The crusade against the heathens of Aeon (Inactive)

Game Master Vrog Skyreaver

The call to war has been sounded by Kathandrax, high priest of Auronis. Will you join the cause of the church?


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Kurat has so-so climb skill (+6) but with snapleaf and maybe grapple hook attached to the top of the building and rope dangling down, it should be easy, And then he covers (along the others) the other rooftop with his longbow. Doable, I am fine with that.


Hp 60/60 AC 25 (+12 Perc; +4 Init; Fort +7, Ref +3, Will +8)

its a DC 5 to climb a knotted rope.


Taking a look at the adjacent buildings, your group has noticed that the one to the left (as you face the front) of your target building is being used, but the one to the right is not.

At this point, you guys have been watching the building for at least 12 hours. Since it sounds like you want to go in at night, that'll be another 6 hours from now or so. Is there anything else that you want to do during this time?


Male Tengu Shaman 5

Chak-Chak will go down to the waters edge, a ways a way from the warehouses, cast Animal Aspect: Otter, then swim up to the warehouses and take a peek. Hopefully I can get an invis (depending on how long it lasts)


Hp 60/60 AC 25 (+12 Perc; +4 Init; Fort +7, Ref +3, Will +8)

It would last 4 min


Chak-Chak:
Swimming up the river while invisible, you see that there are similar warehouses on the other side of the river as well. moving to your target warehouse, you can see that there is a large ship inside it, so large, in fact, that it doesn't completely fit inside the warehouse. You can see activity within the warehouse inner docks as well. Go ahead and give me a perception check, and if you want to move into the building, a stealth check as well.


Male Tengu Shaman 5

Perception:
1d20 + 10 ⇒ (20) + 10 = 30

Stealth:
1d20 + 3 + 20 ⇒ (7) + 3 + 20 = 30


Chak-Chak:
Noiselessly, you slip onto the dock inside the warehouse (see the map link in the game info tab for what the building looks like. Looking around, you see that there are about a dozen goliaths moving between the docks and the ship, loading boxes, all of which bear a seal (you can give me know: local if you want to try to ID it). the stairs lead up into the next level of the warehouse. What would you like to do now?


"While we wait for Chak-Chak to finish, could one of us, with some arcane power maybe walk in there, in front of the building and try to detect any signs of magic traps or somethin'? Not sure how's that stuff work, but if I remember correctly you warlocks and shamans can detect presence, and sometimes even type of magic by simply concentrating on it. Is this doable in here in such a way not to blow our cover? Just to check if there's some trace of magic at the door, or the windows or guards?"


Male Goblin Sorcerer (Starsoul) 6

"Well I could try going invisible and see if they have any magic stuff, but I'm not sure if these people would have any magic. Do psiionics use magic?"


Hp 60/60 AC 25 (+12 Perc; +4 Init; Fort +7, Ref +3, Will +8)

they can. therefore i would rather not take any risk. the cost of giving them something to worry about is too high


If you want to, you guys can make knowledge: arcana or knowledge: local at a higher difficulty to see what you know about Aeon's use of magic.


Male Tengu Shaman 5

He'll slip back into the water, and sit under the docks, listening to the dock workers, hoping to hear any kind of useful info.


Male Goblin Sorcerer (Starsoul) 6

I'll attempt that

Knowledge(Arcana): 1d20 + 5 ⇒ (1) + 5 = 6


as you can imagine, you have no clue about the use of magic in Aeon Gidgey.

Chak-Chak:

As you slip quietly into the water, you observe the continual loading of the ship by the goliaths that are manning the interior dock. They are speaking in a language other than common, and easily lifting boxes that would strain quite a few minotaurs.

Watching their body language, you can tell that they are in general good spirits, with lots of smiling and joking around (mocking laughter being universal), but everyone seems to be in on it.

Shortly after your invisibility runs out, you see three people come down the far stairs: the first is a powerfully built human male "garbed" in somewhat opaque glowing armor (that resembles a breastplate) with a light shield on the arm that is holding the lead rope for the second person.

