The Seer's Journey - DM Downrightamazed

Game Master downrightamazed

A young refugee girl, blessed by the gods with foresight, is accompanied by six warriors to one of the most dangerous places in the world, where a great hero will die.


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The schir's tiny, spiteful mind is no match for Nasmarra and he crumples back into the snow. "Ouch! Ouch! Stop, foul mind-witch! Stop! The horse DOES look like the shinee creature sez, it duz! I wants you to go down there and sees and set it free so I can get me gutz back! I needz them!"


Nasmarra seems a living nightmare, even for the creature of such demonic and horrific origins. "Why do you need your innards and entrails? You seem to survive without them. And how, Walker of Boundaries, would we arrive 'down there'?" Her voice dryly recites the location of the horse as Sepsiz says it.


Male Human Fighter 8, Ranger 3

"I imagine some portion of the demon's strength has gone into the bindings," Kelne observed, "Not a fatal loss apparently, but not good for quality of life, either."

So freeing Nouhves would seem to be in the demon's self-interest. Not that this would make it any less treacherous. Let there be some opportunity for greater gain, and it would no doubt betray them in a heartbeat.


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Pondering on Vanaran words, Jorzan considers the implications of the powerful sounding powder. Closing the box carefully, and gently places it inside his haversack while asking "Is it dangerous to handle or transport? And do you see any of those pipes or other items you mentioned that allow it to work?

While speaking, he still pays attention to the other conversation going on, while he still wants for the mind witch to detect for magic on the rest of the items.


Sepsiz points at Kelne. "What that one said, yes! I needs gutz back or I can't go places no more, can't be Walker of Boundaries no more, lost too much of my magics. And besides, horses stink and I don't want my guts stinking of horse." The demon looks profoundly unhappy about this.

After waiting for Sepsiz to finish, the vanaran steps stiffly over to Jorzan. "That's a good question. I s'pose it can't be too dangerous if they just got it in that there box, right? As for the pipe things...hmmmmm...." The monkey-man starts digging around in Jorzan's well-organized piles of loot, knocking things over and intermingling the cargoes. After a bit he stands up and shakes his head. "Nope! None here. Maybe they were on the next caravan? Or the one ahead of us? I know there were some, but I also know lots of things got shipped out in different groups." He scratches his nose with his tail.


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

"We still need to know, Sepsiz," Said Justahl, tightly controlled. "Where do we go to get your guts back, the horse, the Burning Place. How. Do. We. Get. There."


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

Hurin offers the Vanaran his hand now that he is convinced that the powder isn't some plague causing agent.

"The names Hurin, what's yours since it looks like we will be traveling together for the foreseeable future. Are you warm enough?"


Sepsiz grimaces and rolls his head in a gesture that seems to be some kind of demonic expression of frustrated fear. "I...can takes you there. It is northwest about one day. It is a fiery place, filled with too much heat, but the most amazing smells. It is half-hell, half-paradise. You will not like it." The demon then flicks his tongue in and out and narrows his eyes mischievously. "Only problem; Sepsiz cannots walk. Someone must carry." This, the demon seems to relish.


@Hurin: "Oh! M'name's Pripoo, an' it please ya. You?"


DC18 Survival:
A bad storm is coming in from the southeast. If you go northwest as Sepsiz suggests you'll be able to stay ahead of it at least for a while, but it's inevitable that it will overtake you before the day is out (it is currently about 10 in the morning).


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Survival: 1d20 + 1 ⇒ (9) + 1 = 10
Sir Justahl just stares at the demon, wondering if he could get away with wrapping it head to foot in rope. Or chain.


Male Human Fighter 8, Ranger 3

Survival: 1d20 + 14 ⇒ (19) + 14 = 33

"Oh, I'm sure we can tie you into a saddle," Kelne said with a marked lack of sympathy before turning his attention to the others, "We've got a storm coming in," he informed them, "We can stay ahead of it for a while, but we're not going to reach our destination before it hits. Best to keep an eye out for any likely spots to hole up as we go."


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

"Well luckily it seems the path we need to walk crosses where we want to walk. Let 's go get the mans horse back."

"Pripoo, you got any combat skills with weapons or spells and such?"

"And if any of you elves can cast a little light on the area, especially where this daemon wants to go, we would be much obliged."


