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

Game Master Aubrey the Malformed


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I think Skelly has his own initiative.

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

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)

"If we can't get through, retreat through the water. "

Rehil slides his sword from its sheath as he stands and then dashes toward the other party members.

MOve to AI34, I think. When I use the map link, I get directed to the Paizo system maintenance screen, even if I try cut and paste.


That's because the link is wrong.

Try this.


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)

Move to AI34


Rehil dashes to join up with the others.

And makes a lovely target. Wultram.

Map updated.


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

Sorry....
initiative: 1d20 + 2 ⇒ (18) + 2 = 20


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

Being unsuited to long range combat, Vaard will double-move towards Rehil.


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

Quick post before work, so hopefully no mistakes.

Wultram hopes to create confusion in the ranks and starts casting a spell as heis dashing towards the nearest tower to take cover. Soon etherael tendrils emerge from his hand traveling on top of the tower with the ballista going for what wultram thinks are officers of some kind and attack their mind with dread.

Scare Targeting A and C1. Will Save partial DC 20, duration 6 or 1 rounds.
Move action to Z35


Will saves
C1 1d20 + 3 ⇒ (10) + 3 = 13
A 1d20 + 4 ⇒ (14) + 4 = 18

"Enemy mage," grates the warforged corporal, "Neutralise."

W15-19 will shoot at Wultram
W15 1d20 + 5 ⇒ (12) + 5 = 17 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6
W16 1d20 + 5 ⇒ (9) + 5 = 14 to hit, damage 1d8 + 2 ⇒ (5) + 2 = 7
W17 1d20 + 5 ⇒ (6) + 5 = 11 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6
W18 1d20 + 5 ⇒ (19) + 5 = 24 to hit, damage 1d8 + 2 ⇒ (8) + 2 = 10
W19 1d20 + 5 ⇒ (8) + 5 = 13 to hit, damage 1d8 + 2 ⇒ (6) + 2 = 8

As arrows whistle over his head, more come seeking Rehil as he sprints cross the open ground. The human commander takes out a wand, squints towards Wultram, and fires a magic bolt.

W7 to W12 will shoot at Rehil, W13 and W14 will shoot at Wultram
W7 1d20 + 5 ⇒ (2) + 5 = 7 to hit, damage 1d8 + 2 ⇒ (1) + 2 = 3
W8 1d20 + 5 ⇒ (6) + 5 = 11 to hit, damage 1d8 + 2 ⇒ (6) + 2 = 8
W9 1d20 + 5 ⇒ (20) + 5 = 25 to hit, damage 1d8 + 2 ⇒ (3) + 2 = 5
W10 1d20 + 5 ⇒ (13) + 5 = 18 to hit, damage 1d8 + 2 ⇒ (1) + 2 = 3
W11 1d20 + 5 ⇒ (6) + 5 = 11 to hit, damage 1d8 + 2 ⇒ (3) + 2 = 5
W12 1d20 + 5 ⇒ (12) + 5 = 17 to hit, damage 1d8 + 2 ⇒ (7) + 2 = 9
W13 1d20 + 5 ⇒ (9) + 5 = 14 to hit, damage 1d8 + 2 ⇒ (1) + 2 = 3
W14 1d20 + 5 ⇒ (11) + 5 = 16 to hit, damage 1d8 + 2 ⇒ (5) + 2 = 7

Erk! Roll to confirm W9's critical
1d20 + 5 ⇒ (3) + 5 = 8 to confirm, extra damage 2d8 + 4 ⇒ (4, 1) + 4 = 9

Meanwhile, C2 fires a Magic Missile at Wultram for 1d4 + 1 ⇒ (2) + 1 = 3 damage.

Ashshar.

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)

Ashshar sprints after Rehil. To AJ32.

Rehil's down to 27/44. Based on Vaard's post to follow Rehil he might end up some place like AK34.


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

Remind me to get some proper armor if we survive to see civilization. There goes rest of the temp HP and then some, well at least the DR kept me standing instead of bleeding out.

Wultram grunts in pain as the hail of arrows strike at him. "MEDIC!" The Karn screams as he tries to rip the arrows from his body.

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


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


C3, W21-24 don't have a clear line of fire, so they will hold position.

Eshsheth, then Otto, then Skelly.

Map updated.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Dotting wildly! Looking at that map, I hope I live enough to get to know you all better hahaha!