The second person appears to be male, but it's hard to say because s/he is wearing a full-length robe and has a sack (that appears to be especially made for the purpose) fastened over his/her head. a set of canvas gloves cover the hands, and the are manacled at the wrist and ankles, which appear to be connected with chains of (unless you miss your mark) dwarfsteel.

The last person to come out is short and superficiously resembles a human, but devoid of body hair and his eyes are solid blue orbs that radiate light. He is also wearing a robe, but this one appears to be pure silk and a black so deep that it is almost blue.

The goliaths cease talking and refocus on loading the ship as they 3 person party appears. Walking slowly to accommodate the shuffling half-steps of the obvious prisoner, the three people board the ship and immediately go below decks.


Male Tengu Shaman 5

Will take a quick head count of armed folks (are the goliath dock workers armed/armored?) and he'll swim back out and head back to the group.


none of them are armed. There are a half-dozen workers, plus the other three.


Male Tengu Shaman 5

Meeting back with the others...

"OK. This is what I found..." he sketches a quick layout of the inside of the warehouse.
"It's really more of a shed to house a boat in. There were several Goliath dockworkers, around six, but more importantly, theres a ship in there. I saw a guy wearing glowing armor, leading a person by rope. That person was robed, had a sack over their head and hands, and was manacled at the wirsts and ankles. There was another short bald guy that was wearing a black robe and had glowing blue eyes...
They led him on board. I did not see anyone armed except for the one in armor."


Male Male Natural Werebear/Dwarf-Orc Cleric of Auronis 3 (HP 28/37 | AC:25 | T:13 | FF:22 | (DR 10/Silver) | CMB: 9 (14 Grapple) | CMD:19 | Fort:+8 | Ref:+7 | Will:+8 | Init:+7 | Perc: +4 | Speed 20) Fatigued (-2 Str, -2 Dex)

If they have loaded a prisoner onto the boat they must be planning to depart soon. We should move right away. We may need to go for a less subtle approach and play to our strengths with a direct assault.


Male Goblin Sorcerer (Starsoul) 6

"I could possibly try luring some of them out with illusions or fireworks, but don't you think we should meet up with the captain at the rally point first?"


Male Male Natural Werebear/Dwarf-Orc Cleric of Auronis 3 (HP 28/37 | AC:25 | T:13 | FF:22 | (DR 10/Silver) | CMB: 9 (14 Grapple) | CMD:19 | Fort:+8 | Ref:+7 | Will:+8 | Init:+7 | Perc: +4 | Speed 20) Fatigued (-2 Str, -2 Dex)

What time of day is it at this point? Also how close to high tide? If it is far from high tide or nearly night we should stick with our plan. I thought we were to meet with the captain after raiding the warehouse.


Hp 60/60 AC 25 (+12 Perc; +4 Init; Fort +7, Ref +3, Will +8)

You all have 6 seconds to buff up ! We attack the boat secure the prisoner. if this is the person we are looking for perfect if it is not we raid the inside of the structure. Once we have the prisoner secure we split up. Gadget will go with the prisoner to the rally point. Also i want all those of casting detection spell to verify the prisoner is free of any compulsion/enchantment / illusion effect.

Casting a Shield of Faith

Ready ? concentrate all Ranged attack on the bald guy wearing no armor .

Move action toward the boat to engage. DM we do have a description of the person we are here to rescue?


As I understood it, it was evening, as that is when you were sending out your scouts. Additionally, the plan was for you guys to carry out the rescue and then meet up with Greel and Meera afterwards. Yes, He is a middle-aged to elderly half-elf with multi-colored hair and amber eyes. As an aside, I've had the map of the warehouse up for a while now, and that should give you an idea of the layout of the first floor of the warehouse. To get to the boat, you'll have to walk around the warehouse (each square on the map is 5') and go to it river-side.


Male Goblin Sorcerer (Starsoul) 6

"If anyone wants to be made bigger say something now." Gidgey states as he starts following after Urgosh.

Casting Invisibility


Male Male Natural Werebear/Dwarf-Orc Cleric of Auronis 3 (HP 28/37 | AC:25 | T:13 | FF:22 | (DR 10/Silver) | CMB: 9 (14 Grapple) | CMD:19 | Fort:+8 | Ref:+7 | Will:+8 | Init:+7 | Perc: +4 | Speed 20) Fatigued (-2 Str, -2 Dex)

Drax will cast bless while we are all clustered together. +1 Moral bonus on attack rolls for everyone.

