Eberron Official Campaign
Game Master
EltonJ
This campaign is one where we go through the published adventures for 3.5e.
Whitehearth Map
Male Half-orc Bard 4 Init +6 Percept +5 (darkvision 60) SenseMotive +4 45 /45 HP; Fort +4 Reflex +6 Will +4 (+4 v Bardic, sonic, language) ; AC 14, touch 12, flat-footed 12
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Karsh'e surveys the scene. The foolishness and arrogance of man displayed here is too big for him to express. The ruin of land that must have been fertile and life-giving is saddening and engenders anger at the same time.
He shrugs and says nothing. Fizfiz, Ayla and Lia have commented more than adequately.
Male Human Psion 10/Atlanteologist 10
Lia eberron wrote: Oh yeah, I haz the map.
perception: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
All three: Fiz, Karsh'e, and Lia, find the road that leads to Whitehearth.
Remember, healing magic doesn't work as well in the Mournland than it does outside. So be on your toes.
Male Half-orc Bard 4 Init +6 Percept +5 (darkvision 60) SenseMotive +4 45 /45 HP; Fort +4 Reflex +6 Will +4 (+4 v Bardic, sonic, language) ; AC 14, touch 12, flat-footed 12
Karsh'e stays in silent meditation a few moments more. He reaches out to get a feel for this new place.
Cast detect magic.
Goblin
"I found the road!" she exclaims pointing at the hidden path. As she looks rather proud of herself for doing so
Male Human Psion 10/Atlanteologist 10
Karsh'e wrote: Karsh'e stays in silent meditation a few moments more. He reaches out to get a feel for this new place.
Cast detect magic.
You feel that magic doesn't work here as well as you thought. The aura is overly necromantic, but not in a good way.
Elf (Aerenal) Cleric of the Undying Court 4 HP 20 AC 20 (T 13, FF 17) Fort +5 Refl +5 Will +8 init +3 BAB +3
Lia just smiles, "Well done, Fiz."
Male Half-orc Bard 4 Init +6 Percept +5 (darkvision 60) SenseMotive +4 45 /45 HP; Fort +4 Reflex +6 Will +4 (+4 v Bardic, sonic, language) ; AC 14, touch 12, flat-footed 12
EltonJ wrote: ...
You feel that magic doesn't work here as well as you thought. The aura is overly necromantic, but not in a good way.
Is there a good way?
Karsh'e shudders a little. "This place feels like death. The energy of the land itself is weakened. I'm not sure that even a great druid could heal it."
"This place does feel of death, but I know a few other places that feel like death, but only slightly cherrier."
Warforged Aegis 1/Soulknife 2 | HP 41/41 | AC 22, T 11, F 21 | F 6, R 5, W 6 | Init +1, Perception +8
"I guess I don't feel this. But the fog is annoying. Make sure to stay close to the group."
Goblin
"If baddun's show up, Fizfiz make themz go boom! No baddun's scare me!" she puts her fists on her hips
Male Half-orc Bard 4 Init +6 Percept +5 (darkvision 60) SenseMotive +4 45 /45 HP; Fort +4 Reflex +6 Will +4 (+4 v Bardic, sonic, language) ; AC 14, touch 12, flat-footed 12
"Well then. Let's follow Fizfiz' road."
Goblin
"Fiz road fiz'z road!" she repeats like a song as she walks it
Male Human Psion 10/Atlanteologist 10
Fizfiz wrote: "Fiz road fiz'z road!" she repeats like a song as she walks it You see two mutant wolves -- alive, and looking like they were jigsawed and put together in all the wrong ways. They growl at you and look like they were going to attack.
Warforged Aegis 1/Soulknife 2 | HP 41/41 | AC 22, T 11, F 21 | F 6, R 5, W 6 | Init +1, Perception +8
Escher strides forward, shield up and sword at the ready.
readying an attack if they approach.
Male Human Psion 10/Atlanteologist 10
They start snarling and come closer.
Male Half-orc Bard 4 Init +6 Percept +5 (darkvision 60) SenseMotive +4 45 /45 HP; Fort +4 Reflex +6 Will +4 (+4 v Bardic, sonic, language) ; AC 14, touch 12, flat-footed 12
Do they actually look like they were Frankensteined? Or are they merely badly deformed?
Frankensteined
Karsh'e reaches into the cart and pulls out his magic longsword. Then he steps forward to join Escher.
Deformed
Karsh'e reaches into the cart and unwraps a heavy blade that you haven't seen him wield before. He shakes the falchion and steps forward to join Escher.
Male Human Psion 10/Atlanteologist 10
Karsh'e wrote: Do they actually look like they were Frankensteined? Or are they merely badly deformed?
Frankensteined
Karsh'e reaches into the cart and pulls out his magic longsword. Then he steps forward to join Escher.
