Aubrey's Eberron campaign. (Inactive)

Game Master Aubrey the Malformed


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

"Good points. Lead the way; I'm ready for anything. Make sure Kadesh stays within croaking range, so he can warn us of ambushes."


So, all 8 of you (aside from Gil who's going incognito by herself) are just going to walk through the front doors without a plan.

Let's hope it intimidates Joord to release Trinkis without any problems.


It's possible to overthink these things.


With you as a DM, naaah. ;)


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

We have a plan! Delay till Vaisy finishes scrying then bust some heads. Like Janosz said, the finer points of oratory aren't going to solve this. The finer points of arrows might though. As for bluffing our way into the invite only establishment...

"Getting into the establishment without causing alarm may be difficult for most of us. I am quite competent at stealth but not subterfuge. Perhaps I can find a window to get in off the main floor if the need arises. Remember, we need to give Vaisyrharath enough time to discern Trinkis's actual location. In any case, I will be shadowing the main group from the rooftops most likely as they approach."


"The gambling hall is mostly underground in some old cellars that have been knocked together. There are several public entrances but they are all at ground level and all guarded. I don't doubt there are secret entrances as well around the neighbourhood but we haven't been here long enough to find out where they might be," says Sal.

"That said, Joord is expecting us," adds Marrius. "We're going to bargain for Trinkis so we'll get in. Getting out again, with Trinkis, might be harder. A show of force might be more useful as a bargaining chip. I can't imagine Joord really wants a fight in his gambling hall, it would be bad for business."


OK, heading out?


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

"I understand, stealth is unnecessary. I can work with that. Let us be off then."

Thumbs up, I'm good to go.


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

Gil will head out early and see if she can get a lead on how to get in - new in town, looking for a game, that type of thing. She may not get in until after the others are inside, I realize.

Diplomacy to Gather Information: 1d20 + 20 ⇒ (15) + 20 = 35


Gather Information takes 1d4 hours and the guys are getting ready to go now. You can save that roll for getting into the place incognito.


OK, getting Ocean’s 11-or-so going. Moving to spoilers.

Gil:

Spoiler:
Gil leaves first, following the route given by Marrius. She walks down the gangplank in her form of Cassandra and merges into the crowd, emerging in the shape of the anonymous male gambler he tried out on the ship. It is hot and humid and walking through the city is stickily unpleasant, but still filled with unusual sights, sounds and smells. Threading his way through a market she spies a trader selling caged pterodactyls that nip at strangers as they walk past while across the street a priest of the Silver Flame proselytises to largely indifferent passers-by. A few lizardfolk shoulder through the throng, their reptilian faces inscrutable. Finding his way around is quite easy as the city is planned on a grid pattern and the stone buildings all look quite new. Newthrone was established quite recently as a refuge from the Last War and its architecture is a strange mix of the different styles from across the Five Nations – a Brelish tower here, a Cyran cupola there, Thranish stained-glass windows coupled with Karrnathi gothic and Aundairean flourishes – rather than having a distinct style of its own. The air is similarly filled with a mix of accents.

Gil reaches Badside, an older district by the river. The buildings here are mostly wood rather than stone and suffering in the tropical climate from rot, storm damage and termite attack. Rickety tenements several storeys high are squeezed between sagging warehouses, and the streets and alleys are choked with mud, filth and rubbish. Beggars call for alms and grubby urchins run about in packs. Following the instructions he received, Gil walks into a run-down laundry. Workers stir mysterious-looking vats filled with water heated by fires underneath – the temperature is stifling and the air filled with steam. At the end, a thug stands by a door.

“Whadyawan?” he grunts.

Gil is accustomed to dealing with this sort of low-life and with a brief display of insouciant bravado she is past him and down the stairs beyond. There goes the 20 Diplomacy. At the bottom is the gambling hall.

The ceiling is low and the room itself very large, the drooping wooden roof supported by a forest of flimsy pillars. Lit by flickering lamps it is hard to make out its furthest reaches, and even at this time the place is busy. Gaming tables are spread out in profusion – card tables, dice tables, even a few more exotic games – scattered around the room and disappearing into the gloom, surrounded by hard-faced punters and led by croupiers of both sexes. There is a bar at one corner and servers move amid the action bearing aloft trays of drinks. Others, more alluring dressed and clearly selling other services, saunter between the tables. One table towards the back sits on a raised dais. A few humans seem to be sitting there and standing close by are four armed and armoured lizardfolk who scan the room watchfully.


