Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil cocks his head at the half orc. Did Bokehn just give up personally important information? The elf stops to bow slightly from the waist, then falls back into stride.

Aubrey:
I'm going to guess Rehil's never studied comparative religion and the Lharzar Principalities and House Thuranni aren't much concerned with druids. So he doesn't know Gatekeepers from Doorholders, but maybe he recognizes a bit of sincerity in Bokehn's answer.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

As Cole stomps along, his silvery eyes flash as he looks among the details of the graceful, natural city. He wore his constant feeling of out-of-placedness like a second layer of armored plating; it was just a piece of him at this point.

He, too, looks down at Bokehn’s revelation. Curiosity tinges his usually monotone voice, “Gatekeepers? What are they?” He looks up at the long-limbed people of this strange city, "Are these all Gatekeepers?"


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren continues along, marveling at the intensity of the magic needed to light the city, and perhaps needed to make the trees grow so healthily.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"A religion to use simple explanation." Wultram notes to Coles question.

K religion: 1d20 + 10 ⇒ (14) + 10 = 24 So I know what the gatekeepers are but what does Wultram know?

The mages attention is mostly on the city, having hard time concentrating on being aware of his suroundings, even f trying his best to focus as he certainly does not consider this place anywhere near safe or hospitable


With that check, yes, he knows.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"An ancient one, at least from what I have learned the oldest surviving druidic sect. They keep watch against what they consider to be unnatural. As far as I understand they view themselves as guards of sort. I could go deeper but I don't think this is the proper time for a lecture." The Karn adds.


The party descend a long staircase which hugs the cavern wall and drops down into Krezent. The streets are lined with trees that hang with exotic fruits, watered by runnels which trickle between them. The building are built into the cavern walls, the exteriors impressively carved with abstract serpentine shapes. Many of these are clothed with creepers from which dangle heavily perfumed trumpet-shaped flowers in orange, red and yellow.

The citizens of Krezent stop and look on with polite but unobtrusive interest as the group walk by, stopping to look for a few moment but not approaching or commenting. Kar and Naginti lead them through a flower-festooned archway and into a large chamber lit by softly-glowing glass orbs. Within, the floor is covered with thick rugs and large cushions. On low tables sit pitchers and cups, and trays of fresh fruit, bread, cheese and cooked meats. Doorways lead left and right.

"Please make yourselves comfortable," says Kar. "In the next chamber there are baths, and beyond are sleeping places. We will return for you in a few hours." The two shulassakar bow sinuously and leave with Bokehn.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

"Only half of us should relax at a time," Rehil cautions while he drops his pack to the ground. He looks at Nalverren and Wultram. "Can you tell if the food is safe and whether anyone listens?"

The elf himself begins a quick perusal of the walls and looks into the adjoining rooms.

Perception: 1d20 + 11 ⇒ (7) + 11 = 18 +1 more on traps

Aubrey are the citizens of Krezent shulassakar?


Yes.

Rehil detects no traps.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole stoops to sniff at the food, detecting for the presence of anything harmful. Then he lumbers to the door (or doors, if there's more than one), opening it and checking to see if there are guards or listeners.

Perception, food/drink: 1d20 + 15 ⇒ (3) + 15 = 18
Perception, doors: 1d20 + 15 ⇒ (5) + 15 = 20


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Heal: 1d20 + 6 ⇒ (4) + 6 = 10

Tal checks the food over for signs of poison as well, and then detects magic on the room and food.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"I can take care of it, as long as we are not encountering rather sophisticated use of magic." Wultram notes before casting a few simple spells to deal with possible poison.

Detect poison, Purify food and drink.

After making sure the meal is safe to eat he takes some, might as well have a full stomach if they decide to leave. Then as an after thought he casts another spell and starts scanning their suroundings.

Detect magic. Take 10 on knowledge arcana and spellcraft if he notices anything, reveals up to 5th spell level things and not spell level based effects of CL 10 or less. Well presence is revealed automaticly further knowledge is what I ment.


The food isn't poisoned. The lights are magical, as would probably be expected. Nothing else is detecting as such. There are no guards at the doors, or anyone 'casually' hanging about to spy on you.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Once it is declared safe, Nalverren eats the food happily.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

"Nalverren... are the human citiesss like thisss one?" says the lizardfolk between bits of food purified with extreme prejudice by the friendly necromancer "How can they maintain peace? There are too many... people. You can encounter sstrangerss that may mean harm to you... Isssn't it dangerousss?"


Anything you guys want to do?


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

"There's no giant turtles that want to steam you to death," Rehil replies to Ashshar. The elf delays eating in favor of the baths.

