Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

"lead on then" he replied


N Warforged HP -10/23 Psion (Nomad) 3

"And refrain from making too much noise, please."


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil thinks of his aching arms and back and asks, "Is this place overland from here or will we be canoeing again tomorrow?"


"We will get there by canoe," replies Ashshar.

The night passes quietly, and as the sun rises the lizardman guides get the canoes ready for the next days. The adventurers climb aboard and the journey continues.

Profession (Canoeist) checks, from everyone, please.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Profession (Canooeist): 1d20 + 1 ⇒ (15) + 1 = 16


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Profession (Canooeist): 1d20 ⇒ 4

Maybe acrobatics or swim would be in order?


It may come to that...


N Warforged HP -10/23 Psion (Nomad) 3

Canooeist: 1d20 + 1 ⇒ (7) + 1 = 8


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

canoe-dling: 1d20 ⇒ 8

will add to that by spending an inspiration point:

inspiration: 1d6 ⇒ 6


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Prof Canoe: 1d20 + 0 ⇒ (14) + 0 = 14


Could someone roll for Cole?


The two canoes continue their progress up the river. Going is tough with the river high and flowing fast in the opposite direction of travel.

Perception checks, please - DC 16. You can roll for Cole and the guides:

Spoiler:
You notice a large object in midstream, a fallen tree washed into the river by the monsoon. It is heading straight for the two canoes.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

perception: 1d20 + 4 ⇒ (13) + 4 = 17

"Watch out, looks like a log or a tree trunk coming right for us" Nalverren says, gripping the oar tighter in preparation for evasive maneuvers.


N Warforged HP -10/23 Psion (Nomad) 3

Canooist: 1d20 + 1 ⇒ (6) + 1 = 7
Cole Canooist: 1d20 + 2 ⇒ (2) + 2 = 4
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Cole's perception: 1d20 + 7 ⇒ (10) + 7 = 17

Portforged rowed tirelessly. Its command of the oar was rather unstable, however.
Out of the corner of its eye, however, it noticed something.
"Watch out, steer away from the log!"


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil and Ashshar see the log at almost the same time. Even as the elf cries out a warning, Ashshar is barking commands for his boat to turn left around the log.

Rehil Perception 1d20 + 8 ⇒ (18) + 8 = 26

Ashshar Percept 1d20 + 3 ⇒ (20) + 3 = 23

Vaard Percept 1d20 + 0 ⇒ (3) + 0 = 3

Yesterday's canoe load out:
Ashshar canoe: Cole, Nalverren, Rehil
Vaard canoe:Portforged, Will, James, Wultram


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Perception: 1d20 + 4 ⇒ (6) + 4 = 10

William doesn't sees anything from his side as he helps with maneuvering the canoe


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Perception: 1d20 + 1 ⇒ (5) + 1 = 6

Wultram isn't noticing anything luckily it seems his companions are sharper eyed. He does his best to deal with the situation with what little he has learned on their short trip.


Could someone put together a little table showing by canoe who got what Perception and Canoeist rolls (I have access but a phone isn't ideal).


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Seems lizardfolk did not make profession checks yet so rolling for them.
Ashshar Profession (Canooeist): 1d20 + 5 ⇒ (5) + 5 = 10
Vaard Profession (Canooeist): 1d20 ⇒ 15

Ashshar canoe:
Ashshar Perception 23 Profession (Canooeist) 10
Cole Perception 17 Profession (Canooeist)4
Nalverren 17 Profession (Canooeist) 14
Rehil 26 Profession (Canooeist) 4
Vaard canoe:
Vaard Perception 3 Profession (Canooeist) 15
Portforged Perception 18 Profession (Canooeist)8
Will Perception 10 Profession (Canooeist)14
James Perception ? Profession (Canooeist)-
Wultram Perception 6 Profession (Canooeist)16


Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

Perception: 1d20 + 5 ⇒ (8) + 5 = 13


On Ashshar's canoe the paddlers all notice the tree in time and move out of the way. Vaard's crew are much slower off the mark. Only Portforged notices in time and his wild splashes only serve to make the canoe flounder as the log bears down on them.

The tree trunk impacts the canoe and its crew with a crunch. The crew's last second avoidance manages to avoid their being dragged under by the onrushing tree as is surges with the current. But the boat is spun by the collision.

Ok, this only affects Vaard's crew. First, you need to weather the impact. You are effectively each bull rushed by a +6 CMB v your individual CMBs. Please roll individually and if the bull rush succeeds you fall out of the boat (someone please roll for Vaard too). Then those left on board need to try to stop the canoe from capsizing. To do that, please make Profession (Canoeist) checks. Total the results and if they come to 60 or more then the canoe is under control. If not, the boat capsizes and dumps everyone in the drink. We will address the consequences of that next if it happens.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Bull Rush vs. Vaard’s CMD of 15: 1d20 + 6 ⇒ (7) + 6 = 13
Canoeist: 1d20 ⇒ 20

With stoic reserve and an experienced hand, Vaard weathers the collision deftly. The warrior is a bulwark to his canoe-team's attempt to right their boat, his thick muscles pulling and pushing at the water at just the right power and timing.


N Warforged HP -10/23 Psion (Nomad) 3

Bull Rush vs Portforged's CMD 12: 1d20 + 6 ⇒ (11) + 6 = 17
Canoeist: 1d20 + 1 ⇒ (10) + 1 = 11
Portforged's sturdy build easily allows it to resist the jostling of the boat. The House of Making had done their job well.
Unfortunately it was not a particularly skilled rower.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil watches the impact of the trunk on the other boat and its fall out.

