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

Game Master Aubrey the Malformed


4,601 to 4,650 of 6,584 << first < prev | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | next > last >>

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 hisses at the glorified turtle's escape "No! You die today, beast!" the lizardfolk yells as he grabs his spear in both hands...

Grab your machos, boys. Here it comes

... and starts running towards the border of the platform before jumping, aiming to land on Kalaktua with his spear mightily thrusting in hate..

Acrobatics to Jump: 1d20 + 11 ⇒ (8) + 11 = 19

If I manage to do it, I'm using Champion's Strike: Sudden Attack. F#$+ it, I'll use it wheter I land on top or simply by its side. One remaining Mythic Power Thingy

Swift Action. Roll Twice, take Higher. Ignore DR
Power Attack: 1d20 + 9 ⇒ (17) + 9 = 261d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d10 + 13 ⇒ (5) + 13 = 18


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)

"Stylish," Rehil comments to no one. The elf looks to Cole.

Delay. If we're going to kill her we'll need Cole's hitting power.


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 delayed so i'll have the crews take their shots. Targeting center of kalaktua's shell

Nalverren directs the crews to fire on kalaktua once more.

First Crew:
DC 15 crew leader check: 1d20 + 7 - 6 ⇒ (9) + 7 - 6 = 10
surge: 1d6 ⇒ 1
miss direction: 1d8 ⇒ 5
miss distance: 1d4 ⇒ 3
round impacts 3 squares north of kalaktua
damage: 4d6 + 2d6 + 3 + 2 ⇒ (5, 3, 2, 2) + (2, 6) + 3 + 2 = 25 DC 15 Ref halves the 4d6 portion

Second Crew: DC 15 crew leader check: 1d20 + 7 - 6 ⇒ (19) + 7 - 6 = 20

round impacts Kalaktua dead center
damage: 4d6 + 2d6 + 3 + 2 ⇒ (4, 4, 6, 3) + (4, 1) + 3 + 2 = 27 DC 15 Ref halves the 4d6 portion

Two dragonbane catapult stones fly into the sky, one sailing just too far and the other landing dead-center on Kalaktua.


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

So is that Nalverren's turn? Or do you still have actions to take?

Secondly, I thought this question was asked and answered previously, but I can't find it in the threads. What are the rules for jumping onto Big K's back and fighting from there? Is it a Climb check to see if I have actions? Or is the Climb check my move or standard action?

Or just link me to the previous answer?


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

Tal drops two of his swords and redraws his bow.

Bow: 1d20 + 9 + 5 ⇒ (6) + 9 + 5 = 20
Dmg: 1d8 + 3 ⇒ (7) + 3 = 10


Cole. wrote:

So is that Nalverren's turn? Or do you still have actions to take?

Secondly, I thought this question was asked and answered previously, but I can't find it in the threads. What are the rules for jumping onto Big K's back and fighting from there? Is it a Climb check to see if I have actions? Or is the Climb check my move or standard action?

Or just link me to the previous answer?

Make your Acrobatics check and see what happens. Pretty much as far as the rules went.


Ashshar's charge is, well, a charge so presumably he'll get an additional +2 to hit. Which is fortunate, really. In the meantime, he kindly soaks up an AoO.
Bite 1d20 + 18 ⇒ (20) + 18 = 38 to hit, damage 3d6 + 8 ⇒ (5, 5, 4) + 8 = 22
Erk! Potential crit.
Bite 1d20 + 18 ⇒ (11) + 18 = 29 to confirm, extra damage 3d6 + 8 ⇒ (1, 2, 1) + 8 = 12
Ouchie, but probably not fatal.

Ashshar hurls himself at Kalaktua, taking flight as he leaps the gap between himself and the dragon-turtle. She turns and grabs him with her beaked jaws, inflicting horrible lacerations before dropping him. As he falls, Ashshar lashes out, plunging his spear deep into Kalaktua's unprotected neck. Steaming blood spurts over him as he rolls over her shell and splashes into the water.

Fire damage to Ashshar from the blood 1d8 ⇒ 3


Map reprised.

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

Cole.


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

Cole is only a heartbeat behind Ashshar, thundering along the bank before launching himself out over the water to smash down on the dragon-turtle’s shell.