He emerges sometime later and goes straight to the table, where he sits and tucks into the remaining food with enthusiasm.

"We didn't have to look hard to find the first part of the river vision. They found us. Now what?"

A little chat amongst ourselves might be good.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole stomps around the room for a few minutes, curious about this place and its people, and eventually finds his way to the food. He looks down at it for a moment before picking up a piece at random. He holds it up in front of his face for a moment, turning it to look at it from different angles, then puts it hesitantly into his mouth.

As his jaw mechanically grinds the food, he wonders at two things. First, the vision and their purpose. Second … eating is weird.

HERE'S the vision post, for convenience. Wasn’t there another relevant prophecy/vision post? Or was this the total content?


There's the monolith in Kalaktua's lair too.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Ah, right. This one?

VISION AT KALATKTUA’S LAIR


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"To be fair, at least there we knew who was enemy and who friend." Wultram notes on the topic of cities. After wiping his mouth he lights up his pipe. "I am yet to be convinced to the validity of these visions. Double so when I consider how these people have been treating us. I am more inclined to believe we are being manipulated by someone or something. That being said there is not a lot of proof yet to draw conclusions from...also being manipulated by a divine entity would still count as such." The mage is clearly unhappy with all this uncertainty.

"As to what now? Well let's hear what these presumably fanatics have to say, and most likely stick to the original plan of gathering knowledge. I have very little faith that they could say something that would persuade us to work with them. Kidnapping and disrespect is not a good start."


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren eats, and sits in thought. At Ashshar's question, he chuckles.

"No, they aren't all like this. This one is rather unlike most, if not all, that I've seen this side of Xen'drik. Danger is everywhere, cities are no exception."

Turning to the others, he speaks of grander topics.

"So, the first vision was pretty uninformative. But the second, in the depths, more so. This is clearly the chasm in the plains. We may want to see about buying some cold weather gear, because the next bit of the visions was an ice cave. The next bit appears to cast Thrane, or Thranish interests, as the villain. Or perhaps, taken another way, as the victim. A third way, as both victim and villain. We will have to figure out which."


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Tal shakes his head. "None of these visions made much sense to me, they all reference places that are in the here and now, not in the past. I would not know a Thranish interest from an ocean bottom." He rubs the scales of his chin with a couple of heavy claw like fingernails. "As to cold gear... I suggest some simple magical equipment or using spells. Actual cold weather gear is heavy, bulky, and slows one down. If our experiences so far are of any import, we will need to remain on our claws." He then blinks slowly. "I think you Hoomans would say, on your feet tips?"


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

"Or did the voice speak of just one group? Are the Schlossel kern also the ones that seek power and do harm where they mean to do right?"


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Responding in kind, Nalverren says, "You know I love magic items as much as anyone else, but if I can wear some fur britches and a cloak to achieve what a spell could, and then I can use that spell for something else, so much the better. And yeah, Rehil, the voice's syntax could lead me to believe that the Thranes are the victim or the villain, with the shulassakar the other. Or the Thranes could be trying to gather power and burning themselves, and the shulassakar or their interests are thereby damaged."


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

"In my time we used Hoarfrost Taloncasings in the winter... perhaps their manufacture has been lost through time. They allowed one to ignore cold and walk through the most densly drifted snow as if it were nothing more than leaves."


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

Okay I'm getting caught up, I'll try posting something more substantive tomorrow after I've slept. Working overtime in real life, yadda yadda.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"Nothing preventing us from relying on both. There is also a limit to what simple clothing can do. Winter can be harsh enough to basically force everyone inside to weeks on end." The Karn notes.

"I certainly have no trouble believing that thranes with their fanaticism would cause a disaster of some kind." Wultram chimes in, not troubling to conceal his bias even slightly.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole tries to follow the dual-tracks of the conversation. “As for the cold weather, I say we do both. Buy gear … “ he eyes Tal briefly before continuing, “of whatever sort is helpful to keep our bodies functioning. Then, we can ether buy or make,” he dips his head over at Nalverren, “assuming it’s worth your time, artificer, some additional magical solutions should our equipment fall short of the task.”

He pauses to consider the other conversation path, “Both possibilities are … well, possible at this point. Maybe while we are out seeking gear, some of us might spend their time asking around to learn more of this community?”

He shrugs, “Either way, it sounds like a trip or two out of here could prove useful.”


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil frowns. "Just because the Schusslaktars found us quickly, doesn't mean we're going north tomorrow. And if they might be unmeaning villians then we wouldn't want them to know we're going north. Plenty of time to prepare when we know."

