Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


19,351 to 19,400 of 20,951 << first < prev | 383 | 384 | 385 | 386 | 387 | 388 | 389 | 390 | 391 | 392 | 393 | next > last >>

HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Gil has non-detection as a spell if you want to hide either someone or a shard from divination. Also not sure if it would work, but Gil could use shadow evocation for aqueous orb or hydraulic torrent for fire suppression.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

"Give me a shard then." Once he has it Ezreal casts a short range teleport to get as close as possible to the embassy.

Dimension door. If anyone speaks up and wants to go with him before he finishes casting Ezreal will reach out to touch them and bring them along. Up to 4.
Kn Local Sharn: 1d20 + 23 ⇒ (10) + 23 = 33


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

Can't Kazadar use his create water cantrips to put the fire out now? It has probably moved on from being an oil fire.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

If allowed, I would certainly do that. does the mech suit have a cone of cold ability?


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

It does not.


Haladon ir'Tarravan wrote:
“Before we go outside,” Haladon interrupts. “Havakhad, is there anything we can do to help save your enclave? What I mean is there anything of value inside that we can help save from the flames?”

"Only the shards matter right now," says Havakhad.


Gil wrote:

Gil moves out of the doorway, still invisible with see invisible active, and moves toward the wall blocking the passage in one direction, half-expecting a troupe of ogre magi to fly over it at any moment.

If she can, she will pull herself up enough to peer over the wall to see if anything lays in wait.

Gil:

Spoiler:
Gil peers over the wall. It afford quite a view over the Dagger River towards the far side, and towers to the left and right. She also notices a couple of the horned giants floating in the near distance invisibly, watching the tower.


Father Rod wrote:
Can't Kazadar use his create water cantrips to put the fire out now? It has probably moved on from being an oil fire.

If you wish to put out the Towering Inferno with a cantrip, you are welcome to try.


Ezreal Farlowe wrote:

"Give me a shard then." Once he has it Ezreal casts a short range teleport to get as close as possible to the embassy.

Dimension door. If anyone speaks up and wants to go with him before he finishes casting Ezreal will reach out to touch them and bring them along. Up to 4.
[dice=Kn Local Sharn]1d20 + 23

The embassy is in Ambassador Towers, in Middle Central. You are currently in Upper Dura, so a Dimension Door will get you out of the immediate vicinity but not much closer to the embassy.


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

The Create Water cantrip should have a good chance of dousing or at least controlling the fire. Kazadar can cast it at will (once/round) to create 22 gallons of water per casting at range. The spell description is ambiguous in regards to the area the water can be created in, but implies that it is shape-able and can be in an area ‘three times as large as will contain the liquid’.

By contrast, a standard real world fire hose releases water at minimum of 0.33 litres per second (so say 2 litres in a 6 second ‘round’). 22 gallons is about 83 litres, so that’s equivalent to about 40 fire hoses (based on volume of water, not counting velocity or pressure).

Rod doesn’t yet give up any of the shards and forestalls further discussion until either the group can get the fire under control OR, if that doesn’t seem likely or possible, they have spread word to nearby inhabitants that there is a fire and tried their best to get people to evacuate until whatever passes for the local fire brigade has arrived.

He's not violently opposed to the shards being split and Ezreal taking one to the Karnnathi embassy, but he would like to hear Havakhad's opinion on the matter.


Well, I stand corrected.


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

Because correcting the GM is usually great for character longevity…


1 person marked this as a favorite.

The icy frozen heart of a comet - comprising exactly 22 gallons in volume - plunges out of the sky at supersonic speed and into the back of Rodergo's head.

Oh, the irony!

So we have it on authority that Kaz probably can put the fire out if he so desires. That won't be instantaneous, and you don't know if the enemy has actually permanently gone away yet. I should probably think up some sort of skill challenge, but I don't suppose any of you have the skill Profession (Fireman). I suppose we could do it this way:
- each round, Kaz gets to make a Profession (Fireman) check on his initiative, which is basically a WIS check for those trying it untrained. People can try and assist.
- meanwhile, the fire continue to burn and grow unless someone actively tries to put it out. We will abstract this as the fire having "fire points". The fire currently has 100 fire points.
- the result of Kaz's skill check is deducted from the number of fire points the fire has. Meanwhile, the fire gets to add fire points each round. For every 25 fire points it has, it adds a d6 of fire points on its initiative (which is 0) - so 100 point means 4d6 fire points each round.
- chucking fire spells around may add to the fire points. Other magic may also have an effect, depending.
- anyone actively fighting the fire will be exposed to the effects of heat and smoke.


