Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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Janosz Frogshanks wrote:
Aubrey house rule - a good one. Also, in addition to the immediate save you get another one at the 24 hour mark.

Good rule.

Fort save: 1d20 + 5 ⇒ (16) + 5 = 21.
Fort save: 1d20 + 5 ⇒ (18) + 5 = 23.

So, no levels lost; just hps.

Initiative list:
Gath 28
Gelb 24
Janosz 18
Runzyl 15+
Partygoers 15-
Ezreal 13
Musicians 10
Rodergo 9
Gil 8
Nevharath 3

Gath


Saves for the fireball
P4 1d20 + 2 ⇒ (16) + 2 = 18
P20 1d20 + 2 ⇒ (13) + 2 = 15
P18 1d20 + 2 ⇒ (16) + 2 = 18
P14 1d20 + 2 ⇒ (2) + 2 = 4
P17 1d20 + 2 ⇒ (18) + 2 = 20
P25 1d20 + 2 ⇒ (16) + 2 = 18
P15 1d20 + 2 ⇒ (12) + 2 = 14
P16 1d20 + 2 ⇒ (4) + 2 = 6

Ezreal turns the party into a barbeque, leaving charred corpses and a single, very singed survivor.

Saves for Rod's channeling (I'm assuming the DC is 18). I'm also assuming, given the previous action, he can adjust his burst to hit P27, P28 and P30.
P17 1d20 + 5 ⇒ (3) + 5 = 8
P10 1d20 + 5 ⇒ (18) + 5 = 23
P5 1d20 + 5 ⇒ (3) + 5 = 8
P19 1d20 + 5 ⇒ (1) + 5 = 6
P11 1d20 + 5 ⇒ (9) + 5 = 14
P16 1d20 + 5 ⇒ (2) + 5 = 7
P3 1d20 + 5 ⇒ (7) + 5 = 12
P21 1d20 + 5 ⇒ (5) + 5 = 10
P22 1d20 + 5 ⇒ (4) + 5 = 9
P23 1d20 + 5 ⇒ (10) + 5 = 15
P24 1d20 + 5 ⇒ (5) + 5 = 10
P13 1d20 + 5 ⇒ (2) + 5 = 7
P12 1d20 + 5 ⇒ (10) + 5 = 15
P26 1d20 + 5 ⇒ (16) + 5 = 21
P29 1d20 + 5 ⇒ (14) + 5 = 19
P27 1d20 + 5 ⇒ (14) + 5 = 19
P28 1d20 + 5 ⇒ (3) + 5 = 8
P30 1d20 + 5 ⇒ (19) + 5 = 24
M1 1d20 + 5 ⇒ (17) + 5 = 22
M2 1d20 + 5 ⇒ (13) + 5 = 18
M3 1d20 + 5 ⇒ (8) + 5 = 13
M4 1d20 + 5 ⇒ (18) + 5 = 23
M5 1d20 + 5 ⇒ (4) + 5 = 9
M6 1d20 + 5 ⇒ (20) + 5 = 25

Rod blasts the undead with the holy power of the Flame, putting the lone survivor of Ezreal's wrath to final rest and scorching the others with its radiance.

Those who failed their saves are marked in red, more for my convenience than yours.

Nev now has a nice space to expand into. Given the devastation wrought by the others, I've redirected attacks 2 and 3 to opponents still standing.

Nevharath flattens four of the partygoers and rips into two of the incorporeal musicians.

The Reaper slashes at Runzyl with its scythe. Runzyl feels his battle joy fading into terror as the rusty blade sweeps at him

Incorporeal touch attack 1d20 + 19 ⇒ (7) + 19 = 26 to hit, damage 2d4 ⇒ (1, 4) = 5 negative energy plus 1d4 ⇒ 4 CON damage. Also, Reaper unleashes his Fear Aura as a free action - Runzyl (the rest of you are currently out of range) needs to make a DC 26 Will save or be affected as per the Fear spell (i.e. running out gibbering).

Gelb.

A fairly epic post. It's going to be too long a list to say which enemies have been destroyed. Please refer to the map.


Male Kalashtar Psychic Warrior 6 / War Mind 5

an epic post indeed. unfortunately, i think Runzyl is in quite a bit of trouble. I wonder how the Fear spell will affect him given that he is surrounded. I will try to clear a path (and free Frogshanks if possible) when i get a turn, depending on what enemies are left.


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

Is there a save versus the CON drain, like it is against level drain?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

No.


Oh well. Runzyl is obviously not going anywhere. Will save 13+4+1(bonus vs fear)+9(2d6 action point)=27, so he made the save. On his urn, it's time to go nuts.


Unfortunately, the rules for APs are that you get to roll two dice at this level but you can only take the highest roll, you don't add them together. That, at least, is my understanding from the ECS (I'm at work so I'll have to check tonight). So I think he's probably missed that check after all.


