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)

Aub:

Spoiler:
a spoiler within a spoiler,.....or something....

wil save 1d20 + 14 ⇒ (1) + 14 = 15

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


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

Aub:

Spoiler:
I rolled a fumble but made the wil save; await your ruling on this. Also, I succeded at the knowledge roll; wondering when I can reveal what I know.


Heathy - just checked. A 1 on a save is always a fail - perhaps Rod saw too much of himself of Ozzyosbourmandias. Sorry (though it isn't lethal). As to what your skill check reveals:

Spoiler:
Haunts are not built, but created spontaneously by events of great suffering and horror. (That said, if anyone could manipulate a haunt, it would be the Church of the Keeper.) If a haunt can be detected as it manifests, it can be neutralised for a while (though not destroyed) by a blast of positive energy. It is too late in this instance, but if others are encountered there might be a change to ameliorate their worst effects. Permanently destroying a haunt requires the righting of the wrong which created it, which could be a lengthy exercise in some instances.


Male Kalashtar Psychic Warrior 6 / War Mind 5

will: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31


Will: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19


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

"This is no trap, not one made by cunning rogue anyway. It is a haunt, and is created by great suffering or horror. A memory of terror made manifest. The Church of the Keeper, though, if any could manipulate a haunt it would be those scum.
It's too late for this.....this.....Ozymandias, but if I can tell a haunt is manifesting I can wrack it with my sacred energies."

"Hmmm......I believe the haunt can be destroyed, by righting the wrong that made it become existent. Quite a task though......"


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

Will save 9+8+2=19.


Need saves for Ez and Runzyl.

The group recover from their hallucinatory trip, and consider which direction to take.

Left or right out of the chamber?


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

Perception rolls

left: 1d20 + 5 ⇒ (19) + 5 = 24

right: 1d20 + 5 ⇒ (10) + 5 = 15

see if I smell/see/hear anything


The smell of old death emanates from both exits. Looking down both sides, Rodergo can see that the walls of the corridors beyond are made up of rows of horizontal niches. Each holds a long, cloth-bound bundle - a corpse swaddled in funerary* wrapping laid to rest. A few have canopic jars laid atop or to one side. The passages lead off into darkness.

*(warning - NSFW):

Spoiler:
I was unsure how to spell funerary, so I Googled it. As I misspelt it funuary, Google decided I really meant Fanuary. I've heard of Movember, but honestly...


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

That's awesome.

Is "fanny" butt in England? It's butt in the US.


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

"Lovely. Left it is, gentlefellows?"


Male Kalashtar Psychic Warrior 6 / War Mind 5

judging by the images, i would imagine not, Rod


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

Will DC 15: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 Sorry I've been tied up...


Aubrey the Demented/Malformed wrote:

Need saves for Ez and Runzyl.

Will save Ezreal 11+10=21.

Will save Runzyl 4+4=8. Not so much.


Male Human Ranger 7/Eldeen ranger (Gatekeeper) 5/Fighter 1
Rodergo Xativa wrote:
"Lovely. Left it is, gentlefellows?"

"One second." Janosz pushes past Rod and kneels down n the door opening, face scrunched un in concentration.

Survival 12+18+3(tracking bonus)=33. Which corridor sees the most traffic? And, as importantly, which has seen the most recent passage?


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

"See anything, good ranger?"


Rodergo Xativa wrote:

That's awesome.

Is "fanny" butt in England? It's butt in the US.

No. No it isn't. It's (as my wife calls it) front bottom for women.


Janosz notices scuff marks in the dusts that covers most surfaces in this place, made by small clawed feet as they head into the left passage.


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

"Our little friend went this way, and so will we." Janosz gets his bow out, nocks a pair of arrows and quietly stalks down the left corridor.


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

"Left it is."


Male Kalashtar Psychic Warrior 6 / War Mind 5

Nevharath follows, weapon in hand.


The tunnel divides, and then divides again. Then the passage leads to a landing where stairs lead both up and down. Janosz follows the tracks of the puckwudgie down to the next level, then takes a left turn at the T-junction. The corridors are roughly carved from the stone, each wall packed with niches like shelves where the remains of the dead moulder in dusty silence. Each passageway looks like the last, making what appears to be an extensive catacomb confusing and maze-like.

Make another Survival check to continue tracking our little friend.


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

Survival 12+18+3(tracking bonus)=33. Perception to spot anyone hiding 12+23=35.


Janosz stays on the trail through the catacombs. Most of the remains seem very old, dry skeletons wrapped in stained, brittle cloth. So far - and perhaps surprisingly for a temple of the Keeper - they all rest quietly.

