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

Game Master Aubrey the Malformed


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Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

He did 16 if it was a crit, 5 normal, and additional 11 for the crit.


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*
Tal'Va'Nocht wrote:
He did 16 if it was a crit, 5 normal, and additional 11 for the crit.

worrisome if the crit confirmed and 16 didn't scratch it. however, i imagine the crit simply didn't confirm. but i can't know for sure at this juncture.


The crit didn't confirm.

Vaard.


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)

Vaard's up.
Rehil watches the arrows skitter harmlessly off the beast's shell.

"Wultram, I want it to stay out in the water."

Aubrey, where's the pilot? Is the boat 'running?'


Initiative
Cole 19-
Ashshar 18+
Rehil
Wultram and Skellie 15
Nalverren 13
Tal 12
Vaard 11
Kalaktua 7

Map


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

"Curse this beast, and stave off fears!"
Vaard moves towards the edge of the dock, and throws a javelin at Kalaktua.
Move action: move to V18.
Standard action: attack.
throw javelin: 1d20 + 7 ⇒ (10) + 7 = 17
1d6 + 4 ⇒ (2) + 4 = 6

The cold sun then adjusts his posture in preperation to fight with claws in water.
Swift Action: assume Pugilist Stance.

What is the current like? Could I safely dive into the water next round and swim towards Kalaktua?


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)

AND now we get hosed. I should have fired and then hid behind a hut.


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

No. No. I'm gonna whomp him with this here hammer.


Vaard wrote:
What is the current like? Could I safely dive into the water next round and swim towards Kalaktua?

You could do that, though you might end up facing her alone that way.


As Kalaktua approaches she is simple a vast submerged bulk evidenced only by a large wave rushing towards the village. But at the last moment she rises up, her arched shell rising up above the surface and her clawed front fins sculling in the water. As the adventurers' missiles bounce harmlessly about her, her beaked head looms up and she gapes. A blast of steam erupts, blasting the three nearest huts to pieces and cooking the fleeing lizardfolk. She then drifts closer te inspect the damage and pick for food.

The blast doesn't reach you guys.

Map updated.

Cole.


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

Cole stomps along the water’s edge, his warmaul at the ready, trying to gauge the spot the giant creature is most likely to come ashore.

"Be ready to fall back. If it runs out of food, it may not be interested in coming out of the water."

Move to X.19. Ready an attack should the Kalaktua close to melee.

Readied Attack:
Includes: Rage + Power Attack
warmaul: 1d20 + 13 - 2 ⇒ (14) + 13 - 2 = 25
damage: 2d6 + 9 + 6 ⇒ (1, 1) + 9 + 6 = 17


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

Ashshar watches as the monster annihilates some of shis peers... and flies into a rage.

With seemingly impossible speed, the lizardfolk fires two magic arrows at Kalaktua.Deadly Aim Mythic Rapid Shot: 1d20 + 6 ⇒ (2) + 6 = 8
Deadly Aim Mythic Rapid Shot: 1d20 + 6 ⇒ (16) + 6 = 22

[Ooc]Mmm... crap. I'll rolldamage for the second attack, just in case.[/dice]

Damage: 1d8 + 7 ⇒ (6) + 7 = 13


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

Some things, Skelly moved to X19, though not shown on map, though to make things easy could just as well move 1 square right, does not make any real difference. Also still waiting the results of that knowledge check.

"You wanna fight a turtle in water instead of land? Or did you wish to compete with arrows against it's breath weapon, same arrows that will be worth nothing if it dives?" Wultram replies to the elf.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Wultram Denka wrote:
Some things, Skelly moved to X19, though not shown on map,

if this is the case, Cole will move to T.18 and ready the same attack.


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 was hoping it wouldn't get close enough to hose us," Rehil replies laconically.


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*

gm:
the power i'll be using my spell storing item to do is Aversion in an attempt to make kalaktua averse to the action of attacking. Ideally for a few hours it wont bite/scratch/steam breath/shell slam anything. Maybe go away and contemplate life.


Nalverren:

Spoiler:
OK, that'll work (potentially)


Sorry for being a bit quiet - had stuff to get through at work, but I've done it now so we are fine.

Ashshar's arrows patter on Kalaktua's shell like rain, and have about as much impact.

Wultram:

Spoiler:
You know the basics: steam breath, fights with beak and front flippers, bad attitude.

Rehil.

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)

Somewhat fatalistically, Rehil nocks and looses a second arrow.

Arrow v K: 1d20 + 8 ⇒ (17) + 8 = 25 , Damage: 1d8 + 2 ⇒ (8) + 2 = 10

This mood leaves him steady enough to place his arrow between two of the turtle's shell plates.

