Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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Janosz:

Spoiler:
"Still you refuse to understand. Only Death chooses. You have no choice except to submit."

Agony lances through your body, your every particle screaming in agony, and you black out.

Will save, DC 29 or suffer 1d4 CHA damage.

The scene shifts again. You are underground, making your way cautiously alone, a lantern held in one hand, a brutal mace in another. The journey here has taken your companions, in one way or another, until only you remain. But you take that as an omen, that only you were to reach this goal. You are approaching the place which has called you since you encountered the shrine those years ago, since you were a boy hiding in a rotting tree.

You awoke before the altar, your wounds healed. And you understood that you were chosen for a reason. The goblins that found you, gore-spattered amid the middens, looked on in fear when they saw the purpose in your gaze. They became your first congregation. You proselytised for your god, first to the goblin-folk and then to the refugee slums. In war-torn Khorvaire many came to understand the creed of the Keeper first-hand. Death was never far away.

But something called you north. You resisted at first as your ministry grew. Then power struggles within your church, and assaults from do-gooding worshipers of the Host, distracted you. But in the end you had to submit. From among the most capable of your faithful you mounted an expedition to the northern extremity of Khorvaire.

Your followers have all since fallen to the horrors you found - relentless cold and biting gales, volcanic eruptions spewing lava and deadly gases, murderous feral tribes, demonic incursions, magics that warp mind and body. But you persevered, and now you are nearly there.

There is a ruddy glow up ahead. You douse your lantern and move forward cautiously. Up ahead the passage narrows to a crack. A steady red glow shines through. You press through the crack but your heavy armour stops you making progress. You tug at the straps and your shuck it off, leaving it in a pile with your pack. You squeeze through, putting your head into the cavern beyond.

The chamber is huge, a gigantic chasm stretching up and away on either side, hundreds of feet high and disappearing in the distance to left and right. The walls and roof are studded with millions of khyber shards, giving the illusion that the ceiling is open to the night sky and showing a riot of blood-coloured stars swirling in overlapping constellations, glowing and filling the place with their eerie radiance. Each shard, you know, contains a soul trapped at the mercy of your god.

The floor is covered in a sea of bones. They carpet to bottom of the cavern to an unknowable depth. Fleeting grey shadows circulate in the space above.

You have found what you sought - the Lair of the Keeper.

You find a route down the rock wall, cutting yourself on jagged shards and rough projections as you climb down. The Keeper is not without servitors, but they pay you little heed, lost in dreams of their lost mortal lives. You reach the bottom, and pick your way along the edge, at times floundering and sinking up to your waist in the layer of bones before pulling yourself free again. The cold is bitter, seeming to sap both mind and body - an effect, you know, of the nearness of this place to the oblivion that is Dolurrh.

There is a susurrus of movement in the air. He comes, soaring on ragged wings through the cavern, made tiny by the distance but growing rapidly as he closes. Scraps of flesh hang raggedly from his exposed ribs, blowing like pennants in the breeze of his own motion. He cuts through the drifting bodiless undead, sending them whirling like motes in his wake. As he banks he stretches four clawed legs and lands lightly on the ossuary morass, striding unimpeded and panther-like towards you.

You are rooted to the spot, unable to move, as your god approaches. His neck a tower of massive bleached vertebrae as he gazes down at you, two red lights burning in the eye-sockets of his skull. You are crushed like a fly by his presence, you insignificance magnified by his immensity and magnificence.

He speaks. The voice is soft, but the power in it makes you weep with terror and joy. It is the voice you have been hearing all your life.

"I am Death. Abase yourself before your god."

What do you do?


Rod:

Spoiler:
"You do not ask questions of Death. It is Death that makes demands of you. You have no choice except to submit."

Agony lances through your body, your every particle screaming in agony, and you black out.

Will save, DC 29 or suffer 1 CHA damage.

The scene shifts again. You are underground, making your way cautiously alone, a lantern held in one hand, a brutal mace in another. The journey here has taken your companions, in one way or another, until only you remain. But you take that as an omen, that only you were to reach this goal. You are approaching the place which has called you since you encountered the shrine those years ago, since you were a boy hiding in a rotting tree.

