Aubrey's Wrath of the Righteous (Inactive)

Game Master Aubrey the Malformed


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Yeah, hard to tell them apart.

Anyway, the trove which you will clearly resist looting comprises:
- 122gp
- 418sp
- a set of silver cultery (requires an Appraise check)
- a brass goblet (requires an Appraise check)
- a portrait of a young man in fancy dress, rolled up (requires an Appraise check)
- a flask of acid
- a flash of alchemists fire
- two vials of antitoxin
- three vials of holy water
- three crossbow bolts (Spellcraft DC 18 to identify)
- a potion (Spellcraft DC 18 to identify)
- another potion (Spellcraft DC 17 to identify)

The door, other than being concealed, is unremarkable. The stairs lead down to the basement, and there is a damp musty smell coming up from there.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Jod will take the six bandits out to the street as suggested. "If you are going to stand up against the menace that devastated the city and want to konw you have good people at your back and at your side, Defender's Heart is insert directions here. They are generous with their aid, but they don't give it for free. You need to be willing to prove yourself. Good luck - and sorry about that shot you took. Heat of battle, you know?"

He looks down at the bandaged wound in his arm. "Not quite the same, but your friend there got a good lick in, too."

Diplomacy: 1d20 - 1 ⇒ (15) - 1 = 14


The bandits shuffle off.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Jod moves back into the building, but watches them go to make sure they don't double back on the party. He's not trying to hide the fact that he's watching, but he feels a little exposed on the street after everything they've been through lately.

When the group is ready to move forward, if they want him in the lead, he is happy to draw his bow, activate his adaptation (darkvision for 10 minutes), and accompany Mulluq into the darkness.

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Sol follows Joe into the street. Watching the bandits go, he mutters, "We should have taken their arrows."

Kira Valerious wrote:
Sorry, my bad, typed Jod, meant Sol!

Wow. If I'm going to be accused of the crime....

Troy, well played on the loot.


Hp: 21 of 21; Effects active:

Kaygan nods admiringly at Mulluq's decision on the loot. "Although," he adds, turning an appraising eye towards the gathered items, "If our own need - in helping the city that is - is greater, I see no problem in us using the alchemical or magical items. Should the need arise."

He casts a cantrip and tries to determine the abilities of the magical gear.

Cast detect magic.
Spellcraft crossbow bolts DC 18: 1d20 + 9 ⇒ (9) + 9 = 18
Spellcraft first potion DC 18: 1d20 + 9 ⇒ (18) + 9 = 27
Spellcraft second potion DC 17: 1d20 + 9 ⇒ (1) + 9 = 10


Hp: 21 of 21; Effects active:

That done, the wizard moves into the middle of the group, staying about thirty feet back from those with darkvision in the lead, and casts a light cantrip on a small stone taken from the ground, which he holds low and partly covered - enough so that those without the ability to see in the dark will not trip or stumble into obstructions.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

"Let's investigate this cellar."

Kira says, re-drawing her sword, and moving into the stairwell.

She's inclined to take the lead, but Kaygan has the right on letting those with darkvision go first.....


Kaygan:

Spoiler:
The crossbow bolts are +1 flaming, the potion you managed to identify is a potion of Barkskin (+2 AC).


Someone could, y'know, light a torch or something rather than wait for a guy with Darkvision when no one else has it.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Someone did already, but he's waiting.

Jod comes over to look at what is behind the concealed door. Kneeling down, he looks for sign of recent passage on the stairs beyond.

"Those fellows acted like they'd never seen this, right? So there should be no recent tracks?"

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Survival: 1d20 + 7 ⇒ (16) + 7 = 23

If there is sign of someone passing this way recently, especially if they went down and did not return, Jod will activate his darkvision and take point stealthily with Mulluq following behind. If there are no tracks, he will save his darkvision and ask someone to put a light on his sword.


Hp: 21 of 21; Effects active:
Aubrey the Demented/Malformed wrote:

Kaygan:

** spoiler omitted **

Kaygan tells the others what he has identified (see the spoiler).


Hp: 21 of 21; Effects active:

Did Jod and/or Sol get any healing before we set down here? Do they need any?


