commotion - but on the other side of the site, where their companions on foot would be trying to infiltrate themselves. There is a sudden whoosh and flash of orange flame among the trees and a loud voice, somehow amplified, booms, "Intruders! Step out and show yourselves, of there is more where that came from!"


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:
Should we start rolling init?

Ref: 1d20 + 2 ⇒ (11) + 2 = 13

Wultram manages to dash behind a nearby crate protecting him from worst of the inferno. His expression turns to that of rage as he looks at his companions. "No quarter" Comes the statement as he stands back up readying himself for the impending battle.


Temp HP: 4
Action points: 5
Spells: 1st: 8, 2nd: 5


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:
ref: 1d20 + 7 ⇒ (14) + 7 = 21

do we have a map? i cant seem to find the link


Walkers:

Spoiler:
No, there is no map (yet) except the schematic of the site, which isn't much use here.


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:
alright, i was considering trying to rush forward towards a door or something but I assume I am too far for that?


Walkers:

Reflex: 1d20 + 1 ⇒ (2) + 1 = 3

Otto is hit squarely by the blast"Looks like we're the diversion after all..." curses Otto as he makes a run for the sentinels, dropping his stealth spell.

"With luck, they won't fire on their own..."


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:

Dragon below, could we be less lucky!?

Rehil waves the rest of the swimmers in to shore.

Hells' bells! Never even considered the possibility that the land crew'd get spotted before we attacked! However, them acting as a diversion while we take the tower is a daft plan. As is fighting our way across the city to help them.

I bet the tower at C12 is the problem, but we need intel.

[ooc] Vaard, what do you think?

Aubrey, roughly how far is it from us to the tower at C12?


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

Walkers:
Reflex, DC 10: 1d20 + 2 ⇒ (10) + 2 = 12
55/68 hp remaining.

Cole gets his thick shoulder and arm up in time to shield himself from the worst of the blast. “No sense worrying about an approach now,” he rumbles grimly, “use cover to approach and lets hit those sentries. Stay close to opponents, force them to risk friendly fire.”

The big warforged puts his words to action, rushing across the ground, trying to keep structures and rooflines between him and the source of the Fireball as he rushes the warforged sentries.


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:
for lack of an ability to convey more precisely, Nalverren mimic's Col's advance in hopes of not drawing any fire towards himself.


Walkers:

Spoiler:
Arrows begin dropping around the huddled would-be invaders. Each one glows with a cantrip of illumination, lighting up the forest where they hide.

I need to set up a map. Watch this space.


Swimmers:

Spoiler:
C12 is probably about a hundred yards. But you get the impression that the aggro is more around F14, which is twice as far away.


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:
how many arrows, approximately? because each caster can only have one light at once, so a dozen arrows sounds baaaaad


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

Swimmmers:

Spoiler:
[ooc]I'm a bit behind, so I may be wildly wrong, but if the 'aggro is more around F14' as Aubrey says, maybe it would make sense to target C12 first (since it would be easier)?


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)

Crater Map

Swimmers:

"They're no where near the airship. Attacking a tower is an invitation to capture or death. But we could go for the airship. They could be our diversion."

I say go for the airship or abort. Abort is probably the smarter play.


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)

Schwimmers:

The elf shakes his head. "Stick to the plan. Something's gone wrong before our attack. Let's head back to camp. Hopefully they don't spot us on the way out."

Looking around to make sure they are unobserved, he leads the way back into the water and submerges as soon as possible.

Back to camp. I hope the other guys aren't fighting it out.


Johnny Walkers:

Spoiler:
Map updated.

The dark green strip along the bottom is jungle. You are somewhere in there. It offers cover but doesn't hinder movement particularly. The light green is just ordinary open ground. The blue is the edge of the lake. The grey is the nearest three towers - I've indicated on them where the doors are. The towers are simple cuboids, about sixty feet high. The enemies are ones you can see - on the tops of the towers and on the ground. There may be others inside the towers or beyond the map. W means warforged - the Cs and A are human.

Please place yourselves.


