Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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

Spoiler:
Let's do that. You run Ferez and I take Barkhad. Ferez is now in T16.


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

Away Team:
One of the gamblers south of the dais (Gil) tumbles out of reach of the mob that has formed in his area, but disappears from view as he does so.

Acrobatics to avoid provoking AoO from the mob: 1d20 + 17 ⇒ (15) + 17 = 32

Move to V22 and cast an extended greater invisibility, good for 24 rounds.


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

Away Team:
So, to summarize and clean up some math, Ferez steps to T16 as she whips out a dagger in each hand and begins to carve on the lizardman L4. If a 23 hits and he is susceptible to sneak attack, she does 82 points of damage including a critical. If a 27 hits, she does 48; a 29 would do 21 points.


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I run four games here, and now on three the parties have split, so I'm really running seven games. How do I get myself into these things?


Away Team:

Spoiler:
Marrius moves swiftly and with deadly accuracy, his sword seeming to dance in his hand. But he makes the lizardman he targets roar with pain as he open several horribly bleeding gashes with seeming casual ease.

The crit was confirmed.

Ferez slides up and stabs at the same lizardfolk guard in a flurry. The creature falls to the floor.

L4 down.

Kaz.

Initiative
Marrius 23+
Ferez 23-
Kazadar 21
Gil 20
Horned Legionaries 18
Ezreal 17
Janosz 14
Lizardfolk 12
Mintash 10+
Mobs 10-
Salvorazo 9
Barkhad 4


Away Team map.


Home Team map.


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

away team:

are the people under the confused condition or some kind of rage?

I'm thinking if theyre confused i can use my domain ability to unrage the ones closest to us and a blade barrier to separate the others from us. otherwise i will fire shield myself.


Home Team:

Spoiler:
Initiative
Pierce 22
Haladon 17
Horned Legionaries 16
Valentis 14 (Hold Person)
Homicidal Crewmen 10
Vaisyrharath 7

Pierce didn't specify so I assume he shoots at HL2 since it is closer.

Two of Pierce's arrows find their mark but they seem like little more than pinpricks on the giant's skin. Both giants fly across the gap between the tower and the ship and touch down lightly on the deck. One extends a hand and unleashes a blast of icy cold. Two of the crew caught in way collapse, flash-frozen.

Cone of Cold, 9d6 ⇒ (5, 1, 1, 6, 5, 3, 2, 5, 5) = 33 damage, Reflex save DC 18 for half damage, affecting everyone on the rear deck (i.e. all the PCs and Valentis), plus HC4 and HC5 who are automatically killed.

The other waves a hand and two more crew collapse unconscious.

HC2 and HC3 rendered unconscious by Deep Slumber.

With a furious yell the last of the crewmen standing charges down the stairs at the giants waving piece of wood. The giant casually skewers him with its polearm before he can even get close.

AoO from HL1 on HC 1
1d20 + 23 ⇒ (16) + 23 = 39 to hit, damage 2d8 + 16 ⇒ (8, 4) + 16 = 28

Vaisy.


Away Team:

Spoiler:
Well, you aren't too sure, but some have turned violent while some are either unaffected or seem befuddled or are self-harming. However, the ones in the mobs seem to be in some sort of fury, having largely eliminated those who weren't.


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Home team:

Vaisyrharath will take a full round to emerge at AD17.

Also, is it planes for these guys?

knowledge/planes: 1d20 + 22 ⇒ (16) + 22 = 38


Home Team:

Spoiler:
Hal Ref: 1d20 + 10 ⇒ (8) + 10 = 18
No damage. (17 cold damage for successful save negated by resist energy).

Val Ref: 1d20 + 4 ⇒ (9) + 4 = 13
17 cold damage. Valentis at 92 hps.

Edit: Forgot that Valentis gets a will save each round to break hold monster.
Val Will: 1d20 + 3 ⇒ (2) + 3 = 5


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

away team:
fire shield it is


Home Team:

Spoiler:
No, it's Knowledge (Nature) as they are a type of giant in Eberron.

Back to the top. Pierce and Hal.

Map updated.


Away Team:

Spoiler:
The Horned Legionaries attack with their polearms in a blizzard of deft jabs and swings.

HL1 1 attacks Barkhad. HL 2, 3 and 4 attack Janosz.