Spend 1 mythic power to activate Fleet Charge, moving to jump off the edge just north of Skellie to land atop Kalaktua and attack him. I'm hoping that since this attack happens as part of the Swift action Mythic ability, it will go off before an Acro check is necessary to remain on Big K's shell. Hoping to end in AA.17.
Acro, DC 15?: 1d20 + 7 ⇒ (16) + 7 = 23
.
This attack ignores DR
Fleet Charge, warmaul: 1d20 + 13 + 2 - 1 ⇒ (14) + 13 + 2 - 1 = 28
damage: 2d6 + 9 + 6 + 2 ⇒ (3, 5) + 9 + 6 + 2 = 25

On the shell, he scrambles for a foothold as he tries to bring the tribe's warmaul down once more in defense of its people.

Acro + surge: 1d20 + 3 + 1d6 ⇒ (9) + 3 + (4) = 16
Warmaul: 1d20 + 13 + 2 - 1 ⇒ (13) + 13 + 2 - 1 = 27
damage: 2d6 + 9 + 6 + 2 ⇒ (3, 3) + 9 + 6 + 2 = 23


You get the attack before you have to stay on the turtle.

Cole's maul slams down on Kalaktua's head. There is a crunch and scalding spray, and Cole rolls into the water next to Ashshar.

Blood spray 1d8 ⇒ 6 fire damage.

As he struggles to the bank, he looks back and sees Kalaktua's head drooping, the side of her head staved in by his blow - one eye dangling on its cord from her shattered eye socket in a welter of steaming crimson, her other lifeless.

End of combat.


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

After a minute, the big warforged’s head breaks the surface as he climbs back up onto the shore, trying to awkwardly spin back around to see if she still lives. At the sight of her destroyed head and broken shell, his gaze drifts back to his crew.

“That’s a lot of turtle meat.”


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

As his flesh is being rend, Ashshar can only hope that his companion finish the job so no Lizarsfolk falls prey of Kalaktua again.

The lizardfolk hits the water and starts plunging when hesees the beast's head following. Ashshar closes his eyes waiting for the moment... but it never comes. When he watches again, he sees Cole swimming towards the rest and Kalaktua's blood oozing in the water. The distinct mark of the warforged's weapon on the killing wound.

Before returning as well, Ashshar holds his breath and swims towards the maw. Still reeling from the pain, the lizardfolk breaks two of the turtle's fangs and swims ashore.

Walking to Cole, the hunter presents his one of the fangs "This isss your trophy, Cole Bane of the Devourer. And thiss one..." he says as he stuffs his fang in his puch "... is to remember the day you, sstrangerss to thiss land but friendss of me and my people, freed uss from our worsst nightmare. I am in debt with you all. And bleeding... a lot" he finish as he sits to catch his breath.


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

Tal spends a moment to relink people.

*Ash -34, *Vaard -22, Cole -0, Tal -12, *Wultram -31

Ash heals 5, Vaard heals 5, and Wultram heals 5, Tal takes 15

*Ash -29, *Vaard -17, Cole -0, Tal -27, *Wultram -26

Tal then LOH's himself for LOH: 1d6 ⇒ 1

Tal then Channels for Channel: 2d6 ⇒ (1, 3) = 4 Blech! and excludes the dragon.

*Ash -25, *Vaard -13, Cole -0, Tal -22, *Wultram -22

Ash heals 5, Vaard heals 5, and Wultram heals 5, Tal takes 15

*Ash -20, *Vaard -8, Cole -0, Tal -37, *Wultram -17

Tal then LOH's himself for LOH: 1d6 ⇒ 3

Tal then Channels for Channel: 2d6 ⇒ (2, 3) = 5 Blech! and excludes the dragon.

*Ash -15, *Vaard -3, Cole -0, Tal -29, *Wultram -12

Tal drops Vaard from the link.

Ash heals 5, and Wultram heals 5, Tal takes 10

*Ash -10, *Vaard -3, Cole -0, Tal -39, *Wultram -7

Tal then LOH's himself for LOH: 1d6 ⇒ 1 Blech!

Tal then Channels for Channel: 2d6 ⇒ (5, 1) = 6 and excludes the dragon.