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Jod sees no purpose in asking for healing. It's a deep scratch - a bandage, and he's fine.

"Kira, will those bolts fit your bow?"


Male, Pitborn Tiefling Warrior of Iomedae's Holy Light 4/Guardian 1 (AC: 21 [T: 11 /FF: 20]; HP: 52/66; F+9, R+5, W+7; Init: +1; Perc: +0 [Darkvision 60'])

Mulluq actually agrees with Kaygan, "Iomedae preaches that 'A magnificent weapon hanging on the wall, in decoration, is worth less to those in need than the chipped knife in a beggar's hand.' If we find these items are needed to bring down a threat before we can return them to Defender's Heart, then we should act for the sake of good in that moment. Not just with the magic ones, but with any resource at our disposal."

With the bandits sent on their way, and little faith that they will do what they should for the remaining good people of Kenabres, Mulluq acknowledges the offer to lead with aplomb, "Light should not be a problem. Many of you created it while we were below ground, didn't you?" Sword drawn and shield forward, he heads into the darkness.


Jod:

Spoiler:
There aren't tracks as such - someone has been up and down here quite a lot over a long period of time - but there is no evidence anyone has been down for a few days.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

"They will, though how much use a flaming weapon will be against demons, I do not know."


OK, let's assume to go down the stairs.

The stairs creak underfoot, but otherwise are secure. The air in the basement is damp and musty-smelling. The walls and floor are packed earth, while dozens of gourds hang from the ceiling beams. A sludge of rotting plant matter covers the floor. Against one wall, a wooden table holds a strange apparatus that looks like a clockwork toy of a snake-bodied, six-armed woman holding a sword in each hand. A tightly corked bottle, filled with what looks like water, sits before the statue. A wooden chest covered with engraved runes stands under the table, and a sinister image of a star surrounding a goat’s face is painted on the wall above the table.

Knowledge (Religion), DC 20:

Spoiler:
The star-and-goat symbol is one of Baphomet, more typically used by his human worshippers than his bestial ones.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Minor retcon, pre-descent: "Looks like someone came down here often in the past, but not in the last few days. I'm not expecting company. Can you place light on my sword?"


Hp: 21 of 21; Effects active:

Kaygan can dismiss light on his stone and cast it on Jod's sword.


Male, Pitborn Tiefling Warrior of Iomedae's Holy Light 4/Guardian 1 (AC: 21 [T: 11 /FF: 20]; HP: 52/66; F+9, R+5, W+7; Init: +1; Perc: +0 [Darkvision 60'])

Knowledge Religion 1d20 + 4 ⇒ (16) + 4 = 20

Mulluq snorts derisively at the choice of decoration in the chamber, "It looks like this was indeed the location of some cultists. There is clearly marked the symbol used by human followers of Baphomet." He indicates the star and goat head design.

Before he moves much further into the room, he finds the best angle he can to look for signs of evil still remaining within the room. Sheathing the sword, he sends out his senses.

Sheath sword, and Detect Evil from the best angle to try and get most of the room's contents.


Hp: 21 of 21; Effects active:

While Mulluq attempts to detect evil, Kaygan casts detect magic, slowly scanning the room and its contents, focusing on any auras he detects to try to determine their strength and school.


Mulluq:

Spoiler:
You detect the presence of faint evil in the pile of rotting plant material to the south.

Kaygan:

Spoiler:
You detect a faint Conjuration aura on the bottle, and a faint Transmutation aura from the six-armed statuette. You also detect a faint Illusion aura coming from the star-and-goat design on the wall.


Male, Pitborn Tiefling Warrior of Iomedae's Holy Light 4/Guardian 1 (AC: 21 [T: 11 /FF: 20]; HP: 52/66; F+9, R+5, W+7; Init: +1; Perc: +0 [Darkvision 60'])

Mulluq furrows his brow in irritation, before calling out "Whatever hides within the plant refuse, come out now of your own free will and face the justice of Iomedae's holy light, else I will be forced to bring justice to you against your wishes." He drops his concentration on the ability as he returns his sword to hand.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Kira looks up at Mulluq's words, and ensures her sword is to hand. But otherwise doesn't move.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18 Anything else interesting to be noticed?


