Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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

will: 1d20 + 20 ⇒ (6) + 20 = 26


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

This seems like an opportune time to use an action point. Will save 11+8+8(action point)=27. Sheesh.


Just as an aside, the details on action points in my alias is actually incorrect. You roll multiple dice but take the highest die, not both. In this instance at least one of those dice must be a 4, so it's all fine.


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

Good to know. It was a 5 and a 3, so, yeah, I'm OK with one die as well.


Memo to self - don't bother attacking Kaz's Will save. Or his Fort save.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116
Aubrey the Demented/Malformed wrote:
Memo to self - don't bother attacking Kaz's Will save. Or his Fort save.

yeah, clerics get both of those as good saves, and cure spells for things that target reflex saves.


Waiting for Gil's save.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Aubrey the Demented/Malformed wrote:
You can't disable a trap you can't see, and the door doesn't seem to be locked. So it'll be a case of pushing.

Yeah, the disable check was in case there was a lock on the door. Trying not to waste more time while you wait for me.

Will Save DC 23: 1d20 + 9 ⇒ (9) + 9 = 18

Action Point, best of: 2d6 ⇒ (6, 3) = 9

Fortitude Save DC 23, just to see what would have happened: 1d20 + 7 ⇒ (3) + 7 = 10

OK, whew.


After surviving the psychic assault, Gil pushes upon the door. Beyond is a short corridor ending in a large shadowy chamber. The corridor extends into a walkway running down the middle, either side of which the room drops down to a lower level. Motionless figures stand in these lower portions.


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

"Really? A catwalk for undead fashion plates? Lemme take a closer look at the audience." Janosz inches forward, peering into the gloom.

Perception 11+26=37. Stealth 10+27=37.


Janosz creeps forwards. On either side of the walkway are motionless undead - more of the bloated ogre zombies that they fought in the unholy chapel, and a few squads of the skeleton warriors they faced at the beginning of the temple complex. They stand up straight, mostly facing in different directions rather than military-style ranks, and they don't react to Janosz's presence. Ramps from either side lead up the the catwalk, and at the far end of the room the walkway ends at another door.


And...


"See anything interesting!" Gelb yells at Janosz.


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

perception: 1d20 + 7 ⇒ (8) + 7 = 15

Kazadar looks into the room from his position outside the doorway. do they appear to be undead, or mere corpses? I will use Detect Magic if one or more of them are close enough to be within range.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Gelb wrote:
"See anything interesting!" Gelb yells at Janosz.

"Really, a@!&*@&? I'm trying to... Aw, forget it." Janosz walks back to the party. "There's basically an undead army parked down there. Big zombies, skeletons, that sort of thing. They are just kinda scattered about, but there's a lot of 'em."

"The big question is this: will they animate and rush us if we walk across the walkway? Gil, do you want to send an illusory figure out to see what happens?"


Kazadar Soranath wrote:
do they appear to be undead, or mere corpses? I will use Detect Magic if one or more of them are close enough to be within range.

[ooc]They are standing up. And you detect necromancy.


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

"They radiate necromantic magic. I'd say it is safe to assume that they will attack."

i figured, since they were standing up, but then again i thought maybe they were some sick taxidermy.


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Janosz Frogshanks wrote:
"The big question is this: will they animate and rush us if we walk across the walkway? Gil, do you want to send an illusory figure out to see what happens?"

"Undead often detect the actual lifeforce rather than the appearance. I have another idea. Is the catwalk solid enough to support the golem-suit?"


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

Ezreal grunts in agreement. "You have to store them somewhere when they are not in the field- at least the mindless ones. Impossible to say what their protocol might be. They must have bypass commands, but we have no way to guess what they might be. We will have to test it."

"Even if it will support the suit, what do we gain? One person across before the rest of us set them off?"


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

"No, I thought the wearer of the suit would set them off - and answer the question - while being relatively safe."


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

How many undead are stored here? Tens? Hundreds?


Sorry, didn't realise you were waiting for a reply. There's probably about forty.


