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

religion: 1d20 + 16 ⇒ (3) + 16 = 19
plus action point, best of: 2d6 ⇒ (1, 5) = 6

24 religion to recall and recite the catechism of doom


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

Knowledge (Religion): 1d20 + 18 ⇒ (14) + 18 = 32

As the sovereign speaker moves to speak, Gil holds up a hand, "Hold, Kazadar, I believe I recall this."


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

"Ah, good. This helmet doesn't protect my memory."


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

I will accept aid from anyone willing to offer it, of course.


Gil:

Spoiler:
Catechism of Doom

What is my doom?
Your doom inescapable.
What is my doom?
Your doom is the Keeper, the Lord of Death.
What is my doom?
It is the Reaper of Souls, for all souls are its to take. It is the Weaver of Fate, for your fate is woven from its will and its alone. It is the Fiery Scourge, for it destroys all and knows no pity.
What is my doom?
It is to live, and to die, and to know that you are always the Keeper's.


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

Kn Religion Aid Another: 1d20 + 16 ⇒ (9) + 16 = 25

Ezreal whispers, "Go on. I remember some sections if you stumble, but not the whole thing."


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

Gil runs through what she remembers mentally, then shares it with the others at a whisper. Satisfied that they all agree with the response - those that care - she turns to the questioner:

"What is my doom?"
"Your doom inescapable."
"What is my doom?"
"Your doom is the Keeper, the Lord of Death."
"What is my doom?"
"It is the Reaper of Souls, for all souls are its to take. It is the Weaver of Fate, for your fate is woven from its will and its alone. It is the Fiery Scourge, for it destroys all and knows no pity."
"What is my doom?"
"It is to live, and to die, and to know that you are always the Keeper's."

She waits, breathing shallowly, for the judgment of the corpses.


"Correct," wheezes the question-master.

"Your next question shall come from Brother Narn." There is a crash as a tomb-top falls to the floor. "Brother Narn meditated upon the Five Precepts of Eternity for many months. Months turned to years while he considered. During this time he refused all food and drink and sat, unmoving, out upon a bare rock alone in the wilderness. Eventually he found true understanding and shucked off his fragile mortality, and he rose from that rock transformed." The corpse that steps forward appears to be somewhat more steady on its feet. Its long, wispy white hair hangs down to its waist. "Brother Narn, your question..."

"I sat upon the Throne of the Weepers," whispers Brother Narn. "Why is it so called?"


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

"Because sitting on a cold f$%+ing rock for that long gives you bleeding hemorrhoids the size of an ogre's fist," Janosz mutters to himself.


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

history: 1d20 + 5 ⇒ (7) + 5 = 12 to help out with this question


79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Janosz Frogshanks wrote:
"Because sitting on a cold f~*~ing rock for that long gives you bleeding hemorrhoids the size of an ogre's fist," Janosz mutters to himself.

LOL, truth!

Knowledge (History) aid untrained: 1d20 + 6 ⇒ (20) + 6 = 26 Now there's a cryin' shame...


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

calling all incorrigible karrn wizards! there is a +4 to your history roll sitting here!


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

Is this a history roll rather than religion?
Kn History: 1d20 + 22 ⇒ (2) + 22 = 24
Kn Religion: 1d20 + 16 ⇒ (18) + 16 = 34


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

i dunno, kinda just assumed myself. i figured it sounded more historical than religious, and it'd be somewhat unbalanced if all these questions were religion rolls.


Gil remembers something about the Dhakaani Empire, and Kazadar vaguely recollects a nursery rhyme that seems pertinent. Ezreal has most of the details, but still a few missing...

One more assist roll, please.


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

Know (history): 1d20 + 1 ⇒ (16) + 1 = 17

Hey, who would have thought?

"In all seriousness..."


Maybe the pressure got to Ezreal this time, but it takes Janosz and his knowledge of folk tales from the orcish-goblinoid ascendancy to fit the clues together.

"Of course," says Ezreal, "The Throne of the Weepers is not so called because of its impact upon rectal venous structures, but because it is where Emperor Gazaag of the fifth Dhakaani dynasty executed his entire family when they rebelled against him. His captured wives, sons and daughters were led into a specially dug chamber without food and water and the boulder placed above it to block the exit. It was said that their cries for help and mercy lasted for a week before they all finally died, and the place became their tomb. But the last weeper was the emperor himself. According to legend he sat alone upon the rock listening to his family dying, until the last of them fell silent. He never took another wife and had no more children, and it is said that he died soon after of a broken heart. And so the fifth dynasty ended."