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

"Best we get moving then." Sir Justahl comments.


As you tie up the apparently helpless Sepsiz, who knows better than to try to interfere, Pripoo answers Hurin: "I'm not so much with fighting, I'm afraid, but I can usually at least stay out of the way. I'm really more of a partying kind of guy, you know? I can out-drink pretty much everyone in my village. So if that's a skill that's gonna be useful, well, I'm your man!" The vanaran really does seem proud of himself. The snow elves, who have been tracking the caravan for a bit, don't seem to be aware of the place the demon is referring to.

The walk northwest is a slog through deep snow. Cassandra rides on peoples' shoulders, either Justahl or Hurin or whoever else will volunteer to take a turn. Gray stayed back to aid the elves and has said he will catch up, or meet up with you later. Cassandra gave him a significant look, but said nothing.

After four hours of walking, a horrid storm comes up, with winds that whip and smash and claw at you and big, cold snowflakes that seem preternaturally gifted at finding every possible way to creep down under your coats and cloaks and soak you.

After a couple more hours of slogging through storm and snow, a faint orange glow can be seen ahead. From his exceedingly uncomfortable position being dragged behind you, Sepsiz speaks; "there it iszz; the entrance. there are no guards, so you can go rights innn"

DC12 Sense Motive:
There is no lie in Sepsiz's voice.

Walking a bit further you can see that indeed, there is a wide cave mouth ahead, perhaps another 80 ft. away, at the very limit of visibility in the howling storm. It looks to be about 60' wide and 40' high.

DC26 Perception:
You notice a pair of suspiciously well-placed boulders on either side of the wide cave. At first you think maybe they're just landmarks or something -- a way to differentiate this cave from countless others, but then you could swear you see one of the boulders move.

I need DC20 Fort saves from everyone. If you miss, you gain the Staggered condition. If you have Endure Elements or some other anti-cold protection, then you are only Shaken if you fail the save.


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Sense Motive: 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Fort Save: 1d20 + 17 ⇒ (10) + 17 = 27


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

1d20 + 10 ⇒ (9) + 10 = 19 Sense Motive
1d20 + 14 ⇒ (5) + 14 = 19 Perception
1d20 + 14 ⇒ (20) + 14 = 34 Fort Check +2*

*Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.

Wearing Boots of the North


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Sir Justahl easily carried Cassandra as she wanted, and when the storm hit he wrapped her in his own cloak. He was largly immune to the cold, at least so far.
At the entrance to the cave, he looked at Sepsiz closely when it spoke, then slowly nodded his head. "He seems truthful here."
He dismounted to lead his horse forward. He thought for a moment about the painful Compass and what it might show, but put the thought aside for the moment.


Male Human Fighter 8, Ranger 3

Having overheard Pripoo's self-assessment of his own abilities, Kelne made very sure to check, before they left, whether he was really sure he wanted to accompany them. To the point of being downright discouraging, in fact. They were, he pointed out, people who were typically engaged in dangerous business, of which dead bodies scattered about were a comparatively minor example, and he was sure he could prevail upon the elves to let him join them, under the circumstances.

As far as the prisoner went, he wasn't particularly bothered. By the time the man got back to civilisation, any information he'd overheard ought to be obsolete and useless to anybody who might question him. There might be repercussions to today's events, but he'd deal with any ill will from the man's mercenary band if and when it eventuated.

As far as the contents of the caravan went, they'd have to work their way through it when they had the time.

Sense motive: 1d20 + 15 ⇒ (16) + 15 = 31
Perception: 1d20 + 20 ⇒ (1) + 20 = 21
Fortitude: 1d20 + 8 ⇒ (9) + 8 = 17
Endure elements from the boots, so shaken.

Technically truthful or not, Kelne didn't trust the demon in the least, and it wasn't as if they'd asked it to lead them somewhere safe in any case. Accordingly, he approached the cave with caution, keeping a sharp eye out and ready for a fight at a moment's notice.


Fortitude 1d20 + 7 ⇒ (2) + 7 = 9

Even with her magical protection from the cold, the blizzard-like conditions make Nasmarra quite uncomfortable. The swirling snow is nearly impossible to see through. After trudging through the snow for the last few hours - her only other option being to drain her magic completely to maintain the power of flight - Nasmarra looks forward to the opportunity to do something else. "Of course the demon seems truthful," her voice rings out to Justahl. "Its mind is still within my grasp." Her voice seems cold enough to pierce through any magical protection against ice or freezing temperatures.