HL 1
Attack 1 1d20 + 23 - 1 ⇒ (4) + 23 - 1 = 26 to hit, damage 2d8 + 16 ⇒ (7, 7) + 16 = 30
Attack 2 1d20 + 23 - 1 ⇒ (4) + 23 - 1 = 26 to hit, damage 2d8 + 16 ⇒ (6, 6) + 16 = 28
Attack 3 1d20 + 18 - 1 ⇒ (11) + 18 - 1 = 28 to hit, damage 2d8 + 16 ⇒ (3, 5) + 16 = 24
Attack 4 1d20 + 13 - 1 ⇒ (1) + 13 - 1 = 13 to hit, damage 2d8 + 16 ⇒ (6, 7) + 16 = 29

HL 2
Attack 1 1d20 + 23 - 1 ⇒ (1) + 23 - 1 = 23 to hit, damage 2d8 + 16 ⇒ (1, 4) + 16 = 21
Attack 2 1d20 + 23 - 1 ⇒ (18) + 23 - 1 = 40 to hit, damage 2d8 + 16 ⇒ (6, 2) + 16 = 24
Attack 3 1d20 + 18 - 1 ⇒ (11) + 18 - 1 = 28 to hit, damage 2d8 + 16 ⇒ (1, 3) + 16 = 20
Attack 4 1d20 + 13 - 1 ⇒ (9) + 13 - 1 = 21 to hit, damage 2d8 + 16 ⇒ (4, 1) + 16 = 21

HL 3
Attack 1 1d20 + 23 - 1 ⇒ (11) + 23 - 1 = 33 to hit, damage 2d8 + 16 ⇒ (4, 5) + 16 = 25
Attack 2 1d20 + 23 - 1 ⇒ (3) + 23 - 1 = 25 to hit, damage 2d8 + 16 ⇒ (5, 2) + 16 = 23
Attack 3 1d20 + 18 - 1 ⇒ (19) + 18 - 1 = 36 to hit, damage 2d8 + 16 ⇒ (6, 2) + 16 = 24
Attack 4 1d20 + 13 - 1 ⇒ (20) + 13 - 1 = 32 to hit, damage 2d8 + 16 ⇒ (4, 4) + 16 = 24

HL 4
Attack 1 1d20 + 23 - 1 ⇒ (11) + 23 - 1 = 33 to hit, damage 2d8 + 16 ⇒ (4, 3) + 16 = 23
Attack 2 1d20 + 23 - 1 ⇒ (3) + 23 - 1 = 25 to hit, damage 2d8 + 16 ⇒ (4, 7) + 16 = 27
Attack 3 1d20 + 18 - 1 ⇒ (7) + 18 - 1 = 24 to hit, damage 2d8 + 16 ⇒ (1, 8) + 16 = 25
Attack 4 1d20 + 13 - 1 ⇒ (16) + 13 - 1 = 28 to hit, damage 2d8 + 16 ⇒ (6, 2) + 16 = 24

EDIT HL3, Attack 4, possible crit.
Attack 4 1d20 + 13 - 1 ⇒ (13) + 13 - 1 = 25 to confirm, extra damage 4d8 + 32 ⇒ (7, 8, 8, 6) + 32 = 61

For the avoidance of doubt, you DON'T count as flat-footed since you noticed the room is filled with baying mobs of maniacs, plus you knew the Horned Legionaries were here somewhere, and they had to transform to attack which takes a bit of time.

Map updated.

Ez and Janosz.


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Home Team:

Know/nature: 1d20 + 10 ⇒ (13) + 10 = 23


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

Away Team:
A thought for Ez' action - what if he puts his wall of force along the line between Janosz and the Horned Legion goons? We don't need to beat them, just find Trinkis and split, right? The wall of force should at least slow them down for a minute...


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

Away team:

Spoiler:
As predicted, the horned legionaires are grinding me into dust. With those relatively poor rolls I still took three hits (no crit, thankfully) and am down from 100 to 21 hp. That crit would have knocked me unconscious. In short, these guys are incredibly dangerous, and I need help in the worst way. Is there any way to determine if the mobs are controlled by the legionaires? Perception: 1d20 + 29 ⇒ (1) + 29 = 30, Sense motive: 1d20 + 19 ⇒ (13) + 19 = 32


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away team:
I was thinking the same thing for Ez's turn. Im just not sure if the spell will fail or not if there's all these chairs and tables and mobs that may block the wall forming. Failing that I was going to manifest force screen (shield) and interpose myself between the giants and the rest of us. I'll be fairly hard to hit with an AC of 38. The problem with finding Trinkis and leaving is that we still don't know where he is.