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

Rocks fall, everyone dies is a classic, but yes, a 22 gallon comet has a certain irony.

Profession (firefighter – untrained): 1d20 + 5 ⇒ (2) + 5 = 7 – Rod will use this check as an assist to Kaz if he can’t make his own check. EDIT - or not, apparently he's a crap fire fighter.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

profession firefightin': 1d20 + 7 ⇒ (11) + 7 = 18


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Gil comes back to the door. "At least two of the giants are watching. I suggest we not exit through the door, or at least try to do so invisibly. Perhaps the shards and guards can hop in one direction while a small group of us go in another, to meet somewhere else?"

"I may be able to shield the shards from detection, as well."


Fire points 3d6 ⇒ (4, 4, 5) = 13

Kaz begins to get the fire under some control. 95 points. Both he and Rod need to make Fort saves, DC 14, or take a point of non-lethal damage.

Perception checks.


Perception: 1d20 + 2 ⇒ (19) + 2 = 21.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Perception: 1d20 + 14 ⇒ (3) + 14 = 17 Nice

"While they watch, perhaps I could take the form of our host and flee visibly in one direction after protecting he and the shards to go the other direction."


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

“Put the water over there Kazadar – no there, I … oh, actually where you have it works quite well, doesn’t it? You Sovereign Host priests know a thing or two about putting out fires, at the Silver Flame seminary we mostly learnt about burning evil-doers, not putting them out afterwards …”

Besides his unhelpful banter, Rodergo keeps an eye out for anyone who might have been inadvertently impacted by the fire, or for returning enemies.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Fort save: 1d20 + 10 ⇒ (15) + 10 = 25


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

profession firefightin': 1d20 + 7 ⇒ (14) + 7 = 21

perception: 1d20 + 7 ⇒ (10) + 7 = 17

fort: 1d20 + 16 ⇒ (2) + 16 = 18


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Perception: 1d20 + 26 ⇒ (15) + 26 = 41


Kaz doesn't get another fire fighting roll at this point - it's not his turn yet.

There is the sound of footsteps - someone is coming through the main doors at the front of the building.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

oh, woops. i was thinking it was fire, us, fire, us. Didn't realize there were other players.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

"Someone's coming. Kazadar, keep putting out the fire. The rest of you, get ready. Again." Janosz puts yet more arrows on the bowstring and prepares for another fight.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Still invisible, or this action will change: Gil moves toward the door to see who is coming.

Stealth: 1d20 + 11 ⇒ (5) + 11 = 16


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Once it is apparent that the priests intend to try putting out the inferno, Ezreal hangs back as far as he can from the smoke and heat. His fingers are itching to cast that spell and get out of the tower, but he waits while analyzing threat assessment of escape options and a way out of this predicament beyond the immediate conflict.

Perception (with See Invisible): 1d20 + 8 ⇒ (17) + 8 = 25


OK, holding reply - I'll get to this tomorrow.

But you might all roll initiative.


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

Init: 1d20 + 2 ⇒ (13) + 2 = 15


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

init: 1d20 + 1 ⇒ (15) + 1 = 16

+1 if haste is still active. how many minutes have passed? not many, I assume?


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

Initiative: 1d20 + 7 ⇒ (19) + 7 = 26


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Initiative: 1d20 + 4 ⇒ (11) + 4 = 15

See Invisibility should still be active for Gil, as well.


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

If less than a minute has passed the tiger is also here, but I imagine not with the blood drinking and fireman checks.

Init: 1d20 + 4 ⇒ (3) + 4 = 7


Init: 1d20 + 1 ⇒ (5) + 1 = 6.


Yes, it's maybe been a minute or so, so anything with a duration of rounds will have expired. However, anything with a longer duration will have expired.

Anyone with See Invisibility going, except Gil:

Spoiler:
Two giants are coming through the front door. One looks similar to the ones you saw before, unarmoured with a polearm, the other is wearing armour and carried a sword and shield. Behind them you can also see a slim humanoid, unarmoured.

Gil:

Spoiler:
Two more of the giants are dropping from the sky, looking like they intend to enter through the side door.

Map updated. I've sort of placed people where they might be given their actions in the last page or so.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

The changeling hisses, "Company! Two, side door!"

Aubrey:
How far apart are they? She's looking at readying a glitterdust and I'm curious if she can catch them both.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

"Is any of 'em the guy I stuffed full of quills?"