Hp: 21 of 21; Effects active:

Kaygan notes out loud that he detects an aura of illusion coming from the design that Mulluq identified as a symbol of Baphomet, but before he can further expound on what he has learnt, the paladin challenges the vegetable heap. The wizard breaks off his explanation and looks in that direction. Perception: 1d20 + 5 ⇒ (15) + 5 = 20


Neither Kira nor Kaygan can spot anything lurking in the compost heap.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Jod focuses on the heap, as well, falchion ready.

How large is this heap? Does it appear large enough to hide a human? A halfling? Smaller?

Perception: 1d20 + 7 ⇒ (6) + 7 = 13 +2 vs evil outsiders

Once you are done laughing, Aubrey, there's no need to respond to that one. Sheesh!


Hp: 21 of 21; Effects active:

"I can't see anything hiding in there Mulluq ... maybe someone should poke it?"

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Sol notices the increase in tension and hears Mulluq's speech. He shakes his shield arm a little to loosen it up. "What's going on down there?"


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The Evil In The Compost Heap - the lost Lovecraft novella.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Jod looks around for something to prod the pile of garbage with. "Sol, is there a pole or spear or something (like a ten-foot pole) up there?"


Nope - it's a potion shop, not much call for 10' poles.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Hearing the negative reply from upstairs, Jod shrugs his shoulders. "Well, let's see what's up, then. Everybody ready?" He steps toward the compost heap, falchion extended and makes a sweep from left to right, back and forth, as he approaches. He will try to come in from one side to allow those so inclined to fire a missile weapon room to do so.

If he gets no response and meets no resistance, he will step close and poke at the compost to see if something hides within.


Male, Pitborn Tiefling Warrior of Iomedae's Holy Light 4/Guardian 1 (AC: 21 [T: 11 /FF: 20]; HP: 52/66; F+9, R+5, W+7; Init: +1; Perc: +0 [Darkvision 60'])

As Jod moved forward and to one side, Mulluq followed suit except to the opposite side. The two of them leaving as much space between them as needed to allow others to either fire or fight. He gently prods into the mass, trying to find its contents, but not hard enough to injure whatever may lie within.


OK, stuff happens, will update when I can but I don't have the book with me and I'm out tonight. However, it happens as Jod and Mulluq step into the room.


As Jod and Mulluq begin to move cautiously into the room, a voice suddenly rings out - the mouth of the goat picture seems to be movement and talking. “Ahh... I hope you are among Iomedae’s slaves... I would hate to think of mere peasants wasting such a personal greeting from Lord Baphomet!”

As it finishes speaking, the statuette swings its swords down on the bottle on top of the chest, shattering it. The room immediately fills with noxious fumes. And from the compost heap, a small figure levers itself upright. It looks like a portly child or halfling, but made of an agglomeration of root, leaves, tubers and muck. It hisses as its fingers elongate into long, whip-like tentacles.

Roll initiative, and everyone made Fort saves. The DC is 14, but the effects are variable if you fail.


Map.

The little thing is M. T is the table, on which is the statuette and the broken bottle, and under which is the chest. Please place yourselves on the map, based on your comments above. Most of you will be on the stairs (or even upstairs, potentially). Jod and Mulluq will be within 10' of the stairs and M.


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

AB8 (the bottom step) for Kira.

Init: 1d20 + 9 ⇒ (1) + 9 = 10

fort: 1d20 + 4 ⇒ (4) + 4 = 8


Hp: 21 of 21; Effects active:

AD8 for Kaygan, if he could have had a good enough view of the room to scan it with detect magic from there. Otherwise he will need to be on a lower step (maybe right behind Kira).

Init: 1d20 + 3 ⇒ (8) + 3 = 11
Fort: 1d20 + 4 ⇒ (12) + 4 = 16

Dark Archive

Male Human Percept 6+, Sense Motive, +4, Init +2 HP 41/41 : AC 16 T 13 FF 12 (+1 v traps) : F 3 R 6 (+1 v traps) W 4

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Fort Save: 1d20 + 3 ⇒ (18) + 3 = 21

T10, top of stairs on first floor.