Eshseth, then Otto. If someone could post for one (or more) of these good people, I'd be grateful. (For new joiners, I generally don't run the NPCs in combat situations.) Skelly is our necromancers undead servant, so Wultram will post for him.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Otto:

As the flashes of light produced by the artillery show him the scene, Otto remembers his vision A lichen-splotched obelisk stands in a clearing in the jungle. A ruined city, covered in creepers, crumbles into a lake of startling blue...The Cathedral of the Silver Flame in Thaliost burns out of control, the high tower collapsing in ruins.

Inflamed by the certainty of destiny and his own desire to change it he starts praying to the top of his lungs, throwing verses from the Sovereign Host's scriptures to motivate his companions.

"Pray be the Host! Redouble your efforts, my brethren!"

Using Inspire Courage +2

I hope this isn't lowering the usual level of Otto, which from what I've gathered, was great.


That's fine (no need to spoiler it). Does he want to move (not that it's obligatory - stepping out of cover means you get shot at a lot)?


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Better to stay in cover until the beefier and less smart members of the team go ham -that's me, and probably Cole I guess-


And Eshsheth?


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Let's move things forward

Eshsheth focus for a moment and let's the power of the ancestors flow before walking towards the tower.

Casting Magic Fang on himself and moving to (AN,15).


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

The skeleton runs after the group leaving some room between them.

Run action to AL30


Skelly.

Map updated.


Cole.

Map updated.


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

Cole steps forward and slings his shield into place, trying to create a line for his teammates to fall back to.

"This is a killing field now," he grunts. "We should fall back to the trees and go around or breach one of these towers to take up a position to kill from."

Move to Z.36. Read shield. AC 22.


The two humans affected by Wultram's spell panic and head back into the tower at speed. Those left on the tower seem confused as their commander departs - including, fortunately, the self-firing ballista.

W6, A, C1 and Arcane Ballista 4- do nothing this round.

But the warforged on top of the other tower still have their marbles, and are well-trained. They carry on trying the "neutralise the enemy mage".

W2, W3 and W5 fire at Wultram, W1 fires at Rehil, W4 fires at Ashshar.
W1 1d20 + 5 ⇒ (5) + 5 = 10 to hit, damage 1d8 + 2 ⇒ (7) + 2 = 9
W2 1d20 + 5 ⇒ (4) + 5 = 9 to hit, damage 1d8 + 2 ⇒ (1) + 2 = 3
W3 1d20 + 5 ⇒ (18) + 5 = 23 to hit, damage 1d8 + 2 ⇒ (6) + 2 = 8
W4 1d20 + 5 ⇒ (6) + 5 = 11 to hit, damage 1d8 + 2 ⇒ (6) + 2 = 8
W5 1d20 + 5 ⇒ (10) + 5 = 15 to hit, damage 1d8 + 2 ⇒ (2) + 2 = 4

Rehil, then Nalverren.

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

PANTS! Round 1 and I am at 0hp

Wultram somehow manages to stay standing ever so barely despite resembling a pin cushion.


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)

"Cole, grab Wultram!"

Rehil continues running for the forest. Reaching the edge, he sheathes his sword and arcs his bow to string it.

Move to AI40 if dark green is regular movement cost; AI39 if it's double. HP still 27/44.


Nalverren, then Wultram.

Map updated.


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 to AA39 by stepping out of jungle then ducking back in it.

He then casts Web at the intersection between W11 and W9 and the squares behind them. A 20ft radius of web erupts, hopefully slowing the advance of the troops in that area.


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)

Aubrey, are you tweaking the map right now? It's changing before my very eyes!

Look out, Tenro. You've made yourself a candidate for neutering -- I mean neutralization.


You may have been right the first time....

Reflex saves DC?

Reflex saves
W7 1d20 + 5 ⇒ (15) + 5 = 20
W8 1d20 + 5 ⇒ (17) + 5 = 22
W9 1d20 + 5 ⇒ (14) + 5 = 19
W10 1d20 + 5 ⇒ (17) + 5 = 22
W11 1d20 + 5 ⇒ (20) + 5 = 25
C2 1d20 + 5 ⇒ (5) + 5 = 10
I suspect the warforged saved and the commander didn't, based on these results.

Map updated.

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

Wultram forces himself to ignore the pain long enough to cast a spell feeling the unnatural energies fill him with new vigor.

By having disabled condition I only get 1 action, I use it to cast false life. I take 1 damage essentially for using a standard so I will just bake it into the roll.
False life: 1d10 + 6 - 1 ⇒ (3) + 6 - 1 = 8

Temp hp: 8
Action points: 5
Spells: 1st: 8/day 2nd: 3/day


Vaard.