The footprints in the dust lead to a landing above a chamber with a domed ceiling. The steps lead down the floor, where the dust lies very thickly. In the centre of the room is a low altar upon which perches a skull with a sigil painted on its forehead. Beyond the altar, a passage carries on.


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

"Gotta be a trap. Should I shoot the skull off the altar? That oughta break it and destroy the mark on it."

Do the footprints continue through the thick dust? Survival 16+18+3=37, Perception to spot an unsuspected secret door 12+23=35.


The tracks head down the stairs, go up to the altar, then out the passage.

Someone try a Knowledge (Religion) check.


Know (religion) for Ezreal 13+15=28. Perception 11+3=14 to ID the symbol on the skull from distance.


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

Know religion

1d20 + 16 ⇒ (3) + 16 = 19


Male Kalashtar Psychic Warrior 6 / War Mind 5

probably a demilich


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

No way.....


Male Kalashtar Psychic Warrior 6 / War Mind 5

or the new PC (who is unfairly a demilich)


OK, you've met Acerak, the new member of the party. What are you going to do about it?


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

"I think shooting the skull is a neat idea."


Who's got a bow?


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

I do. We'll back away as far as I can and then knock the skull off the pedestal using Manyshot. Attack roll 11+21=AC 32, damage 2d8+6+1d6 fire + 1d6 electrical=17 + 4 fire + 1 electrical.


Male Kalashtar Psychic Warrior 6 / War Mind 5

i could call a bow but it'd look like a child with a toy compared to the Frogman


The skull shatters as Janosz's arrow hits it. As the fragment skitter across the floor, the piles of dust and dirt begins to rise up in vaguely humanoid shapes.

Roll initiative.

Map. The room is split-level - the white section is the upper section and stairs down, the light grey is the lower section. There is no space under the upper section - it's all carved straight out of the rock. Nor is there anything like a handrail - Health and Safety inspectors obviously never penetrated this far into the temple. It's about 30' from the upper landing down to the floor of the lower section, and the total height of the room is about 60', the ceiling being domed. You are all standing on the upper landing J13-N17 - please place yourselves.


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

I'm in I17. Initiative 12+6=18.


Male Kalashtar Psychic Warrior 6 / War Mind 5

init: 1d20 + 2 ⇒ (16) + 2 = 18

K15 for me


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

I'll take L 17,

init
1d20 + 2 ⇒ (6) + 2 = 8


Any more?


Runzyl is in M15. Initiatie 12+4=16.

Ezreal is in O16. Initiative 9+4=13.

We still need Gil and Gelb.


"Another empty room," Gelb walks in late after searching the room the group just passed for treasure.

"This place really is a tom..." Gelb's complaint cuts off as he sees the humanoid shapes forming.

"I leave you idiots for one second." Gelb angrily whispers while preparing himself for their next encounter.

Init: 1d20 + 9 ⇒ (12) + 9 = 21.

Gelb is at O15.


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

Initiative: 1d20 + 3 ⇒ (12) + 3 = 15

M13, please


Bear with me.


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

Of course.


The animated dust piles slither over the adventurers, hindering movement with surprising tenacity.

Everyone is grappled by their personal dust bunny. These are CMB checks against the CMD of the named adventurer.
Janosz 1d20 + 12 ⇒ (2) + 12 = 14
Rodergo 1d20 + 12 ⇒ (1) + 12 = 13
Gelb 1d20 + 12 ⇒ (10) + 12 = 22
Gil 1d20 + 12 ⇒ (3) + 12 = 15
Nevharath 1d20 + 12 ⇒ (14) + 12 = 26
Ezreal 1d20 + 12 ⇒ (8) + 12 = 20
Runzyl 1d20 + 12 ⇒ (9) + 12 = 21

This counts as the surprise round. Normal rounds commence after these grapple checks.

Dust bunnies 1d20 + 7 ⇒ (2) + 7 = 9

Initiative
Gelb 21
Janosz 18+
Nevharath 18-
Runzyl 16
Gil 15
Ezreal 13
Dust bunnies 9
Rod 8

I'll update the map later.

Gelb.


Gelb effortlessly avoids being grappled before pulling a wand and unleashing its magic at the dust "bunny."

Move action: draw wand of magic missile.
Standard action: use wand of magic missile at dust bunny.
Damage: 5d4 + 5 ⇒ (1, 2, 1, 3, 1) + 5 = 13.

Janosz


Male Kalashtar Psychic Warrior 6 / War Mind 5

On his turn, Nevharath will attempt to resist grapple CMB: 1d20 + 14 ⇒ (14) + 14 = 28

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