Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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Male Kalashtar Psychic Warrior 6 / War Mind 5

Nevharath pockets the ledger for wacky psionic power use later, and returns to the party.


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

I wanna detect magic on teh ledger.


Male Kalashtar Psychic Warrior 6 / War Mind 5

Nevharath will allow it to be detect-ed.

"Later, when I get more time, I can use this to learn more about him. Unfortunately, it takes quite some time and I fear we do not have the spare minutes at this moment."


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

Do we want Gil to suit up in the power armor or just put the in identified gear in the portable hole? Aubrey, were any of the auras obviously more powerful than gear we are already carrying?


No.


OK, what now?


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

"Let's head this way." Janosz heads towards the opening in the lecture hall's notheastern corner (in BV5).


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

"Agreed."


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

I will assume that we stuffed the gear in the portable hole and Gil is still on foot.

"As long as it's not here, it sounds good to me."


OK, what do you want to do now? Just as a metagame hint, I'm not assuming you can do this dungeon in one go. I don't knw the extent to which you are played out or have been conserving your resources, but I just thought it considerate to mention it. Also, Janosz is suffering from a long term effect (110 minutes) unless someone dispels it.


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

Since I wasted so much time chasing the fleeing puckwudgie, my resources are in good shape. Regarding Janosz, does it require a check for Gil to realize his situation? She has Dispel Magic available if she realizes it would be helpful.


Up to Janosz - he's at -2 to pretty much everything following being hit by an Eyebite spell.


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

I'm at -2 for the next two hours. Gelb missed the save against the Symbol of pain, so he's at -4 for the next hour.

"I think he put a hex on me", Janosz mutters to Rodergo. "He looked me in the eye, and whomp, I feel like refried s%~!." He gives the lecturer's carcass a vicious kick.

"If this is it, I'll be OK - I go through worse every Saturday morning. I'll let you know if it gets worse."


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

Gil will cast (or refresh) her detect magic and study the Shadow Marcher to see if she can see an ongoing spell effect on him. "Tell me what he did when he cast the spell."

Since he's sickened, I'm not sure there's a lingering aura or not, but just in case...

Spellcraft: 1d20 + 20 ⇒ (12) + 20 = 32

--------------------------------------------

Spellcraft DC 21 to identify a spell being cast: 1d20 + 21 ⇒ (4) + 21 = 25

The Kaarnathi wizard interrupts. "Forget it, Gil. Unless you can remove curses now, there's nothing you can do. The eyebite will have to be allowed to wear off. Gelb's affliction will likewise have to run its course. Effective choice of spells to soften up an advancing enemy."

--------------------------------------------

I see no way to shorten the effect of the symbol of pain. Remove curse will remove the eyebite effects, but Gil doesn't have that spell known. If the effect can be removed with dispel magic, Gil can use break enchantment to try to end it.


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

I'm back I guess;

I can remove curse tomorrow, or dispel magic out the wazoo......trying to wrap my head around what works on what atm.


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

Yeah, I'm not sure how to read the spell description, so I'm waiting for Aubrey to let us know when he returns from his visit to the in-laws.


Gil:

Spoiler:
The aura is of a moderately powerful Necromancy effect. Based on your reading, it is an Eyebite spell and it should wear off in a couple of hours.


OK, you've grabbed the loot, you've checked the horrible spells - moving on? Or do you want to rest until one or other of the spells on Gelb and Janosz wears off? Or something else?


Male Kalashtar Psychic Warrior 6 / War Mind 5

Nevharath is prepared to continue, but at the next time we get ab hour or so, he will analyze that book to gain insights on the puckwudgie. That said, i dont expect that to be a solid lead to anything so i don't want that to be on the front burner unless everyone is resting anyway.


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

"I've heard of this one. It's unpleasant, but it should wear off in an hour or two, depending on the old boy's magical skills. Though, if he could cast this one, he had to be fairly talented. Probably at least two hours, now that I think about it. No permanent effects."

If we are going to look for somewhere to rest, I suggest it not be here. I vote we follow Janosz' lead.


OK, good buddies, what's the plan?


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

I guess the way out at BV 5 in the lecture hall.


Oh yes, missed that from a few days ago.

The small doorway opens into what appears to be a store cupboard. In it are a series of jars with faded labels. Most appear to be spell components of various kinds.

If you want a spell component that otherwise costs money, it is here, but only for spells you can personally cast (i.e. you can't load up on every spell component in the book and becoming millionaires by entering the spell component business once you get out). Each component has 1d3 doses.


Male Kalashtar Psychic Warrior 6 / War Mind 5

whaaaaat?!?! no pile of jade circlets and astral diamonds?! outrage!!


OK, while your greedy little eyes light up, please also turn your minds to what is the plan once you have scored your stash of spell components.


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

Does BV 5 go anywhere? I guess we could go up that hallway.


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

No, that was just spell component storage. I assume there's no opening in BQ 15? If not, it looks like we'll need to backtrack to the room with the skeletons.


No, you are correct, the only way to progress is from the skeleton room.


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

Let's head back there then.


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

Gil will pick up a few things from the cabinet before exiting.


The adventurers head back to the room where they defeated the skeleton guards, and face the door the pukwudgie passed through to escape deeper into the temple. One of the double doors is now open, and peering down it reveals a corridor lit by widely spaced everburning torches, much like others in the complex. At the end is another set of doors, again left ajar by the pukwudgie's flight, but it is too shadowy to see what lies beyond.