BC's right that we aren't going to hurt K badly with arrows, if at all.

Aubrey:
I'm asking about the boat because I'm thinking about using it to lure K away from the village.

Or maybe becoming a riverboat pirate. You probably can't trust me with any form of transportation.

Wultram and Skellie to the rescue.


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

Doubtful though if the spell lands it should make future much easier.

The skeleton stars banging it's shield and shrieking with it's dark voice. Hoping to make the beast cower or at least see it as credible threath.

Intimidate to demorilize: 1d20 + 12 - 4 ⇒ (18) + 12 - 4 = 26

DC 10+ target hit dice+ Wis mod. The -4 is for being smaller than target, Shaken if succesful for 1 round, 1 extra round for every 5 exceeding target DC. At least better change of working than longbow without STR mods.

Wultram moves closer and starts casting a spell and channels the arcane power into his gaze and locks eyes with the beasts trying to curse it.

SR check in case needed: 1d20 + 7 ⇒ (12) + 7 = 19 If needed will use surge as imidate action to boost that
Accursed Glare

EDIT: Misremembered range so move action to Z-22
Will Negates DC 21, if lands roll twice for attack rolls and saves take the worse result. Duration 7 days.
Spells: 1st: 8 2nd: 7 3rd: 3
Mythic power: 4


Will save 1d20 + 9 ⇒ (12) + 9 = 21

Wultram's spell makes Kalaktua take notice, even as she shrugs off the effect. In a low susurrus more felt than heard she grumbles, "You dare..."

Nalverren.


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 raises the stick he has enshrouded with magical energy, presenting it as an object of aversion dc 17 will negates before returning to cover behind the hut.

looking to make it averse to attacking for five hours. After seeing it save vs Wultram's spell, looks like i only have a 35% chance of this working, but that is 35% more than my arrows will do. I imagine all of its saves are high by virtue of HD


Will save 1d20 + 9 ⇒ (6) + 9 = 15

As Wultram's spell fizzles, Nalverren casts his own. Kalaktua turns her head away with a hissing roar. She pivots her body in the water and swims away downstream.


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*

wheeeww so lucky. Still doesn't make up for my string of bad luck as Kazadar though.

"That ought to buy us a few hours! Don't waste your arrows on it and Bokehn, we might wanna get out of here soon, do you think? For reference, I'm surprised what I did worked. I just didn't think my arrows would do anything."


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

Ashshar turns out to Nalverren with a grateful look and speaks in broken common "You sssaved many of my kin, Nalverren... but ssshe will come again. If I am to leave my people and travel with you I can't do sso with fear of sshe returning. No, I won't do that. I'll help the resst esscape and I will hunt her down, one and for all."

The lizardfolk seems filled with determination... but also hate towards Kalaktua.


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

"Easy friend. Why not instead build a trap for it here? Evacuate those that can't fight and organize the rest to make sure she dies upon her return. I would like our chances more in a fortificated position. I admit I do not have any great experience in fighting aquatic beasts but I reckon your kin have."

He then turns to Nalverren. "How long does the effect last? I know you said few hours, but do you have something more specific?"


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*

"Should last about five hours. As for your kin, unless I am mistaken, kalaktua was a guardian? Perhaps dying has made a mess of my memory, one of the bad guys sacrificed some of his kin to wake the beast to attack outsiders. Now, even if that isn't the case any longer, all they have to do is life a little farther from the water amd they'll be fine. We honestly do not have what it takes to kill that thing and even less so if you are gonna try to run off and go it alone. Wultram's right, a trap seems better but that is something that we probably can't do in five hours. The tribe could probably manage, kalaktua might find easier prey wherever she is in five hours, but I'd like for us to be far away from it especially if we have to go the same direction it did. The tribe could even hunt and leave offerings by the water if they're determined to stay, though attracting that thing for any reason seems bad."


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)

"It talked. If it figures out you magicked it, it will be mad. Arrows were useless. Wultram's spell didn't work and Nalverren's surprised that his did. We got lucky. Best to just move the village."

Rehil stares over the river. "I can understand you want to kill it,Ashshar. But we have a debt to pay."


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

"I agree with Rehil," grunts Cole, watching the point where the massive turtle-dragon retreated. "This isn't some mindless predator. We angered it, and it'll come back when Nalverren's trick wears off. The people in this village need to be as far away from here ... and any easily connected and large enough water sources ... by the time it returns."

He breaks off to nod at Nalverren, "Good trick, by the way." It's obvious Cole's appraisal of the human is growing.

