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)

Gelb gets 3d8 + 3 ⇒ (5, 1, 4) + 3 = 13 hp healed.


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

Gelb gets 2d8 + 2 ⇒ (1, 3) + 2 = 6 more hp healed.


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

Gelb gets 1d8 + 1 ⇒ (7) + 1 = 8 back to max.


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

Okay. Spells picked; I'm ready.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Gelb wrote:
"Lead the way Froggy but I'll be in the back."

"But of course." Janosz takes a last swig of his sweet, sticky tea, packs away his skull-mug and gets up. "Whenever y'alls are ready."


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Rodergo Xativa wrote:
Okay. Spells picked; I'm ready.

One little thing - as 0th level spells are never "used up", you don't need to memorise multiples of each spell.


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

Spells picked as well.
-I prepped Resist Energy twice and can do a 3rd from the Pearl of Power and Protection from Energy once. Rod has one Protection from Energy also. I'm tempted to prep none of those and leave them as empty slots that could be filled with a 15 minute break. If we encounter the Fiery Scourge shrine we will want them, but it is possible we don't encounter it at all before we need to rest. Then again we might not realize we are in the Shrine until it starts blazing. Thoughts?
-Gil has Freedom of Movement if we encounter the Shrine to the Weaver.
-No Death Ward, but Rod bulked up on Lesser Restoration. He can strip temporary ability damage, but watch out for level drain.
-I forgot about the barghest's tent as far as extradimensional resting spots. Also when we have had enough I can teleport us out. I can only bring 3, but we'll put the others in the tent.
-We don't exactly have anything to deal with fear effects. Rod and I both have magic circle against evil, but I'm not clear if fear definitely counts as an effect that is controlling you to grant a new save.
-It has been a long time and I have forgotten what exactly we want from Gath. We are getting something for the squid as payment for preventing Rolund's head from exploding if I recall. What was it if someone doesn't mind refreshing my memory?


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

Spellcraft + Detect Magic: 1d20 + 21 ⇒ (18) + 21 = 39 if it is possible to determine what spell is tied to the desecrate


Phew, well it's a bit of a long story...

He's maybe got a gem with a soul you are interested in acquiring for your kalashtar patrons. Squiddly-Diddly wants to examine them first, as payment for letting you know where they are as well as stopping Rolund's head from exploding. He found out from the disembodied brain of the Cannith scientist from Cyre, which he has maturing in his larder. Make sense now?

I assume we are ready to move on?

The spell-casters slot their spells into the minds, and the rest prepare themselves mentally. Then they grab their gear, check their weapons and head through the dark doorway and deeper into the mausoleum.

They pass down a short corridor which abruptly ends at an underground chasm. The corridor continues as a perilous-looking stone bridge without handrails or parapets. Across the drop, the far side is dimly visible at the furthest extremity of the light from their lanterns. To the left and right the chasm runs away into darkness, and the floor and ceiling are similarly lost in the gloom. But within sight, above, below and to either side, more bridges cross the gulf. Along the walls crawl narrow ledges, joined to each other by stairways and the bridges. Ledges and bridges slope up and down, creating a three-dimensional maze within the confines of the cavern. And festooning all of these are ropes of thick white webbing, hanging like vines in a jungle. The air is cold and still.


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

"This has to be the shrine of the Weaver. A question of tactics - do we want to try to sneak across the bridge, or do we deliberately attract attentin and deal with the guardians at a spot of our own choosing?"


Male Kalashtar Psychic Warrior 6 / War Mind 5

"The latter sounds better to me. I cannot imagine us getting through this without being attacked, and I would consider myself an optimist."


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

Gil looks over the side of the path. "You assume the guardians are foolish enough to fall for it. I wonder how much of this scene is real."


Looking around the chasm, Gelb responds, "You just gave me an idea, my dear."

"We'll need your illusions to pull it off and trick whatever guardians are here so we can ambush them."


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

In a low voice dripping with sarcasm, she looks at the other changeling, "Do tell, sweetheart."


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

While Gelb offers his proposal, Ezreal begins casting. The color drains from his skin leaving it gray and the space around him distorts for an instant when he call up a protective field.

False Life: 1d10 + 10 ⇒ (8) + 10 = 18
Mage Armor
See Invisibility 110 min


OK, so what's the plan?


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

Do we want to cross the bridge? I'm kicking myself because I replaced all my flying/airwalking stuff for damaging stuff.


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

Waiting to hear the plan from Gelb.


Gelb's plan is long in the formulation, but cunning...


Actually, its quite simple... :P

"Two illusions," Gelb lectures. "The first, of us, vigilant and ready for trouble, heading out to the bridge. When the attack comes, drop the first illusion and send another to ambush the attackers."

"More than likely whatever guardian is in this place will be suspicious of the first illusion but when we send the second one it/they will react normally. That'll allow us to study it/them and find a way across without too much trouble."


Any comment on the plan?


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

I like it.


Male Kalashtar Psychic Warrior 6 / War Mind 5

I have no qualms with it. While possibly a heavy expenditure of spells (depending on the levels of the illusions), it could save us on a heavy expenditure of hit points.