You awoke before the altar, your wounds healed. And you understood that you were chosen for a reason. The goblins that found you, gore-spattered amid the middens, looked on in fear when they saw the purpose in your gaze. They became your first congregation. You proselytised for your god, first to the goblin-folk and then to the refugee slums. In war-torn Khorvaire many came to understand the creed of the Keeper first-hand. Death was never far away.

But something called you north. You resisted at first as your ministry grew. Then power struggles within your church, and assaults from do-gooding worshipers of the Host, distracted you. But in the end you had to submit. From among the most capable of your faithful you mounted an expedition to the northern extremity of Khorvaire.

Your followers have all since fallen to the horrors you found - relentless cold and biting gales, volcanic eruptions spewing lava and deadly gases, murderous feral tribes, demonic incursions, magics that warp mind and body. But you persevered, and now you are nearly there.

There is a ruddy glow up ahead. You douse your lantern and move forward cautiously. Up ahead the passage narrows to a crack. A steady red glow shines through. You press through the crack but your heavy armour stops you making progress. You tug at the straps and your shuck it off, leaving it in a pile with your pack. You squeeze through, putting your head into the cavern beyond.

The chamber is huge, a gigantic chasm stretching up and away on either side, hundreds of feet high and disappearing in the distance to left and right. The walls and roof are studded with millions of khyber shards, giving the illusion that the ceiling is open to the night sky and showing a riot of blood-coloured stars swirling in overlapping constellations, glowing and filling the place with their eerie radiance. Each shard, you know, contains a soul trapped at the mercy of your god.

The floor is covered in a sea of bones. They carpet to bottom of the cavern to an unknowable depth. Fleeting grey shadows circulate in the space above.

You have found what you sought - the Lair of the Keeper.

You find a route down the rock wall, cutting yourself on jagged shards and rough projections as you climb down. The Keeper is not without servitors, but they pay you little heed, lost in dreams of their lost mortal lives. You reach the bottom, and pick your way along the edge, at times floundering and sinking up to your waist in the layer of bones before pulling yourself free again. The cold is bitter, seeming to sap both mind and body - an effect, you know, of the nearness of this place to the oblivion that is Dolurrh.

There is a susurrus of movement in the air. He comes, soaring on ragged wings through the cavern, made tiny by the distance but growing rapidly as he closes. Scraps of flesh hang raggedly from his exposed ribs, blowing like pennants in the breeze of his own motion. He cuts through the drifting bodiless undead, sending them whirling like motes in his wake. As he banks he stretches four clawed legs and lands lightly on the ossuary morass, striding unimpeded and panther-like towards you.

You are rooted to the spot, unable to move, as your god approaches. His neck a tower of massive bleached vertebrae as he gazes down at you, two red lights burning in the eye-sockets of his skull. You are crushed like a fly by his presence, you insignificance magnified by his immensity and magnificence.

He speaks. The voice is soft, but the power in it makes you weep with terror and joy. It is the voice you have been hearing all your life.

"I am Death. Abase yourself before your god."

What do you do?


Gil:

Spoiler:
"Indeed." The voice sounds pleased. "You understand that there is no choice. Only Death chooses."

Agony lances through your body, your every particle screaming in agony, and you black out.

The scene shifts again. You are underground, making your way cautiously alone, a lantern held in one hand, a brutal mace in another. The journey here has taken your companions, in one way or another, until only you remain. But you take that as an omen, that only you were to reach this goal. You are approaching the place which has called you since you encountered the shrine those years ago, since you were a boy hiding in a rotting tree.

You awoke before the altar, your wounds healed. And you understood that you were chosen for a reason. The goblins that found you, gore-spattered amid the middens, looked on in fear when they saw the purpose in your gaze. They became your first congregation. You proselytised for your god, first to the goblin-folk and then to the refugee slums. In war-torn Khorvaire many came to understand the creed of the Keeper first-hand. Death was never far away.

But something called you north. You resisted at first as your ministry grew. Then power struggles within your church, and assaults from do-gooding worshipers of the Host, distracted you. But in the end you had to submit. From among the most capable of your faithful you mounted an expedition to the northern extremity of Khorvaire.