The Away Team:

Spoiler:
Gil leaves first, following a route to the gambling hall given by Marrius. She walks down the gangplank in her form of Cassandra, merges into the crowd and disappears. After a few minutes head start, the others who are going to meet Joord set off.

It is hot and humid and walking through the city is stickily unpleasant, but still filled with unusual sights, sounds and smells. As they thread their way through a market they spy a trader selling caged pterodactyls. They caw and nip at passing strangers while across the street a priest of the Silver Flame proselytises to largely indifferent crowd. A few lizardfolk shoulder through the throng, their reptilian faces inscrutable. Finding their way around is quite easy as the city is planned on a grid pattern and the stone buildings all look quite new. Newthrone was established quite recently as a refuge from the Last War and its architecture is a strange mix of the different styles from across the Five Nations – a Brelish tower here, a Cyran cupola there, Thranish stained-glass windows coupled with Karrnathi gothic and Aundairean flourishes – rather than having a distinct style of its own. The air is similarly filled with a mix of accents.

They reach Badside, an older district by the river. The buildings here are mostly wood rather than stone and suffering in the tropical climate from rot, storm damage and termite attack. Rickety tenements several storeys high are squeezed between sagging warehouses, and the streets and alleys are choked with mud, filth and rubbish. Beggars call for alms and grubby urchins run about in packs, but all steer clear of a large group of armed and capable warriors. Following Marrius, they walk into a run-down laundry. Workers stir mysterious-looking vats filled with water heated by fires underneath – the temperature is stifling and the air filled with steam. At the end, a thug stands by a door.

“Whadyawan?” he grunts, though the number of the group give him pause.


The Home Team:

Spoiler:
Gil leaves first, following a route to the gambling hall given by Marrius. She walks down the gangplank in her form of Cassandra, merges into the crowd and disappears. After a few minutes head start, the others who are going to meet Joord set off.

In his cabin, Vaisyrharath continues to meditate on Trinkis’ hat. On deck, Valentis paces and scowls. Now dressed in her armour, her axe is replaced by a greatsword strapped to her back. She prowls tensely by the rail, looking toward the direction in which the others have left.


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

The Away Team:

Spoiler:
"We are here to see Joord. He is expecting us," Marrius begins before Janosz pushes past him and gets into the doorman's face, grinning unpleasantly.

Marrius Diplomacy: 1d20 + 10 ⇒ (1) + 10 = 11

"How much does Joord pay you, buddy?" he growls. "The answer is this - not enough to f!%~ with us. Go take a lunch break while we chat with Joord. If not, I'll take that cute little nightstick of yours and break every bone in your body before ramming it so far up your ass that it'll tickle your tonsils."

I used to work as a bouncer. It was a crap job, not worth facing down psychos over. Intimidate: 1d20 + 9 + 4 ⇒ (5) + 9 + 4 = 18(bonus from favoured enemy: humans), plus any bonuses we might get from being a large, armed group.

EDIT: Cheezus. Might as well get the bad rolls out of the way, right?


The Home Team:

Spoiler:
"Be at ease, Valentis. Your friends and mine's will return safely with Trinkis."


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

The Away Team:
"Don't worry buddy. Once the stick is that far up there, it's easy to take out the other way. The last guy almost didn't bleed out..."

intimidate aid: 1d20 + 1 ⇒ (15) + 1 = 16


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

Aubrey:
Gil mingles and observes, working to pick up snippets of conversation that might provide insight into the operation. She’s open to conversation, but doesn’t try to initiate anything beyond nods and minimal greetings, thinking that this crowd is not here for social time and that being chatty will draw attention to her.

Stealth: 1d20 + 15 ⇒ (17) + 15 = 32

Perception: 1d20 + 16 ⇒ (3) + 16 = 19


HP = 127/127 - AP = 11/11 - AC 22 (T 15)(FF 17) - Fast Heal 3 - Darkvision 60' - F +17/R +16/ W +14 | Init. +12

The Home Team:
Pierce waits patiently, silently as the group formulates its plans.

A certain amount of time after the Away Team leaves, Pierce begins to ward himself against certain spells.

Spell Immunity - Magic Missile, Lightning Bolt, and Confusion. Duration 120 minutes.