Then his gaze shifts back upriver, to Bokehn's boat. "Also, are we headed the same direction the Kalaktua just fled? That could ... complicate things."


"Yeah," says Bokehn, "That'll complicate things."

"Kalaktua is not a guardian of my people," says Pooma, "She has always been a danger, not a help. And it is likely that your spell will anger her. We were lucky because she did not expect to face resistance. Next time she will, and she will return. We can flee, but to where?"


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

"It's kin to dragons. It is sentient aye, wich makes it all the more deserving of death. And because of said sentience, it will be vengeful most likely. That might mean it will track the village down even if the lizardfolk move...And since we are headed downstream. Our own chances of survival are best served by killing it. Not to mention what we owe to the village. 5 hours is enough to organize people and perhaps make some rudimentary traps."

Wultram takes a pause to light up his pipe. "I say we fight on our terms not it's. And because of how the bows fared I say we lure it to land. It will be more dangerous to us as well. But that means we can harm it a lot more effectively too."


Wultram:

Spoiler:
One of the other things you remember is that dragon-turtles aren't overly bright. They certainly aren't the masterminds that other dragons can be, and also lack most of the extraordinary senses of full dragons as well.


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

"I would hesitate to flee immediately if it means leaving my tribe in danger of an extra enraged Kalaktua. Given that many of our group are better adapted to land, I concur with Wultram that we ought to avoid fighting the dragon turtle in the water. Nevertheless, she is far from weak on land."


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

DM:
What would Ashshar and Vaard know about Kalaktua's patterns for when she attacks, if anything?


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, what can we think up? Does the airship have weapons? A ballista ought to punch through it a little better than arrows."

"Then there is a guerilla war of attrition. In this plan, the tribe would make a path into the jungle. Kalaktua likely would be slowed by trees in its way. Lizardfolk stay out of breath range, leave traps in their way, big spikes and whatnot set for charge and hidden. Fell trees strategically to have avenues of unobstructed fire, maybe with rudimentary siege weapons. Swinging logs with the wood and vines from the felled trees, that sort of things. I think ballistae may be a tall order on that one, but with live wood and braided vines, catapults may be doable. Rocks or big logs if rocks can't be found. Anyway the general idea is to keep kalaktua pissed off and moving in more or less a line where any forward progress is met by swinging logs, pelting rocks, spears and spear pits and the like. With this plan, the tribe could be working on the far end of the path even as kalaktua is walking it."

"Both plans could be enacted at the same time, but is the airship within five hours away?"

this sort of thing is why mythic genius appealed to me, though i have no specific bonus to siege weapons except profession: siege engineer checks and using INT to target them. But being able to plan stuff is nice.


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 should note that dragon turtles aren't particularly smart. Especially if comparing them to their cousins. Nalverrens plan would be sound but I do not think we can accomplish that in the timeframe we have, regardless.."

The mage then turns to Pooma. "You are the chief, your choice to make. Are you willing to risk your braves to kill her?"


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*

"My plan risks relatively few lives unless kalaktua is faster than i give her credit for. To come close to accomplishing it in a timely manner we will need a lot of lizard-manpower."


Pooma replies, "Kalaktua has been beaten before. If you have can come back from the dead, like friend Bokehn says, then perhaps you can manage this too. We will fight. I do not think we can manage the many things this plan would require before Kalaktua returns. But I agree that if we can lure her on to land than she will be easier to beat."


Vaard:

Spoiler:
Not really. Kalaktua was dormant for many years so her recent re-emergence is unusual in itself.


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*

"Well, we could at least prepare something because arrows and spears alone are not going to cut it. Is poison meat on a barbed hook viable?"


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

"Something of that size would probably require insanely potent poison. Do we have nets? They are not gonna hold her but every little advantage counts. We could cut some branches and tie them together for oversized caltrops. Perhaps use some of Nalverrens earlier plan and take logsto guide the fight where we want it, maybe cover hem in flammable materials to increase the effect." He takes a small pause stroking his chin.

"Now question is where do we want to fight? We should move the boat deeper into the village so it is not targeted. The central island would allow easiest surrounding but it would also have easiest access to water."


"Kalaktua is crafty, I doubt she would fall for bait in a hook," says Pooma. "We have fishing nets, though."

"We've got some alchemist's fire in the boat - not much, but a few flasks," says Sergeant Haan. "We could take the boat upriver to get it out of the way."


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*

"Good idea, we do not want that boat trashed by a pissed-off turtle."