I would love to get bigger. I will hold the alley way entrance from the guards in front the extra size will help!

Drax will also cast shield if faith before taking a rear guard position stoping at the alley way mouth expecting the under cover guards to react promptly to a crowd of people charging down the side of the building.


As your group begins moving towards the front of the building, the sentries take notice and move to intercept. go ahead and roll initiative.

sentries: 1d20 + 4 ⇒ (15) + 4 = 19
dock workers: 1d20 + 0 ⇒ (13) + 0 = 13
armored guard: 1d20 + 2 ⇒ (2) + 2 = 4
unarmored guard: 1d20 + 6 ⇒ (4) + 6 = 10


Initiative: 1d20 + 3 ⇒ (5) + 3 = 8


Male Male Natural Werebear/Dwarf-Orc Cleric of Auronis 3 (HP 28/37 | AC:25 | T:13 | FF:22 | (DR 10/Silver) | CMB: 9 (14 Grapple) | CMD:19 | Fort:+8 | Ref:+7 | Will:+8 | Init:+7 | Perc: +4 | Speed 20) Fatigued (-2 Str, -2 Dex)

Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Drax will use Seize the Initiative on whoever rolls next.

Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Male Goblin Sorcerer (Starsoul) 6

Initiative: 1d20 + 8 ⇒ (11) + 8 = 19

I'll let the next person take the seize the initiative


Hp 60/60 AC 25 (+12 Perc; +4 Init; Fort +7, Ref +3, Will +8)

init: 1d20 + 4 ⇒ (17) + 4 = 21

Urgosh will his Seize the Initiative domain power on Kurat. Kurat's Init: 1d20 + 3 ⇒ (17) + 3 = 20


looks like I just need initiative from greith and chak-chak. guess i'll roll for them now.

Greith: 1d20 + 3 ⇒ (9) + 3 = 12
Chak-Chak: 1d20 + 1 ⇒ (18) + 1 = 19

Looks like initiative order is:
Urgosh
Gidgey
Sentries
Chak-Chak
Drax
Dock Workers
Greith
Unarmored Guard
Kurat
Armored Guard


urgosh and gidgey can take their turns, then the sentries and so on.


Hp 60/60 AC 25 (+12 Perc; +4 Init; Fort +7, Ref +3, Will +8)

DM Kurat should be acting just before the sentry as i used my Seize the init domain power to allow a re roll (that i rolled for him for convenience). Also Greith can use the Seize init reroll granted by Drak also


Hp 60/60 AC 25 (+12 Perc; +4 Init; Fort +7, Ref +3, Will +8)

Round 1

Urgosh will move up and attack on of the Armored guard

PA Bastard Sword: 1d20 + 9 - 1 + 1 ⇒ (16) + 9 - 1 + 1 = 251d10 + 6 ⇒ (3) + 6 = 9

Current AC 27


Male Goblin Sorcerer (Starsoul) 6

Casting Enlarge Person on Drax

Gidgey quickly casts a spell then starts to sneak around the warehouse to get to the boat.


My bad. I missed that two different people have the tactics subdomain.

Looks like initiative order is:
Urgosh
Kurat
Gidgey
Sentries
Chak-Chak
Drax
Dock Workers
Greith
Unarmored Guard
Armored Guard


go ahead and take your turn as well Kurat.


Enlarge Person has a casting time of one round, so you just start casting it you'll finish at the start of your next turn


And let me update the map, so everyone knows where they are.

EDIT: map is updated with people's positions after initial spellcasting (assume that you guys cast your first listed spells during the surprise round).

As things currently stand, the people inside the warehouse have no idea that there's an attack.


Male Goblin Sorcerer (Starsoul) 6

Sorry about that. Just using the spell, no moving.


okies....just waiting on Kurat now.