The Away Team:

Spoiler:
The guard looks relatively unimpressed but instead sneers, "Yeah, Marrius, Joord is expecting you." He jerks a thumb at the door and steps out of the way. Through to door is a set of stairs going down and, at the bottom, is the gambling hall.

The ceiling is low and the room itself very large, the drooping wooden roof supported by a forest of flimsy pillars. Lit by flickering lamps it is hard to make out its furthest reaches, and even at this time the place is busy. Gaming tables are spread out in profusion – card tables, dice tables, even a few more exotic games – scattered around the room and disappearing into the gloom, surrounded by hard-faced punters and led by croupiers of both sexes. There is a bar at one corner and servers move amid the action bearing aloft trays of drinks. Others, more alluring dressed and clearly selling other services, saunter between the tables.

One table towards the back sits on a raised dais. A few humans seem to be sitting there and standing close by are four armed and armoured lizardfolk who scan the room watchfully. Marrius nods, "That's Joord over there."


Gil:

Spoiler:
A few minutes after she arrived, the rest of the group from the ship - Marrius and his crew plus Janosz, Mintash and the others - arrive and they begin to make their way towards the dais Gil noted earlier.


The Home Team:

Spoiler:
Valentis grits her teeth. "I hate waiting."


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Home team:

I could give you my word as a Spa...sorry, wrong movie.


HP = 127/127 - AP = 11/11 - AC 22 (T 15)(FF 17) - Fast Heal 3 - Darkvision 60' - F +17/R +16/ W +14 | Init. +12

Home Team:
Pierce nods to Valentis, "Patience is a virtue as we are taught by the Flame".


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

Aubrey:
Can I surreptitiously navigate to a gaming table within earshot of the dias? I'd prefer one where I can listen for signs of tension - if not actual words - from the dias while I look for people among the crowd showing unusual attention to the transaction, to see if there are unseen guards among the crowd.

Stealth: 1d20 + 15 ⇒ (2) + 15 = 17 to move without drawing attention to myself. Or not.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away Team:

Mintash has a look of disappointment as he passes through the entry that the doorman didn't look the least bit intimidated.

"If that's Joord then he knows we are here too. Want to keep him waiting to annoy him? And to let him know we aren't frightened of him either I guess? I haven't heard from Vaisyrharathe yet so we need to by him some time to finish his 'seeing' anyway."

About how much time has passed on the way here?


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

Away team:

Spoiler:
"The lizardmen are presumably mercenaries. Will they keep fighting if we knock off Joord?"

1d20 + 29 ⇒ (12) + 29 = 41 Are any patrons paying close attention to us?


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

away team:
Kazadar files along with the others, remaining mum. His brand of diplomacy would likely get him nowhere here.

well, that and that he has very little to speak of to begin with! hah


Away Team:

Spoiler:
"No idea," says Marrius to Janosz. "Come on, let's get this over and done with."

It's taken about half-an-hour to get here.

Janosz:

Spoiler:
Janosz spots Gil. He also notices a couple of other interested-looking faces, nobody he recognises. Of course, a large armed group has shown up in an illegal casino, which might pique anyone's interest. Some of Joord's muscle also seem to be moving in dicreetly.

Away Team and Gil:

Spoiler:
On the dais is a table surrounded by comfortable chairs. They are occupied with hard-faced thugs, presumably Joord's inner circle, and their molls. At the head of a table sits a frail-looking old man, elegantly dressed. His cheeks and lips are rouged and his silver hair swept back. He looks up with watery eyes and smiles with long yellowed teeth at Marrius as he approached. However, his voice is clear.

"Captain, a pleasure to see you! I understand you have the money you owe me."


The Home Team:

Spoiler:
Valentis sniff derisively. "The Flame? Do all you warforged follow Thrane or something. The last one here tried to convert half the crew."


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Home Team:

Wastin' away again in Meditationville,
Searchin' for my lost gnome in a cell
Some people say there's a goblin to blame...


The Away Team and Gil:

Spoiler:
"Listen, Joord, it's not as simple as that," says Marrius. "I've got the money, but it might take some time to get it..."

"But it is quite simple," interrupts Joord, "We agreed forty thousand. If you cannot provide me with forty thousand gold, then you forfeit both your ship and your pilot. That was the arrangement."

