Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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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 accompanies Janosz for a quick check of the darkened western corridor.


OK - so do we have LB and Janosz investigating the barracks while the others stay in the main staing area?


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

I'm rolling with LB.


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

Gil will remain in the staging area watching for any new friends.

Perception 1d20 + 13 ⇒ (13) + 13 = 26


Runzyl will remain with the main group while LB, Rod, and Janosz investigate.


The party splits (fateful words!) and Lightbringer, Rodergo and Janosz head down the corridor to the barracks area.

Do you have light sources? It is pitch black here. I know that Janosz can see but the other two can't.

And of those left behind, what are you doing?


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

I got 30 foot darkvision; do you guys want light? I can cast light on my morningstar, or a torch. If somebody wants light I whip it up.


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 also has 30 ft darkvision. No objection to having a light though.


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

I'll cast on my morningstar then.


Rodergo invokes the Flame and a silvery radiance emanates from the head of his morningstar. Then, with Lightbringer and Janosz, they head away from their companions.

Janosz, LB, Rod:

Spoiler:
The corridor leads off about forty feet. Doorways, most open, gape in the chill dark along it. Peering in, they look like offices and dormitories. Dust-covered corpses lie under sheets or slump over desks, seemingly undisturbed for some time. So far there is no evidence of whoever might have dashed up here other than faint scuffs on the corridor floor. The corridor extends further in the gloom.

Moving on? Doing anything?

Everyone else:

Spoiler:
As the three adventurers head off to scout, the glow from their light gradually fades from view.

Doing anything?

Gil:

Spoiler:
You spot no enemies.


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

Staying put:
Watching the cleric's conjured light fade away, "How much longer do you think we can continue before we set up the tent? I'm thinking that we will need to rest soon." She keeps looking around for anyone coming from the other direction, looking back to the departing companions, "Hmm, I didn't realize how far they would need to go to check this out. Maybe we should have stayed together."


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

Rod and co:

Spoiler:
perception 1d20 + 5 ⇒ (8) + 5 = 13 I'll give the room a cursory glance over, then head back to where the rest are if we don't see anything of import.
Then a roll for Janosz's perception; 1d20 + 22 ⇒ (11) + 22 = 33


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

The B Team

Spoiler:
Ezreal mentally runs down his remaining resources and scowls as he slips the repair wand back into its holster, "This could be going a lot better." He is clearly on edge and watching the entrances to the station and the dead bodies in turn. After a few minutes of waiting he walks over to stand by Rolund and quietly asks, "How bad is it?"


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

Spoiler:
"This area is larger than our map indicated," says Lightbringer. "If we are to explore further we should fetch the others. However, it may be wiser to continue downstairs first, and deal with any new Caretakers, and seek a cure for Sir Rolunds condition."


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

Explorers:

Spoiler:
"Yeah, screw this. Nobody's been in here for ages. Let's go back and rejoin the others. Unless..."

The faint scuffs could be the dust trails of flying creatures. Are there any marks on the ceilings or upper walls? Perception 11+18=29.


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

Sideroomers...

Spoiler:
and if we don't see nothing, let's rejoin the group.


The bits on the side:

Spoiler:
The scuff marks look like someone ran up here fairly recently (in the last few days). They don't appear to have come back down.

Rolund:

Spoiler:
The wound feels hot but not terribly incomfortable, but without looking it is hard to tell how the "infection" might be faring.


Left Behind

Spoiler:
"Hot," Rolund replies with a frown.


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

Explorers:

Spoiler:
“One of the looters may have come in here to escape the battle,” suggests Lightbringer. “If they have not come out by now, there is no reason to believe they will not still be here if we return later. I suggest we return to the others and continue to the lower levels at this stage.”

Unless there is disagreement from the others, Lightbringer does just that.


Explorers:

Spoiler:
That seems like a majority vote to go back, so that's fine.

After a few minutes, Janosz, Lightbringer and Rodergo return unscathed.


"Anything to report?"


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

"Dead guards everywhere, but they are all ancient history, covered in dust in their cots. Someone went in reasonably recently and didn't come back out. He's either dead or in hiding, so we decided to ignore that one for now. Let's move on."


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

"Do we go onward or try to set up the tent? I'm of mixed feelings; I think we're all pretty depleted, but.....we gotta finish quick if Rolund's going to get cured of his malady...."


"Do not use my condition as an excuse, Purified. We need to move onward."


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

“Onwards,” agrees Lightbringer, leading the way south.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)
Sir Rolund ir'Kraal wrote:
"Do not use my condition as an excuse, Purified. We need to move onward."

"Are you mentally afflicted as well? That's pretty much what I said."


The party continue onwards along the corridor.

Perception, DC 20:

Spoiler:
Some sort of large biped recently passed this way in the opposite direction, judging by the tracks in the dust.

If you got 25 or more on the check:

Spoiler:
There are some smaller tracks - human-sized - heading deeper into the complex.