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

away team:
all i have thatll really do much is a Heal spell. My suggestion would be to acrobatically retreat. i don't see this as a fight we can win but one we must escape from.


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

Away Team:
Battlefield control and focused attacks (when necessary) is the order of the day. Janosz isn't even likely to survive a withdraw action at this point. A wall of force laid along the line between columns O and P would not have anything to prevent its formation at the moment and would cover him from the big hairy eat-mes. And we would be on the side with the exit, to boot. However, the other doors would not be available, one of which may hide Trinkis. The exit we are aware of is north past a pair of mobs, which may be enough of a challenge in and of themselves.


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

Away team:

Spoiler:
Wall of force seems like a good idea. We seal ourselves in with the lizards, kill them and try to figure out how to find Trinkis. In the meantime the ogres and the mobs hopefully bloody each other a bit.


Away Team:

Spoiler:
OK, decision time...


Vaisy:

Spoiler:
These are ogre magi, common in the armies of Riedra. They can fly, change shape to mimic a human or other smaller humanoid, unleash blasts of cold or stupefy with magic. They also have a degree of magical resistance and phyisical regenerative abilities. Most are fanatical supporters of the Inspired.

Home Team:

Spoiler:
Pierce and Hal.


Home Team:

Spoiler:
Waiting on Pierce. Don't want to charge in and disrupt his action(s).


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
For Ezreal's turn: Wall of force down the o-p line looks like a consensus.


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

Away Team:
For Ez' turn, I second that. After the spell, Janosz' turn, I believe.


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

Away team:

Spoiler:
Janosz dives and dances around, desperately trying to avoid the ogres' rapid-fire blows. Dust, tile shards, wood splinters and a not insignificant amount of blood flies through the air. Suddenly, the killing blow bounces off an invisible barrier. Clearly relieved, a battered and bloody Janosz nods at the others. "They'll find a way around the wall. Let's clear out the other enemies before they do."

5' step to Q18 before opening up on Mob 4. I'm using Point Blank Shot, Manyshot, Rapid Shot, Deadly Aim and, should it matter, Clustered Shots. As these guys are human, my Favoured Enemy bonus to hit and damage applies. Finally, I'm under the effect of Gravity bow. The first bonus damage die is Fire, the second Electricity. So:
Attack 1 w/Manyshot: 1d20 + 21 + 1 + 4 - 4 ⇒ (18) + 21 + 1 + 4 - 4 = 40, Damage w/Manyshot: 4d6 + 4 + 6 + 16 + 2d6 + 2d6 ⇒ (2, 3, 3, 2) + 4 + 6 + 16 + (1, 6) + (4, 3) = 50
Attack 2: 1d20 + 21 + 1 + 4 - 4 ⇒ (3) + 21 + 1 + 4 - 4 = 25, Damage: 2d6 + 2 + 3 + 8 + 1d6 + 1d6 ⇒ (3, 2) + 2 + 3 + 8 + (2) + (5) = 25
Attack 3: 1d20 + 16 + 1 + 4 - 4 ⇒ (3) + 16 + 1 + 4 - 4 = 20, Damage: 2d6 + 2 + 3 + 8 + 1d6 + 1d6 ⇒ (3, 5) + 2 + 3 + 8 + (1) + (6) = 28
Attack 4: 1d20 + 11 + 1 + 4 - 4 ⇒ (6) + 11 + 1 + 4 - 4 = 18, Damage: 2d6 + 2 + 3 + 8 + 1d6 + 1d6 ⇒ (5, 6) + 2 + 3 + 8 + (3) + (4) = 31

Lizardmen, then Mintash.


Home Team:

Spoiler:
Don’t like to do this but we need to get this team moving along.

Pierce Ref (+1 Shake It Off feat): 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26.
No damage due to ring of evasion.
Pierce Knowledge (nature) w/Monster Lore: 1d20 + 7 + 3 ⇒ (9) + 7 + 3 = 19.