"And I can get you that. But we need to do a job to get it. And for that I'll need both the ship and Trinkis."

"So you propose to take both your collateral and your ship and just fly away on this 'job'?" replies Joord. "And I am expected to simply trust you will return at the end of this with the money you owe me? Do I look stupid to you? Or are you simply trying to insult my intelligence? Did you think that some sort of show of force might intimidate me into agreeing to this?" Joord snarls angrily and the lizardmen move almost imperceptibly, their reptilian faces inscrutable as they study the adventurers. "Well, it's fortunate you all seem to be here - it saves me the effort of throwing you off what is now my airship."


The Home Team:

Spoiler:
As then others talk on deck, Vaisyrharath focusses his mind, reaching out for psychic impressions linked to the hat he holds. He struggles at first as he searches for a gnome, despite being told on numerous occasions that Trinkis is a half-elf. However, eventually he feels something tugging at the corners of his mind. He suppresses his thoughts and feelings, breathing slowly and letting go of himself, instead allowing the sparkling mote in his inner sensorium rise to prominence. His third eye swims in the ocean of thought generated by the city below, drifting across a mental construct of the buildings and boulevards as a single mind draws him closer and closer to the object of his search...


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

The Home Team:

Vaisyrhrath obviously once met a couple comprised of a very tall gnome and a very short half-elf. Hasn't been able to keep them straight ever since...


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

Away Team:
The nondescript gambler that Is Gil is very focused on the game before him, asking another watching gambler about how it plays.

Bluff to hide her attention on the dais: 1d20 + 21 ⇒ (16) + 21 = 37

Perception to see cheating: 1d20 + 16 ⇒ (13) + 16 = 29

Vaisyrharath:
Tense here. Hope you’ve found the prize. Suggest the negotiators tell the boss it’s not a show of force, it is proof that there really are customers for the job.


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Aubrey:

Can I use the telepathic links while manifesting? I would think not, but I would be willing to be convinced otherwise. Maybe with a concentration check?


Vaisy:

Spoiler:
You can't manifest two powers at once unless you have Schism going. But if it just the case of running something you have already manifested, you could do so with a Concentration check (fairly trivial, since you are just really talking - say DC 15).


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Aubrey:

Well, my conc is a +33, so I think I got this one. Does that autofail on a 1? If so:
conc anything other than 1: 1d20 ⇒ 8
Cool. Replying to Gil, then.

Gil:

Not yet, though I am narrowing the search. I will pass on the message

Away Team:

Starting with the Captain, each member of the away team receives the following telepathic message.

I am still searching for your pilot.

Gil suggests telling your host that this is not a show of force, but a demonstration that there really are customers for the job.


Haste, Divine Power, Air Walk, Death Ward Dwarf Fighter 1 / Cleric 8 / Sovereign Speaker 3; HP 87/116

away team:
"Show of force? We are just customers for the hopefully upcoming trip. If I were here to bash some skulls, I wouldn't put myself smack dab in the middle of all my enemies first. I'd just wait by the door and bash skulls as they came out."


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

Away team:

Spoiler:
"Incoming goons," Janosz mutters as the group enters the casino. "Top of those stairs, by the far door, some over by the bar." He goes quiet as they approach Joord's dais, focusing on the gangster with hawk-like intensity.

Cool new ability - I have Scent. I'd like to know if anyone on the dais is undead (i.e. no smell), or if I can smell an invisible presence. Perception (smell): 1d20 + 29 ⇒ (18) + 29 = 47


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
"Like the dwarf says, we wouldn't just stroll in if we were looking for a fight. We are the paying customers the captain here needs to pay you back. That being said, we need the pilot in order for the good captain to get paid." Mintash crosses his arms in a show of looking impatient.

Sense motive: Is this bravado from Joord or is he quite comfortable taking the ship by force?

sense motive: 1d20 + 20 ⇒ (14) + 20 = 34


Away team:

Spoiler:
"I see," says Joord to Mintash and Kazadar, "So then, shall we cut out the middle-man then? If you give me the money that Marrius owes me then you can have your pilot and your ship."

Janosz:

Spoiler:
Janosz detects a strange yet oddly familiar scent - the shape-shifting giants who attacked in Sharn.

Mintash:

Spoiler:
Joord doesn't seem very intimidated.