The dust here is deeper and contains brick dust and rubble. It appears that some sort of minor earthquake occured, perhaps at the same time as the Mourning. While the corridor is passable, some piles of shattered brick partially fill the corridor. The light here is bad - the everbright lamps smashed or buried - but beyond there seems to be a large chamber that is lit. Somewhat concerningly, the chamber doesn't seem to be on Norn's map.

Perception DC 25 or Knowledge (Architecture & Engineering) DC 15:

Spoiler:
The ceiling here may be unstable - care should be taken traversing this section.


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

Perception 1d20 + 13 ⇒ (6) + 13 = 19

So close!

Gil appears to be distracted as the party moves forward and remains unusually quiet as they navigate the gloomy hall.


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

Perception check 1: 11+22=33. Perception check 2: 9+22=31.

"Ah." Janosz, leading the party, slows down a little and shifts to one side of the corridor, pointing to the tracks in the dust. "See here? Big tracks, headed for the exit. We know who that was. Also, some smaller tracks headed further into the complex. Who that is... we don't quite know yet."

"Oh, and mind this area." He stops completely, pointing to the roof. "Unsafe ceiling - see there and there. We need to be careful here to avoid being buried under tons of rock."


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 follows Janosz’s directions down the passageway. As they approach the large chamber he has his sword in hand, and looks about warily. Perception: 1d20 ⇒ 12


DEX checks as you pass through this area.


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

Dex: 1d20 ⇒ 4


Lightbringer, despite his best efforts, scrapes the ceiling on his way over the rubble. A few bricks fall in a shower of mortar dust, but the ceiling stays in place for the moment.


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

"Sorry," says Lightbringer, glancing up as dust showers down around him.

I’m not sure if the situation would allow it, but is is possible to either disperse the rubble so as to avoid coming in close contact with the ceiling to get over it, or else go into a crouch or a crawl to get over it?


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

perception
1d20 + 5 ⇒ (17) + 5 = 22


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

dex
1d20 ⇒ 6


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

Dex 1d20 + 3 ⇒ (9) + 3 = 12


Lightbringer wrote:
I’m not sure if the situation would allow it, but is is possible to either disperse the rubble so as to avoid coming in close contact with the ceiling to get over it, or else go into a crouch or a crawl to get over it?

Maybe, but it could also destabilise the walls holding up the roof.

Both Ezreal and Rodergo crawl through.


Runzyl cautiously creeps through the rubble.

Dex: 1d20 + 4 ⇒ (20) + 4 = 24


Rolund follows the others as carefully as he can.

Dex: 1d20 + 1 ⇒ (16) + 1 = 17.

Bor and Basher bring up the rear.

Basher Dex: 1d20 + 1 ⇒ (18) + 1 = 19.

Bor Dex: 1d20 ⇒ 14.


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

DEX check 1d20 + 3 ⇒ (5) + 3 = 8

Oops!


The adventurers all manage to negotiate the weakened passage without causing a collapse. They move on into the next chamber. It appears to be a large chamber, with brick pillars supporting the vaulted ceiling. Tables are set out in rows with chairs, and at the far end is a counter and a hatch in the wall leading off into a kitchen. More bodies lie collapsed over the tables or on the floor. Dust swirls lazily in the air. Doors lead off east, west and south.

Percption, DC 25:

Spoiler:
The dust is swirling even though there is no breeze to stir it.


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

Perception 1d20 + 13 ⇒ (7) + 13 = 20

Gil can't help but marvel once again at the suddenness of whatever happen that fateful day. Quietly, "Do you think they felt it when it happened?"

Do any of the bodies look out of place, like someone laying down and playing dead?

Perception 1d20 + 13 ⇒ (12) + 13 = 25

It's a separate check, so I did not look at the spoiler.


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

DEX check earlier on 11+6=17. Perception check in the new room 11+22=33.

"Wonder about that later," Janosz mutters to Gil's question. "Now here's a riddle for you. See how that dust swirls around? There's no wind in here. So why does it move?"


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

"point it out to me;"

1d20 + 5 ⇒ (2) + 5 = 7 for perception;

then Rod will try to detect thoughts.


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

While Rodergo attempts to detect thoughts, Lightbringer stares intently at the swirling dust, silently asking the Flame to make him aware of any evil in the area.

Detect evil in the direction of the dust.


LB:

Spoiler:
Evil, evil, EVIL!

The dust coalesces into four vaguely humanoid figures. They float towards the group, their incorporeal forms simply drifting through and around the interposing tables and chairs.

Knowledge (Religion), DC 15:

Spoiler:
Wraiths.


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

Know, religion: 1d20 + 9 ⇒ (11) + 9 = 20

“Wraiths,” speaks Lightbringer grimly, pulling a protective potion from his beltpouch, knowing enough about the evil spirits to realise that his armour plating will offer little protection against them.

Init: 1d20 ⇒ 10


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

"Uh-oh."

If there's time, Gil intones a spell (Mage Armor) and transfers its magic to Rolund. She whispers, "Can you do something with these?" before stepping behind him, not really waiting for a response.


Initiatives, please. There's no surprise round so actions will go in initiative order.

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