David Schwimmers:

Spoiler:
From the lake, the swimmers can see what look like light shooting from the tops of the towers into the jungle where their friends are (presumably) lurking.


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

Walker Texas Rangers:
And what's the general direction and distance to the airship? I want to keep that in mind as it's our team's goal.


Walkies:
Same concern/question about the airship, but also the obelisk.


Walkers:

Spoiler:
Both are basically off the north end of the map.


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:
"Try to make land near them and help. Your number one priority is to not be seen. Let Ashshar take point once you reach land. I'll follow as well as I am able."

Rehil and the skeleton follow in the lizardfolks' wakes.

I suppose you'll want a swim check. Heading for I17.

Swim: 1d20 + 7 ⇒ (3) + 7 = 10

Skelly stats:

Masters Champion
Human skeletal champion warrior 5
LE Medium Undead

Init +5; Senses: Darkvision 60ft Perception +9
------------
DEFENSE
------------
AC 13, touch 11 flatfooted 12( +1 Dex, +2 Natural)
HP 59 (7HD; 2d8+5d10+14)
Fort +5, Ref +5, Will +3, channel resistance +4
5/bludgeoning; Immune cold, undead traits
------------
OFFENSE
------------
Speed 30 ft.
Melee
2 claws +9 (1d4+3/20/x2)
Ranged

Space 5 ft.; Reach 5 ft.
------------
STATISTICS
------------
Str 16, Dex 12, Con -, Int 13, Wis 9, Cha 12
Base Atk +6; CMB +9; CMD 20
Feats: Improved initiative, Weapon focus(scimitar), Shield focus, Combat expertise, Butterfly's Sting, Dazzling Display
Skills : Bluff+2 (1 rank, 1 cha) Climb+7 (1 rank, 3 str, 3 class), Disguise+6 (2 rank, 1 cha, 3 class), Intimidate+11 (7 rank, 1cha 3 class), Knowledge religion+5 (1 rank, 1 int, 3 class), Perception+9 (7 rank, -1 wis, 3 class), Sense motive+9 (7 rank, -1 wis, 3 class), Spellcraft+5 (1 rank, 1 int, 3 class), Stealth+6 (2 rank, 1 dex, 3 class), Swim+7 (1 rank, 3 str, 3 class)

Languages Common


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:
Well we were looking at one of the entrances so let's say H17.
@Nalvarren: I would assume magical items on the arrows. They would have had to to cast the spell otherwise and that number of mages is very unlikely unless we have seriously gotten the wrong impression on their numbers.


Walkers:

Spoiler:
The Light spell is a cantrip and can be cast over and over again. So if they had time prepare - such as if you got lousy Stealth scores while coming in - they could just create loads with a single caster. It probably wouldn't be a particularly unusual tactic to light up the scene with Light-arrows, and your characters are probably aware of that. So no need to panic.

Is there any info extra you need? Otherwise please place yourselves on the map and we can kick of the action.

Swimmers:

Spoiler:
So the tactic is the try and get back to support the others?


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:
@Aubrey: You might want to check the light spell description. Not that is the only possible complication, but as there are other ways not a true issue. Figured just that you would probably like to know it doesn't work normally like that.


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:
I guess. Trying to fight through the camp just seemed too dangerous.

The lizardfolk should make halfway decent time.


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:
yes, that's what i was getting at. only one light spell active at a time. though no real sense retconning it since it could be done in other ways.

fellow walkers, what tower are you running to?


Walkers:

Spoiler:
Odd, I read that description to make sure what I was doing was OK specifically with than in mind. Anyway, they still have enough casters. Heh heh...


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

Walkers:
E.17. Let's stay away from the water.


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:
alright, I will head for B17 then


Walkers:

Spoiler:
I was assuming you were in the dark green jungly bit - to those positions would require you to move there. Please position yourselves in 21-15.


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*

walker:
c21


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:
H21
We should probably just try to rush to the airship and hope we get control before the whole camp is against us.


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

Walkers:
G21

And I agree, Wultram.


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:
sounds good


Walkers:

Spoiler:
Did we ever roll for initiative?