"Until we know more, the only plan we need is one that gets us back to the ship."

sorry about the crossposting, Tenro. I guess it works RP-wise cause Rehil's not the smartest tool in the shed.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

no problems here, i was about to post the same and will now

"Rehil's right. If we are to head north soon, we should be able to know well enough in advance to prepare appropriately. Unless the snowy area they mentioned was in the bladepeaks, but even so, we should be fine."


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole shrugs, "Then I'd suggest we still use this time to learn a bit about these people." He shrugs, "I'd at least like to hear them out before we do anything that could be taken as aggressive actions."


OK, are you going to do anything, or just wait until the death squad shows up?


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Sorry, Tal's not exactly a take charge kind of person until he's aboslutely sure of what is going on, and he's not been sure since he woke up in this century.

Tal sets up a link network again, hoping to guess right about who will be in up front combat. Since Cole can benefit the least from the healing, and can be healed by others, he doesn't put him in the network. Which 3 should I put in the network? Who plans on being melee fighters?


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Historically, Cole, Vaard, Ashshar, and Rehil have been in melee the most. Nalverren has also stood in the front line with honor. Skellie's a relative newcomer, but looks to be a melee contributor in the future, not that I think you'd link Skellie. Since becoming a PC, Ashshar's been reconfigured with more focus on ranged combat.

"Talk first. Good plan."

After bathing and eating, Rehil starts going over his gear and making minor repairs. As usual he pays special attention to the curve blade.

Really, Aubs, I think we're looking forward to hearing what these guys have got to say.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Linking Skellie in would be fine with Tal, he'd love that. Skellie would implode after about a minute. :) So it seems like Vaard and Rehil with the third alternating between Nalverran and Ashshar, usually Nalverran if Ashshar is going ranged are the best three then.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

yeah Nalverren is a bit of a mid-range / second line / switch-hitter sort. If someone should be excluded, it may well be hum.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

If we have a few hours, I actually think a bit of wandering and asking questions would be good. But not if only part of the group goes. I'm all about being paranoid until we're proven that it's unnecessary. If the group doesn't want to go, then, I'm happy to wait for the discussion to come to us.

"So," Cole says when the team seems to settle in, "we're waiting here?"


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"I am inclined to say yes, as much as I would like to learn more about these people. We are in unknown territory. I have no idea how the culture works here, and that could result in a big mess. Also we can not assume these people are even indifferent towards us. Then there is the fact that we do not know who in this city is involved with the group that brought us here, for all we know it could be everyone." Wultram chimes in.

"That being said, it is not insurmountable risk." He adds.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

"I am happy here."

But if you want to go out, Rehil will tag along. You're right -- no one should be alone. And this could be my last chance to use my ranger reptilian enemy bonus.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Nah, seems like most folks want to stay here.

Cole gives one of his shrugs, "I can wait."

He leans back against the wall, eliciting a terrible groan from the wooden wall. "I can wait."


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

"Staying or going is fine with me. I've lots of tasks to accomplish."

if we have 8hrs, Nalverren will examine another item for essence retention.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

"I am content to remain for the moment as well."


The group decides not to venture out into the city, and spend the next few hours eating and resting, if not exactly relaxing. Eventually Naginti and Kar return, this time without Bokehn.

Kar bows and says, "I hope you are refreshed. We would be grateful if you could accompany us. We have gathered a small conclave and we are interested in hearing your tale. I am sure there are also many questions that you have, and this will give you an opportunity to ask our elders." The two shulassakar look at the adventurers expectantly.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil stands up in a single fluid motion that elicits no sound from his mail. He slings his long curve blade over his left shoulder, and looks to the others.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram strokes his chin in consideration for a moment before looking at the skeleton. "Guard equipment, tree-tiered escalation, verbal, nonlethal, lethal." Comes out with practiced military form. The mage leaves his weaponry and heavier gear behind, letting the implications get some of his message across.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Tal spends the time in meditation, then gets up, gathers his personal belongings (basicall everything on his back) and follows along. He does not leave his weapons behind, and they can take whatever meaning they choose from that.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole steps away from the wall and moves to join the group, "Maybe you could tell us of this place as we go there?"

It goes without saying that he has his weapons.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren quickly gathers the things he was working on before standing from where he was hunched over another of the items they had decided to transform.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Ashshar places his bow and quiver, as well as the shield and morningstar, with his backpack at the room.

The lizardfolk considers leaving his hunting spear before turning to the serpentfolk "I don't want to be rude or threatening, but thiss sspear iss a ssymbol of my tribe and I dessire to carry it with me." he explains.

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