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*

DC 16, CL 4


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

I can't tell from the map: can I reach W17-19 from the ground, or would I need to get up on the tower to attack them?


No, you can't reach them from the ground, they are at the top of a 60' tower.


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)

How tall are the big towers? (I thought the three with arcane ballistae on top were taller than the others. Maybe I just misremembered your description from our long range observation.)


The ballista towers might be a bit higher (I can't remember if I said that or not) but not dramatically so.

OK, Vaard, it's down to you - only you can save the party! So what's it gonna be?


Someone take Vaard's turn, please.


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

Seeing the advantage the towers give, Vaard pivots and runs back towards the east tower's entrance, swinging his claws at the foes blocking him.
Move action: move to AN29.
Standard action: Use Flurry Strike to attack W13 and W14.
[spoiler=Flurry Strike]Discipline: Broken Blade (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple of the Broken Blade learns to maximize openings in his opponent's defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.

claw at W13: 1d20 + 8 ⇒ (17) + 8 = 25

1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7 +2 from using a discipline weapon

claw at W14: 1d20 + 8 ⇒ (4) + 8 = 12
1d4 + 4 + 2 ⇒ (2) + 4 + 2 = 8 +2 from using a discipline weapon


Vaard hits one of the warforged with his claw.

More warforged rain death from above. "Rapid fire!" growls the warforged corporal.

W15 shoots at Ashshar, W16 at Skelly, W17, W18 and W19 at Rehil (who benefits from cover).
W15 Attack 1 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14 to hit, damage 1d8 + 2 ⇒ (3) + 2 = 5
W15 Attack 2 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6
W16 Attack 1 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6
W16 Attack 2 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6
W17 Attack 1 1d20 + 5 - 2 - 4 ⇒ (11) + 5 - 2 - 4 = 10 to hit, damage 1d8 + 2 ⇒ (8) + 2 = 10
W17 Attack 2 1d20 + 5 - 2 - 4 ⇒ (3) + 5 - 2 - 4 = 2 to hit, damage 1d8 + 2 ⇒ (2) + 2 = 4
W18 Attack 1 1d20 + 5 - 2 - 4 ⇒ (14) + 5 - 2 - 4 = 13 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6
W18 Attack 2 1d20 + 5 - 2 - 4 ⇒ (14) + 5 - 2 - 4 = 13 to hit, damage 1d8 + 2 ⇒ (3) + 2 = 5
W19 Attack 1 1d20 + 5 - 2 - 4 ⇒ (18) + 5 - 2 - 4 = 17 to hit, damage 1d8 + 2 ⇒ (6) + 2 = 8
W19 Attack 2 1d20 + 5 - 2 - 4 ⇒ (18) + 5 - 2 - 4 = 17 to hit, damage 1d8 + 2 ⇒ (3) + 2 = 5

EDIT Crit on Skelly from W16
W15 Attack 1 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10 to confirm, extra damage 2d8 + 4 ⇒ (6, 4) + 4 = 14

The troops caught in the web try their best to extricate themselves. Two drop their bows and battle Vaard hand-to-hand.

W7, W8, W9, W10 and W11 can extricate themselves from the web as a double move (W10 can do it in a single move), assuming they make their Reflex saving throws while moving through the web.
W7 1d20 + 4 ⇒ (16) + 4 = 20
W8 1d20 + 4 ⇒ (17) + 4 = 21
W9 1d20 + 4 ⇒ (19) + 4 = 23
W10 1d20 + 4 ⇒ (11) + 4 = 15
W11 1d20 + 4 ⇒ (8) + 4 = 12
So that's W10 and W11 now stuck and needing to try to escape next round.

C2 will try to extricate himself. That's a CMB check against the web's DC of 16. 1d20 + 4 ⇒ (13) + 4 = 17 He'll now try to move out of the web 1d20 + 4 ⇒ (13) + 4 = 17.

That leaves W12, W13 and W14. W12 will shoot at Skelly, since he's a nice obvious target. W13 and W14 will drop their bows, draw their swords and attack Vaard.
W12 1d20 + 5 ⇒ (18) + 5 = 23 to hit, damage 1d8 + 2 ⇒ (5) + 2 = 7
W13 1d20 + 4 ⇒ (9) + 4 = 13 to hit, damage 1d8 + 2 ⇒ (3) + 2 = 5
W14 1d20 + 4 ⇒ (16) + 4 = 20 to hit, damage 1d8 + 2 ⇒ (1) + 2 = 3

Ashshar.