Initiatives
W1-5 1d20 + 2 ⇒ (1) + 2 = 3
W6, A, C1 and Arcane Ballista 1d20 + 1 ⇒ (3) + 1 = 4
W7-14, C2 1d20 + 1 ⇒ (15) + 1 = 16
W15-19 1d20 + 2 ⇒ (15) + 2 = 17

Map updated.

Non-Walkers:

Spoiler:
Things are moving at a different pace between the two groups. You are swimming across the lake and it'll take you a while to get here. meanwhile, these guys are in combat. So, so you don't get bored, you can look at the walkers' spoilers. However, if you want to comment, it'll be best if you only do so in the discussion thread.


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

Walkers:
I didn't.
Initiative: 1d20 + 1 ⇒ (3) + 1 = 4; booyah!


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 dont remember and i can't ctrl+f spoilered content, so here's a roll!
init: 1d20 + 3 ⇒ (20) + 3 = 23


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)

Schwimmer, New York Thespian:
S'cool, Aubrey. I was hoping that they could get away cleanly, but no. I don't know what they ran into, Rehil probably should have scouted their route first.

Sorry, Ben. Looks like we're sitting this one out.


Walkers:

Spoiler:
As you can see from the Discussion thread, we are now a player down. We will play Otto between us. I've plonked him on the map and his initiative is 1d20 + 4 ⇒ (3) + 4 = 7

map updated.

Initiative
Nalverren 23
W15-19 17
W7-14, C2 16
Otto 7
Cole 4+
W6, A, C1 and Arcane Ballista 4-
W1-5 3
Wultram ?

Assuming Wultram doesn't get more than 23... Nalverren.

Swimmers:

Spoiler:
OK, roll initiative. You are all one square just off the north end of the map in the water(AB, AC and AD columns). One square of movement will get you on the map and in the action.[/ooc]


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

Oh bloody hell, forum monster ate my post.

walkers:
Init: 1d20 + 1 ⇒ (19) + 1 = 20


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:

Initiative: 1d20 + 4 ⇒ (19) + 4 = 23

What's the color coding, Aubrey? Are those grey areas low buildings or towers? Are the warforged inside or rooftop?


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 takes a knee and fiddles with an item he picked up earlier.

using two points of Ingenuity to make a single-use wand of Web. full round action


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)

Going Swimmingly:

Initiative, Eshsheth: 1d20 - 1 ⇒ (12) - 1 = 11
Initiative, Ashshar: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative, Skelly: 1d20 + 5 ⇒ (2) + 5 = 7 Or do you want him to go on Wultram's turn?

5' squares? Light green/darkgreen?


End of spoilers.

I've expanded the map so everyone fits on, and so you can see the site better. Here it is.

Just for the avoidance of doubt, the squares are normal 5' squares. The light green is open ground, the dark green is jungle (which offers cover). The grey are the towers (about sixty feet tall). The weird black thing in the middle of the open space is the scaffolding-type tower arrangement thing, which has a sort of shed/control booth next to it. The big ship-shaped thing is the airship, or rather its representation on the ground where it actually floats sixty feet up (so you can walk merrily through that space, it's just there to show you where it is).

Also, I've not put any troops on the towers other than the four lowest. Please note, that is NOT because there aren't any, it's because you can't see them clearly in the dark. However, I've marked the arcane ballista on because you know where that is, and to remind you.

Additional initiatives
C3, W21-24 1d20 + 1 ⇒ (11) + 1 = 12

Initiative
Rehil 23+
Nalverren 23-
Wultram 20
W15-19 17
W7-14, C2 16
Ashshar 15
C3, W21-24
Eshseth 11
Otto 7
Cole 4+
W6, A, C1 and Arcane Ballista 4-
W1-5 3

OK, based on the revised initiatives, Rehil and Wultram get to go with Nalverren (who's had his actions).


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)

Is Skelly acting on Wultram's initiative then? I wish I knew when Vaard acts.

Rehil looks at the scores of defenders then back to the lizardfolk. "I say we run for the others."

If Vaard doesn't reply soon, I'll just go for it.

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