Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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

Anybody else?


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

Bor looks cool; 1 h.p. damage.


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

I have 37 hp damage.


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

Gil needs no healing - yet.


Glaring at Rodergo after his admonition, Runzyl rasps back. "If you wanted survivors, maybe you should've joined the fray and taken one, Karrn. If your intent is to criticize warriors whose prowess you envy rather than seizing goals for yourself, well... maybe you should find out if your countryman can interrogate the dead." He spits up a gobbet of blood onto the floor next to the crossbow woman.

After being healed by Rodergo's wand, Runzyl experimentally flexes the previously perforated muscles to satisfactory results.


I suggest Rolund quickly slap Runzyl while he's wounded. Ooops, too late.


Couple of questions, Aubrey. Can I use Fill the Ranks ability to raise any dead humanoid body as a Karrnathi skeleton or zombie or must it be a person from Karrnath? Second question. How bad of a hit is Rolund going to take to his alignment for using an evil spell? Third question. If the answer is yes to any dead humanoid body, can the Karrnathi skeleton or zombie be laid to rest by will (ie “Thank you for your services, you may rest now.”) or must it be destroyed (ie “Attack!”)?

Rolund is just itching to insert his foot in the Valenar’s mouth.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)
Janosz Frogshanks wrote:
I have 37 hp damage.

cure mod wounds wand

2d8 + 3 ⇒ (7, 4) + 3 = 14
2d8 + 3 ⇒ (3, 4) + 3 = 10
2d8 + 3 ⇒ (1, 4) + 3 = 8
cure light wounds
1d8 + 8 ⇒ (4) + 8 = 12......MAX!!!


I'll just give you the magic stuff - if you want to know the masterwork items too, let me know:
Thing-master - a cloak and an amulet
Shifter - a breastplate and a sword
Crossbow dwarf - a big crossbow, studded leather armour, a buckler and three doses of what looks like goodberry wine
Mad bomber - studded leather (in the form of a groovy leather coat a la Samuel Jackson-era Shaft) and a ring
Rogue A - a spiked chain and a chain shirt
Parka dwarf - bracers
Rogue B - a rapier and eye lenses

Gil:

Spoiler:
There's a dead body wearing Cannith livery shoved roughly in a corner. There are a few bits of paperwork but they look mostly like duty rosters, delivery notes and so on. There is also a control panel that seems to be associated with the monorail.


Sir Rolund ir'Kraal wrote:
Couple of questions, Aubrey. Can I use Fill the Ranks ability to raise any dead humanoid body as a Karrnathi skeleton or zombie or must it be a person from Karrnath? Second question. How bad of a hit is Rolund going to take to his alignment for using an evil spell? Third question. If the answer is yes to any dead humanoid body, can the Karrnathi skeleton or zombie be laid to rest by will (ie “Thank you for your services, you may rest now.”) or must it be destroyed (ie “Attack!”)?

I don't think it would need to be a Karrnathi in particular to get the ability to work. It's not a good act to raise dead but as it's a specific power of a bone night and you don't have to be evil to be a bone knight, I don't think it would turn you evil. I'm happy to let you "terminate the arragement" at will, and to some extent that would determine your alignment - I don't think anyone good would do it at all, but it's not necessarily evil to do it on a strictly temporary basis, but probably evil to enslave a spirit to your will permanently. Anyway, Eberron is pretty flexible that way. That said, the holy rollers with you may still be distinctly unhappy.


Smiling viciously at the Valenar’s last words before he entered the tent for some healing, Rolund walks towards the rogue perforated by the Shadow Marcher’s archery and gets on one knee beside the body. He places his left hand upon the rogue’s chest and closes his eyes to concentrate for a moment. For those still present outside the tent, Rolund’s abberant mark becomes visible through his armor; a miasma of purple-black colors and madness that has spread throughout much of the sinister side of the bone knight’s body. The shadows in the room seem to come alive for a moment and creep toward the body to envelope it. Suddenly the body jerks and its limbs gain a semblance of life.

Rolund stands up and harshly commands, “Arise!” The body slowly stands and faces the bone knight; the eyes burning with bright red hatred.

“Tell me what I want to know.”