Pierce easily dodges the cold attack thanks to his ring.

“Ogre magi,” Pierce remarks at the new enemy. He quickly continue his attack at his previous target.

Move action: 5 ft. step to O16 to put Horned Legionnaire 2 within 30 ft. for Point Blank Shot.
Full round action: Fire at Horned Legionnaire 2 with +1 longbow empowered by greater bane ability.

Attack #1 (Point Blank Shot, Manyshot, Rapid Shot, Deadly Aim, monocle of the ebon hunter, greater bane ability): 1d20 + 12 + 1 + 2 ⇒ (17) + 12 + 1 + 2 = 32.
Damage #1 (Point Blank Shot, Manyshot, Deadly Aim, greater bane ability): 2d8 + 16 + 4d6 ⇒ (4, 1) + 16 + (6, 5, 5, 4) = 41.
Attack #2 (Point Blank Shot, Manyshot, Rapid Shot, Deadly Aim, monocle of the ebon hunter, greater bane ability): 1d20 + 12 + 1 + 2 ⇒ (4) + 12 + 1 + 2 = 19.
Damage #2 (Point Blank Shot, Manyshot, Deadly Aim, greater bane ability): 1d8 + 8 + 4d6 ⇒ (7) + 8 + (3, 4, 6, 5) = 33.
Attack #3 (Point Blank Shot, Manyshot, Rapid Shot, Deadly Aim, monocle of the ebon hunter, greater bane ability): 1d20 + 7 + 1 + 2 ⇒ (11) + 7 + 1 + 2 = 21.
Damage #3 (Point Blank Shot, Manyshot, Deadly Aim, greater bane ability): 1d8 + 8 + 4d6 ⇒ (1) + 8 + (1, 5, 1, 3) = 19.

Haladon


Home Team:

Spoiler:
I will wait to see if Pierce took down his opponent before taking Haladon's action(s).

Also, what monster lore did Pierce divine with his Knowledge check.


Away Team:

Spoiler:
Ezreal conjures an invisible wall to block off the half of the room containing the Horned Legionaries. Now protected, Janosz sends a shower of arrows at the encroaching mob.

The first two arrows deal with Mob 4, and Janosz has two arrows left over. He can redirect them as he sees fit.

Map updated.


Home Team:

Spoiler:
Only one of Pierce's arraws struck true, but it clearly hurt the now-snarling giant.

Pierce is aware that these are ogre magi. They can fly, change shape to mimic a human or other smaller humanoid, unleash blasts of cold or stupefy with magic. They also have a degree of magical resistance and phyisical regenerative abilities.

Hal.

Map updated.


Home Team

Spoiler:
“Take care of Valentis!” Haladon shouts at Pierce while he charges down the stairs to strike at the wounded Horned Legionnaire.

Swift action: Smite evil in conjunction with Silver Smite feat. Note: AC increases to 30 with smite evil.
Full round action: charge at HL2 using +1 flaming merciful flametouched iron longsword (merciful ability is turned off) and ending movement at T15.

Attack (charge, smite evil): 1d20 + 20 + 2 + 5 ⇒ (5) + 20 + 2 + 5 = 32.
Damage (smite evil, Silver Smite, flaming): 1d8 + 6 + 13 ⇒ (5) + 6 + 13 = 24 plus 1d6 ⇒ 4 sacred and plus 1d6 ⇒ 2 fire damage. Total: 24 damage and 4 sacred and 2 fire.

Note: AC is down to 28 due to charge until next turn.

Horned Legionnaires, Valentis, etc.


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

Away Team:

Spoiler:
The last two arrows go against Mob 3.

Also, here is the Away team map. I keep looking for it under the spoiler tags...


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

Aubrey put the maps outside of spoilers earlier on the page, on November 5, but thanks for bringing it down the page.


The Away Team:

Spoiler:
So much for the homicidal urges of the maddened gamblers - after a barrage of arrows the two mobs disperse. The lizardfolk mercenaries are more persistent.

L1 and L2 attack Kaz, L3 attacks Mintash.