Deformed
Karsh'e reaches into the cart and unwraps a heavy blade that you haven't seen him wield before. He shakes the falchion and steps forward to join Escher.
A mix of both, actually. Deformed and Frankensteined.
Goblin
The little goblin grins a big serrated toothy grin as she gets ready for some fireworks
Init: 1d20 + 4 ⇒ (5) + 4 = 9
Elf (Aerenal) Cleric of the Undying Court 4 HP 20 AC 20 (T 13, FF 17) Fort +5 Refl +5 Will +8 init +3 BAB +3
Lia readies her scimitar and shield, "We have no quarrel with you. Let us by in peace."
Male Human Psion 10/Atlanteologist 10
Fizfiz wrote: The little goblin grins a big serrated toothy grin as she gets ready for some fireworks
[Dice=Init] 1d20+4
No need to roll initiative.
Lia eberron wrote: Lia readies her scimitar and shield, "We have no quarrel with you. Let us by in peace." The wolves just snarl and growl.
Goblin
I was rolling in case. With time zone shenanigans I didn't want there to be an extra waiting period
Male Human Psion 10/Atlanteologist 10
Fizfiz wrote: I was rolling in case. With time zone shenanigans I didn't want there to be an extra waiting period Ah, thanks for the clarification!
I just know if I used initiative per the RAW, the game will slow down. And I'm sure none of you want that.
Elf (Aerenal) Cleric of the Undying Court 4 HP 20 AC 20 (T 13, FF 17) Fort +5 Refl +5 Will +8 init +3 BAB +3
"Perhaps they are guarding their territory. Let's see if we can go around.."
Male Half-orc Bard 4 Init +6 Percept +5 (darkvision 60) SenseMotive +4 45 /45 HP; Fort +4 Reflex +6 Will +4 (+4 v Bardic, sonic, language) ; AC 14, touch 12, flat-footed 12
EltonJ wrote: Karsh'e wrote: Do they actually look like they were Frankensteined? Or are they merely badly deformed?
Frankensteined
Karsh'e reaches into the cart and pulls out his magic longsword. Then he steps forward to join Escher.
Deformed
Karsh'e reaches into the cart and unwraps a heavy blade that you haven't seen him wield before. He shakes the falchion and steps forward to join Escher. A mix of both, actually. Deformed and Frankensteined. The longsword then.
"Wolves territory is larger than a road, and they live in packs. We should kill them before they call their packmates."
Male Human Psion 10/Atlanteologist 10
They snarl, and growl at you.
Male Half-orc Bard 4 Init +6 Percept +5 (darkvision 60) SenseMotive +4 45 /45 HP; Fort +4 Reflex +6 Will +4 (+4 v Bardic, sonic, language) ; AC 14, touch 12, flat-footed 12
"March forward together like heroes of old? I am thinking of Grunik and Akash going to the caverns of promise and pain."
Elf (Aerenal) Cleric of the Undying Court 4 HP 20 AC 20 (T 13, FF 17) Fort +5 Refl +5 Will +8 init +3 BAB +3
"They haven't attacked yet. Perhaps a show of force might be a sound tactic."
Warforged Aegis 1/Soulknife 2 | HP 41/41 | AC 22, T 11, F 21 | F 6, R 5, W 6 | Init +1, Perception +8
Escher slowly steps forward, shield raised but weapon down. "I don't smell like meat. Perhaps they'll figure we aren't worth attacking."
Goblin
"Nasty doggos." she spits
"I's just hope dey ain't carrin' a disease that can make one really sick...."
Male Human Psion 10/Atlanteologist 10
Escher. wrote: Escher slowly steps forward, shield raised but weapon down. "I don't smell like meat. Perhaps they'll figure we aren't worth attacking." The wolves turn and go another way.
Elf (Aerenal) Cleric of the Undying Court 4 HP 20 AC 20 (T 13, FF 17) Fort +5 Refl +5 Will +8 init +3 BAB +3
"Well. Good, Looks as if they also did not want a fight. Now, do we know where in this miserable place we are headed?"
"Das good, wee don need to fight them. It coulda gon-d bad if things south."
Male Human Psion 10/Atlanteologist 10
Okay, you continue on the road. As you continue, there is a large depression up ahead. Inside is a crustacean. A rather large one in fact! And it tries to attack you!
Warforged Aegis 1/Soulknife 2 | HP 41/41 | AC 22, T 11, F 21 | F 6, R 5, W 6 | Init +1, Perception +8
Escher moves to the front with his blade and shield ready.
Male Human Psion 10/Atlanteologist 10
The carcass crab moves forward towards you!
Elf (Aerenal) Cleric of the Undying Court 4 HP 20 AC 20 (T 13, FF 17) Fort +5 Refl +5 Will +8 init +3 BAB +3
"Well, this one seems intent on a fight."
She pulls her crossbow out.
Ayla readies her Fullblade for some action.