Your followers have all since fallen to the horrors you found - relentless cold and biting gales, volcanic eruptions spewing lava and deadly gases, murderous feral tribes, demonic incursions, magics that warp mind and body. But you persevered, and now you are nearly there.

There is a ruddy glow up ahead. You douse your lantern and move forward cautiously. Up ahead the passage narrows to a crack. A steady red glow shines through. You press through the crack but your heavy armour stops you making progress. You tug at the straps and your shuck it off, leaving it in a pile with your pack. You squeeze through, putting your head into the cavern beyond.

The chamber is huge, a gigantic chasm stretching up and away on either side, hundreds of feet high and disappearing in the distance to left and right. The walls and roof are studded with millions of khyber shards, giving the illusion that the ceiling is open to the night sky and showing a riot of blood-coloured stars swirling in overlapping constellations, glowing and filling the place with their eerie radiance. Each shard, you know, contains a soul trapped at the mercy of your god.

The floor is covered in a sea of bones. They carpet to bottom of the cavern to an unknowable depth. Fleeting grey shadows circulate in the space above.

You have found what you sought - the Lair of the Keeper.

You find a route down the rock wall, cutting yourself on jagged shards and rough projections as you climb down. The Keeper is not without servitors, but they pay you little heed, lost in dreams of their lost mortal lives. You reach the bottom, and pick your way along the edge, at times floundering and sinking up to your waist in the layer of bones before pulling yourself free again. The cold is bitter, seeming to sap both mind and body - an effect, you know, of the nearness of this place to the oblivion that is Dolurrh.

There is a susurrus of movement in the air. He comes, soaring on ragged wings through the cavern, made tiny by the distance but growing rapidly as he closes. Scraps of flesh hang raggedly from his exposed ribs, blowing like pennants in the breeze of his own motion. He cuts through the drifting bodiless undead, sending them whirling like motes in his wake. As he banks he stretches four clawed legs and lands lightly on the ossuary morass, striding unimpeded and panther-like towards you.

You are rooted to the spot, unable to move, as your god approaches. His neck a tower of massive bleached vertebrae as he gazes down at you, two red lights burning in the eye-sockets of his skull. You are crushed like a fly by his presence, you insignificance magnified by his immensity and magnificence.

He speaks. The voice is soft, but the power in it makes you weep with terror and joy. It is the voice you have been hearing all your life.

"I am Death. Abase yourself before your god."

What do you do?


Gelb:

Spoiler:
"Indeed." The voice sounds pleased. "You understand that there is no choice. Only Death chooses."

Agony lances through your body, your every particle screaming in agony, and you black out.

The scene shifts again. You are underground, making your way cautiously alone, a lantern held in one hand, a brutal mace in another. The journey here has taken your companions, in one way or another, until only you remain. But you take that as an omen, that only you were to reach this goal. You are approaching the place which has called you since you encountered the shrine those years ago, since you were a boy hiding in a rotting tree.

You awoke before the altar, your wounds healed. And you understood that you were chosen for a reason. The goblins that found you, gore-spattered amid the middens, looked on in fear when they saw the purpose in your gaze. They became your first congregation. You proselytised for your god, first to the goblin-folk and then to the refugee slums. In war-torn Khorvaire many came to understand the creed of the Keeper first-hand. Death was never far away.

But something called you north. You resisted at first as your ministry grew. Then power struggles within your church, and assaults from do-gooding worshipers of the Host, distracted you. But in the end you had to submit. From among the most capable of your faithful you mounted an expedition to the northern extremity of Khorvaire.

Your followers have all since fallen to the horrors you found - relentless cold and biting gales, volcanic eruptions spewing lava and deadly gases, murderous feral tribes, demonic incursions, magics that warp mind and body. But you persevered, and now you are nearly there.

There is a ruddy glow up ahead. You douse your lantern and move forward cautiously. Up ahead the passage narrows to a crack. A steady red glow shines through. You press through the crack but your heavy armour stops you making progress. You tug at the straps and your shuck it off, leaving it in a pile with your pack. You squeeze through, putting your head into the cavern beyond.