Basher needs 30 points of repair (13 after LB’s potions).
Bor needs 18 points of healing.


hp 73 of 156; AC 23 (29); Fort +15, Ref +8, Will +13 Warforged Paladin 9 / Exorcist of the Silver Flame 4; Effects: Bless, Airwalk, Weapon of Awe, Ironskin, Bull’s Strength

Another potion for Basher: 2d8 + 3 ⇒ (7, 1) + 3 = 11


hp 73 of 156; AC 23 (29); Fort +15, Ref +8, Will +13 Warforged Paladin 9 / Exorcist of the Silver Flame 4; Effects: Bless, Airwalk, Weapon of Awe, Ironskin, Bull’s Strength

“Beware the forces that you toy with Bone Knight,” warns Lightbringer, eyeing the undead thing that Rolund raises up warily, sword in hand, looking as if he might charge in and hack it down at any moment, “lest they turn against you, else further sully your soul.”


The corpse of the rogue glares at Rolund insolently, blood dribbling from its nose.


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

"The undead? Really, Rolund?" Janosz eyes the zombie dubiously. "I assume you have it under control?"


Rolund, looking paler than usual, ignores the remarks and questions of the others and proceeds to question the zombie.

“How many of your allies still remain alive?”


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

wand of cure mod on Bor;

2d8 + 1 ⇒ (7, 2) + 1 = 10
2d8 + 1 ⇒ (3, 5) + 1 = 9


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

Rod looks pensive.
About to speak; then just stares at the proceeding abomination with a cross look on his face; deep in thought.

Aubrey:

Spoiler:
wanna know if we're asking for trouble somehow by necromancing in the Mournlands. Sounds like a potentially bad idear.

knowledge: religion
1d20 + 15 ⇒ (14) + 15 = 29


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

Aubrey:
Recently dead? Or is he maybe one of the victims of whatever happened here so long ago?

She will study the control panel, but not try anything on it yet.

Disable Device 1d20 + 18 ⇒ (13) + 18 = 31 another +3 for traps
Use Magic Device 1d20 + 18 ⇒ (6) + 18 = 24


Rod:

Spoiler:
There are no particular issues raising dead in the Mournland, positive or negative.

Gil:

Spoiler:
The panel does't appear to be trapped. You reckon you can operate it.

"Six," slurs the zombie.


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

Rod continues keeping quiet.


“Which way did they go and where is the ‘Caretaker’?”

If anybody has any questions for the zombie don’t hesitate to ask it.


The zombie jerks its head at the monorail. "I don't know where the Caretaker is."


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

Ezreal barely looks up from the ring he examining but mutteres distractedly, "Another six... Hmmm. Ask it about their divine and arcane capabilities and some measure of visual description so that we know who to shut down first."

Did any of the warforged need further repair?

Item Identification with Detect Magic + Spellcraft. DC 15 + CL
Cloak: Spellcraft 1d20 + 19 ⇒ (12) + 19 = 31
Amulet: Spellcraft 1d20 + 19 ⇒ (17) + 19 = 36
Breastplate: Spellcraft 1d20 + 19 ⇒ (6) + 19 = 25
Sword: Spellcraft 1d20 + 19 ⇒ (4) + 19 = 23
Big Crossbow: Spellcraft 1d20 + 19 ⇒ (5) + 19 = 24
Studded Leather: Spellcraft 1d20 + 19 ⇒ (10) + 19 = 29
Shaft's Leather Coat: Spellcraft 1d20 + 19 ⇒ (12) + 19 = 31
Ring: Spellcraft 1d20 + 19 ⇒ (4) + 19 = 23
Spiked Chain: Spellcraft 1d20 + 19 ⇒ (6) + 19 = 25
Chain Shirt: Spellcraft 1d20 + 19 ⇒ (15) + 19 = 34
Rapier: Spellcraft 1d20 + 19 ⇒ (19) + 19 = 38
Eye Lens: Spellcraft 1d20 + 19 ⇒ (17) + 19 = 36


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

Aubrey:
Gil will look down either side of the monorail for signs of previous travelers before going to rejoin the others. If she gets there while she's still invisible, she will pick up one of the items that Ez is examining just to see who reacts.

Perception for looking for travelers 1d20 + 13 ⇒ (13) + 13 = 26


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

"I'm not talking to that thing. I'll check out the rail wagon while you chat up the restless dead." Janosz walks over to the monorail and looks down the rail line.