L1, full attack
Morningstar Attack 1 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 to hit, damage 1d8 + 9 + 6 ⇒ (2) + 9 + 6 = 17
Morningstar Attack 2 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9 to hit, damage 1d8 + 9 + 6 ⇒ (6) + 9 + 6 = 21
Bite 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15 to hit, damage 1d4 + 8 ⇒ (1) + 8 = 9 damage

L2
Morningstar Attack 1 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27 to hit, damage 1d8 + 9 + 6 ⇒ (4) + 9 + 6 = 19

L3
Morningstar Attack 1 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28 to hit, damage 1d8 + 9 + 6 ⇒ (8) + 9 + 6 = 23

As a reminder:
Initiative
Marrius 23+
Ferez 23-
Kazadar 21
Gil 20
Horned Legionaries 18
Ezreal 17
Janosz 14
Lizardfolk 12
Mintash 10+
Mobs 10-
Salvorazo 9
Barkhad 4

Mintash.

Map updated.


The Home Team:

Spoiler:
OK, Hal is in for a world of hurt as he provokes two AoOs and then will be attacked again on their turn.

AoOs
HL1 1d20 + 23 ⇒ (10) + 23 = 33 to hit, damage 2d8 + 16 ⇒ (1, 8) + 16 = 25
HL2 1d20 + 23 ⇒ (10) + 23 = 33 to hit, damage 2d8 + 16 ⇒ (5, 6) + 16 = 27

Haladon weather the blows as he closes and his sword slashes the thigh of the nearest giant. But it is still on its feet and the onslaught has barely begun.

HL2 attacks Hal
Attack 1 1d20 + 23 - 1 ⇒ (10) + 23 - 1 = 32 to hit, damage 2d8 + 16 ⇒ (7, 5) + 16 = 28
Attack 2 1d20 + 23 - 1 ⇒ (10) + 23 - 1 = 32 to hit, damage 2d8 + 16 ⇒ (1, 7) + 16 = 24
Attack 3 1d20 + 18 - 1 ⇒ (14) + 18 - 1 = 31 to hit, damage 2d8 + 16 ⇒ (7, 5) + 16 = 28
Attack 4 1d20 + 13 - 1 ⇒ (11) + 13 - 1 = 23 to hit, damage 2d8 + 16 ⇒ (6, 3) + 16 = 25

The other steps forward and attacks Vaisyharath.

HL1 attacks Vaisy
Attack 1 1d20 + 23 ⇒ (10) + 23 = 33 to hit, damage 2d8 + 16 ⇒ (7, 6) + 16 = 29

Initiative
Pierce 22
Haladon 17
Horned Legionaries 16
Valentis 14 (Hold Person)
Homicidal Crewmen 10
Vaisyrharath 7

Valentis gets her saving throw (the spell is dismissable, by the way). Then it's Vaisy - might be time for something awesome.

Map updated.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away team:

Mintash is busy watching the minions of his hated enemy when he is taken by surprise by the lizard man. It is only the preturnatural senses honed by years of training that allow him to dodge the blow. Turning to the enemies at hand he launches into a blur of fists and feet.

If at any point the first lizard man goes down I'll use flying kick to move to V-17 (taking one aoo from L1) and continue the full attack on L2 then L1. Stunning strike on first attack DC 21 fort save. Free action to have haste for the round from boots. Include the sneak attack dice if stunned or flanked. Also, if the first guy gets stunned I get to make two extra attack vs that one before using the rest of my attacks... sorry I'm complicated.

haste attack: 1d20 + 22 ⇒ (6) + 22 = 28
damage: 2d8 + 9 ⇒ (3, 2) + 9 = 14

attack 1: 1d20 + 22 ⇒ (4) + 22 = 26
damage: 2d8 + 9 ⇒ (3, 8) + 9 = 20 sneak attack: 3d6 ⇒ (3, 2, 2) = 7

attack 2: 1d20 + 22 ⇒ (13) + 22 = 35
damage: 2d8 + 9 ⇒ (5, 2) + 9 = 16 sneak attack: 3d6 ⇒ (1, 1, 6) = 8

attack 3: 1d20 + 17 ⇒ (15) + 17 = 32
damage: 2d8 + 9 ⇒ (7, 4) + 9 = 20 sneak attack: 3d6 ⇒ (4, 6, 6) = 16

attack 4: 1d20 + 12 ⇒ (17) + 12 = 29
damage: 2d8 + 9 ⇒ (7, 6) + 9 = 22 sneak attack: 3d6 ⇒ (6, 6, 2) = 14