The chamber is huge, a gigantic chasm stretching up and away on either side, hundreds of feet high and disappearing in the distance to left and right. The walls and roof are studded with millions of khyber shards, giving the illusion that the ceiling is open to the night sky and showing a riot of blood-coloured stars swirling in overlapping constellations, glowing and filling the place with their eerie radiance. Each shard, you know, contains a soul trapped at the mercy of your god.

The floor is covered in a sea of bones. They carpet to bottom of the cavern to an unknowable depth. Fleeting grey shadows circulate in the space above.

You have found what you sought - the Lair of the Keeper.

You find a route down the rock wall, cutting yourself on jagged shards and rough projections as you climb down. The Keeper is not without servitors, but they pay you little heed, lost in dreams of their lost mortal lives. You reach the bottom, and pick your way along the edge, at times floundering and sinking up to your waist in the layer of bones before pulling yourself free again. The cold is bitter, seeming to sap both mind and body - an effect, you know, of the nearness of this place to the oblivion that is Dolurrh.

There is a susurrus of movement in the air. He comes, soaring on ragged wings through the cavern, made tiny by the distance but growing rapidly as he closes. Scraps of flesh hang raggedly from his exposed ribs, blowing like pennants in the breeze of his own motion. He cuts through the drifting bodiless undead, sending them whirling like motes in his wake. As he banks he stretches four clawed legs and lands lightly on the ossuary morass, striding unimpeded and panther-like towards you.

You are rooted to the spot, unable to move, as your god approaches. His neck a tower of massive bleached vertebrae as he gazes down at you, two red lights burning in the eye-sockets of his skull. You are crushed like a fly by his presence, you insignificance magnified by his immensity and magnificence.

He speaks. The voice is soft, but the power in it makes you weep with terror and joy. It is the voice you have been hearing all your life.

"I am Death. Abase yourself before your god."

What do you do?


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

Aub:

Spoiler:
1d20 + 14 ⇒ (10) + 14 = 24 -1 charisma......bummer!


Nev:

Spoiler:
"You do not ask questions of Death. It is Death that makes demands of you. You have no choice except to submit."

Agony lances through your body, your every particle screaming in agony, and you black out.

Will save, DC 29 or suffer 1 CHA damage.

The scene shifts again. You are underground, making your way cautiously alone, a lantern held in one hand, a brutal mace in another. The journey here has taken your companions, in one way or another, until only you remain. But you take that as an omen, that only you were to reach this goal. You are approaching the place which has called you since you encountered the shrine those years ago, since you were a boy hiding in a rotting tree.

You awoke before the altar, your wounds healed. And you understood that you were chosen for a reason. The goblins that found you, gore-spattered amid the middens, looked on in fear when they saw the purpose in your gaze. They became your first congregation. You proselytised for your god, first to the goblin-folk and then to the refugee slums. In war-torn Khorvaire many came to understand the creed of the Keeper first-hand. Death was never far away.

But something called you north. You resisted at first as your ministry grew. Then power struggles within your church, and assaults from do-gooding worshipers of the Host, distracted you. But in the end you had to submit. From among the most capable of your faithful you mounted an expedition to the northern extremity of Khorvaire.

Your followers have all since fallen to the horrors you found - relentless cold and biting gales, volcanic eruptions spewing lava and deadly gases, murderous feral tribes, demonic incursions, magics that warp mind and body. But you persevered, and now you are nearly there.

There is a ruddy glow up ahead. You douse your lantern and move forward cautiously. Up ahead the passage narrows to a crack. A steady red glow shines through. You press through the crack but your heavy armour stops you making progress. You tug at the straps and your shuck it off, leaving it in a pile with your pack. You squeeze through, putting your head into the cavern beyond.

The chamber is huge, a gigantic chasm stretching up and away on either side, hundreds of feet high and disappearing in the distance to left and right. The walls and roof are studded with millions of khyber shards, giving the illusion that the ceiling is open to the night sky and showing a riot of blood-coloured stars swirling in overlapping constellations, glowing and filling the place with their eerie radiance. Each shard, you know, contains a soul trapped at the mercy of your god.

The floor is covered in a sea of bones. They carpet to bottom of the cavern to an unknowable depth. Fleeting grey shadows circulate in the space above.