Kelne's caution is quickly rewarded; the two boulders on either side of the cavern sort of unfold from themselves into very large, squat, creatures. They have stubby legs and arms and crude facial features, but are nearly 12' in diameter. "T R A V E L E R S - G O - F R O M - T H I S - P L A C E - Y O U - A R E - N O T - W E L C O M E - H E R E" one of them croaks in a voice like turning millstones. They are both backlit by the ominous red/orange glow of the cavern behind them.

DC23 K(Planes):
These creatures are called geons. They have very tough skins, can cast earth-related spells like rock to mud and stone shap, and can throw great boulders with tremendous force and accuracy using their powerful telekinetic abilities. In addition, they are resistant to magic and fire. DR 5/-, SR20, Resist Fire 5, 130HP each, spellcasting ability, speed 20, 2 slams +17 (2d8+7)

Here is how things look, if it comes to combat.


Knowledge: Planes 1d20 + 19 - 2 ⇒ (18) + 19 - 2 = 35

"Delightful. Geons. Gird yourself, as these are no mere earth elementals. But they will not attack unless we threaten whatever task they have been given." She snaps at the living boulders in Terran. "Ugrhhhhh! Hanghhhh! Graaaanggg-jaakkk?"

Terran:
"What are your commands, children of stone?"

Do they follow this stat block?


Yup. I put that in there to match the mechanics to the description for you.

Terran::
You must turn back from this place. Visitors are not welcome here.


Nasmarra responds in Terran, a language that evokes the sound of rocks smashing against each other repeatedly. "Kra-tschpa, chhaahhhgh, rummmmchhh. Besshhhkkh gaaar?" She gestures towards Sepsiz as she speaks, drawing their attention to the demon.

Terran:
"We are not visitors, as evidenced by this one. May we pass?"


The Geons look at each other in confusion, then over at Sepsiz. One of them keeps an eye on Kelne while the other lumbers ponderously down towards the group so it can get a closer look at the trussed-up schir.

Terran:
Why is he tied up? If he is from here, why is he bound?


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Justahl holds his position, looking back and forth between Nasmarra and the... earth creatures. He really hoped it wouldn't devolve into combat; those things looked very large.


Male Human Fighter 8, Ranger 3

Since he didn't speak the language, Kelne's only means of assessing how Nasmarra was doing, or what he might do in her support, was the fact hat the conversation was continuing and things had yet to degenerate into bloodshed.

With so little to go on, and unable to chime in without knowing if he might be contradicting what Nasmarra was saying, he settled for being a grim, foreboding presence.


Nasmarra and the Geon continue to speak for another minute or so, trading volleys of strange grinding sounds, until the portly rock-creatures seem satisfied. They nod at each other and wave you in, then go back to their duty as disguised guards.

You enter the yawning cavern mouth and are immediately struck by how refreshingly warm it is. It is not enough to instantly shake the cold from your bones, but it is a great help. Before you are five passages; one immediately in front of you, two on the left, and two on the right.

"We muszzt goes right." hisses Sepsiz. "Is where horses is all the way to the right."


"No. We go straight. It is where we must be." Cassandra doesn't speak these words so much as she intones them, like she's in a strange trance. She is very pale, and her eyes are blank, staring straight ahead. She is currently astride Hurin's shoulders, and pointing with her little hand at the center tunnel.


Hurin Only:
A tiny bit of Cassandra's skin is touching your neck as she rides on your shoulders, and the child feels absolutely cold as death. You also notice her hand is shaking a bit.


Sepsiz gives Cassandra an irritated look. "WHAT?! NO! Girl-hu-man is wrong! Isz right we muszt goes." He looks imploringly at Nasmarra. "Tells her, mind-witch! Tells her Sepsiz speaks truths!"

DC17 Perception:
There is a grinding noise outside; the Geons have rotated and are listening in on this conversation.


Nasmarra Only:
Sepsiz is absolutely telling the truth, or at least the truth as he remembers/understands it.