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

Away team:

Spoiler:
"We are wasting our time talking. These guys are ogre magi, not humans." Janosz steps back, clearing space between himself and the dais as he reaches for his bow. "You might look different, but you smell the same, shapeshifter."


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away team:
Negotiations seem to have broken down faster than expected. Initiatives? I'll roll it now to save time just in case. I don't want to buff up out of turn. I would imagine Mintash knows of ogre magi as he's been trained to fight all things Riedran. If not, I can try knowledge Sarlona.

init: 1d20 + 6 ⇒ (4) + 6 = 10


The Away Team and Gil:

Spoiler:
"What are you talking about? Have you gone mad?" says Joord. The lizardfolk move forward rapidly to interpose themselves between Joord and Janosz.

There is a sudden eruption, a psychic roar that tears through the gambling hall. Unaccustomed minds feel it as sound and flashing lights but those with more discipline realise that the effect is purely psionic, affecting the brain directly without interacting with the senses. But that isn't much help as the sensation is having iron spikes driven into their skulls makes everyone in the room clutch their heads.

Will saves, DC 15. This might be one you don't want to fail.

As the sensation ebbs there is silence in the room for a moment. Then there is a hoarse scream as Joord reaches up and plucks out one of his own eyes.

See what I mean. You might as well roll initiative too.


The Home Team:

Spoiler:
The crew wait on deck while Vaisyrharath meditates down below.

There is a sudden eruption, a psychic roar that tears through the ship. Those unaccustomed feel it as sound and flashing lights but those with more disciplined minds realize that the effect is purely psionic, affecting the brain directly without interacting with the senses. Vaisyrharath can feel this as a mental blast wave rolling across the whole city. But that isn't much help as the sensation is having iron spikes driven into their skulls makes everyone clutch their heads.

Will saves, DC 15. This might be one you don't want to fail. Vaisy will need to make a Concentration check, although that might be a formality given his bonus. Assuming he doesn't fail the save, of course.


HP 41/70, PP 162/199 ac25/t15/ff23 frt7*rfx8,will11* INit+2,percep+1detect remote viewing, telepathic links

Home Team:

I am guessing that this is mind-effecting, so +2 racial bonus applies.
Will save: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Concentration: 1d20 + 33 ⇒ (7) + 33 = 40
Spellcraft for WTF was that?: 1d20 + 22 ⇒ (18) + 22 = 40
And, because I'll be in touch with the Away team,
Initiative: 1d20 + 2 ⇒ (9) + 2 = 11


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

Away team:

Spoiler:
"I'm not the one who's mad, gangster." Janosz shakes his head condescendingly at the crimelord. "Looks like you're in deeper waters than you can handle."

Will save: 1d20 + 12 ⇒ (6) + 12 = 18; I get another +2 if the effect comes from an aberration.

Initiative: 1d20 + 7 ⇒ (7) + 7 = 14

Perception: 1d20 + 29 ⇒ (1) + 29 = 30 Who are still standing?


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away team:
Will save: 1d20 + 12 ⇒ (11) + 12 = 23
Shaking his head clear of the psycic assault he immediately thinks a message to Vaisyrharath while dropping into a combat stance.

Init is 10.

Vaisyrharath, Aubrey:
Negotiations have broken down. May need you imminently.


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

Away team:
Will save: 1d20 + 11 ⇒ (9) + 11 = 20

Initiative: 1d20 + 4 ⇒ (16) + 4 = 20

Gil feels the assault, but her mutable nature gives her an edge. Even as she realizes that she’s thrown off the attack, she is evaluating what she should do to maintain cover. Seeing many around her clutching their heads and falling to the ground in agony, she follows suit.

Bluff: 1d20 + 20 ⇒ (16) + 20 = 36

Vaisy:
Janosz said they are ogre magi! They just attacked the whole room with some mental attack! Be prepared to drop in, but keep looking for that pilot!


Home Team:

Spoiler:
Haladon feels the psychic pain for a brief moment before he fights it off swiftly. Unfortunately, the same could not be said for Valentis who is driven to her knees screaming in pain.

If possible, Valentis enters into a rage as a free action as the psychic roar hits. (Not that it does any good, however). If not, her saving throw result is reduced by 2.
Haladon Will: 1d20 + 15 ⇒ (17) + 15 = 32
Valentis Will: 1d20 + 3 ⇒ (9) + 3 = 12

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