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

Game Master Aubrey the Malformed


4,451 to 4,500 of 6,584 << first < prev | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | next > last >>

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

Well nobody suggested anything else I think. My suggestion was to hide in east and west sides, hopefully to get some flanking going on. Wultram Q-32, Skellie K-28.

Wultram: 1d20 + 1 ⇒ (6) + 1 = 7
Skellie: 1d20 + 5 ⇒ (3) + 5 = 8

Let's hope actual combat rolls will be better...


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*
Aubrey the Demented/Malformed wrote:
Yeah, don't get carried away, you've got five hours and stone age tools, you ain't going to be doing lots of tree-felling and stump-sharpening any time soon. You can get line of sight, that's about it.

too late! i've already carried myself away!

init: 1d20 + 3 ⇒ (8) + 3 = 11

most importantly, do we get preparation rounds by virtue of scouts warning of kalaktua's approach?

T49 for Nalverren, the rest of the lizards will be around the catapults, 5 lizards each (assuming someone gave me some spares), which i seem to recall they did.


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 crouches at the corner of a hut, watching for the turtle's approach.

Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Stealth: 1d20 + 11 ⇒ (20) + 11 = 31

J20. Aubrey can Rehil have cut a 5' gap in the palisade directly to his left? Guys, what's the plan to deliver the alchemist's fire?


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 would stay in Q,28 with his bow ready

Perception: 1d20 + 10 ⇒ (1) + 10 = 11

Off to a great start.


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*
Rehil Ecraish wrote:
... Guys, what's the plan to deliver the alchemist's fire?

I have no plan to that end, but I would add that it would be a good thing for the less-combat-capable NPCs to do (throw globs at Kalaktua, having been instructed to wait until just after it does a breath attack). Or it could be thrown after Kalaktua falls in a pit. Or could have been spread on the bottom of the pits, but that would make it's effectiveness halved (since it is unlikely kalaktua will fall in two pits, unless melee folks lure her to that end carefully).


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

perception: 1d20 - 1 ⇒ (14) - 1 = 13
Vaard would probably be around Q21.


OK, I did my sponsored walk over the weekend, so I was a bit busy - sorry for the delay. Not heard from Tal and Cole - someone please determine their initiative and position in their absence.

Kalaktua's initiative check 1d20 + 4 ⇒ (20) + 4 = 24

Kalaktua's Stealth check (yes, she's actually quite stealthy in water) 1d20 + 15 ⇒ (3) + 15 = 18

Initiative
Kalaktua 24
Rehil 18
Vaard 13
Nalverren 11
Skellie 8
Wultram 7
Cole?
Tal?
Ashshar?

As the others wait nervously, Rehil (and, so far, only Rehil) notices the tell-tale wake approaching.

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

Initiative: 1d20 + 2 ⇒ (17) + 2 = 19


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*

so did kalaktua make it past the scouts?


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

Perception: 1d20 + 15 ⇒ (1) + 15 = 16
Initaitive: 1d20 + 1 ⇒ (17) + 1 = 18

Cole would like to be at AA.26, watching the waters from the cover of that structure.


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)

"Here she comes. Straight out from the banyan. "

Rehil slides his curve blade from its sheath and edges back slightly so that the smallest portion of his face and head is exposed while he watches the ripple of Kalaktua's wake.

Tal initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Put Tal in Z26 next to Cole.

Aubrey, can I get that break in the palisade at G21? We can stash the alchemist fire bearers outside the palisade. They can dash in and toss the fire then, exit.


OK, I'll update the map tonight.


Nalverren wrote:
so did kalaktua make it past the scouts?

You aren't surprised - your chief scout noticed her.

Initiative
Kalaktua 24
Ashshar 19
Rehil 18+
Cole 18-
Vaard 13
Nalverren 11
Tal 9
Skellie 8
Wultram 7

Kalaktua skulks forward, still largely submerged as she creeps up on the village.

Double move in Stealth mode at half-speed.

Map updated.

Ashshar.


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*

so our scout just kept us from surprise, or did they give us X number of rounds of preparation?


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 raises his spear in a threathening gesture, screaming taunts in draconic all the while.

"Tonight you die, Kalaktua! Tonight WE will feast with your flesh!"

Move action to Studied Target her. Ready Standard Action to attack if she approaches me.