Map updated.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Lizardfolk:

"Eshsheth! Flank them, go for the ballista! Fight!" yells Ashshar encouraging his brother

Seeing that Skelly and Vaard have his right flank covered, he dashes to the remaining warforged and clubs him with his morningstar.
"Dieeee! Shhhhh!

Mechanics:

I am uncertain regarding if I can charge W12 or I have to move and then attack.
Power Attack: 1d20 + 7 ⇒ (10) + 7 = 17 +2 if charging
Power Damage: 1d8 + 8 ⇒ (8) + 8 = 16


It's not a biggie, but please don't put your dice rolls in spoilers, it isn't necessary.

Ashshar thumps the warforged so hard he dents its chestplate and it rocks back on its feet.

The troops on the far tower move into position.

W20 and W21 move up and target Nalverren. W22, W23 and W24 target Otto. They both benefit from cover.
W20 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14 to hit, damage 1d8 + 2 ⇒ (6) + 2 = 8
W21 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16 to hit, damage 1d8 + 2 ⇒ (5) + 2 = 7
W22 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8 to hit, damage 1d8 + 2 ⇒ (7) + 2 = 9
W23 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6
W24 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15 to hit, damage 1d8 + 2 ⇒ (2) + 2 = 4

C3 targets Otto with a Magic Missile from his wand. 1d4 + 1 ⇒ (3) + 1 = 4 damage.

Map updated.

Eshsheth.


Someone please take Eshsheth's turn.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Eshsheth readies his spear and charges the warforged attacking Vaard, trying to level the fight.

Charging W13
Charge: 1d20 + 7 ⇒ (17) + 7 = 24 +2 if flanking
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


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)

"Cole! Three coming on your right. One on your left!"

27 of 44 hp. If not for cover, would have been down to 14 of 44 hp after taking damage for two rounds.

Preparing for an onslaught of arrows. Otto casts shield of faith on himself, and maintains Inspire Courage.

Guys, don't forget Otto's Inspire Courage!

Otto's stats:

Race

HP 30/51 :: AC 14/10/14 CMD 15 :: Fort +6 Ref +1 Will +7 :: IC 1/14 :: DF 0/10, Heroism
About Otto ir'Kaspardt

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OTTO IR’KASPARDT
Male Human (Thrane) Cleric (Evangelist) (5) of Dol Arrah
LG, M, Humanoid
Init +4; Senses Perception +7

DEFENSE
AC 14, touch 10, flat-footed 14 (armor +4)
HP 51 (5d8 +5 (Toughness) + 10 (Con) +5 (FC)); DR --
Fort +6, Ref +1, Will +7
Immune
Resist
Spcl Def. Countersong, Fascinate, Channel (5 / day, 2d6).

OFFENSE
Speed 30 (Light Armor)
Melee Longspear +5 (1d8+3; 20/x3, P) reach
Melee Halberd +5 (1d10+3; 20/x3, P and S) brace, trip
Range Javelin +3 (1d6+2; 20/x2 inc. 30 ft, P)
Spcl Att. Inspire Courage +2 (StA, hit and damage competence, charm and fear morale, 14 rounds per day), Spellcasting (CL 4, Concentration +7).
Memorized Spells
3 (1+1+1, DC 16): xcure serious wounds + heroism // tongues
2 (2+1+1, DC 15): xmuffle sound, silence, cure moderate wounds + bless weapon // enthrall
1 (3+1+1, DC 14): remove fear, cure light wounds, divine favor, bless + shield of faith // command
0 (4, DC 13): detect magic, light, spark, purify food and drink

OTHER
Str 15, Dex 10, Con 14, Int 14, Wis 16, Cha 14; (25 pt buy, Human +2 Wis, level 4: +1 Str)
BAB +3 ; CMB +5; CMD 15
Feats H-Fast Learner, 1-Toughness, 3-Power Attack, 5-Improved Initiative.
Traits Fate’s Favored (+1 luck bonus), Fast-Talker.
Skills (Cleric 2, Human 1, Intelligence 2, Fast Learner 1) x 5
ACP
Bluff (Cha) +10 = 4+2+3+1* trait
Diplomacy (Cha) +10 = 5+2+3*
Heal (Wis) +7 = 1+3+3*
Knowledge (local) (Int) +7 = 2+2+3*
Knowledge (religion) (Int) +8 = 3+2+3*
Linguistics (Chr) tr
Perception (Wis) +8 = 5+3
Perform (Oratory) (Chr) +3 = 1+2+3*
Profession (Wis) (Diplomat) +7 = 1+3+3*
Sense Motive (Wis) +10 = 4+3+3*
Spellcraft (Int) +9 = 4+2+3*
* cleric class skills
Languages Common, Draconic, Celestial.
SQ Orisons, Domains (Heroism), Touch of Glory (StA, +lvl on Chr check, one hour max, 3+Wis/day), Bardic Performance (StA; 4+Chr+2/lvl (10) rounds / day; Countersong, Fascinate, Inspire Courage +2).