Perception 1d20 + 5 ⇒ (12) + 5 = 17

Nasmarra hears the scraping noise of the geons' movement. If not for her knowledge of their kind, she likely would not have understood its significance. They had granted them access to the cave, but they could just as easily revoke it if they feel slighted or misled. She speaks far more loudly than usual, intending to have her voice echo back to them. "Sepsiz is our guide, and he tells us the truth regarding our destination. I have no doubt that the horse is in that direction - the girl does not contradict this, but rather says that the center is where we must go. I say we follow our guide after we determine what her vision means." She is more prone to following Cassandra, but she offers the leaf to mollify the elementals and not contradict her tenuous agreement with them.


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Justahl stumbles just a bit, glancing towards the righthand passage like he was going to go that way anyway.
But...
"Cassandra said go straight. And so we must go."


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

"Sir Justahl, the wee lass has taken a bit of a cold. Like death warmed over. I need you to check her and now please."

Hurin tried to keep his voice level and calm as they had attracted the attention of the rockmen again, but his need to have someone with some healing skills to look at his small charge overwhelms him.

She was cold just like this, please don't leave me here like this.

"There we go Cass, let Uncle Hurin warm up her wee little hands now. What's gotten in to you now."


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Justahl hurried up next to Hurin and looked at Cassandra carefully. He checked her pulse and temperature as well as he could under the conditions.
Heal check: 1d20 + 4 ⇒ (9) + 4 = 13
For good measure, he Laid on Hands for 5d6 ⇒ (6, 6, 4, 6, 5) = 27 healing.


Justahl Only:
You check the little seer over but cannot discern the exact cause for her malaise. Your holy healing abilities definitely seem to perk her up physically, but something is still a bit off. She has the glassy eyes and waxy skin of one who is feverish, but is not running a temperature. She is shivering a bit, but is not cold.


Hurin and Justahl Only:
As the two of you fuss over Cassandra, she begins to mutter quietly; "...i feel her in my mind...i know her thinkings...she thinks only cold thoughts...she's so cold...in my mind, i feel her..." This is all done in a whisper so quiet you have to strain to hear.


There are smacking sounds from down the far right tunnel, like a whip or similar, and the startled cry of a horse, accompanied by other animal sounds. Sepsiz looks quite pleased with himself. "SEEEE?! TOLD YOUS!!" The schir does not even try to contain his smugness.


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

"Did something happen to her when we left her with Grey? Where did he go off too? I don't like this one bit. Cassandra sweetheart, what are you seeing now little darlin. Are ye feelin alright?"

Hurin shifts her so that she is cradled in his arms so the he can see her fully.


Male Dwarf Fighter 7/Barbarian 2 AC29 HP128 F+14 W+6 R+6 Perception +14

"Okay . . . Where is she darlin so we can make her get out of yer mind? That is if her bein in yer mind is a bad thing, and I am guessing it is right?"


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Despite his efforts Justahl couldn't understand what was happening to Cassandra. He simply didn't have the experience or training.
He knelt down and peered into her eyes.
"Cassandra. Cassandra honey, can you tell us what is happening to you? Should we retreat out of the cave or press on? Cassandra?"
When he heard the sound of the whips and the horses screams, he realized he was on his feet again and poised to run down there... And he didn't remember jumping up.
But...
As much as he wanted to go down there (is Nouhves there?), he knew his place was here with her. And Nouves would understand and even agree that she had to come first.
Slowly he turned away and knelt down next to her again.


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Justahl frowned.
"Hurin, I could swear I've heard Cassandra refer to 'Her' before. Someone distant, powerful and hostile. Do you remember her speaking of her before? Could this be her work?" Now he was worried.


As Hurin and Justahl fret over Cassandra, you all notice that the young girl is muttering something to herself.

Hurin and Justahl:
Cassandra looks up at you, but offers little by way of explanation for her strange turn. She says only; "She's down there. She's waiting for us."

One of the Geons pokes its head up and speaks in its grinding, scraping language that only Nasmarra seems able to understand.

Terran:
"What is the hold-up? Is that slave girl dying? Just leave her behind. We can get more."


Male Human Fighter 8, Ranger 3

"Somehow, I suspect a confrontation with this 'Her' person will stir up trouble," Kelne remarked quietly, keeping his voice soft enough that the rock-creatures would have trouble hearing, "Unless there's some reason to see Her first, I say we start by freeing Nouhves, quietly if we can, then visit Her before we leave."

