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

Game Master Aubrey the Malformed


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

Hearing the lizardfolk's chanting, Portforged bellowed
"The turtle is going to destroy the ship!"
It shifted back slightly, towards the bridge where Cole was. Move to AA11. Maintain the entangling debris.


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

I hope that many sailors heard me warning and were to able to escape the ship


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

Cole grinds his way forward, cutting down another foe. Rehil provides support with his bow.

Out on the lake, Will looks back at the floating wreckage where the Maiden sank. There are no other survivors in the water.

Wultram.

Map updated.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Grazzat is up after Wultram. Someone who is not me should act for him.


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

dead, the whole crew dead, just like that in a matter of seconds william barely manages to hold his emotions


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 pulls his spear out and moves behind Cole getting ready to punish the lizardfolk for any openings they leave. The necromancer then unleashes another wawe of negative energy. Yeah they are definetly not paying us enough for this. "They are trying to recruit the bloody thing, we need to get out of here."

Move action to get the longspear, 5ft step to X8(not sure if you can move diagonally in doorways so X9 if not) Then standard to channel energy
Damage Will DC 15 for half: 1d6 ⇒ 3


Will saves
L14 1d20 ⇒ 12
L15 1d20 ⇒ 16

Again Wultram blasts the remaining lizardmen with necromantic power. But they hold their ground.

Someone please take Grazzat's turn.

Map updated.


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

POSTING FOR GRAZZAT

Grazzat hisses as he falls back with the group, leveling a powerful stab from his massive longspear at the one other lizard-folk in his long range.

Move to W-X/12-13.
Arcane strike, then stab at L6.
Longspear: 1d20 + 3 ⇒ (19) + 3 = 22; (-4 for cover?)
Damage: 2d6 + 6 + 1 ⇒ (5, 1) + 6 + 1 = 13


Grazzat skewers an entangled lizard-warrior.

Bokehn fires again at the nearest lizardman on the bridge, but juts hits its shield.

1d20 + 4 ⇒ (11) + 4 = 15 to hit, damage 1d4 ⇒ 1.

Exhausted and battered, Will almost reaches the shore (I've entended the map - you are at BQ6). He has mostly been dragged by James through the water by the scruff of the neck, but he feels hands reach out and grab him.

"Quick - let's get you out of the water!"

Cue Nalvarren - please roll initiative so you can participate from next round.


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*

init: 1d20 + 3 ⇒ (18) + 3 = 21


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)

Next round

Rehil fits another arrow to te sring, draws, and releases at one of the llizardmen blocking Cole's path to shore.

Shortbow v lizardman L15 : 1d20 + 4 ⇒ (16) + 4 = 20.... damage 1d6 ⇒ 1

~sigh~ I guess it's an improvement.


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

Ouch... that's rough, Rehil.


Initiatives
Nalvarren 21
Lizardmen 20
Rehil 15
Cole 13
Portforged 9
Wultram 8
Grazzat 7
Bokehn 4
Will 3

Every day, in every way, Rehil is getting better. A bit.

But it's Nalvarren up, then the lizards.

Map. Nalvarren is at BQ5.


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 does his best to assist the two next to him in getting ashore.

GM:

Not sure what exact action that would be, if any.

Also, looking at the map, i take it that they are trying to head west to shore? As I understand, the ship (which i assume is the brown structure on the map) is toast.


Nalvarren:

Spoiler:
You can haul him and James to shore as a move action - that'll get you and him on shore and ready to act. You can have a standard action too, clearly. The shore is north - the green stripe across the top of the map - I'll move you and Will. The brown structure is the prospectors' camp, which is built on stilts over the water. It's not toast yet, but might be soon. The ship is sunk and no longer on the map.

Nalvarren hauls the halfling and his faithful companion back to the shore.

I'll move the characters on the map when I get proper access to a computer. Nalvarren is upright and has a standard action remaining. Will is prone and James is standing up, and both can act on their turns.


It becomes clear why the lizard-warriors were holding their ground - there is something scarier than a group of adventurers motivating them. With a rustle, another of the enormous blackscale lizardfolk emerges from the bushes by the landside end of the bridge. It holds a heavy club in one hand and a javelin in the other. Rehil sends an arrow in its direction which grazes its arm. It gazes down at the wound, then back up at the elf in the window with a murderous look in its sunken eyes.

A bit of DM licence there, but anyway...

The other lizardfolk fight on.

