Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Ezreal Farlowe wrote:
BTW- You can only have one casting of light active. If you cast another the first one dispels.

Ah, I knew that was true about dancing lights, didn't realize it applied to light. Seems fair for a spell you can cast at will.

What are the blades made of?


They look like high quality pattern-welded steel.


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

"Spared no expense to keep the rats in the trap, I see." She examines where they are attached to the wall. "I wonder if we could bend them out of the way or loosen the mortar holding them in place."

Disable Device: 1d20 + 22 ⇒ (13) + 22 = 35


The blades will be extremely difficult to bend. Digging around the mortar might work but it depends how far in they are embedded into the walls.


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

"Living for centuries on end helps to spread out the expense apparently. He has invested a wealth rivaling some kingdoms in the defense of this place."


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You should see Gath's investment portfolio.


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

Gil reports the difficulty in removing the threat of the blades to the others. "Do we continue, knowing that returning will have to be done slowly? Or do we invest what appears to be considerable time dealing with them now?"


Male Kalashtar Psychic Warrior 6 / War Mind 5

"Do we perhaps have access to something to blunt the blades? Old cloth?"


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

"This is bullshit. The temple cannot possibly be designed in such a way that nobody can actually access it. There has to be a relatively normal way to get past this stupid thing."

Do we need an Escape Artist check to squeeze through? Also, I'll check the walls for hidden doors. Perception 12+23=35.


No, you can limbo through fairly easily without skill checks - the gap isn't that small.


Male Kalashtar Psychic Warrior 6 / War Mind 5

did we fully explore the entirety of the spider cavern? not that i advocate going back...


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

"C'mon, Gelb. You and I are going to find the trap that throws us back onto these blades. Then you're going to disarm it." Janosz gets on his knees and crawls underneath the fixed swords. "The rest of you wait here."


"Why don't I wait here and you take my 'cousin' this time?" Gelb argues.


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

Gil rolls her eyes. "Fine. Wait here."

Perception vs traps: 1d20 + 17 ⇒ (13) + 17 = 30

Stealth: 1d20 + 10 ⇒ (7) + 10 = 17


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

"You might want to, y'know, stay useful. That's all." Janosz shrugs and then climbs under the blades.

Stealth 10+26=36. Perception 12+23=35.


Janosz and Gil move cautiously between blades, but they don't move. They make it through to the other side without problem. The corridor stretches ahead.


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

"It can't possibly be this easy, can it?" Janosz turns back to the other party members. "We'll search the corridor for another 50 yeard or so. If we don't find anything, it should be safe to crawl through."


Male Kalashtar Psychic Warrior 6 / War Mind 5

Nevharath stands ready, listening intently to their comrades venturing beyond the blades.


The forward party move cautiously beyond the blades, looking out for danger. A few feet on, they find what looks like a magical sensor in the ceiling.


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

"Interesting. What are you watching for, little sensor? What do you think, Janosz? Should I try to disable it?"


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

"Do it. I'll retreat to the blades. Should I get Gelb up here, or is he as useless with this as he is in all other aspects of life?"


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

She snorts, "He's about as good at this as I am, but his hide is more important to him than proving it. No need he and I both get killed if I do this wrong - let him try if I fail. But you might want to retreat to other side of those blades, just in case."

She studies the sensor once the ranger has retreated, using detect magic in case there is any clue available as to its exact function. Studying it for the full three rounds.

Spellcraft: 1d20 + 20 ⇒ (8) + 20 = 28

A thought occurs to her: If this is a passage intended to be used, the sensor may simply be to verify the validity of the person passing by. There may be a passcode or trigger to prevent whatever nastiness lies ahead. She will try to determine whether disabling or a UMD check is the better choice.

Intelligence check to decide on which of the following courses of action to follow: 1d20 + 6 ⇒ (10) + 6 = 16

Disable Device:
1d20 + 19 ⇒ (3) + 19 = 22 +3 if this is considered a trap

Use Magic Device:
1d20 + 21 ⇒ (11) + 21 = 32


Gil determines that the sensor is typical of those used to trigger magical traps. She gets out her tools to neutralise it as Janosz retreat back through the blades. It seems to go well at first, but her hand slips at a crucial moment. At first, after a tense moment, nothing seems to happen. Then a sudden blast of a hurricane force wind sends her tumbling down the tunnel - towards the blades.

I had rewite that sentence to remove any ambuiguity as to the source and nature of the wind.

Everyone (not just Gil) - Fortitude saves, DC 22.


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

Fort save 11+12=23.


"Do you hear something?" Gelb asks moments before the wind rushes the tunnel.

Fort: 1d20 + 5 ⇒ (17) + 5 = 22.


Male Kalashtar Psychic Warrior 6 / War Mind 5

fort: 1d20 + 13 ⇒ (7) + 13 = 20 +2 Racial bonus on saves vs mind-affecting spells, abilities, and possession.


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

Fortitude DC 22: 1d20 + 7 ⇒ (13) + 7 = 20

The pick slips, and the changeling freezes, wondering what is about to happen. She crouches in anticipation and is nearly prepared when the gust of wind catches her in the chest and flips her backward toward her friends - and the blades.

She tries to focus on the fly spell and use it to force herself down into the corner of the tunnel in hopes she can minimize the damage to come.

Throwing some rolls up there that might be helpful

Concentration: 1d20 + 10 + 6 ⇒ (14) + 10 + 6 = 30 CL + ability modifier?

