Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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Male Kalashtar Psychic Warrior 6 / War Mind 5

know:history: 1d20 + 7 ⇒ (15) + 7 = 22


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

"Interesting."


Gil wrote:
How long has it been? Has the invisibility sphere worn off? It would last 10 minutes.

Not yet, but soon.


A strong breeze begins blowing through the new tunnel. It continues for perhaps half a minute before dying down again.


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

I'll cast detect magic in the new tunnel; see if I can figure anything out.


Rodergo detects no magic.


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

"That wind isn't magic; or if it is I can't tell......"

lets roll!


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

"The invisibility will wear off soon. Let me know if you want me to refresh the spell when it does."


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

"We'll see...."


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

"All right. Follow me." Janosz carefully enters the tunnel after switching weapons; he now carries his warhammer.

Is the wind warm or cold? Does it feel wet and/or salty? Perception 8+23=31.


The wind has ceased - it blew once for maybe thirty seconds. It doesn't feel warm but isn't especially cold. There's maybe a rattling sound that goes with it.

The party head down the tunnel. The walls are rough and crudely cut and its course is winding, rising and falling and twisting from side to side. But eventually it ends at a gate made of a metal grill. Beyond can be seen another, much wider tunnel. The vault of this second passage is carefully lined with brick and about twenty feet wide. Along its base, carefully chiselled flat, runs a line of glowing stones spaced at regular intervals - conductor stones for the lightning rail.


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

"So the wind blast was the train passing, zipping off with... Hold on for a second. The train does not stop down here. They can`t possibly have hitched a ride, can they?" Janosz jumps out into the tunnel, careful to avoid the runestones. "Wait here for a minute; I`ll take a quick look around for other hidden doors."

Perception 8+23=31 to A) spot hidden doors, and B) hear the next train coming early enough to get the hell out of the way. I`m not going far from our door. Also, Survival 14+18=32 to spot any (unlikely) tracks, like a muddy footprint.


That'll be two Perception checks. Right now, there doesn't seem to be a train coming. Alwyn does notice what looks like a red piece of fluff, possibly from Croke's robe, up the large tunnel a little way.


Male Kalashtar Psychic Warrior 6 / War Mind 5

Nevharath will poke around as well (sticking to areas that are lit up because he has no special vision forms)

perception (sight): 1d20 + 24 ⇒ (13) + 24 = 37
perception (separate aural if necessary: 1d20 + 20 ⇒ (16) + 20 = 36


You don't see a secret door.


But you do hear distant voices up the tunnel.


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

Janosz jogs back to the party. "They went that way", he mutters, pointing up the tunnel. "No cover to hide behind in the tunnel; how much longer will we remain invisible? We must haul ass in order to catch them before the next train arrives - do we take that chance, or not?"


The invisibility will play out round about.... Now!


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

"Do we continue?"


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Male Kalashtar Psychic Warrior 6 / War Mind 5

part of me really just wants to fight them while on the train, although holding their head out while the incoming train grinds it off would be fun too


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

"It's almost... It's done, but I can refresh it."


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

???.....


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

I should have added "as the rest of the party fades back into view..."


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

Right on; just wondering what we're gonna do.

I'm for reinvisibling and pursuing.


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

Me too. Let`s keep going.


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

Janosz looks at Gil with a "c'mon, get on with it" look and she casts Invisibility Sphere again, this time on herself. She also casts Telepathic Bond on herself, Janosz, Rolund, and Ezreal before casting Silence on a chunk of rock she picks up off the ground.

Edited to reflect slight change.


Not to devalue the contribution of those not included in the Telepathic Bond...

The party move cautiously down the tunnel, in the direction of the voices.

Perception checks, please. Of course, with the Silence running you can't hear anything...

Anyone heard from Fatey lately?


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

He's in the top 32 of rpgss this year if you hadn't seen. I bet he wouldn't mind a few friendly voters checking in ;)

The Exchange

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

Congrats to him!


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

I think four is all I can include, unfortunately. I did not think to ask if I could have cast it twice and included myself in both. I suppose I should have restated that we needed to stay together to avoid losing the spell's effect - I picture people walking with one hand on a neighbor's shoulder to keep distance right.