"I also say we move before those two guards decide we're up to no good. Cassandra gets veto, but otherwise, all in favour of my plan?" Kelne awaited a brief show of hands.


Aasimar Paladin (Shining Knight) L11 | AC29 (t11,ff28) | CMD28 | hp 133/133 | Save F17 R11 W13 | Percep +2 (Nouhves Percep +6)

Justahl stands up again. He looks back at Kelne, clearly torn.
"No." He said shortly. "I want... very badly to do just that. But... Cassandra has said forward; so we shall go."
Nodding at Hurin, he led the way forward down the center passage.


Nasmarra waves off the geon elemental in its native tongue, dragging the syllables like she is grinding her teeth. "Grraaaaghhhh shhhhhraaaaagghhhahh kkrressshhhhh ugh hannnnnnngh." With the final word, she turns and walks proudly behind Justahl and the others.

Terran:
"She may, or she may not. Time will tell. Worry not. We move now."


Male Human Rogue(Poisoner) 5/ Shadowdancer 6| AC23 T17 F18; HP 88/88, CMD 22, F/R/W 6/14/7, Percep +20 Drkvsn 60', Init +6

Jorzan frowns at the trio of little girl, Aasimar and Dwarf, his concern for the young oracle clear. "What are you two talking about!" he whispers urgently "What is she saying??"

As the debate continues over which direction, Jorzan glances behind himself at the guardians and then to the right where the sounds of equiquine abuse emenate from. He then looks to Justahl, and, knowing the incredible difficulty of his decision, a swell of respect and admiration for the dedication and discipline of the Paladine flows through him.

He begins to follow the others, quickly moving ahead of the group, Zan following a couple seconds afterwards. As he passes the still unmoving Kelne he says "I'll leve this call to Justahl. If he's willing to follow Cassandra before rescuing his horse, who are we to argue?"

Moved ahead of the light cast by his companions, his eyes penetrating the darkness with ease, looking for any trpas or dangers, the Shadowdancer makes barely more sound than his silent shadow which floats behind him.

Perception: 1d20 + 20 ⇒ (19) + 20 = 39
Stealth: 1d20 + 24 ⇒ (4) + 24 = 28


Male Human Fighter 8, Ranger 3

Kelne nodded. He had, at least, prompted a decision to be made, rather than sticking around discussing the matter at length. He fell in towards the rear of the group, keeping an eye out behind. It wouldn't do for somebody to sneak up behind them from one of the other passages, after all.


You progress down a wide corridor made of shaped natural rock. After about 100' of this, the tunnel narrows considerably, but is now constructed of good, solid, quarry stone. This part of the tunnel is 25' wide, and only goes for another 50' before terminating in a wall, in the center of which is a door. The ceiling here is barely 7' high. In addition to the door at the end of the tunnel, there are also two other doors -- one on the left and one on the right, and a strange window up at the very top of the left wall, where it meets the ceiling. Out of this window a steady stream of white light flows.

The corridor looks like this.

Sepsiz is pouting and doesn't say anything, but Casandra points to the door right in front of you. "We need to go through there." she says, her voice flat and breathy.

Left Door, DC15 Perception:
You hear what sounds like two creatures (men? orcs? dwarves?) with very gruff voices playing cards.

Center Door, DC25 Perception:
You hear a clear voice speaking in hushed tones; "[b]See how it undulates? It seeks the rock, it can 'taste' it with those tendrils. As long as we keep it in a cage of refined ores, though, it has no nourishment and cannot harm us. This will clearly be our ultimate contingency. Torag smiles upon us.

Right Door, DC15 Perception:
You hear loud smacking, slurping, and gulping noises intermixed with occasional faint whimpers.

Window, DC20 Climb (or equivalent, for those of with you spider climb and flight and whatnot):
You look through the window and see a bizarre room made completely of ice. It is roughly square and rather large -- perhaps 80'x100'. At the center is a desk made of ice. On the wall is a giant parchment on which is drawn an extremely detailed picture of a bizarre, double-iris'd eye. There are some shelves and a couple trunks, the contents of which you can't clearly make out. You see no door anywhere in the room.

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