That's a good start over there,


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

"Anyone got a rope?" Nalverren asks, trying to remain quiet but slightly alarmed.


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Bull Rush Vs Will CMD: 1d20 + 6 ⇒ (1) + 6 = 7

Prof Canoe: 1d20 + 0 ⇒ (19) + 0 = 19

William has little problem resiting the force of impact his small size providing him with a lower point of gravity.

Quickly he paddle in the proper direction to help stabilize the raft


Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

Bull rush Vs CMD: 1d20 + 6 ⇒ (10) + 6 = 16 DC 15 failed, but would james get a bonus since he is a quadruped?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole nods to Nalverren's words. He keeps watch on the other raft, but his hands begin digging out one of his coils of rope, just in case.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Porforged, unless I missed something I think you looked at just the D20 result not the total on bullrush.

Bullrush: 1d20 + 6 ⇒ (11) + 6 = 17

There is some loud cursing as the air escapes the Karns lungs as the branch knocks him overboard.


Portforged and Wultram go over the side. Despite heroic efforts by Will and Vaard, the canoe turns over, dumping them in the river too.

Reflex saves DC 11 and those in water can hang on to the canoe, otherwise you will need to make Swim checks. The others can now consider rescue attempts.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Reflex DC 11: 1d20 + 1 ⇒ (10) + 1 = 11

The loud cursing continues as Wultram barely manages to grasp hold on the canoe.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

"I guess we should turn back for them." Rehil makes ready to help bring the canoe around with a massive stroke to the outside of the turn.

We should probably see if anyone doesn't grab the canoe before making real plans.


It's Easter so I guess things are a bit slow. But yes, need Reflex saves from the crew of Vaard's canoe, including Vaard.


N Warforged HP -10/23 Psion (Nomad) 3

Portforged attempted to grab the toppling boat:
reflex: 1d20 + 2 ⇒ (10) + 2 = 12


Reflex saves for Vaard, Will and James. Also, the rest of you might want to consider what you want to do next.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Vaard Reflex save DC 11: 1d20 + 1 ⇒ (9) + 1 = 10

Vaard—preoccupied with trying to keep the canoe under control—can't quite grab the edge as he hits the water.

Meanwhile, in the other canoe, Cole begins to spin the knotted end of his length of rope in the air. "Rehil, I have another rope in my pack. See if you can get it to one of those clinging to the raft. I'll try for Vaard."

As the rope gains speed, he looses it, attempting to launch it at the lizard-man. "VAARD! GRAB THE ROPE!"

Throw rope to Vaard: 1d20 + 3 ⇒ (7) + 3 = 10


Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

"James hang tight boy" says william as he is thrown overboard

Reflex: 1d20 + 5 ⇒ (6) + 5 = 11


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Reflex: 1d20 + 0 ⇒ (5) + 0 = 5 but william can not grab the rope


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil powers through his turning stroke, then ships his paddle and reaches into Cole's pack for the second rope. Moving quickly but smoothly he draws it out, flexes the loops, then shakes the knotted end free of the coiled fakes. "Everyone stay down."

The knot bounces on the floor of the canoe and his foot traps the line as he stands and swings the coil in a wide arc toward the second canoe.

Acrobatics to stand and deliver in the canoe: I'll burn a hero point to make sure we don't capsize. 1d20 + 9 + 1d6 ⇒ (3) + 9 + (3) = 15

Tossing the coil at the capsized canoe and Portforged. 1d20 + 5 ⇒ (8) + 5 = 13

Is there a class where I will never have to roll again?


Those rope-throwing checks seem sufficient to me. Vaard and PF need to make Swim checks, DC 10, to more-or-less tread water and be in a position to grab the rope. Then, if Vaard and PF succeed, they need to make Reflex saves to grab the rope - Vaard's will be a bit tougher as Cole didn't roll as well as Rehil (how often do I get to write that?). Will needs to make a Swim check - 10 or more to avoid going under but 15 or more to avoid getting swept away.

The canoe spins out of control with only James clinging on by his paws.

Sorry for being a bit quiet - things to do at work and at home on coming home.


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Swim: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16 William despite the current is able to avoid getting Swept away.


EDIT: PF is hanging on to the canoe so he doesn't need to make the Swim rolls. Still a Reflex to grab the rope.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Vaard Swim DC 10: 1d20 + 8 ⇒ (14) + 8 = 22
Vaard Reflex DC?: 1d20 + 1 ⇒ (9) + 1 = 10


N Warforged HP -10/23 Psion (Nomad) 3

Portforged desperately grasps at the rope:
reflex: 1d20 + 2 ⇒ (17) + 2 = 19


Vaard swims strongly, as might be expected from a lizardman, and manages to regain purchase on the canoe without Cole's rope. Portforged snatches at the rope hurled by Rehil, and now the two canoes have a tenuous link. But Will still splashes in the river.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole begins reeling his rope back in. "Rehil! Switch me and see if you can get this line out to William! I'll pull the canoes together!"


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren holds his oar defensively, to ward off any other debris from hitting the canoe. However, if one of the others gets close to his canoe, he will hold his oar out so that they may take hold.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil passes his rope over Cole's and reaches under it for the rope tha Cole held. He quickly completes reeling the other line in, coiling it neatly and prepares for a cast with this line.

Tossing the coil toward Will. 1d20 + 5 ⇒ (11) + 5 = 16


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

Swmin: 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10 William is able to maintain himself as he grabs the rope

"come James, once i am on board we will all help you inside"


Hp 5/19 AC 18 (+5 Perc; +2 Init; Fort +5, Ref +6, Will +2)

"woulf" he replied paddling alongside

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