*Ash -4, *Vaard 0, Cole -0, Tal -32, *Wultram -1

Ash heals 4, Wultram heals 1, Tal takes 5

Ash -0, Vaard -0, Cole -0, Tal -37, Wultram -0

Tal casts Cure Light Wounds on himself 3 times CLWx3: 3d8 + 9 ⇒ (1, 2, 4) + 9 = 16, and then another 2 times CLWx3: 2d8 + 6 ⇒ (6, 6) + 6 = 18.

Ash -0, Vaard -0, Cole -0, Tal -3, Wultram -0

When he's done, Tal retrieves all his weapons and begins to clean and store them away.


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 starts making his way back to the central island after staring at the corpse for a while to make sure it is actually dead. The mage gives a small nod of his head to the priest at the healing. "Well fought." He notes to none in particular.


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

Cole takes the fang, which seems as big as a smaller fighter’s forearm, and nods to Ashshar.

“Bane of Devourer,” he monotones, as if feeling out the title, “I was happy to help, Ashshar.” He nods towards the team, where the strange multi-armed creature is literally bursting away the team’s hurts. “It was all of our efforts, though.”

Wultram wrote:
“Well fought.”

He nods, “Affirmative.” He looks around at the ruined village. “Not ideal, but the immediate threat is gone. So what now? We head downstream?”


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 suggest we help the villagers as much as we can, rebuilding, burying the dead, scraping the shell out. It will make a very good building roof for them, perhaps a common house for village meetings. Unless things have changed, I also suggest we gather up as much blood and body parts from the corpse as we can, as they are, or at least were, quite valuable for enchanting magical items." Should be able to get some enchanting materials to cheapen magic item making going forward.


1,825xp each.

Big K counts as a Large dragon in terms of stripping her carcass for dragonhide (even though she was Huge) as there is less hide and more shell than on a normal dragon. That basically means, for a medium character, a set of masterwork hide armour, although you can instead choose to make a set of masterwork studded leather instead (or a cooler-looking equivalent). However, in addition to any armour you create with the dragonhide itself, you can additionally create with her shell either:
- five masterwork shields
- two masterwork breastplates
- one masterwork breastplate and two shields
- one masterwork full plate plus one shield
All for medium characters. Note that Kalaktua was immune to fire, so the benefit when enchanting for fire resistance applies here. You can harvest the materials, although you probably don't have the skills or facilities to actually make any armour - see p154 of the rulebook for details.

As the slayers of Kalaktua stand by and recover from their immediate ordeal, the ever-pragmatic lizardfolk descend upon the carcass with shoults of joy and immediately begin to dismember it. Bokehn shows up and nods, giving a crooked smile. "Very impressive. I think there's going to be a feast tonight, and I think I know who will be the guests of honour."

Bokehn is right. The sound of drums pounds long into the night and the jubilant villagers sway before the roaring fires. The menu is a little monotonous - lots of turtle meat, roasted - but the party mood is infectious. (Ashshar and Vaard can probably pull tonight but we shall choose to look the other way for the sake of decency.)

Bokehn leans over, a turtle skewer in his hand, the firelight flickering over his face. "Pooma was saying that he knows the location of Kalaktua's lair. It's in the lake. We can check it out on the way downriver tomorrow. It's underwater but Pooma can lend us some potions to help with that. He says we killed the old girl, so the treasure is ours. He's just happy we killed her before she ate the village."


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

As Tal's power heals him, Vaard turns to his non-reptilian companions.
"I must thank you, outsiders, for aiding in the destruction of a force that has ravaged my tribe for ages. Cole, Tal'va'Nocht, Nalverren, Rehil, Wultram, I am indebted to you."

With formalities aside, Vaard joins his fellow lizardfolk in the dismemberment of Kalaktua's corpse.


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)

Fight
Rehil stands on the bank. There's no need to make the leap. The elf wipes his blade clean and slides it into its sheath. He steps to the water's edge to help pull Cole and Ashshar onto dry land.

Partay!
Rehil eats his fill and maintains a low profile throughout the feast. The night is still young when he slips away. He returns to the river's edge and watches the water drift by. A hour or so later, he returns unobtrusively.


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*

Fight
"CEEEEEAAASSSEEE FIIIIIRRREEE!" Nalverren yells a moment after the death-screech of the turtle-god. Not that it would have been much more than a whisper on the fetid breeze of the jungle at the distance he was at. Though he rushed forward at a jaunty pace, it was several somber moments before he reached the rest of the group, nearly out of breath. Though he would liked to have believed the victory was due mostly to his plans, the un-sprung trap and hammer-wounds on the side of the beast's head tell him otherwise.