Oh well. In that case, he would have had to roll 22 on the d20 - no point in using an action point. Runzyl is panicked and surrounded.


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

Also, I'm delaying until after Rod. I'm not taking that many AoOs to get out of my current encirclement.

That gives us this initiative list:
Gath 28
Gelb 24
Runzyl 15+
Party people 15-
Ezreal 13
Musicians 10
Rodergo 9
Janosz 9-
Gil 8
Nevharath 3

Gelb.


"Good luck, heroes," Gelb mocks in pain following a retreat using the giant kalashtar as cover to safety.

Full round action: withdraw to D14 thanks to haste. No AoO.

Runzyl


Runzyl's panicked and surrounded. I guess he's cowering? There's a first time for everything.


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

Runzyl is an acrobatic little dude darting around all over the place. Being surrounded probably doesn't technically prevent him from fleeing. It just makes it an awful idea tactically. Seems like acrobatics could be part of fleeing though to avoid AoO's. Also he drops anything he is holding and has a -2 on more or less everything.


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

Huh. I was looking at the description of panicked, but hadn't seen that the spell specifically calls out being cornered = cowering.


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

Yeah, I'm just not sure if his state of mind allows for him to use skills to move through space occupied by active enemies. Running between foes, sure, but this? I dunno.


He can try a bull rush to get out - he's quite good at that.


Why not? He also has the Knockback rage power, but he can't use that now.

Runzyl shoves a skeleton out of the way as he flees from the supernatural presence of the reaper-thing.

Bull Rush versus P8. Attack roll 12+16+2(Earthbound Gauntlets)=30 versus CMD. If he gets the part pooper outta the way, he keeps moving to R11. Only P8 gets an AoO, which is great news.


AoO from P8 1d20 + 4 ⇒ (12) + 4 = 16 That's a miss. I reckon Runzyl can get further away so I've moved him as such.

The partygoers circ;e for another attack, picking out opponents who have separated from the rest of the group.

Same routine again for everyone, trying to grapple. P1, 2 and 7 attack Gelb.
Aiders
P1 1d20 + 4 ⇒ (1) + 4 = 5 vs CMD 10
P1 1d20 + 4 ⇒ (2) + 4 = 6 vs CMD 10
Grappler
P1 1d20 + 4 ⇒ (13) + 4 = 17 vs Gelb's CMD

P8, P9 and P12 attack Runzyl
Aiders
P8 1d20 + 4 ⇒ (11) + 4 = 15 vs CMD 10
P9 1d20 + 4 ⇒ (15) + 4 = 19 vs CMD 10
Grappler
P12 1d20 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15 vs Runzyl's CMD

P3, P10 and P11 attack Nev
Aiders
P3 1d20 + 4 ⇒ (12) + 4 = 16 vs CMD 10
P10 1d20 + 4 ⇒ (10) + 4 = 14 vs CMD 10
Grappler
P11 1d20 + 4 + 2 + 2 ⇒ (18) + 4 + 2 + 2 = 26 vs Nev's CMD

P13, P22, P23 and P24 attack Rod
Aiders
P13 1d20 + 4 ⇒ (15) + 4 = 19 vs CMD 10
P22 1d20 + 4 ⇒ (7) + 4 = 11 vs CMD 10
P23 1d20 + 4 ⇒ (5) + 4 = 9 vs CMD 10
Grappler
P24 1d20 + 4 + 2 + 2 ⇒ (17) + 4 + 2 + 2 = 25 vs Rod's CMD

P26, P27, P29 and P30 attack Janosz
Aiders
P13 1d20 + 4 ⇒ (20) + 4 = 24 vs CMD 10
P22 1d20 + 4 ⇒ (2) + 4 = 6 vs CMD 10
P23 1d20 + 4 ⇒ (6) + 4 = 10 vs CMD 10
Grappler
P24 1d20 + 4 + 2 + 2 ⇒ (19) + 4 + 2 + 2 = 27 vs Janosz's CMD

Map updated.

Ez.


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

Ezreal steps back while dipping into a spell component pouch, "Janosz!! DOWN!!" ...and the room explodes in another raging firestorm.

5' Step to M25
Spontaneous Metamagic to Empower a Fireball
Empowered Fireball centered on P/Q, 21/21.
Should get: P12, P13, P23, M4, P26, P27, M5, P28, M6, P29, P30 and Janosz.
10d6 ⇒ (1, 4, 5, 2, 4, 4, 6, 5, 1, 6) = 38x1.5 = 57
Reflex DC 21


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

Runzyl and I remain ungrappled. Reflex save 11+17+1(haste)=29. I don't have evasion, but that was still worth it. 28 damage noted.

"Thanks for the heads-up, jackass." A quickly executed drop-and-hop shields Janosz from the worst of Ezreal's blast.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

I'm grappled.