It would have been easy to trap or sabotage the monorail 'train'. Is it possible to walk alongside the rail instead? Perception 12+17=29; I also have Darkvision.


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

Janosz:
Gil's voice greets you quietly as you approach the monorail. "I thought much the same. I did not find anything but a Cannith-liveried corpse and what I assume is the control panel for the 'rail in the office." Don't know if my perception check down the side of the rail revealed anything, though.


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

I'll go with Janosz.


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

Go ahead and read Gil's spoiler for Janosz.


“We know of Ikar but who are the other five and what can they do?”

This is too easy, Rolund thinks. Even I had trouble with the Karrnathi undead.

Rolund will use Sense Motive on the next answers of the zombie to check if he is lying or leaving something out.

Sense Motive: 1d20 + 10 ⇒ (6) + 10 = 16 plus action point 2d6 ⇒ (2, 1) = 3 (better of two) for a score of 18.


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

Gil/Janosz...

Spoiler:
lol....I got out of the habit of reading your spoilers; they're usually not for me....

"Gil, can you work the controls for the monorail?"


hp 73 of 156; AC 23 (29); Fort +15, Ref +8, Will +13 Warforged Paladin 9 / Exorcist of the Silver Flame 4; Effects: Bless, Airwalk, Weapon of Awe, Ironskin, Bull’s Strength

Lightbringer stands ready with his sword in hand, ready to strike if the zombie steps out of line. “We cannot trust anything that issues from this abomination,” he warns Rolund. “Let it find it’s final rest.”


Runzyl emerges after Rodergo and sees the undead creature and Rolund kneeling before it.

"Hmph," the Valenar huffs. "Now you have no reason to beg me for survivors, Karrnathi." He turns his glance to Lightbringer, who stands poised to end the creature's existence.

"I trust when his usefulness has been served he will be released to join his ancestors in death," he nodded to the warforged.


Sir Rolund ir'Kraal wrote:

“We know of Ikar but who are the other five and what can they do?”

This is too easy, Rolund thinks. Even I had trouble with the Karrnathi undead.

Rolund will use Sense Motive on the next answers of the zombie to check if he is lying or leaving something out.

Sense Motive: 1d20+10= plus action point 2d6= (better of two) for a score of 18.

"Mightier warriors than you."


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

Aubrey, Gil and Rodergo:

Spoiler:
"The dead guy has probably been lying here since Cyre fell. You saw how the corpses back on the beach were still fresh after all the years, thanks to the freaky magic of this place. This is the realm of the dead now, and I don't like Rolund messing around with the undead here - who knows what he's really dredged up back there?"

"The rail is a perfect place for an ambush. We need to be extremely careful here."


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

Aubrey, Janosz, Rodergo:
"It would appear that Lightbringer is prepared to take things into his capable hands if Rolund's control lapses. I'm not worried."

"I do think I can run the monorail, but that means splitting up the group and I would hate to miss the fun. However, controlling it might allow us to trigger the ambush prematurely by making the 'rail move while we were not on it..."

What are our options here, having looked down the 'rail tube? Are there walkways? Are they lit? Did Gil get an idea of how far the stations are apart from her little bit of study in the office?


“Return to Dolurrh,” Rolund commands the undead. However, the zombie continues to remain. Rolund grips his sword and in a more commanding voice, “Return.”


The zombie sags to its knees, and then pitches on it side, inert.


hp 73 of 156; AC 23 (29); Fort +15, Ref +8, Will +13 Warforged Paladin 9 / Exorcist of the Silver Flame 4; Effects: Bless, Airwalk, Weapon of Awe, Ironskin, Bull’s Strength

Lightbringer nods slightly. “Let us move on,” he says, looking about for Rodergo and the others.


Well, that was a nice diversion but its time to go back to our mission. Now that we’ve gotten some more information we can proceed a little bit more prepared. Although we’re hurting for some rest time to replenish our spells and abilities.

Best as I can figure its been 2-to-2 ½ minutes since the fight began so Rolund’s death bond should still be active.

Rolund draws his sword, still shedding a pale cold light. “Let us go.”

BTW any of the loot useful for our upcoming encounter.


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

If it's been that long, the haste and invisibility are long done...

Gil fades back into view as she walks back toward the others. "Have you found anything of use, Master Farlowe?"