"Wow, everyone lived." he says, pleasantly surprised.

At an appropriate moment thereafter, he will assist in the scavenging for materials. lemme know what rolls i need to make, I can craft weapons, armor, alchemy, so one or more of those ought to apply for what the party wants out of the grisly remains. [ooc]MWK studded leather wouldn't do much for me as i am using Chain Shirt, so someone else would better benefit from the hide/studded leather

Party
Nalverren thoroughly enjoys himself as much as anyone would if they hadn't expected to see the end of the day, to include temporal interracial consensual indecencies and dreams of treasure under the lake.


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

Skelly is currently with studded leather, but there is no intention of staying with light armor, so best probably either to sell the materials or just donate them to the tribe. Shellwise, well as said Skelly will be going for heavy armor eventually. However, I belive Ash and Vaard are sorely lacking in the armor department, since slayer and warlords have medium profiency maybe 2 breastplates?(assuming they are not intending to keep at light armor.) Oh and unless you got some class features to change matters, I hope Aaubrey is willing to change the mundane crafting rules because they are stupid beyond belief, making said breastplates would take eternity and a half normally.

Wultram let's himself relax and enjoy the party in full spirit, feeling safe since he entered the jungle. Only regretting lack of good ale. Mention of lair brings his mood even higher, even if it wasn't a proper dragon it's kin are known for hoards, at least that is the tale.


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 think most of us are rocking masterwork chain shirts now. Rehil is and that's good enough for now. If anyone wants the heavier armor materials or shields, they are theirs as far as I'm concerned. I think someone should go for it; it would be an awesome look. Just doesn't fit Rehil.


Do the two lizardfolk fancy the breastplates, then? It'll given them a cool, swamp-warrior look too.


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

A breastplate was the endgame thing for Ashshar. One made of Kalaktua's shell? That's simply awesome. And it will reinforce the Hunter style. Also, even if Cole can't wear armor and doesn't use shield... maybe we could craft a fancy helmet using Kalaktua's shell or beak? I mean, if he likes to, but I'm picturing it quite nice in my mind.


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

If we're cracking the shell for materials, rather than using it for the roof of the village common house (which I think would scare the bajeezus out of any village enemies once they realize what it is), then I suggest we make any items MW.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Vaard wrote:
”I am indebted to you.”

Cole puts a massive, heavy hand on Vaard’s shoulder. “How many times would we have died without your aid over the last few weeks?” He gives a single nod, as if that’s all there is to say.

During the festivities

Cole (once again) becomes a moving playground for scores of lizardfolk young ones, lumbering around as they chirp and squeal and climb all over him. No one’s really sure if he’s pretending to be some kind of monster or actually trying to escape the little aggressors, but everyone seems happy that he’s keeping them occupied. At some point in the evening, he’s able to disengage, and he lumbers off towards the river.

He steps up to Rehil, the elf having heard him ka-THUNK-ing nearer for nearly a minute. He stops by the elf and, for the longest time, simply stands with the team’s scout. The big warforged seems comfortable in this companionable silence in a way he never is with groups of people.

Finally, without preamble, he speaks. “Marzien—the man who found me and took me in after the war—used to have a saying. ’You never know where your road will lead. And you never know what roads people had to walk to get there they are.’” He lapses into silence a few moments, considering the old man’s words. “When we met on Bokehn’s boat, I certainly didn’t realize we’d end up here.” His deep, rumbling voice drops, taking on a melancholy tone, “Well, those of us still functioning.”

He looks down at Rehil, the perfect, silver circles of his eyes reflecting the moonlight. “I am glad you are still functioning, Rehil.”

After a moment, his eyes return to the waters quietly sliding by.

About the gear: Cole has his token from this portion of the adventure, and he's too practical in nature to take the helmet (which would only serve a cosmetic function on his adamantine head). You guys divvy up the shell as you see fit. :)


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 doesn't seem to register the big warforged's approach, except to greet him with a single word. "Cole."

The elf stares silently at the river until Cole brings up roads and functioning. He waits for the big 'forged to finish.