Goblin
Fiz squeals with glee as she grips a vial from her belt, shaking it wildly, moving forward, she Chuck's the small vial at the crab. Laughing as it explodes. She didn't seem to care if it was direct or not
Yeet!: 1d20 + 11 ⇒ (13) + 11 = 24
BOOM!!: 2d6 + 7 ⇒ (4, 5) + 7 = 16 DC 15 Fort vs Blinded 1 round
the explosion won't damage allies. Precise bombs
Male Human Psion 10/Atlanteologist 10
Fizfiz wrote: Fiz squeals with glee as she grips a vial from her belt, shaking it wildly, moving forward, she Chuck's the small vial at the crab. Laughing as it explodes. She didn't seem to care if it was direct or not
Yeet!: 1d20 + 11 ⇒ (13) + 11 = 24
BOOM!!: 2d6 + 7 ⇒ (4, 5) + 7 = 16 DC 15 Fort vs Blinded 1 round
the explosion won't damage allies. Precise bombs
Okay. Precise bombs.
Carcass Crab's fortitude save: 1d20 + 8 ⇒ (3) + 8 = 11
The carcass crab is affected by the blindness.
FIRST ROUND
Elf (Aerenal) Cleric of the Undying Court 4 HP 20 AC 20 (T 13, FF 17) Fort +5 Refl +5 Will +8 init +3 BAB +3
"Well. That's decided it."
She follows up with a crossbow bolt.
crossbow: 1d20 + 4 ⇒ (11) + 4 = 15
+1 if in point blank range
pointy damage: 1d8 ⇒ 8
Male Half-orc Bard 4 Init +6 Percept +5 (darkvision 60) SenseMotive +4 45 /45 HP; Fort +4 Reflex +6 Will +4 (+4 v Bardic, sonic, language) ; AC 14, touch 12, flat-footed 12
Karsh'e pulls his falchion from the cart and watches the oversized crustacean approach. He marvels at the bits of armor, weapons, banners, and even entire corpses or skeletons adhered to the creature's shell.
"It's like wave made of an undead army. I'll sing of Las'ke, the Defender of Hobboot. Strange undead issued from a deep cave above the town and plagued the land around for weeks until he brought the cavern's roof down and sealed it off...."
Draw weapon while walking up to Escher's side. Inspire courage all around.
Male Human Psion 10/Atlanteologist 10
Oh, the crab was damaged by the blast.
Warforged Aegis 1/Soulknife 2 | HP 41/41 | AC 22, T 11, F 21 | F 6, R 5, W 6 | Init +1, Perception +8
Escher slashes out at the crab, and suddenly realizes that he has deja vu, as if he had done this before, but somehow reality didn't react to him.
attack: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
damage: 2d8 + 5 + 1 ⇒ (5, 4) + 5 + 1 = 15
Ayla charges the crab.
Atk: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Damage: 2d8 + 4 ⇒ (6, 5) + 4 = 15
Male Human Psion 10/Atlanteologist 10
Okay, all of your hits, except for Fiz's, bounce off the carcass crab's armor (AC 19). The crab responds in kind with a barrage of it's spines!
Carcass crab attacks Fizfiz: 1d20 + 8 ⇒ (8) + 8 = 16; damage: 1d3 ⇒ 2 + poison (DC 16)
EDIT: ROUND 2!
Goblin
Fiz laughs even more as the spines bounce off her Armor and the others miss her completely
"Fiz is smoll, Fiz no Gnoll. Light you up! Light you up! she retorts with a song song voice, followed up by another bomb toss
Yeetus: 1d20 + 10 ⇒ (9) + 10 = 19
Deletus: 2d6 + 6 ⇒ (1, 5) + 6 = 12 dc 15 vs blind
wouldn't they have hit cause the crab was blind?
Male Human Psion 10/Atlanteologist 10
Fizfiz wrote: Fiz laughs even more as the spines bounce off her Armor and the others miss her completely
"Fiz is smoll, Fiz no Gnoll. Light you up! Light you up! she retorts with a song song voice, followed up by another bomb toss
[Dice=Yeetus] 1d20+10
[Dice=Deletus] 2d6+6 dc 15 vs blind
wouldn't they have hit cause the crab was blind?
Yep, I should have applied a -2 modifier to it's attack roll. I'll remember to do that next time.
Goblin
I actually meant the others, that attacked the crab, it was blinded, that should have lowered it's AC?
Male Human Psion 10/Atlanteologist 10
Fizfiz wrote: I actually meant the others, that attacked the crab, it was blinded, that should have lowered it's AC?
** spoiler omitted **
It would have an AC 17 right now (although the Dex bonus to AC isn't listed.) So, you are right.
Carcass crab's fortitude DC roll against being blinded: 1d20 + 8 ⇒ (11) + 8 = 19
Since it's made it's save, it's only dazzled right now.
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