Perception: 1d20 + 14 ⇒ (15) + 14 = 29

And congratulations, Fatespinner!


Perception: 1d20 + 2 ⇒ (6) + 2 = 8.


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

perception: 1d20 + 5 ⇒ (8) + 5 = 13


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

Perception 15+23=38.

Dark Archive RPG Superstar 2013 Top 32

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I'm still here. Runzyl doesn't have much to contribute at this point, so assume that he's just kind of quietly following along. I do try to check in here at least every other day or so, so don't count me out. I have been a little preoccupied with RPGSS stuff, though. :D


Of course, the Silence spell means you won't hear a train coming...

The party head up the tunnel, the only illumination the dull glow of the conductor stones. In the semi-dark, Janosz nevertheless spots the slightly displaced brickwork that pinpoints the concealed door. But the means to open it are less obvious.


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

The important part is that the train will not hear us... wait.

In case it's pertinent:

Disable Device: 1d20 + 19 ⇒ (17) + 19 = 36


It's pertinent, but maybe you might have considered looking a bit closer first...

Gil examines the door. There is no opening mechanism, but instead some sort of magical lock linked to the psychic resonance of the individual trying to open it. She quickly identifies the power nodes flowing through the brickwork and an approach for mimicking the necessary triggers.

Gil presses her hand to the portal and concentrates. She pictures an elaborate locking mechanism in her mind, a metaphor for channeling the magical power to release the door, and imagines it whirring as cogs spin and bolts pull back. However, she is overconfident and hasn't considered possible traps and countermeasures, so she doesn't find the subtle pattern lurking beneath the surface of the harmless-looking enchantment.

Suddenly, without warning, a massive blast of raw psychic energy rips out of the door and into those standing nearby.

Everyone, Will save DC 21.


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

Will save: 1d20 + 9 ⇒ (1) + 9 = 10

Well, that's only fair.


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

Will: 1d20 + 10 ⇒ (6) + 10 = 16 +6 = 22
Action Point: 2d6 ⇒ (6, 5) = 11


Will: 1d20 + 13 ⇒ (6) + 13 = 19.


Male Kalashtar Psychic Warrior 6 / War Mind 5

will save: 1d20 + 13 ⇒ (14) + 13 = 27
+2 Racial bonus on saves vs mind-affecting spells, abilities, and possession.


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

wil save 1d20 + 14 ⇒ (12) + 14 = 26


Those that succeed in the Will save take 3d6 ⇒ (6, 5, 5) = 16 damage and a nasty nose bleed. Those that fail are knocked to -1hp instantly as their psyches are crushed.


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

I'm still alert; channeling as soon as I can.

5d6 ⇒ (6, 2, 5, 1, 3) = 17

get everybody conscious at least.....


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

Will save 6+8=14. Not so much.

The energy of the spell knocks Janosz out cold, only to be revived by Rod`s channeling. "Strong juju", he mutters as he climbs slowly back to his feet. "We need to be careful about these guys."


Male Kalashtar Psychic Warrior 6 / War Mind 5

Nevharath wipes the blood from his nose as Rodergo channels healing energy. He looks around to see if anyone needs help.


As his companions drop under the psychic onslaught, Rolund remains standing; his face pale the only indication of the trap's effect. For the bone knight, death is no longer a foe to struggle against but an ally to sustain oneself.

After the channeling, Rolund will drink his potion of cure moderate wounds.

Potion of Cure Moderate Wounds: 2d8 + 3 ⇒ (6, 7) + 3 = 16.

Rolund at 32 of 77 hit points. Need more healing. Preferably from someone other than Rodergo or Nevharath.


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

Telepathically, "Dragon below, but that was stupid. I am sorry, friends."

She will try again, checking for traps first, just in case.

Perception: 1d20 + 17 ⇒ (4) + 17 = 21

Disable Device: 1d20 + 22 ⇒ (9) + 22 = 31


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

We are still invisible and silenced, unless the trap cancelled it. I'm sure Gil will have to pick up the silenced rock once again, so it will appear to float in midair when she does so.


Eh, she could put the rock in a pocket or beltpouch, no need to worry about dropping it. I also assume that having your brain melted alerts you to the trap, so the Perception check is largely redundant.

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