"Will, Portforged, Otto, Eshsheth. Our road is of spilled blood and bones."

Rehil lapses into silence again. Out on the river two white egrets fight over some prize before one flies away in defeat and the other throws back his head to swallow in victory.

"In the jungle before Da'Sheth, I'd thought I'd go to Valenar when we were done. Now I wonder if I will get the chance. Or if I would be fit."


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

"What's in Valenar for you?"


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

Tal does not overly engage in the party, instead, he cleans his equipment and then meditates somewhere dry, probably in a borrowed hut. The water and moisture in the air he finds alien and uncomfortable. While his kind could live here, he himself was born and raised in a desert that may no longer exist, with people who certainly do not.

Tal does not feel like partying.


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 don't know. They are horse warriors. My own family are -- entertainers. I don't fit in well with them."

"And there would be women."


Yeah - chicks did a guy who can play an instrument. Good thinking there, Rehil. Apart from not being able to play an instrument.


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)

He was kind of jerk. He was kind of a bore, but the women would scream when he walked through the door. Cause one thing I can tell you for sure, that boy could dance!

1 rank in perform(dance).


He's the greatest dancer!

The following morning, Vaard, Ashshar and Nalverren emerge looking jaded but happy (Nalverren, I mean, WTF?) while the other just look jaded. The ashes in the firepit are cold, but the remains of Kalaktua's body - now mostly skeleton and chitin picked over by carrion birds - still loom over the village.

"We will build a shrine from her bones," says Pooma by the shore as the party prepare to leave on the boat, "Both to the victory of the River Serpent, and to the softskins who made it possible. It will be a reminder that the Cold Sun and the humans can live together and help one another."

The rest of the village have turned out to see the group off. Typically undemonstrative, they line the strand and stand in a respectful silence as the boat pulls away from the shore. The half-orc troops also treat the adventurers with a new deference, having witnessed their impressive feat of the previous day.

As the boat winds down the river towards the lake, Bokehn shouts over the roar of the air elemental, "Pooma's told me where the turtle's lair is - we should be there in about an hour. He also gave me some potions so you can breathe down there. Should be a cake walk now you dealt with her."


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

Tal shakes his head. "Has no one learned in all the thousands of years I was asleep? Never say a mission is easy, it ensures the gods notice and make your life interesting to ensure you do not become complacent."


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

"If gods have decided to watch us. I might have a few choice words about their taste in what is humorous to increase even their vocabulary." He jokes before turning a bit more serious. "That being said we should be alert. If something the size of Kalaktua could survive in these waters, that means there is a good chance of latter large pray being present, wich would suggest others similarly sized predators. Granted she could move on land so I might as well be wrong. It certainly would be nice for once to get an easy task."


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 disagree, anything large would have been eaten by her, unless it was larger than her. I would be more concerned about small fast predators that fed on her leftovers. Small faster predators can be more dangerous in large numbers than even she was."


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

"There has to be some left, otherwise it would not be sustainable source of nutrition. Also there is the fact that she only woke again rather recently. That being said, I most certainly am not from here or anything close to resembling a jungle. I am just going by the simple logic of she has to eat and would probably chosen her lair with that in mind. That being said I was speaking in the general sense of the river not just this spesific spot." The mage explains.


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

Cole stands at the boat’s railing, next to Rehil, a statue watching the receding village and its occupants. As always, there’s none of the usual expressions you’d notice on a non-warforged, but something in the way he holds his armored body suggests conflict within. “I don’t want to stay here, but I don’t think their troubles are over, either.”

Then, without warning, he takes back up the conversation he’d left so awkwardly hanging the night before … as if the conversation with Rehil had never stopped. “I would think you could find women and fighting anywhere. And if we can’t find our place, we’ll make it.”

He stops to listen to the ongoing conversation between the strange newcomer, Nalverren,and Bokehn.

Does Cole know what kinds of predators or local threats we may encounter in the intended area?
Know (Nature): 1d20 + 4 ⇒ (16) + 4 = 20

“The local threats are worrisome, but I’m just as concerned about the lair itself.” He looks to Bokehn. “My frame doesn’t float as well as your bodies. What potions did Pooma give us to get in and back out?”


Cole:

Spoiler:
There are all sorts of potential dangers, so it is best not to take Bokehn's cheerful assessment too seriously.