L14 will attack Cole with club and bite, L15 will throw a javelin at him.
L14 club: 1d20 + 2 ⇒ (18) + 2 = 20 to hit, damage 1d8 + 1 ⇒ (6) + 1 = 7
L14 bite: 1d20 ⇒ 17 to hit, damage 1d4 ⇒ 3
L15 javelin: 1d20 + 1 ⇒ (9) + 1 = 10 to hit, damage 1d6 + 1 ⇒ (6) + 1 = 7

The turtle pushes through the plant-choked water towards the camp, pausing to gulp down a helpless lizardman from the jetty. The others fight against Portforged's gripping water weeds.

So long, lizardman 4 - we hardly knew you. STR checks for the others:
L1 1d20 + 1 ⇒ (18) + 1 = 19
L2 1d20 + 1 ⇒ (15) + 1 = 16
L3 1d20 + 1 ⇒ (4) + 1 = 5
L8 1d20 + 1 ⇒ (20) + 1 = 21

The lizard-warrior on the verandah breaks free and clambers through a window to escape from the turtle.

Grazzat gets an AoO against L8 as it climbs in.

Map updated.

Rehil's had his turn, so it's Cole (plus Grazzat's AoO).


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

a dripping with water and puffing halfling: my, My stanks stranger for helping us to get out of the water


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

James will shake his fur all over in like the big dog he is in order to dry himself

Dam you are heavy...


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*

"no problem, it is good to see non-scaled faces."

Nalverren move along the shore closer to the action. (30ft)


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

Grazzat attacked the vulnerable lizardfolk! AoO:
attack: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 2d6 + 4 ⇒ (4, 1) + 4 = 9


Grazzat's spear finds an opening in the lizard-warrior's defence and plants his spear tip home. The lizardman is wounded, but not fatally.

Cole.


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

The club finds its way through Cole’s defenses, eliciting a hollow WHOOF sound somewhat like a human’s grunt of pain (5 points of damage). It only serves to motivate the metal warrior, though, and his thick blade sweeps back again, seeking another lizard-folk body… attempting to continue his bloody march towards the shore.

“I SAID MOVE!”

Attack L.14, then 5’ step forward if it drops him.
Charge: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 2d6 + 7 ⇒ (4, 1) + 7 = 12


The lizard-warrior just manages to block Cole's terrifying blade, and chips of wood fly up.

Missed. Portforged.


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

Portforged stepped back, away from the uninhibited lizardfolk. It continued to concentrate on maintaining its power.
Move to 13Z--I would still be able to see the center of the entanglement through the window.


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 step forward and again unleashes a wave of negative energy, unfortunatly it does not quite reach the massive Lizardfolk. "How in Xoriat did something that big sneak up on us." The mage curses

5ft step to X12, Standard to channel.
Damage DC 15 Will for half: 1d6 ⇒ 2 Blargh was hoping for a good roll to finish them.


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

"Don't know," Cole grunts as his blade bounces wide of its target, "but it's in our way."


Will saves:
L14 1d20 ⇒ 18
L15 1d20 ⇒ 1

The blackscale behind them, Wultram and Cole ahead of them - the lizard-warriors seem resigned to their fate.

Grazzat's up - someone needs to take his turn.


Portforged wrote:
I would still be able to see the center of the entanglement through the window.

To be honest, I question that - you can look out of the doors and the windows but from back there I think you'll struggle to maintain line of sight as the angle seems a bit wrong - you are too high. The power remains in effect if you don't concentrate - you just don't entangle new people or re-entangle those who escape. On that basis, do you want another Standard action?


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

GRAZZAT

The lizard-man rushes behind Cole and Wultram, adding his arcanically enhanced bulk to the landslide of flesh bearing down on the lizard folk in the way. As he charges, he roars at them in their shared tongue.

Draconic:
”Run and you may yet see another sunrise! STAND AND DIE!”

Charge north 2 squares (which puts 5 feet between himself and Wultram), then Arcane Strike L.14 with his longspear.
.
Longspear Charge: 1d20 + 5 ⇒ (13) + 5 = 18; -4 for cover?
Damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11


Grazzat impales the nearest lizardman on the bridge and its corpse topples into the water.

Bokehn'll shoot at the lizardman in the room. 1d20 + 4 ⇒ (10) + 4 = 14 to hit, damage 1d4 ⇒ 3. And miss, as usual.

Will (and Portforged's standard action).

Map updated.


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

Booo! Grazzat's taking my good rolls! :(


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

William will 5ft hop on James and cast a CLW: 1d8 + 1 ⇒ (5) + 1 = 6 on himself

Well James, lets return to the fray shall we.


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

Wouf !

James will move back toward the party.


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 takes a run action to move west along the shore.