EQUIPMENT
Spent: 160.54 GP
Worn or carried gear
-Chainshirt (100 gp, 25 lbs)
-Longspear (5 GP, 9 lbs)
-Halberd (10 GP, 12 lbs)
-Javelin (5) (5 GP, 10 lbs)
-Signal whistle (8 SP, -)
-Wooden Holy Symbol (1 gp. —)
-Traveler’s Outfit (1 GP, 5 lbs)

Pouch, Belt (1 gp, 0.5 lb)
-4 GP
-4 SP
-6 CP

Backpack (2 gp, 2 lbs)
-Waterproof Bag (0.5 gp, 0.5 lb)
-Chalk (0.01 gp) 
-Earplugs (0.03 gp) 
-Flint and steel (1 gp)
-Tobacco (1 sp, 0.2 lb)
-Smoking Pipe (5 sp)
-Bedroll (0.1 gp, 5 lbs)
-Rations (3 days) (1.5 gp, 3 lbs)
-Waterskin (1 gp, 4 lbs)
-Backup Wooden Holy Symbol (1 gp. —)
-Scroll Case (1 gp, 0.5 lb)
-Scroll of Cure Light Wounds (50 gp) [2]
Scrolls: One can remove curses, next one imbues shield or armor with magic for added protection, another heals and the final one reveals invisible opponents in the imidiate proxity.

DESCRIPTION
Otto is a polished man. He carries with him in his manners, in his clothing, the reverent ways of Thrane. His hair shows the sign of early aging, no doubt brought forth by the trials of the Last War and the tribulations surrounding the Treaty of Thronehold, but his eyes remain fiery and inquisitive, filled with the zeal of faith.

In contrast, his voice is warm and welcoming, though it can also speak with authority, or roar and cut through the elements in times of need.

He prefers simple and functional garments of ecru, usually a short vest crossed over a white shirt, and strong brown leather boots. He carries a small pendant representing the sun over the ocean, the sign of his faith, around his neck.

An idealist, Otto has come to believe, through his studies and his experience, that bringing back the ways of ancient Galifar is the best cure for the wounds that fester among the Five Nations.

The last few weeks have been hard though and his appearance has suffered. His eyes wander a lot when he speaks or listens, as though he’s distracted by something, or someone.

BACKGROUND
Otto is the first son of Fried ir’Kaspardt, a renowned priest of Thaliost. Sponsored by his father, he joined the Church of the Sovereign Host and avoided the worst of the war by working in the foreign services as a diplomat and a mediator in Thaliost, mediating between the Thranish occupying forces and the Aundairean loyalists. Though he avoided the fields of carnage, the Last War nevertheless took a heavy toll on him, as he witnessed, despite his best efforts, inner guerrilla wars and national hatred cut through the hope of his city.

When the war ended, Otto had built a great reputation and was invited to join the negotiations in Thronehold, in particular to determine the fate of Thaliost. For two years he toiled at bringing some purpose to that futile war. The result was a fragile peace treaty, a lost Thaliost, a shattered reputation, and a sour resentment for the legacy of the Last War.

Disillusioned, Otto, still carrying with him the dream of a strong and liberating Galifar, opted to use his savings to buy himself a voyage to distant Newthrone in Q’barra, where he had heard the ancient ideals were kept alive.

But his airship was attacked and crashed in the jungle. Hunted by mercenaries, his group of survivors were murdered, one by one. Isolated, he struggled to survive for weeks, until he stumbled upon an abandoned temple. Tired and delusional, he hid there, only to see his sanity shred further by the terrible denizens of the temple.

He managed to escape the temple, unsure whether this was all in his head, but got captured a few days later by a tribe of lizardfolk. His fate was sealed, until he reached out and healed, in a final gesture of compassion, one of the warriors he had grievously wounded. The hunters decided to bring him back alive, and their witch doctor, uncertain about the power of this strange man and the wishes of the spirits, opted to keep him alive.