In case it matters, additional medusa's wrath attacks vs stunned:

attack 1: 1d20 + 22 ⇒ (13) + 22 = 35
damage: 2d8 + 9 + 3d6 ⇒ (3, 3) + 9 + (5, 4, 4) = 28

attack 2: 1d20 + 22 ⇒ (6) + 22 = 28
damage: 2d8 + 9 + 3d6 ⇒ (6, 7) + 9 + (2, 2, 4) = 30


HP = 127/127 - AP = 11/11 - AC 22 (T 15)(FF 17) - Fast Heal 3 - Darkvision 60' - F +17/R +16/ W +14 | Init. +12

Home Team:
TY Hal, not a good few weeks for me there.

Pierce sighs as he can see that holding back Valentis any longer is detrimental to this battle, he releases her hoping she will aid the group and not hinder it. Free Action, drop the Hold.

He fires away once more at the Creature, healing now will do little good versus the awesome might of these Ogre Magi.

Move action: Stay Put. Point Blank Shot.
Full round action: Continue Firing at Horned Legionnaire 2 with +1 longbow empowered by greater bane ability.

Attack #1 (Point Blank Shot, Manyshot, Rapid Shot, Deadly Aim, monocle of the ebon hunter, greater bane ability): 1d20 + 12 + 1 + 2 ⇒ (8) + 12 + 1 + 2 = 23.

Damage #1 (Point Blank Shot, Manyshot, Deadly Aim, greater bane ability): 2d8 + 16 + 4d6 ⇒ (2, 3) + 16 + (4, 6, 2, 4) = 37.

Attack #2 (Point Blank Shot, Manyshot, Rapid Shot, Deadly Aim, monocle of the ebon hunter, greater bane ability): 1d20 + 12 + 1 + 2 ⇒ (5) + 12 + 1 + 2 = 20.
Damage #2 (Point Blank Shot, Manyshot, Deadly Aim, greater bane ability): 1d8 + 8 + 4d6 ⇒ (1) + 8 + (4, 4, 4, 2) = 23.

Attack #3 (Point Blank Shot, Manyshot, Rapid Shot, Deadly Aim, monocle of the ebon hunter, greater bane ability): 1d20 + 7 + 1 + 2 ⇒ (13) + 7 + 1 + 2 = 23.
Damage #3 (Point Blank Shot, Manyshot, Deadly Aim, greater bane ability): 1d8 + 8 + 4d6 ⇒ (3) + 8 + (2, 3, 3, 1) = 20.

Ahhh the dice roller I see missed me...


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Home Team:

Ow, quit it.

Vaisyrharath locks eyes with the ogre mage that struck him, reaching out with his mind to still its.

Can't fail the conc. check to cast defensively. Manifesting Brain lock, augmented with 10 extra PP. DC 23 or dazed. If that succeeds, he will then move up the stairs to AE19. If not, he will five foot south.

Duration is concentration +1 round, with a new save each round.

vs. SR: 1d20 + 13 + 4 ⇒ (7) + 13 + 4 = 24


Home Team:

Spoiler:
Haladon falls before the onslaught of strikes.

Damn, gotta stop charging at the enemy but Hal’s new personality makes him a glory hound. Haladon should be dead but I’ll use 5 of his action points to be stable at -9 hps.

Valentis is freed Aubrey. How do we roleplay her or are you going to be controlling her actions?

We’re out of order at the moment. Valentis needs to take her action(s). Then Vaisy’s brain lock comes into effect, followed by Pierce’s ranged attacks (which seemed to have missed/failed) unless Valentis attacks him in which case he might want to change his action, then Hal’s action (none b/c he is down), then the Horned Legionnaires.


Home Team:

Spoiler:
Hal needs some decent armour - he's running round in ordinary full plate. Rolund could handle this because he AC was stratospheric. If and when Hal recovers he should prioritise getting his armour enchanted. Though with this town stricken by madness, maybe not here.

In terms of order... Pierce needs to release Valentis, which happens on his turn unless Valentis saves against his Hold Person on her turn. 1d20 + 1 ⇒ (17) + 1 = 18 - hey, look at that, just on cue!