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

"Another through the front, with an armored up friend and what I'm guessing is one of the Inspired. All invisible."


Hp 92 of 92; AC 28 (29); Fort +13; Ref +9 (+10); Will +18 Human Male Cleric 7/ Exorcist of the Silver Flame 6; effects: Bless, Airwalk

“I may be able to do something about their invisibility,” Rod tells those next to him – Kazadar and Janosz – quietly, “but I’d have to get up close to them. Means I’ll need to leave the fire fighting to you Kaz, or we just let this block go up in smoke.”

Rod has invisibility purge prepared, but he needs to cast it on himself and then get relatively close to the invisible enemies for it to do much good. Anyone got glitterdust or anything? Is this hall yet filling with smoke and if so will that help reveal invisible persons within it?


HPs: 96 / 96, APs: 11/8 Effects: Karnnathi Wizard (Universalist) 12 / Cataclysm Mage 1

Gil and Ezreal both have glitter dust.


H1 1d20 + 9 ⇒ (4) + 9 = 13
H2 1d20 + 9 ⇒ (20) + 9 = 29
H3 1d20 + 9 ⇒ (8) + 9 = 17
H4 1d20 + 9 ⇒ (19) + 9 = 28
HC 1d20 + 7 ⇒ (12) + 7 = 19
I 1d20 + 5 ⇒ (2) + 5 = 7

H2 29
H4 28
Janosz 26
HC 19
H3 17+
Kazadar 16
Gil 15+
Father Rod 15-
H1 13
Inspired 7+
Ezreal 7-
Haladon 6

Map updated.

BEAR IN MIND: unless you can see invisible, you cannot see the enemy at all.

H2's action is to try and enter the side door. This will provoke an AoO from Gil if she attempts to stop him. What is Gil going to do? (That's not a rhetorical question.)


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Gil had a readied action to glitterdust the two on the side door if they could be targeted in a single burst. If that doesn't transpire, she do so to the first one to move toward the door, which will cancel her own invisibility.


You can catch both. What's the save DC?


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Will DC 18 negates the blindness; regardless, they sparkle for 10 rounds


H1 1d20 + 14 ⇒ (12) + 14 = 26
H2 1d20 + 14 ⇒ (2) + 14 = 16

One giant growls and tries to whipe its eyes as both a coated in shimmering motes.

H2 blinded.

Another giant flies through the front door and along the corridor into the gym. Noticing Gil now she has revealed herself, it tries to grab her.

H4 grapples Gil 1d20 + 26 ⇒ (9) + 26 = 35 v Gil's CMD

H2 29 (blinded)
H4 28
Janosz 26
HC 19
H3 17+
Kazadar 16
Gil 15+
Father Rod 15-
H1 13
Inspired 7+
Ezreal 7-
Haladon 6

Map updated.


Janosz.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler

Yeah, she's easily grabbed by the brute.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1

"More of 'em... Spread out to avoid the cold blasts."

5' step to AE 39; full attack action on H4. I'm using Point Blank Shot, Manyshot, Rapid Shot, and Clustered Shots and am under the effects of Haste, Bless and Gravity bow.
Attack 1: 11+20+1(PBS)+1(Bless)+1(Haste)=AC 34, damage 4d6+6+2(PBS)=19 + 8 electricity + 9 fire.
Attack 2: 10+20+1+1+1=AC 33, damage 2d6+3+1=10 + 4 electricity + 5 fire.
Attack 3: 11+14+1+1+1=AC 28, damage 2d6+3+1=12 + 5 electricity + 4 fire.
Attack 4: 14+9+1+1+1=AC 26, damage 2d6+3+1=9 + 3 electricity + 4 fire.
Attack 5 (bonus from Haste): 9+20+1+1+1=AC 32, damage 2d6+3+1=12 + 3 electricity + 6 fire.


Janosz once more begins rhythmically firing arrows into giants.

Well, it's the usual thing - I need to create the bad guys stats. I doubt we'll get too far with this fight until after I return from holiday, so sorry about that.


Man, I really need to get my arse in gear on this. Sorry for the delays, especially for GG - the others at least get to play in my other games.

19,351 to 19,400 of 20,951 << first < prev | 383 | 384 | 385 | 386 | 387 | 388 | 389 | 390 | 391 | 392 | 393 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Aubrey's Eberron campaign. All Messageboards

Want to post a reply? Sign in.