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 kneels down on the ground and pulls out his dagger starting to draw rather rudimentary map of the village. "I think I have basics of a plan, you see issues or rooms for improvement say so. First we send people up river just far enough to not be in line of sight and start cutting down trees next to riverbank so they fall into the water. The boat can be used to pull them back here, before it is time to move it to safety. Closer to village cut down smaller trees and branches about arms thickness." The mage starts.

"We use some of the logs to continue the palisade along the river bank. Couple more to block travel around the central island. Add some on the riverbank of the central island with some rudimentary sharp objects on the logs. This is not meant to stop her, just to make it appear that we are trying to do so. Then comes the more complex part and I hope we have enough rope to do so. Tie down some logs along the riverbank under the water, cover them in mud to hide them, these would be released to make escape into water lot harder since I doubt they could support her weight, but are uneven footing. With the smaller trees and branches we make a similar thing but on a selected spots around the island, once they are released they will make rather basic bridges that float."

The Karn points out various places on the drawn map to show what he means. "Then there is the tricky part of actual tactics during the confrontation. We place the vast majority of our ranged troops, including those capable of offensive magic on the far end of the island, spread out any special arrows among the people who can make most use out of them. I hope that this will give off the impression that we are too afraid to get close, and she is arrogant enough to try to close in to deal with them. Perhaps add in some dug up holes to appear that we try to slow her advance. Now once she gets deep enough on the island the ropes are cut releasing the logs to block retreat. Then our infrantry who have been hiding on the outer ring of the village, release the bridges and flank her. Because of her breath weapon I suggest scattered formation. Then we just unleash everything we have at her."

Wultram then stands back up. "Only major issues I see is that if we have underestimated her, we are stuck in close quarters with her, without easy retreat possible. Another is if we can do all the preparations in 5 hours but it isn't relying on any specific component."


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*

"That seems to me to be an awful lot of effort spent on appearances for a dim-witted animal with reportedly little more than low cunning. Effort that would be better used in offense. Arrows proved useless, they shouldn't be the focal point of our offense. It doesn't matter if Kalaktua escapes, that only gives us more time to prepare for the next assault. However, a better way to prevent escape is to lure her as far onto land as possible. Cut trees down in a path to lure her down, then honestly you could just drop some logs behind her to make eacape difficult. I think swinging, possibly spiked logs as well as logs rigged to drop are our best bet. A decorative wall would serve as well as pearls before swine."


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

"Dim-witted compared to true dragons is what I said. It is sentient creature, not an animal. And ranged attack is the lure, not our main offensive power. Reason I want to be sure to prevent escape is because, we do not have the luxary to stay here indefinitely. Same goes for the villagers, eventually gathering food needs to resume, people need to sleep and so on."


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*

"All that notwithstanding, attempting to slow it by putting logs in the river only blocks one direction and is easily circumvented. Luring it all the way into the beginnings of a wooded area would be better. A fence for show is still, in my opinion, a waste of time, effort, and wood. But i will defer to the local expertise of Pooma, as I don't believe others have faced kalaktua."


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

Cole shrugs, "I like simple plans." He looks over at Nalverren, "I'm guessing kalakaua wants to make a meal of you. Do we have any magics to make an illusion of you in a spot we want Kalaktua to end up? That could be our trap's ground zero. That's where our melee units could be waiting, as well, ideally hidden somehow."

"Maybe we dress that main spit of land as some kind of offering location, from the tribes to Kalaktua. A 'please don't eat us' kind of thing. Fake Nalverren can be tied to a post or something. I can be buried in the mud or something. When she comes to eat him, we hit her with everyhing we have ... all at once."


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 shrugs. "Simple is good. But this buried in mud plan might be too simple. We have the palisade and it is a show wall against that giant turtle."


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 Ecraish wrote:
Rehil shrugs. "Simple is good. But this buried in mud plan might be too -- simple. We have the palisade and it is just a show wall against that giant turtle."

This kind of planning is not Rehil's forte. I'll roll with the group plan.

Aubrey, I think Rehil's last bow attack roll was the party's best.
25 to hit and 10 damage. Did it do anything at all?


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*

"If people are willing to throw their lives away trying to put their weapons through kalaktua's hide and shell, i won't stop them. But i am just very surprised and disappointed that with nearly five hours of time and at least four vastly better ideas, you'd wager lives on 'hit it with weapons while it scalds the flesh from our bones'. Use an illusion of me if you can, i don't care. But how could you not understand that we have time to make, effectively, really BIG weapons? And you want to hit it with comparably small weapons. AFTER extrucating yourselves from the mud, which assumes it hasn't stepped on you yet."

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