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

Portforged fired a ray of fire energy ray at L15.
touch attack roll: 1d20 + 2 ⇒ (17) + 2 = 19
fire damage: 1d6 + 1 ⇒ (6) + 1 = 7


Portforged zaps the unfortunate lizardman through the window, and it follows its fellow to sprawl under the bridge. The blackscale watches it fall dispassionately, then hefts it javelin and hurls it at Cole. It then stands ready at the end of the bridge.

1d20 + 3 ⇒ (1) + 3 = 4 to hit, damage 1d8 + 4 ⇒ (4) + 4 = 8

Another lizard man disappears screaming into the turtle's maw as it advances, sinking the floating jetty under its weight.

L1 and L2 do their best to get away.
L1 1d20 + 1 ⇒ (10) + 1 = 11
L2 1d20 + 1 ⇒ (7) + 1 = 8

The lizard-warrior inside the hut makes a break for freedom.

L8 will use the Run action to dash through the west door and out. He'll avoid AoO's with Grazzat and Rehil's got a bow out so doesn't threaten anyway. He's gone and is grateful for it.

Rehil. Thom said he'd be away until Monday, so someone take his action, please. Then Cole.

Map updated.


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

Rehil shoots the blackscale:
1d20 + 4 ⇒ (17) + 4 = 21
1d6 ⇒ 4


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

Cole's ocular orbs lock on the massive lizard-man... the only remaining obstacle between the team and the relative safety of shore. With a booming, wordless battlecry, Cole throws himself towards the duskscale. The wood and rope of the bridge groans with every clanging step, and his blade races towards another victim.

Charge the big guy. (AC 16 for this round)
Greatsword Charge: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 2d6 + 7 ⇒ (4, 1) + 7 = 12


Rehil plugs the big lizardman again with his bow as Cole charges in.

OK, Cole cops an AoO from the big guy as he goes in.
1d20 + 7 ⇒ (5) + 7 = 12 to hit, damage 2d8 + 6 ⇒ (3, 3) + 6 = 12
That, as we say in the UK, was jammy.

Cole ducks under the swing of the lizard-warrior's club and his sword tastes lizard blood again. The blackscale grunts but doesn't sway.

Portforged, I think.

Map updated.


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

"Get onto the bridge, we must reach the ground before that turtle reaches us!"

Knowing that the large lizardfolk was out of range, Portforged allowed its allies to move ahead before following behind them.
Holding action until initiative 3.5: after Bokehn goes, before Will.


Initiative revised:
Nalvarren 21
Lizardmen 20
Rehil 15
Cole 13
Wultram 8
Grazzat 7
Bokehn 4
Portforged 3+
Will 3-

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 strides forward stopping beyond the reach of the enemy. He then starts casting a spell and extends a finger pointing it at the Lizardman and releasing a ray towards it.

Move to X8
Standard to cast Ray of Enfeeblement
Ranged touch: 1d20 + 1 ⇒ (11) + 1 = 12
Str penalty Fort for half DC 17: 1d6 + 1 ⇒ (1) + 1 = 2


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)

Seeing Cole engage the lizardman, Rehil holds fire. He scans the shore for signs of more lizardmen.

No mechanical action. Hoping to get a free perception check to spot hazards waiting on solid ground.

Perception 1d20 + 7 ⇒ (17) + 7 = 24


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

FOR GRAZZAT

The hulking lizard-warrior gives a look that sweeps across and includes Bokehn, Rehil and Portforged, "Everyone! We need to be ashore! Now!" He holds his ground, hoping to use his size to protect the team's passage across the bridge.

Ready an action to try to retreat across the bridge once the rest of the team has done so.


Rehil:

Spoiler:
You spot no imminent dangers other than the blackscale warrior. However, the forest beyond the lake shore is dark and dense and could hold any number of enemies.

Blackscale Fort save 1d20 + 3 ⇒ (4) + 3 = 7

The blackscale snarls as Wultram's ray saps its strength.

Bokehn fires on the blackscale again. 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6 to hit, damage 1d4 ⇒ 3.

Bokehn's shot at the lizard-warrior is wild again.

Portforged.


Map updated.

Bokehn also makes a 5' step.

Ben said he might not be around much, but he also delayed for a reason (I imagine) - we'll wait a little for him.


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

Portforged darted around Bokehn, then ran up right behind Wultram! Move to X9. Then it fired another energy ray at the blackscale:
(touch) attack: 1d20 + 2 ⇒ (2) + 2 = 4
fire damage: 1d6 + 1 ⇒ (6) + 1 = 7
The reason for delaying was to allow Wultram to get onto the bridge in front of Portforged.


Ah yes, the meatshield.

Portforged fires another ray at the blackscale, but this time just scorches some nearby foliage.

Will.

Map updated.


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

And because Portforged didn't want to trample over Wultram and the path was blocked:)


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

James will double move in order to get next to cole

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