Brother Narn nods his assent. "A lesson on impermanence and the futility of mortal desires," says the inquisitor sagely. "And now for your final question."

The is a chill breeze as a ghostly figure rises from a third tomb, drifting through the stone as if it wasn't there. Its shape is twisted and distorted, but appears to be an elderly female human dressed in robes. "Aerin Calorta was the Professor of Necromancy at the Academy of Magic. She made many breakthroughs in understanding the connection between magic, negative energy and the bindings of the soul to the body. In the end she applied these learnings to herself, becoming a bodiless soul untrammelled by mortal limitations. Professor Calorta, your question, please."

"The Islands of Possession - where are they and what are they?" whispers the ghost.


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

"Hmmm..." Janosz takes a few steps back, clearly bothered by the ghost's appearance. "I dunno if I've ever heard of such a place."

Know (geography): 1d20 + 5 ⇒ (13) + 5 = 18

Actually, that's not a bad base for some Aid Anothers. If the issue is Eberronian geography, of course - it might be a Know (planes) thing instead.


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

Knowledge (untrained, DC 10 max): 1d20 + 6 ⇒ (16) + 6 = 22

This changeling has no geography or planes studies in her background, sorry.


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

arcana: 1d20 + 5 ⇒ (19) + 5 = 24 seems like it might not be geography, but a mental or magical thing (like an island of knowledge)

geography aid: 1d20 + 1 ⇒ (3) + 1 = 4 geography aid another in case it is geography


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

Arcana or Dungeoneering, I can do, if they are appropriate.


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

Kn Geography Aid: 1d20 + 8 ⇒ (12) + 8 = 20
Kn Planes or Arcana: 1d20 + 23 ⇒ (1) + 23 = 24
Kn Religion: 1d20 + 16 ⇒ (6) + 16 = 22


Sadly, Gelb cannot offer aid to any of these rolls.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116
Gelb wrote:
Sadly, Gelb cannot offer aid to any of these rolls.

you can do knowledge checks untrained, for a maximum result of 10. 10 is also the DC to aid another. So, assuming no ranks or intelligence, anyone has a 50/50 shot of being helpful, and failure on Aid Another does not impose a penalty.


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

aid Know (religion): 1d20 + 1 ⇒ (9) + 1 = 10
aid Know (arcana): 1d20 + 1 ⇒ (14) + 1 = 15
aid Know (planes): 1d20 + 1 ⇒ (13) + 1 = 14


Ezreal vaguely recalls a lecture in magical theory that referred to some islands, which suggests they are not a place. Unfortunately it would appear he was dozing through most of it, which probably explains why he never specialised in necromancy.


At this point, it all hinges on Gil rolling well...


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

I'm going to go with the theory that you are hinting that I need to make an arcana roll.

Knowledge (Arcana): 1d20 + 16 ⇒ (8) + 16 = 24 Shame. My 16 for the untrained roll would have been really sweet right about now.


Janosz thinks that they might be somewhere in the Lhazaar Principalities, but Khazadar sets him straight. Ezreal's half-remembered lecture triggers Gil's memory, and she recalls a largely-discredited theory that the soul resides within specific organs of the body - namely, the brain, heart, liver and gonads - and that these "islands" were the source of the living essence of a creature. In necromantic circles, these became known as the "islands of possession" since seizing magical control of them allowed the creature itself to be controlled, and possession magic was at one time thought to operate through them. In the end empirical experiments and the inherent philosophical absurdity of the notion of "sub-souls" in each organ led to the theory being abandoned for the "unitary soul hypothesis" which is the current orthodoxy.

Though you still could have phoned a friend or asked the audience.

Gil states her answer clearly to the expectant undead. There is a pause, and the ghostly necromancer gives her assent. "You have been found worthy," croaks the inquisitor. As the other undead shamble back to their tombs, it continues, "Beyond is the Inner Sanctum. But in order to pass the Gates of the Dead and enter it, you must receive the Keeper's blessing." It raises its bony arms and a magical emanation washes over the adventurers.

"Go. Meet your fate." It slumps back in its chair and falls silent.