Fly check: 1d20 + 11 ⇒ (10) + 11 = 21

Acrobatics check: 1d20 + 14 ⇒ (18) + 14 = 32


Yep, none of those are useful.


Everyone except Gil, if you fail the save you take 4d6 non-lethal damage and are knocked 20' up the corridor (away from the blades) and fall prone. (Nev, for reference, this is not a mind-affecting effect.)

Gil, unfortunately, is knocked on to the blades. She suffers four attacks.
Blade 1 1d20 + 15 ⇒ (14) + 15 = 29 to hit, damage 2d6 + 8 ⇒ (3, 5) + 8 = 16
Blade 2 1d20 + 15 ⇒ (12) + 15 = 27 to hit, damage 2d6 + 8 ⇒ (3, 2) + 8 = 13
Blade 3 1d20 + 15 ⇒ (12) + 15 = 27 to hit, damage 2d6 + 8 ⇒ (2, 3) + 8 = 13
Blade 4 1d20 + 15 ⇒ (17) + 15 = 32 to hit, damage 2d6 + 8 ⇒ (4, 3) + 8 = 15

Ah well, look on the bright side - no criticals.


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

And damage rolls at or below average, too. I appreciate that. I was already trying to envision how you were going to make my replacement character appear down here.

Slashed badly and bleeding from several deep cuts, Gil lays on her face. When the eldritch wind dies down, she moans. "My hand slipped and ... that hurt."

From full to less than 25% of my hit points in one failed skill check. Ouch.


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

Fort: 1d20 + 8 ⇒ (2) + 8 = 10
NL Damage: 4d6 ⇒ (2, 2, 4, 1) = 9


OK, now what?


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

Fortitude save for Rodergo: 1d20 + 10 ⇒ (9) + 10 = 19

Nonlethal damage: 4d6 ⇒ (5, 3, 2, 4) = 14

Are there alternatives beyond trying to disable it again? A wall of force or something to prevent being thrown into the blades?


A few people seem a bit AWOL. What's the plan?


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

Well, I don't want to try to be hogging the spotlight, so I was waiting. I don't see anything but to try again. Finding some way to prevent my flying into the blades again would be helpful because the next time might well kill me.

Question: Is there room in the tunnel for the Suit?


Yes.


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

"Rodergo, can you open the portable hole? Behind the blades? If the rest of you can stay back, please..."

She crawls into the hole and suits up in the armored suit that they found so long ago. Walking out, she turns it toward the blades. Once she is close, she extends one arm of the creature and tries to ignite its fire lance to bring it to bear on the blades and cut them where they meet the wall.

Lots of required checks, but her UMD bonus of +19 makes them automatic. The primary concern is whether the suit will stop working again - or fail disastrously.

Regular use has a cumulative 5% failure rate for each hour of use - we roll after the hour is up, I believe.

Use of the fire lance has a 2% failure rate for each round of use.

Failure while cutting first blade: 1d100 ⇒ 67 01 - 02 fails

Failure while cutting second blade: 1d100 ⇒ 72 01 - 04 fails

Failure while cutting third blade: 1d100 ⇒ 49 01 - 06 fails

Failure while cutting fourth blade: 1d100 ⇒ 63 01 - 08 fails

Before I continue on, did I do that correctly?


"Why didn't we do this the first time?" Gelb asks.


Male Kalashtar Psychic Warrior 6 / War Mind 5

"Impressive. I haven't seen anything like it."


The blades clang to the floor one by one, leaving short stubs in the walls.

Yes, you did that right.

OK, time to look at that trap again.


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

The clear front plate for the gil-golem swings upward with a hiss and an abashed Gil climbs out. "It's been so long since we used it, I'd forgotten we had it. I will try again with the magical trap - or maybe I can obliterate it with the Suit. Either way, I need some healing."

Do we have any idea how many charges Rod's wands really have now?


I think Vatters does.


Either way, please note the number of charges you use and then consider your next actions.


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

Sorry, the delay had nothing to do with the CLW question. Posting time has been virtually nil.

CLW: 7d8 + 7 ⇒ (2, 6, 5, 8, 8, 2, 8) + 7 = 46

Gil climbs back into the suit after the healing is complete. The front plate closes and the golem-like device walks toward the sensor, stopping ten feet short. The front opens once again and Gil climbs out. She closes the suit from outside.

Moving over to the sensor, she once again tries to disable it.

Disable Device: 1d20 + 19 ⇒ (4) + 19 = 23 You've got to be kidding me!

When her pick catches where she scratched the device last time, she realizes she's in for it again. She lunges for the suit hoping to avoid being blown down the corridor by bracing herself on the mass of metal. "Brace yourselves, it's going to blow again!"

Fortitude save: 1d20 + 7 ⇒ (19) + 7 = 26 Well, that's something.


The squall passes harmlessly this time.

I'll assume the other have moved far enough away to avoid the worst. Third time is the charm.


"Let me give it a shot," Gelb mutters angrily.

Disable Device: 1d20 + 22 ⇒ (11) + 22 = 33.


Gelb gets it right. The sensor deactivates.


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

"So glad you finally decided to take a look."

She takes the suit back to where the portable hole is, and stows it once again. "There is no prayer of stealth using it."


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

"Good teamwork, you two. I'll take point again, if the trap is fully disabled."


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

Wearily, Gil comes back down the corridor after the portable hole is stowed, "That one is, but there may be another."

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