You have found what you sought - the Lair of the Keeper.

You find a route down the rock wall, cutting yourself on jagged shards and rough projections as you climb down. The Keeper is not without servitors, but they pay you little heed, lost in dreams of their lost mortal lives. You reach the bottom, and pick your way along the edge, at times floundering and sinking up to your waist in the layer of bones before pulling yourself free again. The cold is bitter, seeming to sap both mind and body - an effect, you know, of the nearness of this place to the oblivion that is Dolurrh.

There is a susurrus of movement in the air. He comes, soaring on ragged wings through the cavern, made tiny by the distance but growing rapidly as he closes. Scraps of flesh hang raggedly from his exposed ribs, blowing like pennants in the breeze of his own motion. He cuts through the drifting bodiless undead, sending them whirling like motes in his wake. As he banks he stretches four clawed legs and lands lightly on the ossuary morass, striding unimpeded and panther-like towards you.

You are rooted to the spot, unable to move, as your god approaches. His neck a tower of massive bleached vertebrae as he gazes down at you, two red lights burning in the eye-sockets of his skull. You are crushed like a fly by his presence, you insignificance magnified by his immensity and magnificence.

He speaks. The voice is soft, but the power in it makes you weep with terror and joy. It is the voice you have been hearing all your life.

"I am Death. Abase yourself before your god."

What do you do?


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

Aub:

Spoiler:
"Death? A god? Pauuugh! You are naught a mere natural quantity of zero, which only serves to remind us all of the impermanence of the physical world. The Flame is all that is eternal! You can not touch The Flame for in it, YOU know DEATH!!!

You are wise enough to know this, Mr. D. The fact that you act in this way makes you truly a fool."

Can I cast some magic on his ass?


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

Aubrey:

Spoiler:
I blew the save again. Only 2 CHA damage, so I'm down to 5.

Not my god. One god, one of many. Still, Janosz/Gath knows better than to disrespect a deity to its face. He drops silently to his knees before burying his face in the bony morass. He closes his eyes tightly and waits for oblivion.


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

Aubrey:
In the presence of such power, I fall to my knees and cover my eyes. I whisper, "I am not worthy."


Male Kalashtar Psychic Warrior 6 / War Mind 5

Aubrey:

will: 1d20 + 13 ⇒ (3) + 13 = 16 +2 if mind affecting

Unable even to speak, Gath prostrates himself on the carpet of bones.


Aubrey:
"My journey has ended for you have guided me here, my God." I say as I lay on my knees and keep my face down.


Rod:

Spoiler:
”The Silver Flame? A lie promulgated by those who fear the truth. You grasp at your silver straw. I am the gatekeeper of the soul’s annihilation. I shall show you the truth.”

Black flame belches from his jaws, searing the your flesh and scouring your bones.

Will save, DC 29 or you take 1d4 CHA damage.

You awaken on the floor of the Shrine of the Reaper in Gath's Mausoleum. Your companions, like you, are beginning to stir into wakefulness again.

End of spoilers.


Janosz:

Spoiler:
”You make a show of respect, but your thoughts betray you. I am the gatekeeper of the soul’s annihilation. I shall show you the truth.”

Black flame belches from his jaws, searing the your flesh and scouring your bones.

Will save, DC 29 or you take 1 CHA damage.

You awaken on the floor of the Shrine of the Reaper in Gath's Mausoleum. Your companions, like you, are beginning to stir into wakefulness again.

End of spoilers.


Gelb:

Spoiler:
”I am the gatekeeper of the soul’s annihilation. You are my instrument. I shall show you the truth and reforge you so you may serve me. Return and teach others so that they might know."

Black flame belches from his jaws, searing the your flesh and scouring your bones. You muscles and organs bubble away in black greasy smoke, yet you do not die. Instead, you are transformed into a form most fitting to serve the Keeper. You stagger to your feet and look at your ruined body, yet you see only the truth of which your master spoke. You are a lich, undying and immortal.

You awaken on the floor of the Shrine of the Reaper in Gath's Mausoleum. Your companions, like you, are beginning to stir into wakefulness again.

End of spoilers.