"Yeah, good point," says Bokehn thoughtfully, "We only thought about breathing, not floating. Still, we can always haul you out with a rope - the lake isn't too deep, one of the lizardfolk can swim down with one once you finish down there."


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

Cole nods, "I can't think of anything better." He looks over at Nalverren, "You've been johnny on the spot with useful spells. You got anything to help us with underwater exploration?"

I can't think of anything long-term, but are there any under-water-usable ways of having Touch of the Sea or polymorph spells on-hand to make our team perform underwater?


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

Tal looks at Cole. "Do you even need to breath? I thought mechanical men didn't need air?"


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

"I don't, but I was talking about moving and fighting functionally. I'm not exactly trained for aquatic engagements."


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

"If it consoles you, I was born and raised in a desert, and now find myself in a swamp."


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

"Speaking off. Vaard and Ashshar, I would assume your kin fights in the water much more often than rest of us. Anything we should know about?" Wultram asks. He then starts walking to edge of the boat, concentrates briefly his eyes turning black as he starts to stare at the water intensely.

Activate dread sight.This is a spesific form of blindsight that allows him to see only living(construct and oozes do not count. Also is blind to any items carried) and undead creatures as silhouettes. Range 30ft. Wultram is just trying to get an idea what kind of animals there are in the water, well a vague idea since he most likely would not regonize any of 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*
Aubrey the Demented/Malformed wrote:
(Nalverren, I mean, WTF?)

when in Rome...

Responding to Cole, Nalverren says, "Hmm, there are a lot of things I could probably whip up. Magic is made of everything in the world, so in turn everything is a little bit magic. Like a recipe. Take a spice out, the dish tastes differently. Add a different spice in its place, and you might have a new dish altogether. Although... perhaps this analogy is lost on you. If I took off some of your armor, and put other armor on you, you'd feel different and look different as well. Almost like another warforged."

ooc i don't have time to look up random spells, etc. as I am supposed to be studying for my test tomorrow. However, Nalverren can make any effect of level 2 or lower with his Ingenuity. Any arcane/divine spell or psionic power. For arcane/divine stuff, if it appears on multiple lists, i have to use the level it appears as on any class list that gets up to 9th level spells first, then if it doesnt appear on those lists, i have to use the level it appears on classes that get up to 6th level spells max, etc. basically i have to use the highest level it appears as except in possible fringe cases. Long story short, if there is an effect you'd like to look up and request, lemme know. or i will look tomorrow.


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. wrote:

Cole stands at the boat’s railing, next to Rehil, a statue watching the receding village and its occupants. As always, there’s none of the usual expressions you’d notice on a non-warforged, but something in the way he holds his armored body suggests conflict within. “I don’t want to stay here, but I don’t think their troubles are over, either.”

Then, without warning, he takes back up the conversation he’d left so awkwardly hanging the night before … as if the conversation with Rehil had never stopped. “I would think you could find women and fighting anywhere. And if we can’t find our place, we’ll make it.”

"No,Cole. I can't find women anywhere. "

Aubrey,. Can we score some spears for this trip?


You can score some spears.

The lizardfolk are aware that the lake isn't very deep, so pressure shouldn't be a problem. However, the waters are not especially clear, and the coverage with vegetation means that visibility might be poor.


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

Can we assume Vaard and Ashshar have experience fighting in the water? And that they suggested we all grab a spear or two?

Cole shrugs back at Rehil, "Tell me about it."


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

Note darkvision will help somewhat, but not much.

Tal unlimbers his shield, and bow and arrows, as well as his pack. All will be a detriment in the water.

He does take two spears. His four arms allow him to swim and attack at the same time.


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 meditates for a moment before walking to Cole "Weaponss that.... basssh, like yourss Bane, are bad. Difficult to sswing, less force." the lizardfolk points to Skelly's curved blade "Ssslasshing issn't good either. Besst if you usse sssomething you can thrusst with. Like thiss." he says as he demonstrates a series of powerful but agile thrusts and stabs with his hunting spear. The lizardfolk smiles pleased by his demonstration.

"Anyway... we won't be able to ssee well, water is dirty and full of plantss. We sshould move fasst and sstraight to the Devourer'ss lair."

4,601 to 4,650 of 6,584 << first < prev | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 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.