Yes, nice to be healthy and useless in combat since I've blown my good rolls.


Male, Pitborn Tiefling Warrior of Iomedae's Holy Light 4/Guardian 1 (AC: 21 [T: 11 /FF: 20]; HP: 52/66; F+9, R+5, W+7; Init: +1; Perc: +0 [Darkvision 60'])

Mulluq will be in Y7, assuming Jod would circle in a way to leave himself room to move.

Initiative 1d20 + 1 ⇒ (20) + 1 = 21
Fort save 1d20 + 8 ⇒ (11) + 8 = 19

With a watchful eye on the pile where he detected the evil presence, Mulluq is ready to spring into action as soon as the activity happens with the voice speaking out and the thing jumping from the pile.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Mulluq: Sounds good.

AA9

Fort DC 14: 1d20 + 4 ⇒ (7) + 4 = 11

Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

Coin flip to see which one I rolled first. Bad penny!


HP 34/34 | Init +2 | AC 16 T 12 FF 14 | CMD 15 | F +3 R +3 W +4 | Per +1 | MP: 7/7

Hannik Init: 1d20 + 2 ⇒ (17) + 2 = 19
Ghroth Init: 1d20 + 1 ⇒ (14) + 1 = 15
Hannik Fort: 1d20 + 3 ⇒ (14) + 3 = 17
Ghroth Fort: 1d20 + 4 ⇒ (9) + 4 = 13 Fail

Ghroth AC7
Hannik AD7
Seems like Kn Nature or Arcana for the plant creature. Hannik has neither.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Good call. I suspect I have bigger concerns after failing the save, but here's an identification attempt.

Knowledge (nature): 1d20 + 4 ⇒ (16) + 4 = 20


Mythic Power: 5{5}Wand Female Human Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Knowledge Arcana (ID): 1d20 + 9 ⇒ (12) + 9 = 21

Good call... Assuming Kira's still standing....


All shall be revealed tonight. I did my sponsored walk over the weekend, so didn't have much time to update due to the various logistical arrangements. I will updated tonight.


Jod and Kira:

Spoiler:
You recognise the creature as a mandragora, a plant creature fed upon demonic ichor so that it grows into a mobile, vicious predator. Its whip-like tendril can deliver a psychotropic poison and its bit can drain blood. It can also unleash a shriek than can bring the strongest to their knees. However, it is vulnerable to macial darkness, which slows it down.

Mandragora 1d20 + 4 ⇒ (3) + 4 = 7

Someone please roll initiative for Rhok, and roll his Fort save too. I'll place him on the map.

Initiative
Sol 22
Mulluq 21
Hannik 19
Jod 18
Ghroth 15
Kaygan 11
Kira 10
Mandragora 8
Rhok?

The effect of the failed save are variable. Here goes:
Kira 1d8 ⇒ 2
Jod 1d8 ⇒ 3
Ghroth 1d8 ⇒ 2

The impact of the magical poisonous vapours upon Kira and Ghroth are benign, if somewhat unsettling - their eyes begin to glow crimson and they find they have suddenly developed excellent night vision (Darkvision 30' for 2 hours). Jod enjoys a less beneficial effect as he spontaneously combusts (1d6 ⇒ 1 fire damage).

Map updated.

Sol.


Ranger (Infiltrator, Skirmisher) 4/Champion 1 | 41/43 hp | AC 18, T12, F16 | Saves F8, R7, W4 | Perc +11 | MP 4/5 | Effects: [i][/i]

Rhok's Fortitude save: 1d20 + 4 ⇒ (5) + 4 = 9 additional +2 vs poison

Rhok's Initiative: 1d20 + 6 ⇒ (3) + 6 = 9

Sorry, Vattnisse!


Initiative
Sol 22
Mulluq 21
Hannik 19
Jod 18
Ghroth 15
Kaygan 11
Kira 10
Rhok 9
Mandragora 8

Vapours effect 1d8 ⇒ 2
Rhok also gets the glowing eyes, which is probably a pretty cool and appropriate look for a cataclysm oracle.

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