Gil:

Spoiler:
”I am the gatekeeper of the soul’s annihilation. You are my instrument. I shall show you the truth and reforge you so you may serve me. Return and teach others so that they might know."

Black flame belches from his jaws, searing the your flesh and scouring your bones. Your muscles and organs bubble away in black greasy smoke, yet you do not die. Instead, you are transformed into a form most fitting to serve the Keeper. You stagger to your feet and look at your ruined body, yet you see only the truth of which your master spoke. You are a lich, undying and immortal.

You awaken on the floor of the Shrine of the Reaper in Gath's Mausoleum. Your companions, like you, are beginning to stir into wakefulness again.

End of spoilers.


Nev:

Spoiler:
”I am the gatekeeper of the soul’s annihilation. You are my instrument. I shall show you the truth and reforge you so you may serve me. Return and teach others so that they might know."

Black flame belches from his jaws, searing the your flesh and scouring your bones. Your muscles and organs bubble away in black greasy smoke, yet you do not die. Instead, you are transformed into a form most fitting to serve the Keeper. You stagger to your feet and look at your ruined body, yet you see only the truth of which your master spoke. You are a lich, undying and immortal.

You awaken on the floor of the Shrine of the Reaper in Gath's Mausoleum. Your companions, like you, are beginning to stir into wakefulness again.

End of spoilers.


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

"Well, that was unpleasant."


Male Kalashtar Psychic Warrior 6 / War Mind 5

"Indeed, although it perhaps enlightens us to Gath's purpose, but to what end? To engender sympathy?"


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

Gil awakens with a gasp, "Did everyone have the same vision? You were Gath? What if it is not true? Just created to cause his followers to believe in his divine right? Seems a great way to strengthen a scam."


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

"I was Gath. I lost my parents, my life and my mortality. Also, the Keeper seems like a pathetic entity, in constant need of fawning, slavish affirmation. I had expected better of a god." Janosz is looking pale and distant after the visions.

"I have no doubt what I saw was real. And even if it was face, the power needed to make something like that means that whether it is a 'scam' or not is completely academic."

Aubrey:

Spoiler:
Missed yet another save. I'm down to CHA 4.


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

Gil pushes herself up from the floor, having no memory of falling as the visions swept over her. "Much the same as what I saw. The ability to dominate someone's thoughts does not necessarily mean they have direct divine aid. I'll admit, scam was a poor word choice, but the difference between putting on a show and that being the actual truth is far from academic. If that was truth, we are in for something major."


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

1d20 ⇒ 3 wil save


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

1d4 ⇒ 1 cha damage


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

1d4 ⇒ 2 abil damage cured from lesser restoration.

"I assume we all saw this.....vision of Gath's. Anyone else hurt by it?"


Male Kalashtar Psychic Warrior 6 / War Mind 5

"Yes, slightly scarred by it."


OK, now what?


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

I have one more lesser restoration, if anybody needs charisma for some pressing reason.


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

I, uh, didn't do well in the tests, and my CHA wasn't the best to begin with. I wouldn't mind a little healing. Having said that, we might run into other drain-beasts later, so save it for now. But I will need healing in a bit.


The door ahead, previously closed, is now open.

Dun dun DUUUUN!


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

Healing Janosz:
4d8 + 4 ⇒ (1, 1, 5, 6) + 4 = 17


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

again Janosz:
3d8 + 3 ⇒ (2, 2, 7) + 3 = 14


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Aubrey the Demented/Malformed wrote:
The door ahead, previously closed, is now open.

"Let's get this shit over with. Don't forget the benediction." Janosz grabs his bow and heads for the door.

Once he reaches it, he bows his head and mutters "Merciful Keeper, Dread Reaper, spare your servant this hour" with some fervour. As many as I've sent to the afterlife over the years, the bony bastard owes me a break. He then steps over the threshold.


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

As she repeats the phrase, "Merciful Keeper, Dread Reaper, spare your servant this hour," Gil cannot deny the chill of recollection of the visions.


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

"Do I got to say that bull crap?"


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

"No matter which gods we choose to follow, they are all equally real. Mouthing a small prayer can't hurt - it's not like you mean it, and they can't tell what's in your heart."