Nalverren wrote:
so our scout just kept us from surprise, or did they give us X number of rounds of preparation?

You are in combat - she crept up on you. You've had five hours to prepare so anything you need done other than casting spells with maybe minutes and rounds of duration you have done by now.

Rehil.


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)

Delay. It's not even worth a bowshot with K submerged.

Rehil glances back through the gap in the palisade at the first of the five fire bearing lizardfolk.

"Remember, just run in. Toss the fire, and get out. Stay out of our way."


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

Sorry everyone, I'm back again, things are finally calmed down. Sorry for the vanishing. As I said, work was a major thing.

Init: 1d20 + 3 ⇒ (7) + 3 = 10

Perception: 1d20 + 8 ⇒ (1) + 8 = 9 LOL, good to be back

Tal maintains a link to Ashshar, and Wultram, faint blue glows in each ally's eyes as they wait for the dragon turtle to appear. "If we have any magic to prevent heat damage, it might be useful to cast it now."

Tal would likely wait at S28 instead, to be more easily able to keep multiple people in his link.


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

Cole holds his ground, watching the waters for Kalaktua's arrival.

Delay.


Vaard.

Map updated.


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

Vaard moves to the edge of the dock, and prepares to fight.
Swift action: assume Pugilist stance.
Double move to Y19.


OK, so Vaard is volunteering to be the live bait, it seems. Those about to die, we salute you!

Nalverren.

Map udated.


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 tells his crews to load the catapults and Nalverren casts the first of his preparatory infusions. i forget which i was gonna do first but i'll re-look it up tomorrow


Tal.


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, Ashshar, and Tal standing in the open. We salute you.


It was nice knowing them.


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*

they could run back to draw kalaktua into a chase.


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

I was away, so maybe I missed something, but I thought the black squares were pit traps? Therefore, people standing on the other side of the pit traps to lure the thing into them seems the right play? What am I missing (and yes, I know it has steam breath, someone cast protection from elements yes? Again, I was slammed last two weeks).


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1
Nalverren wrote:
they could run back to draw kalaktua into a chase.

Vaard is hoping to pull back after getting one debuffing strike in. Or, barring that, just run back without getting a hit in if necessary.[/ooc]


Tal'Va'Nocht wrote:
I was away, so maybe I missed something, but I thought the black squares were pit traps? Therefore, people standing on the other side of the pit traps to lure the thing into them seems the right play? What am I missing (and yes, I know it has steam breath, someone cast protection from elements yes? Again, I was slammed last two weeks).

No, that is the plan, we were only joking. Mainly.

Time for Wultram and Skellie.


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 tries it's best to sneak from cover into the water unnoticed, trying to capitalize on the fact that it does not need to breathe. Allowing itself to sink before moving.

Stealth: 1d20 + 7 - 3 ⇒ (12) + 7 - 3 = 16

I don't have an idea what the rules regarding movement and voluntary sinking are, but at the point that it gets to water it has 10ft(half speed stealth) movement left. Entering at M-26

Wultram moves east while casting a spell and moment later an ethereal hand that resembles his own if it had been aged centuries beside him.

Hand HP: 1d4 ⇒ 4
Move to U32
Spectral hand, duration 7min range 170ft, AC 23,incorporeal, improved evasion, Wultrams saves.
1st: 8/day
2nd: 6/day
3rd: 3/day


He's got metal armour and weapons now, so he should sink quite handily. So I'll stick him there unless you have an alternative idea.

As Vaard and Ashshar challenge the dragon-turtle, she abandons the pretence of stealth and surges through the water.

Double move.

Ashshar.

Map updated.


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

In Draconic

"Come to me, cowardly lizard. You are not fit to be called a Dragon. I, Tal'Va'Nocht, decry you as less than a worm that grubs in the dirt! I have fought alongside mighty Dragons, even the mighty Orzaxes, who fought the Abomination! You are as nothing to true Dragons! You are less than nothing! You are a blight upon their memory!" He spits and clashes his weapons and shields.

He'd already readied his weapons, so mostly just using a free action to taunt the thing now that it's out of the water and can hear him.


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

As the strange four-armed warrior yells out his display, Cole looks back at Wultram and shrugs.


Yep, Tal's got her on the run now.

Anyway - Ashshar!