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

"Nice. Let's move on before the professors change their minds." Janosz briefly pauses as he walks past the now-inert body by the table, absentmindedly hefting his warhammer. But he changes his mind and moves on.

"Next up is Gath himself, right?"


The group weave between the teams, hoping to make some progress in case an undead decides to quiz their knowledge of Galifarian architecture. The sepulchre ends in an open arch. Beyond is a short corridor, ending at a stone door, filled with an unnatural darkness.


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

I assume my Darkvision doesn't help here. So...

"Does anybody have a stick to, you know, prod the darkness? I'm uncomfortable just stepping into the unknown."

Perception 11+26=37 to spot, for lack of a better term, a light switch.


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

could i detect magic to see how powerful the darkness is and if i have a shot at dispelling it?


Someone try a Knowledge (The Planes) or Knowledge (Arcana) check, please.


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

Knowledge (Arcana): 1d20 + 16 ⇒ (9) + 16 = 25

Knowledge (Planes) untrained aid: 1d20 + 6 ⇒ (3) + 6 = 9

Gil muses, "I wonder if this is some sort of boundary to somewhere else rather than mere darkness."


Gil:

Spoiler:
The darkness isn't "darkness" as such, it's negative energy.


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

"No, wait. Feel that draw? Something pulling you gently, seductively onward? As we approach, it will be more insistent, I wager, as our life force gets closer. That is a negative energy field. Crossing it, if there is anything behind it to cross to, could kill any living thing making the attempt." She looks at the cleric, "I find negative energy to be more in the realm of the divine. Any ideas?"


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

religion: 1d20 + 16 ⇒ (12) + 16 = 28 any way to combat it? perhaps some special function of channel energy? I have Death Ward though it'd be a long time before i could protect all of us at the same time (requiring scrolls)


Death Ward is the only spell available that will really deal with it. However, read back over the last few posts by me and see if that has any potential approaches.


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

Grasping at straws: The magical emanation we got from the inquisitor could have been death ward. Spellcraft to try to identify the effect: 1d20 + 20 ⇒ (6) + 20 = 26.

There was the side remark about Galifaran Architecture. I have no training re: architectural knowledge. Perhaps there's a bypass to the dark portal?

Anyone else see a potential clue in the cleverness?


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

In order to pass the gate of the dead you need the keepers blessing. Then he put some magical effect on us and told us to go.


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

That's what I was referring to with the first line. I guess one of use can just try it. *gulp*


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

"To pass the gate, we needed the keeper's blessing. We have only to try to pass now that we have received the blessing. As fas as the first to go, it shall be me unless there are objections."


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

I'm pretty sure that was the idea, but here are some rolls to back it up. Someone else might want to try Sense Motive, because it is also possible he meant we had failed the test and he sent us to meet our fate by getting consumed by negative energy.
Spellcraft: 1d20 + 21 ⇒ (5) + 21 = 26 Was the emanation deathward?
Kn Planes: 1d20 + 23 ⇒ (20) + 23 = 43 Is this a gate to Mabar?
Kn Arcana: 1d20 + 23 ⇒ (16) + 23 = 39 Just in case this was a more appropriate roll.


Ez:

Spoiler:
You couldn't tell what was cast on you, although it seemed harmless. The inquisitor didn't seem to engage in any arcane gestures or prayer, but it could have been a spell-like ability and as such the effort would have been largely mental.

However, Ezreal is sure this is NOT a gate to Mabar. There is a negative energy emanation, but the door looks like a door.


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

"You need not commit your whole body to the test, I believe. Were it me, I would simple reach in with one hand and see what affect the energy has."


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

"Evil or not, this is a place of faith. The host has seen to my well-being well enough so far, I've no reason to doubt them now. If you want, you can tie some rope to me, but be advised, it may take more than one of you to drag me back if the host calls for me."

Spoiler:
i figure a cleric should behave this way. if it were me, definitely my least-favorite finger through the door first.

Kazadar takes a step through the door.


Kazadar steps into the corridor and walks up to the door. The darkness swirls about him hungrily, but it simply washes over and does not harm him.


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

"Well it is not a planar gate. As far as I can tell it is just an energy screen in the doorway. Kazadar seems unharmed. Onward."

Ezreal follows


The group follow Kazadar in. They feel the cold of the negative energy but are unharmed. The door faces them.

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