For now.

Notes:

Vision: A lichen-splotched obelisk stands in a clearing in the jungle. A ruined city, covered in creepers, crumbles into a lake of startling blue. An ice cave, glittering icicles hanging like stalactites, opens on to a howling blizzard. The Cathedral of the Silver Flame in Thaliost burns out of control, the high tower collapsing in ruins. A dark shape - bat wings, long snaking neck and tail - flies low over the forest. And, ever present, a formless dread. And the sound of hissing serpents...


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

The skeleton gets by with couple of minor nicks due to the resistance it's body affords against such attacks. Once it notices that the enemy who shot at it the skeleton launches itself towards the wounded foe claws ready.

Claw: 1d20 + 9 ⇒ (1) + 9 = 10 dmg: 1d4 + 3 ⇒ (1) + 3 = 4
Claw: 1d20 + 9 ⇒ (20) + 9 = 29 dmg: 1d4 + 3 ⇒ (1) + 3 = 4
Claw confirm: 1d20 + 9 ⇒ (13) + 9 = 22 extra dmg: 1d4 + 3 ⇒ (2) + 3 = 5

5ft step to AL, then full attack W12. Skelly HP 56/59
Rehil 23+
Nalverren 23-
Wultram 20+
Vaard 20-
W15-19 17
W7-14, C2 16
Ashshar 15
C3, W21-24
Eshseth 11
Otto 7+
Skelly 7-
Cole 4+
W6, A, C1 and Arcane Ballista 4-
W1-5 3


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

“On it!” Cole yells back to Rehil as he scans the situation. As always, things were falling apart. The crystalline shape was like an anchor in his pocket. He had to protect the others.

“Keep moving!” Cole roars as he rushes from cover, his great internal churning to life as he drops his shoulder to slam it into one of the warforged who’d just cleared the webbing. “Stick together! Stay alive! Get to the target!” (the airship)

Move to AB.33. Rage > Power attack bash on W7. (AC now 20)
Slam: 1d20 + 11 - 2 + 1 ⇒ (15) + 11 - 2 + 1 = 25
damage: 1d4 + 9 + 6 + 1 ⇒ (4) + 9 + 6 + 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)

"Keeping alive might be easier if we didn't run toward the enemy, Cole." Rehil mutters and grins.

"Nalverren, shoot to Cole's left. I'll shoot right. Then break from cover together."

Tenro:
I propose full attacks this round from cover, (or attack and move toward me) then RUN (4x speed) next round.

Otto is saved by cover from arrows, but the magic missile hits. Edit: Don't forget -21 fireball damage at the start of the fight. 26/51 hp. His AC is 16 with shield of faith.

Emissary, you're running Eshsheth from now on. That's the best he's done since he joined us.


Eshsheth collides with his foe, the spear digging deeply. But it is Wultram's skeletal servant who takes down the first enemy, its claws ripping through the warforged's woody core.

W12 down.

Meanwhile, Cole lands a punch that would kill a mule. Its warforged recipient staggers but stays upright - barely.

On top of a tower, the lone warforged directs the semi-sentient ballista. "Neutralise enemy mage," rumbles a hollow voice as the ballista pivots towards its target.

W6 and the ballista target Nalverren.
W6 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6
Arcane Ballista 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23 to hit, 4d8 + 3 ⇒ (1, 7, 3, 5) + 3 = 19 damage plus 1d6 ⇒ 1 fire damage
CRIT!
1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8 to confirm, 4d8 + 3 ⇒ (7, 3, 1, 4) + 3 = 18 extra damage

On the other tower, the warforged send down more arrows, trying to mop up the opposition.

W1 and W4 will fire at Cole, W2 will fire at Otto, W3 and W5 will shoot at Wultram.
W1 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7 to hit, damage 1d8 + 2 ⇒ (4) + 2 = 6
W2 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11 to hit, damage 1d8 + 2 ⇒ (8) + 2 = 10
W3 1d20 + 5 ⇒ (19) + 5 = 24 to hit, damage 1d8 + 2 ⇒ (1) + 2 = 3
W4 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9 to hit, damage 1d8 + 2 ⇒ (3) + 2 = 5
W5 1d20 + 5 ⇒ (15) + 5 = 20 to hit, damage 1d8 + 2 ⇒ (3) + 2 = 5

Rehil.

Map updated.

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