Male Kalashtar Psychic Warrior 6 / War Mind 5

Thanks to size and buffs, Nevharath narrowly escapes being grappled.


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

With a bit of luck, Rod's grapplers will be fried by Ez's fireball.


By the way, just rechecked the rules on incorporeality. Corporeal damage (except channel energy) does a flat 50% damage, you don't have to roll to 50/50 chance except for an effect that doesn't do damage.

When I have access to the map I'll let you know the consequences. But their reflex saves aren't good...

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Reflex saves for:
P26 1d20 + 2 ⇒ (19) + 2 = 21
P27 1d20 + 2 ⇒ (11) + 2 = 13
P28 1d20 + 2 ⇒ (18) + 2 = 20
P29 1d20 + 2 ⇒ (17) + 2 = 19
P30 1d20 + 2 ⇒ (12) + 2 = 14
P26 1d20 + 2 ⇒ (16) + 2 = 18
M4 1d20 + 5 ⇒ (16) + 5 = 21
M5 1d20 + 5 ⇒ (19) + 5 = 24
M6 1d20 + 5 ⇒ (7) + 5 = 12


More of the partygoers go up in smoke. The musicians howl like the souls in torment that they are, but so far have not been extinguished.

M1 and M4 attack Rod, M2 and M5 attack Janosz, and M3 and M6 attack Ez.
M1 1d20 + 9 ⇒ (11) + 9 = 20 v touch AC, damage 1d8 ⇒ 6 negative energy plus 2 levels drained (DC 16)
M2 1d20 + 9 ⇒ (2) + 9 = 11 v touch AC, damage 1d8 ⇒ 6 negative energy plus 2 levels drained (DC 16)
M3 1d20 + 9 ⇒ (17) + 9 = 26 v touch AC, damage 1d8 ⇒ 3 negative energy plus 2 levels drained (DC 16)
M4 1d20 + 9 ⇒ (2) + 9 = 11 v touch AC, damage 1d8 ⇒ 7 negative energy plus 2 levels drained (DC 16)
M5 1d20 + 9 ⇒ (13) + 9 = 22 v touch AC, damage 1d8 ⇒ 6 negative energy plus 2 levels drained (DC 16)
M6 1d20 + 9 ⇒ (14) + 9 = 23 v touch AC, damage 1d8 ⇒ 1 negative energy plus 2 levels drained (DC 16)

Rod.

Map updated.


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

Both attacks missed me completely, the last one thanks to Haste.


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

I should be in M25 with the 5' step. M6 will have to move another square to come after me, with any luck provoking from Janosz.
Fort: 1d20 + 8 ⇒ (18) + 8 = 26
Fort: 1d20 + 8 ⇒ (6) + 8 = 14 + AP: 2d6 ⇒ (4, 5) = 9 = 19
4 damage


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

I'm holding a bow. No AoOs from me.

Is Rod still grappled? All the assisters are dead(er).


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

fort 1d20 + 10 ⇒ (3) + 10 = 13

fort 1d20 + 10 ⇒ (14) + 10 = 24

lost 2 levels.

"or each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies."

so that's 10 more hp lower anyway.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

I'll channel again; everybody in my "cluster" who is an undead jagoff takes

5d6 ⇒ (3, 3, 6, 5, 5) = 22 in damage.


Gelb desperately fends off his attackers.

Gelb is ungrappled.


Will saves
P10 1d20 + 5 ⇒ (6) + 5 = 11
P26 1d20 + 5 ⇒ (2) + 5 = 7
M1 1d20 + 9 ⇒ (20) + 9 = 29
M2 1d20 + 9 ⇒ (11) + 9 = 20
M3 1d20 + 9 ⇒ (15) + 9 = 24
M4 1d20 + 9 ⇒ (14) + 9 = 23
M5 1d20 + 9 ⇒ (9) + 9 = 18
M6 1d20 + 9 ⇒ (17) + 9 = 26

Once more the power of the Flame purges the world of undead.

Janosz.

Map updated.


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

5' step to P21. I'm firing on the musicians until they fall in this order - M3, then M6, then M2, then M5. I'll just eat the AoO from P26.
Attack 1: 8+19+1(PBS)+1(haste)=AC 29, damage 2d8+6+2(PBS)=20 + 10 fire + 3 electricity.
Attack 2: 10+19+1+1=AC 31, damage 1d8+3+1=8 + 4 fire + 2 electricity.
Attack 3: 11+14+1+1=AC 27, damage 1d8+3+1=10 + 5 fire + 1 electricity.
Attack 4: 12+9+1+1=AC 23, damage 1d8+3+1=8 + 2 fire + 5 electricity.
Attack 5 (bonus from haste): 19!+19+1+1=AC 40, confirm roll 9+19+1+1=AC 30, damage 1d8+3+1=9x3=27 + 5 fire + 2 electricity.