If I am reading the map correctly, Kurat can charge guard at S4, so let us try that

Charge attack vs. S4: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Potential dmg: 2d4 + 10 ⇒ (1, 4) + 10 = 15

Kurat's AC is now at 18, due to charge. Once again, sorry for the long wait everyone


Both of the guards reel from the almost simultaneous blows by their attackers, neither, however, has the good sense to run away or die. Each focuses for a moment, then summons a blade made of pure psionic power, which they use to attack their attackers. Each will use their psychic strike til it hits.

Attacker attacking Kurat w/Combat Expertise: 1d20 + 8 ⇒ (20) + 8 = 28
Attacker attacking Urgosh w/Combat Expertise: 1d20 + 8 ⇒ (13) + 8 = 21

the one that swings on Urgosh has his blade clank against Urgosh's Stone plate armor, but the one that attacks Kurat appeared almost expectant of his charge, and reacted accordingly.

Kurat's confirmation roll: 1d20 + 8 ⇒ (3) + 8 = 11 Thankfully, does not confirm.

Kurat's damage roll: 1d8 + 5 ⇒ (6) + 5 = 11


Looks like initiative order is:
Urgosh
Kurat
Gidgey
Sentries

Drax
Dock Workers
Greith
Unarmored Guard
Armored Guard


Drax is next, followed by the dockworkers (should they notice the combat outside. Go ahead and post Greith, as the dockworkers won't be able to do anything meaningful even if they notice the combat going on.
Combat Info: Kurat -11 hp, Guard S2 -9 hp, guard S4 -15 hp.


I was not considering the fact that the guards could be potentially psionics. If they are, then my "standard blade" (Psi-bane adamantine falchion) should have hit for 2d4+2d6+10 of damage, not "just" 2d4+10 which I rolled. If that is the case, than my guard (S4) took additional 2d6 ⇒ (3, 5) = 8 for a total of 23 damage (of course, if approved by GM. If not that all this rant is just to wish you all folks a nice day :-)


ya, he'll take the extra damage. It's only fair, since I realized that you should have taken an additional 1d8 ⇒ 8 damage from psychic strike (which I mentioned and everything!)


Ouch! Still, it's only fair - Kurat is at 39/58 HP now


Male Male Natural Werebear/Dwarf-Orc Cleric of Auronis 3 (HP 28/37 | AC:25 | T:13 | FF:22 | (DR 10/Silver) | CMB: 9 (14 Grapple) | CMD:19 | Fort:+8 | Ref:+7 | Will:+8 | Init:+7 | Perc: +4 | Speed 20) Fatigued (-2 Str, -2 Dex)

Drax will cast shield of faith then move 30 feet diagonally towards sentry 3.
AC now 27 until the enlarge hits when it will return to 25.


I didn't mention this earlier, but the other two sentries are now 2 rounds out. rolling perception for the dock workers.

1d20 + 5 - 10 ⇒ (16) + 5 - 10 = 11
1d20 + 5 - 10 ⇒ (7) + 5 - 10 = 2
1d20 + 5 - 10 ⇒ (17) + 5 - 10 = 12
1d20 + 5 - 10 ⇒ (11) + 5 - 10 = 6
1d20 + 5 - 10 ⇒ (18) + 5 - 10 = 13
1d20 + 5 - 10 ⇒ (20) + 5 - 10 = 15

no response from the warehouse at this time.


Looks like initiative order is:
Urgosh
Kurat
Gidgey
Sentries
Drax
Dock Workers
Greith
Unarmored Guard
Armored Guard


We can assume that Greith is delaying. We're at the top of round 2, and Urgosh is up.
Combat Info: Kurat -11 hp, Guard S2 -9 hp, guard S4 -15 hp.


Male Male Natural Werebear/Dwarf-Orc Cleric of Auronis 3 (HP 28/37 | AC:25 | T:13 | FF:22 | (DR 10/Silver) | CMB: 9 (14 Grapple) | CMD:19 | Fort:+8 | Ref:+7 | Will:+8 | Init:+7 | Perc: +4 | Speed 20) Fatigued (-2 Str, -2 Dex)

I can't edit the table in the map document from my phone. Could you move me diagonally 30' (4 squares) towards S3?


Hp 60/60 AC 25 (+12 Perc; +4 Init; Fort +7, Ref +3, Will +8)

if i understood you Sentry 1 and 3 currently haven't noticed anything

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