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

"It could work. A little outside my skill set though. Gil? Is that something you could pull off?"


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

She considers. "Perhaps."

I don't think I want to attempt such a post from my phone. I will be back.


"Don't make the first illusion too perfect. We want the guardian(s) to be overconfident that they saw thru the illusion."

"That way, when the second one hits it/them, they won't hold back."


Someone want to "operationalise" this plan?


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

"Sounds good to me. Let's do it."


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

So, we have established very well that I'm not the most experienced mage player, not even close. I'm picturing using Major Image, is that what you guys were thinking?

Gil looks at Gelb, "OK, so I'm thinking the first illusion will be intentionally less smooth and the second will be as accurate as I can make it. What do you want the second illusion to do? The first illusion will just be moving tentatively out into the bridge, right?"


Knowledge (Religion) DC 20:

Spoiler:
A possible flaw to this plan is that undead are immune to illusory effects if they are mind-affecting.


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

know religion 1d20 + 16 ⇒ (18) + 16 = 34


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

"Hmmm. Undead are immune to illusions if they are mind affecting. Might be a problem."


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

She frowns, "This is not that sort of deception. Undead should perceive it - minus the life force - as you or I. I think."

Figments do not appear to fall in the mind-affecting camp unless there are assumptions I am overlooking in the definition. Which is very possible.


I think figments are semi-real, so they should work on undead.


OK, I think we're getting a little bit bogged down here. Can we progress with the plan?


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

"Gil- as much as I hate to admit it the weasel has a potentially viable plan to draw out the guardian. If this is the shrine it leaves us open to attack from all directions. Better to see what we are getting ourselves into before it is too late. However I am afraid the entire scenario is outside my skill set. I would suggest opening up with a credible figment, but not your best effort then follow up with the strongest decoy you can manage- covering all of the senses if possible."

"I will continue my preparations while you begin."

Minor Image followed by Major Image I would guess.
Casting:
See Invisible 110 minutes
Magic Circle Against Evil 110 min


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

That's fine. Gil casts see invisibility, then creates a figment of the party complete with the sounds of buckles creaking armor, and murmured conversation, moving slowly and carefully across the bridge. It will last until she stops concentrating plus two rounds unless it is struck (she can keep it going if concentrating by causing it to react to the attack.

If a threat presents itself, decoy one will form up defensively, ready for the expected attack. She will leave it in that position and cast a second figment, this one will initially manifest audibly as decoy two 'gives itself away' by giving commands before their 'invisibility' effect is nullified by an errant scorching ray - complete with heat - is fired at an attacker. She will continue to concentrate on the second decoy as long as possible. She will position decoy two flying in a loose group just off the bridge.


OK. What about the actual party? They are still visible at the moment.


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

Invisibility Sphere, casts after decoy one, which will underscore the deception for anything watching us as they see the first fake while we are there so having decoy two pop out of thin air won't be a surprise. They will be waiting for it, probably, while they send minions.


The illusory party moves acoss the bridge. They make it unmolested.


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

Whispering, "Perhaps the bridge itself is the 'guard' - a trap that the illusion did not set off - move forward, searching, or flight, perhaps?"


Ah, the paranoia...


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

It is a sign that you have done your job well.


"Or perhaps the guardians could not see the illusions. They might be attracted to life force, thoughts, or something the illusions could not create."

"There is also the possibility that the illusions, having no weight, did not set off the guardian(s). This place is very similar to a spider's web. We need something to pluck the strings."

"Too bad the elf left us. He would have made a fine fly."


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

"I'll do it. Stay back while I find a good strand to cut." Janosz sneaks forward while pulling out his heavy-bladed knife.

I'll cut the closest strand that also looks like it is a main girder. Skill check to find a good cutting candidate 12+(7(Know dungeoneering) or 15 (Know nature) or 23 (Perception) or 18 (Survival)=19 or more. Stalth to get there unobtrusively 11+26=35.


Janosz moves out on to the bridge. Most of the webs are out of reach, but a few attach directly to the span. He drifts silently over to it and, with his big knife, begins to cut. The web is thick and elastic and quite resilient, and doesn't part as easily as he hoped. It is also sticky, and his knife begins sticking to the web.

Janosz, a STR check to pull your knife away and a Perception check, please.


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

Ezreal fidgets with a component pouch while scanning the few ledges, stairwells, and bridges spanning the chasm that he can actually see from his position. Finally he points at Janosz and whispers, "Careful Frogshanks. No need to get caught in the web to draw its attention. One might consider that overkill."

Cast Message


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

STR check 9+2=11. Perception 12+23=35. THe important thing is to not get caught up in the web; if I can't pull the knife loose, I'll just abandon it.


Janosz grips his knife and tries to pull it free, but it has got gummed up with the webbing and sticks fast. But as he holds the hilt, he can feel a vibration in the strand to which his knife is attached. Something in the webbing is coming closer.


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

Gil watches to see what Janosz might attract to their position. Is Janosz close enough to remain invisible?

Perception: 1d20 + 14 ⇒ (11) + 14 = 25

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