Gil, then Nevharath.


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

I am back and trying to catch up. Looking at shadow-casting to affect some of these critters in hopes their will saves are not great. Researching, open to ideas.


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

A blasting effect through Shadow evocation is probably the way to go. All your mind-affecting spells are useless here, unfortunately. Another useful thing could be to cast Greater invisibility on me and let me go off on Gath.


Janosz silences out some of the musicians.

I didn't give Rod his due - he took out M1 and M2. Janosz destroys M3 and M6.

AoO from P26 on Janosz: 1d20 + 4 ⇒ (12) + 4 = 16 to hit, damage 1d4 + 1 ⇒ (2) + 1 = 3 level drain (one level, DC 14)

Map updated.

Gil, then Nev.


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

Huzzah!Also great - it missed me.

"Gotta do better than that, corpse-boy."


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

Gil brings forth a new spell, drawing together shadowstuff to create a lightning bolt that she directs through one of the musicians and into one of Runzyl's harassers.

Through M4 and P8; Will DC 21 to disbelieve for 20% damage, Reflex DC 21 for half damage

Electrical: 10d6 ⇒ (3, 1, 6, 6, 2, 5, 3, 4, 6, 4) = 40


Male Kalashtar Psychic Warrior 6 / War Mind 5

I would like to know if M4 still stands after the lightning, as that'll affect my turn


Yes, it will.


Male Kalashtar Psychic Warrior 6 / War Mind 5

Nevharath will full attack, with an extra attack on the end from haste.

Hitting p10 first until he is dead, then hitting the other within reach.

1d20 + 15 ⇒ (4) + 15 = 19
2d8 + 22 ⇒ (1, 4) + 22 = 27

1d20 + 10 ⇒ (8) + 10 = 18
2d8 + 22 ⇒ (3, 3) + 22 = 28

Haste bonus
1d20 + 15 ⇒ (16) + 15 = 31
2d8 + 22 ⇒ (4, 5) + 22 = 31


OK, just for clarity, checked the shadow evocation thing. Undead are immune to mind-affecting effects - that's charm, compulsions, morale effects, patterns and phantasms. A shadow effect is none of those, so they need to save against those normally.

Will save from P8 1d20 + 5 ⇒ (8) + 5 = 13, Reflex save for P8 1d20 + 2 ⇒ (2) + 2 = 4

Gil's semi-real lightning bolt is real enough to flatten one of the partygoers menacing Runzyl. Nevharath destroys andother, the rips one of the musicians apart with repeated blows.

Map updated.


With a bloodcurdling shriek, the Reaper hurtles at Janosz.

Incorporeal scythe 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31 v touch AC, damage 2d4 ⇒ (4, 2) = 6 negative energy plus 1d4 ⇒ 1 CON loss. Also, everyone except Gelb (who is too far away) and Runzyl (who is already affected) is affected by the Reaper's Fear aura - DC 26 Will saves, please, or run around shrieking like Runzyl.


Male Kalashtar Psychic Warrior 6 / War Mind 5

will save: 1d20 + 15 ⇒ (18) + 15 = 33 vs DC 26


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

1d20 + 14 ⇒ (14) + 14 = 28

Action point time 2d6 ⇒ (4, 6) = 10


DC's 26, dude - you can save your APs.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

Right on. I was under the impresssion that one should declare AP usage before rolling.....


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

I have pretty awesome touch AC, but 31 is a hit. :§ Will save 15+8+5(action point)=28. Still have my head screwed on straight.

"A flesh wound. Felt like this." Janosz blows the reaper a kiss.


"Try to keep up boys," Gelb utters leaving his foes behind aided with supernatural speed.

Full round action: Withdraw to O6. Take AoO from P7.

Janosz


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

5' step to Q22. All attacks go on Gath; if he falls (which, for the record, I think is highly unlikely), any spillover goes on M5. I'm using Point Blank Shot, Rapid Shot, Manyshot and Clustered Shots.
Attack 1: 11+19+1(PBS)+1(haste)=AC 32, damage 2d8+6+2(PBS)=21 + 9 fire + 8 electricity.
Attack 2: 11+19+1+1=AC 32, damage 1d8+3+1=9 + 5 fire + 1 electricity.
Attack 3: 12+14+1+1=AC 28, damage 1d8+3+1=9 + 3 fire + 5 electricity.
Attack 4: 14+9+1+1=AC 25, damage 1d8+3+1=10 + 4 fire + 4 electricity.
Attack 5 (bonus from haste): 9+19+1+1=AC 30, damage 1d8+3+1=11 + 6 fire + 1 electricity.

EDIT: Bah! I delayed earlier - it's not my turn for a bit. We'll use the rolls once my turn rolls around.

EDIT 2: Runzyl's up. Is he still panicked?

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