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

"Um,.....they are all real, but offending the one I choose to serve isn't a good idea if I want to keep the power flowing."


Male Kalashtar Psychic Warrior 6 / War Mind 5

"I cannot say what you must say, but my path towards light is not harmed by seeking mercy from shadow. Expecting mercy, on the other hand... might be considered foolish."

Nevharath steps forward, intoning the words to the ritual. "Merciful Keeper, Dread Reaper, spare your servant this hour."

After a pause, he adds, "After all, isn't the great Rodergo known for... skirting church strictures?"


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

"Church. Not faith."


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

"Perhaps your faith will protect you. Perhaps the words are unnecessary. Do what your heart says you must."


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

"Hmmmmm......I think that people who say...... Merciful Keeper, Dread Reaper, spare your servant this hour..... in earnest are idiots."


Nothing untoward happens as the adventurers pass through the doors. They open on to a wide corridor which stretches on into the dark, illuminated periodically by flickering torches. Sound carries in the confines of the tunnel, bringing the thud of slow, heavy footsteps as they approach the group.


"Stealthy bastards, aren't they?" quips Gelb.


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

"Uh-huh. Let's take a quiet look ahead and see what it is. It sounds pretty big."


There's nowhere to hide - it's a pretty featureless corridor.

A figure emerges from the distant darkness, walking purposefully up the passage. Sheathed head-to-foot in spiked full plate armour, they clank as their footfalls echo up the corridor, their body is slightly stooped but marching steadily. In one hand they hold a terrible-looking mace, the other is free.

Perception, DC 25:

Spoiler:
The armour looks fairly badly maintained, with spots of rust and dirt and cobwebs hanging from the spikes. Likewise, the mace is in a similar condition.


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

1d20 + 5 ⇒ (15) + 5 = 20 perception. Nope.


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

Perception 7+23=30. How big is the figure?

"He's been standing around for a while. The armour and mace are rusty and covered in cobwebs. I guess that means he's undead, or maybe a golem?"

Finally, I cast a quick look at the corridor floor. Is it dusty, with the pukwudgie's tracks, or does the corridor see regular traffic? Survival 12+18=30.


Male Kalashtar Psychic Warrior 6 / War Mind 5

perception: 1d20 + 20 ⇒ (7) + 20 = 27

"Covered in rust, armor and mace" Nevharath whispers to his allies.


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

Perception: 1d20 + 14 ⇒ (19) + 14 = 33

"I assume we have awakened it somehow - or the puckwudgie did. Recent experience would indicate it is a golem, but I'm not sure how easy it is to train one to use weapon and armor. And undead would not be a surprise, either."

Knowledge (Arcana): 1d20 + 16 ⇒ (20) + 16 = 36 Does anything indicate that this is not a golem?


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Gil:

Spoiler:
It doesn't look like a golem. It isn't moving the right way - more like someone who is a bit tired or maybe old rather than a robot - and the sounds are more a feature of someone dressed in plate mail armour walking down a corridor with funny acoustics. Plus it is normal (i.e. human) size - an iron golem is normally (at least) Large.

Janosz:

Spoiler:
You spot no tracks, despite the floor being dusty.

The figure plods on resolutely towards the group before slowing and stopping about thirty feet away. Around the neck, on a leather thong, is the now-familiar shape of a holy symbol of the Keeper. He - assuming it is a he - raises his head and stares silently at the adventurers. His helm is a featureless mask with just eyeslits. There is a slight scraping sound as he adjusts his grip on the mace.

Perception, DC 20:

Spoiler:
You notice that inside the helm you spot to red pinprick glows where his eyes should be.

Knowledge (Religion), DC 25:

Spoiler:
You have a bad feeling that this is a powerful undead, probably a lich, quite possibly Gath himself.


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

Perception 8+23=31.

"Look at all this dust. Yet there are no tracks whatsoever in the corridor. Not only did the pukwudgie not actually continue down this corridor, this guy doesn't leave any tracks either. I'll bet you that it's an illusion, and the pukwudgie is hiding in the chamber behind us."

"It's a good illusion, though. It's even got the glowing red eye sockets."

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