Ezreal Farlowe wrote:

Cloak: Spellcraft 1d20 + 19

Amulet: Spellcraft 1d20 + 19
Breastplate: Spellcraft 1d20 + 19
Sword: Spellcraft 1d20 + 19
Big Crossbow: Spellcraft 1d20 + 19
Studded Leather: Spellcraft 1d20 + 19
Shaft's Leather Coat: Spellcraft 1d20 + 19
Ring: Spellcraft 1d20 + 19
Spiked Chain: Spellcraft 1d20 + 19
Chain Shirt: Spellcraft 1d20 + 19
Rapier: Spellcraft 1d20 + 19
Eye Lens: Spellcraft 1d20 + 19

Cloak of Resistance +1

Amulet of Natural Armour +1
Breastplate +1
Sword +1
Big Crossbow = Great Crossbow +1 plus sights
Studded Leather +1
Shaft's Leather Coat = Studded Leather +1
Ring of Protection +1
Spiked Chain +1
Chain Shirt +1
Rapier +1
Eye Lens = Eyes of the Eagle

A clean sweep.


What now?


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

What did we see when we investigated the monorail?

Regarding the gear, the rapier +1 is an upgrade for Gil, but she doesn't use a weapon often, so if someone else wants it, take it. The lenses are interesting, but there are probably better candidates for them, too.


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

I'm in two minds about the Eyes - with them, I'd be awesome at Perception, but it might be a better idea to give them to someone else to boost his skill instead. Thoughts?

"Gil, can you makes us look like them once we get on the train? The other six guys should be lying in wait for us further down that corridor."

Gotta check the train for sabotage first, though.


The +1 breastplate is an upgrade for Runzyl who, now that he has Armor Training 1, can move at full speed in medium armor and enjoys higher max DEX than normal for the type. It'd be a net +2 AC for me, at the cost of 1 higher armor check penalty than before. I would be giving up a +1 chain shirt, which is available for anyone who wants it or we can resell.

Runzyl currently has nothing in his neck slot, so the amulet of natural armor +1 would grant him another +1 AC as well. I seem to be the one getting beat on and shot at most of the time, but if someone else would rather have it, you're welcome to it. My AC is currently 23 (25 in whirling frenzy). It'll become 25(27) with the breastplate, or 26(28) with both the breastplate and amulet.


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

The +1 breastplate is an upgrade for Runzyl who, now that he has Armor Training 1, can move at full speed in medium armor and enjoys higher max DEX than normal for the type. It'd be a net +2 AC for me, at the cost of 1 higher armor check penalty than before. I would be giving up a +1 chain shirt, which is available for anyone who wants it or we can resell.

Runzyl currently has nothing in his neck slot, so the amulet of natural armor +1 would grant him another +1 AC as well. I seem to be the one getting beat on and shot at most of the time, but if someone else would rather have it, you're welcome to it. My AC is currently 23 (25 in whirling frenzy). It'll become 25(27) with the breastplate, or 26(28) with both the breastplate and amulet.

Gil has no argument with Runzyl taking either or both items.

"I think seeing those that fell here on the 'rail would be suspicious. I imagine their orders were to remain here and guard the door. Besides, someone has to stay in the booth and run the 'rail. All that aside, the best I can do is make an image of their group and hide ours nearby."


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

I'll snag the cloak of resistance, per greeng's breakdown, less anybody else has a better idea;....waiting for feedback for a trifle of time.


hp 73 of 156; AC 23 (29); Fort +15, Ref +8, Will +13 Warforged Paladin 9 / Exorcist of the Silver Flame 4; Effects: Bless, Airwalk, Weapon of Awe, Ironskin, Bull’s Strength

No problem with any of the treasure division suggestions to this point.


Gil wrote:
What did we see when we investigated the monorail?

The tunnel is pretty simple - an arched bore heading into the hill, with a single rail running down the middle, elevated about 1' off the ground by thick metal spars. The tunnel is about 10' wide so it's possible to walk either side of the rail along it (the rail isn't electrified or anything like that). The walls of the tunnel look like brickwork with the odd bracing arch. The tunnel is lit - though a lot of the lights look broken or burnt-out, so the tunnel is shadowy. It also seem to turn slightly, so it's not possible to see too far down it. There seems to be no monorail car at this end of the tunnel.

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