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

"I could plonk a zombie with an arrow, just to see what happens. If they rush us, we can fall back to a defensible position and knock this menagerie out once and for all."


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

"A wall of force could render them all unable to reach anyone on the pathway. Seems too easy. Perhaps they are a distraction from a greater threat." She studies the rest of the room, particularly the raised path, for potential triggers or traps.

Perception (she's not in the suit at the moment): 1d20 + 14 ⇒ (3) + 14 = 17


Gelb gives the room a check as well.

Perception (vs. traps): 1d20 + 17 ⇒ (6) + 17 = 23.


Gelb doesn't notice anything in particular.

Decisions, decisions...


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

"They don't seem particularly of note, excepting those bigguns of course."

we would have to be somewhat swift, those big ones pack a punch and wall of force can be beat down with damage, difficult though that may be.


OK, so what's the plan?


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

"Seriously, let me shoot a zombie. If the come after us in strength, we'll pull back to the mirror room and defend the doorway there; if they come one by one, we'll destroy them piecemeal."


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

"Better that than waiting for old age to take us."


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

Gil nods, "OK. Give me a moment to ready the golem and you can retreat behind it if necessary. It should be a most effective wall."

With that, she heads back to the golem-suit, activates it, and climbs in.


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

Cool. Once everybody is ready, I'll put a few shafts in the closest zombie.


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

rdy


I'll be honest, I've seen better plans. OK, off you go...


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

Heh. There's a lot of potential for better when you've burned through so many resources.


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

"It is a storage facility for the mindless. Either they have active commands to defend themselves and attack anyone passing through without the appropriate bypass signal, or they do not. An arrow will let us know if they have a self defense clause. Other than that we will not know until we actually try to enter the room and they can sense a life force."

"Fire away Frogshanks."


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

As far as the wall of force suggestion earlier- they are on both sides of the walkway. I could seal off one side, but not both.

Question- when I had the con drain, my max hps were lowered. That lowered my current hps along with it. With con restored do I restore those hps or consider them damage?


You get your hp back.


OK, then...

Janosz gets into position and plunks one of the zombies.

Please roll damage - you probably can't miss.


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

I'm using Manyshot, so the opening shot's damage is 2d8+6=16 + 4 electricity + 11 fire.


"This is a bad idea," Gelb mutters under his breath as he readies himself for the onslaught.


Janosz's arrows thud into the zombie. It jerks into unlife, as do all of its fellows.

Roll initiative.

Map.

Please place yourselves on the map - I assume Janosz is luking at the bottom entrance and the rest of you are behind him. The catwalk is 15' high, and at the top of the room ramps lead down into the lower sections where the undead are.


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

Initiative 12+7=19.

"Now, this should be interesting. Gil, hold the door in your golem suit. Kaz, you're up front. Ezreal, can you summon allies? After that, you, me and Gelb will back up Kaz and Gil at range."

"Don't let them break into the room and surround us. Keep 'em contained, and we'll beat these abominations down."

I'm in L23. Everybody else are back in the mirror room. This'll be tough, but I think it is doable - more so than that skeleton/ghost fight in th giant necropolis. Battlefield control will be key, though.


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

Initiative: 1d20 + 4 ⇒ (2) + 4 = 6


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

init: 1d20 + 1 ⇒ (10) + 1 = 11


Init:1d20 + 9 ⇒ (11) + 9 = 20.


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

Init: 1d20 + 3 ⇒ (7) + 3 = 10
M23
Nice map title :o


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

Gelb 20
Janosz 19
Kazadar 11
Ezreal 10
Gil 6


Initiative for the zombies 1d20 - 2 ⇒ (2) - 2 = 0

Gelb 20
Janosz 19
Kazadar 11
Ezreal 10
Gil 6
Zombies 0

Gelb.


Gelb unleashes his wand the closest ogre zombie.

Standard: activate wand of magic missile at OZ16.
Damage: 5d4 + 5 ⇒ (2, 3, 2, 3, 1) + 5 = 16.

Gelb at L25.

Janosz

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