As Pierce considers the drastic move of releasing a potentially insane Valentis from his spell of paralysis, the decision is taken away from him. Valentis shakes the enchantment off and looks about wildly. Then she seens the Horned Legionaries on the deck and the bodies strewn about and she is suddenly it focused. With a yell she hurtles down the stairs to collide with the ogre mage who had just taken down Haladon.

Valentis charges HL2, Power Attack and Vital Strike
1d20 + 18 + 2 - 3 ⇒ (19) + 18 + 2 - 3 = 36 to hit, damage 4d6 + 9 + 9 ⇒ (5, 2, 6, 1) + 9 + 9 = 32

EDIT: Potential crit
1d20 + 18 + 2 - 3 ⇒ (14) + 18 + 2 - 3 = 31 to confirm, damage 2d6 + 9 + 9 ⇒ (6, 2) + 9 + 9 = 26
Crit confirmed!

Already wounded, the beserk Valentis finishes off the first legionary.

HL2 down. After Valentis it's Vaisy, so it's HL1's Will save.
1d20 + 14 ⇒ (14) + 14 = 28

The legionarie's fanatical mindset is barely shaken by Vaisyharath's attempt at stupefaction.

Now Pierce. You need to decide if you want to stay put get a full attack on HL1, or move to get the benefit of Point Blank Shot.
No need to reroll, please just make the decision.

Initiative
Pierce 22
Haladon 17
Horned Legionaries 16
Valentis 14 (Hold Person)
Vaisyrharath 7

Map updated.


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

This may get ugly quick...


Away Team:

Spoiler:
Will save for L3 1d20 + 2 ⇒ (14) + 2 = 16

Mintash pummels the lizardman nearest him. As it falls with its knee dislocated by a kick, there is a crack as Mintash follows up with a kick to the head, breaking its neck. He cartwheels across the table to land behind another and a precise series of fist jabs drives another unconscious to the floor.

AoO from L1
1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21 to hit, damage 1d8 + 9 + 4 ⇒ (5) + 9 + 4 = 18

L2 and L3 down. Quite impressive for a round's work.

Meanwhile, on the far side of the invisible wall, the mobs rush the Horned legionaries. The ogre magi begin the grim work of neutralising that threat.

I'm not going to move the mobs - they are about to get massacred anyway.

Initiative
Marrius 23+
Ferez 23-
Kazadar 21
Gil 20
Horned Legionaries 18
Ezreal 17
Janosz 14
Lizardfolk 12
Mintash 10+
Mobs 10-
Salvorazo 9
Barkhad 4

Sal, Barkhad, Marrius, Ferez.

Map updated.


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

Away Team:

Spoiler:
Barkhad moves to U19 to provide flanking against the last lizardman. Also, didn't I knock out Mob 3?


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

Away Team:

Salvorazo and Gil are both invisible and can dimension door to a location by description - such as "behind that door" - should they jump to the unknown doors to seek Trinkis while you all finish Mr. Lizard?

Ferez follows Barkhad and takes up position in V19 flanking opposite Kazadar and her daggers flash once more. Single attack because of the movement, of course.

Attack: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 Flanking
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Sneak attack damage: 4d8 ⇒ (2, 7, 7, 8) = 24


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

away team:
yes, we have little time and a lot of threats to find trinkis


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
scouting sounds good. There's a door on this side of the wall too.

Marrius moves between Mintash and Kazadar to slide his rapier into a soft spot on the lizardman.

swift action to adjust bane on sword.

attack, bane, flank: 1d20 + 15 + 2 + 2 ⇒ (20) + 15 + 2 + 2 = 39

damage: 1d6 + 5 + 9 + 2d6 ⇒ (2) + 5 + 9 + (4, 6) = 26

crit confirm: 1d20 + 15 + 2 + 2 ⇒ (16) + 15 + 2 + 2 = 35
extra damage: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (1, 1) = 12


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

Away Team:

"Ferez, didn't I just say... never mind, you seem to have it handled."

My bad, I planned to have him cast invisibility, but he hadn't actually had an action yet. He will cast invisibility now and move to R9.


HP = 127/127 - AP = 11/11 - AC 22 (T 15)(FF 17) - Fast Heal 3 - Darkvision 60' - F +17/R +16/ W +14 | Init. +12

Home Team:
Pierce will stay put and lay a full attack on HL1.

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