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 dragon turtle advances and smiles to himself.

Trusting Vaard, the lizardfolk fires a barage of arrows.

Mythic Deadly Aim Rapidshot: 1d20 + 6 ⇒ (13) + 6 = 19
Mythic Deadly Aim Rapidshot: 1d20 + 6 ⇒ (17) + 6 = 23

Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

As the second arrow flies, Ashshar drops his bow and hisses at the glorified turtle, showing his claws and teeth.


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 those don't scratch her, Rehil's best bowshot never would.

Rehil's readied action.:
Should K reach row 21, or attack Vaard physically. (I'm not standing out there to receive a breath weapon I can't requite.

Rehil nods at the waiting alchemist fire slingers, "Wait until someone signals you." Then he steps back and dashes between the huts to leap the channel and gain the island.

Double move to S18, jumping along row 19.
Acrobatics v DC 15: 1d20 + 12 ⇒ (1) + 12 = 13

Edit: Awesome. That's just great.


Ashshar's arrows ping from Kalaktua's armour.

They all missed. Kalaktua also has DR, so she's hard to hurt with arrows unless you crit or somehow overcome her DR.


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

Cole holds his ground, trying to track the massive creature's movements from his cover.

Delay


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

I suspected that, but the arrows are another taunt actually. Tauntception.


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)

They all missed? :-(
:-) On the bright side if I do manage to hit, it will be a crit!?


Vaard.


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

Vaard hops his way next to the beast, taking extra care to avoid leaving himself vulnerable.
Move action: move to V18, using acrobatics to avoid AoOs.
acrobatics: 1d20 + 11 ⇒ (1) + 11 = 12

He then spends a moment meditating on his left claw, preparing to release a blast of ki from a bite.
Swift Action: Dizzying Venom Prana.

Dizzying Venom Prana:
Discipline: Steel Serpent (Boost); Level: 1
Initiation Action: 1 swift action
Range: Next melee attack or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Fort negates

By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes staggers his foe for 1 round. In addition, if the target fails a Fortitude save (DC 11 + initiation modifier), the target also suffers 2 points of Wisdom damage. This is a supernatural ability.


He then swipes as hard as he can at Kalaktua!
claw: 1d20 + 9 ⇒ (18) + 9 = 27
1d4 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12
A hit also results in Kalaktua being Staggered for one round, and needing to make a DC 14 fortitude save or take 2 points of Wisdom damage.


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

Apparently, Vaard has fallen behind in his gymnastics practice.


Kalaktua snaps irritably at Vaard as he dives forwards.

1d20 + 18 ⇒ (17) + 18 = 35 to hit, damage 3d6 + 8 ⇒ (6, 5, 6) + 8 = 25
Ouchie! But look in the bright side - he soaked up that AoO.

However, Vaard lands a blow in her eye. The damage is minor but clearly gives her pause.

Fort save 1d20 + 14 ⇒ (12) + 14 = 26 No WIS loss but she is still Staggered.

But the wound spurt super-heated blood at the brave Cold Sun warrior.

Vaard takes 1d8 ⇒ 8 fire damage from the blood. I'm assuming his claw does either slashing or piercing damage - if not, he doesn't take this damage.

The dice appear to dislike Vaard - that's one off maximum damage from Kalaktua.

Nalverren. However, there's a few delays going on as well, so feel free to chip in with those. Also, Kalaktua attacked Vaard, albeit as part of an AoO - Rehil can have his readied action, or not, as he chooses.

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)

I'm not likely to hurt her with my damage output. I'm going to be a flanking buddy and little else in this fight. And I don't want to be where she can target me without providing value. So I'm going to delay until she moves to my trigger position. Or until Vaard takes more damage.


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

And I thought the point was to draw her back? That's what Cole is delaying for.


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 will infuse another item.

kalaktua is already hard enough to hit bit she is outside my first range increment. Not really sure why we are attacking her before she gets to the pits, contrary to the plan.


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

And Vaard is outside effective area to be healed by Tal. Seems like the 'plan' was thrown out the window. *sigh*


Ah well, when Vaard's dead she'll have to come looking for the rest of you. Plus Vaard is probably just annoying her so she does something foolish. In fact, I'd go so far as to say Vaard has got her just where he wants her.

4,451 to 4,500 of 6,584 << first < prev | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 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.