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

"The puckwudgie leads the way. Anybody want to check this out for traps?"


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

Frowning, Gil checks. As she does, she comments, "He did not really pause here - we heard no passphrase."

Perception vs traps: 1d20 + 17 ⇒ (7) + 17 = 24


Gil doesn't notice any traps, but then again she probably wouldn't with that score.


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

*pout* "Better to check twice than to rush through. Gelb? Would you be willing to put the cleric's mind at ease?"


"Huh?" Gelb looks up shakily from securing one of his pouches he stuffed with spell components from the storage room.

"Sure you want to trust me after what happened?" Gelb asks as he looks at the passage.

Perception vs traps: 1d20 + 17 - 4 ⇒ (18) + 17 - 4 = 31.


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

"You're our best hope."


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Gelb doesn't notice any traps either. I assume you proceed.

The group moves up the corridor cautiously to the next doorway. Peering in, they see a chamber of a similar size to the one holding the font, although without the niches and the skeletons standing guard. To left and right are two open passageways, the openings roughly hewn and not covered with finished stone unlike the rest of the complex so far.

The floor of the chamber has a large mosaic of exquisite workmanship at its centre. It depicts a desert, dunes humped up and coloured orange and black amid the shadows cast by the setting sun. The only man-made feature is the head of a statue, a stone crown upon its head, half-buried on its side and gazing sightlessly into nothing. A legend around the edge of the picture reads, "Gaze upon his works, ye mighty, and despair."

Knowledge (Religion), DC 20:

Spoiler:
This is probably the threshold for the next section of the temple, the Halls of Inevitability.

Apologies to Percy Shelley.


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

know religion
1d20 + 16 ⇒ (20) + 16 = 36


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

"I did a senior paper on this.....how funny. There was this ancient king, named Ozzyozbourmandias; well,......."

damn I crack myself up

"anyway, the gist of it is, this king, so mighty, so great, 50 foot statues,.......massive empire,.....none of it matters; his kingdom is a desert and nobody remembers him except poncy Karrnathian poets. In essense, it's all bullox.

It led to a couple really bleak teenage years for me personally. Nothing seemed to matter when it's all ultimately marching toward an inevitable entropy.

But, see.....here's the crux of why nihilism is indeed bullox. Ozymandias, while he was actually alive, had 100 wives and 1000 children.

He's the most oversexed man that ever was. Here's a typical day!!! Wake up. Take a squat on the pot. Tidy up a bit. Immediately bang wife 25. Eat breakfast. Bang wife.....79 AND the servant girl. Take a midmorning nap,......it's sublime.

The poet was a git!!!"

And yet again, Aubrey is amazed at how well read his bizarre gaming cohort is


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

love when my roleplaying is up to the calibre of my dice rolls


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

"It is good to be the king."


Whither now?


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

"There's gotta be a trap here somewhere, like when the skeletons animated in the previous room. What's the theme here, Rod? That all must, eventually fail? How would that serve as a trap?"

"Gil, Gelb... Let's check out the room before anyone else enters. Is the damned head movable, maybe?"

I have excellent Perception, but not the trapfinding ability, so I'll just help out here. Perception 9+23=32; that's a successful Aid Another...


Sighing, Gelb steps forward and inspects the room.

Perception vs. traps: 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 16.

"Can't find any traps but then again, I'm seeing two of everything," Gelb admonishes.


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

"The Halls of Inevitability...."


Male Kalashtar Psychic Warrior 6 / War Mind 5

"Inevitably, the cycle must turn. The waking will sleep and the dreamers must wake..."


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

Perception vs traps: 1d20 + 17 ⇒ (3) + 17 = 20

I guess with two aids, either Gelb got 20 or I got 24. Sort of sad, that.


Male Kalashtar Psychic Warrior 6 / War Mind 5

perception aid another if applicable without trapfinding: 1d20 + 20 ⇒ (10) + 20 = 30


Trapfinding - i.e. finding traps - is no longer the exclusive preserve of rogues in PF like it was in 3e. So anyone getting a good enough Perception check can see a trap.

The mosaic look innocuous enough, if slightly gloomy in subject. Then a chill breeze flows through the room.

This is a spoiler for everyone, but it sort of works better this way:

Spoiler:
You stand by yourself in a windswept desert, a cold red sun setting into a bitter night. The worn stubs of a few lonely, shattered pillars reach above the sand, and the half-buried head of a toppled monumental statue gazes sightlessly into infinity. The wind on the dunes groans, a howl of desolation and despair, reminding you that death is near, and everyone must face it alone, be they a mean toiler in the field, a poweful adventurer, or a mighty king.

Make a Will save, DC 15. If you fail, you have an untyped -2 penalty to attack rolls, saving thrown, ability checks, skill checks and weapon damage rolls (very much like the Crushing Despair spell). This is both a necromantic and enchantment effect. Rod gets +5 to this save, and everyone else +2, given his monologue on Ozzy the Sex Machine, which rather takes the pathos out of the moment.

Also try a DC 14 Knowledge (Arcana) or Knowledge (Religion) check. If you succeed:

Spoiler:
... you realise that this is a haunt, rather than a trap, created by terrible anguish rather than magical or mechancial artifice.

Suddenly, you are back in the room, looking at the mosaic.

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