With Strange Aeons Even Death May Die

Game Master Synxol

We each dwell upon an island forged by our ignorance amidst the black seas of infinity. Should your feeble mind correlate the seemingly disassociated contents of your skull, thus affording you an opportunity to leave your island behind, terrifying vistas of reality will entomb you and you will never know peace.

It was only a matter of time...every species can smell its own extinction. The last ones left won't have a pretty time of it.


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Male Dragonkin Cleric/Wizard level 12

"Agreed, let us move on to the portal that we need to use, I would rather not tarry here," Ssilax agrees with his friend, glancing around the area. "Thank you for the healing Argon, allow me to add to that," the dragonkin channels a pulse of healing energy to his friends.

Glancing down as Dog bumps his leg, Ssilax scratches his familiars ears. He was beginning to suspect that the canine had watched Dax slip to and from the shadows and had picked up a few things.

Burst o' Healing energy: 5d6 ⇒ (2, 3, 1, 4, 5) = 15. 6/7 Channels. Current HP: 96/110


Female Wyrmtouched Gestalt Unchained Rogue Sorcerer level 12

Daxniss grunts as the waves of energy start to close her wounds and shakes her head " Nothing that I would want to carry around on me, I suppose I can hold on to the daggers and try to off load them somewhere, or get the echantment's removed on them. No gems, Jink, nothing specially made or magically. It could have been their nature I guess, or they used a lot of magic to protect themselves. "


Game master

The map shows that you only have about a mile more until you reach the portal to the crypts, you could try and locate the Bedlam boys hideout, due to the chaotic evil nature of the demon's there might be something of value or there might not. More important things are ahead of you, rescuing Master Dainoth is the first thing. When you turn your backs the Bedlam boys weapons can't be found, although it would be safe to say that Daxniss has them stuffed in a bag.


Female Wyrmtouched Gestalt Unchained Rogue Sorcerer level 12

" Hello what do we have here? " Dax says with an inquiring voice and lifts up a bag that jingles with the sound of coins. " Now I think we have something, strangely enough that was buried in the refuse, underneath where one of them fell. It might be something we could use, the bag has alight magical aura to it, I believe it is a weaker bag of holding. "
" Now I know we all wish we could have resolved this without bloodshed, but I don't think were going to talk. Plus, I take umbrage with those that threaten us and whom try to kill us as well, and the fact I don't think they wanted much more then to kill us and eat us. "
Glaring at the bad, Daxniss quickly determines that the bag is free from traps, opening the bag, Dax does a quick count and says " Maybe 10,000 in gems "


Game master

The next mile in the Hive Ward is quiet, nothing moves to stop your progress, no assault you, a glance behind you allows you the glimpse that the bodies are being dragged away from the scene.
Refuse can be seen everywhere, no one is millling about, everyone seems to be coming and going around here. Upon reaching the portal the key activates an archway can been seen with with a swirling blue energy.


Game master

All of you are glad to leave this section of the Hive Ward behind you, this holds a sinister light to what could happen to Sel Torin after all, a hint of what could come into the future if things are left as they were. Shadows that hold no hope of seeing light, beings being taken over by devils and their ilk. Focusing on your resolve, each of you takes solace in the fact that you were interested in making a difference in your world.
Gazing into the portal, you can see the entrance to the Crypts, long forgotten by Sigil, as portal keys come and go, and some portals are forgotten, some by reason, other's by choice, and a select few are never talked about. The portal itself waits for those that wish to use it, it's purpose known only to a choice few, strangely enough, there is a sky that can be seen as well as a chill emanating from the portal itself.


Male Dragonkin Cleric/Wizard level 12

"Good eye Dax," Ssilax says with a nod of his head, a faint smile finding purchase on his snout. He glances down at the fallen Bedlam Boys and considers the corpse. "They where demons, that's what gave them their strength. I imagine the possession is one of the only ways lesser demons can enter Sigil."

As they travel onward, the dragonkin notices that everyone makes it a point to ignore everyone else.

Reaching the portal, it sparks to life in the presence of the bit of dragon fossil that served the key.

Feeling the chill wash over his scales through his clothing, Ssilax looks over at his friends and grins.

"I think we found the place," the dragonkin chuckles dryly. "Fortunate we can see in the dark. Well, except for Dog, but his noise probably puts our sight to shame," he says with a grin. "One moment to prepare us for us to enter the crypt."

Ssilax quickly begins chanting a short prayer and touches each of his friends, Dog and then taps his snout.

"I have hidden us from lessor undead for slightly under two hours. Sentient undead might be able to pierce the magic," the dragonkin informs them. "Treat it like an invisibility spell, and channeling positive energy will expel it as well."

Hide from Undead last for 100 minutes, that should cover us, lol. I hope. Divine mana: 48/61


Game master

Various protection magicks have been chosen, Daxniss simply pulls out a wand and hits everyone with the resisting energy of every sort, 20 energy resistance for every energy type. When the group steps through the portal, the unnatural chill of the grave hits allow of you. Dog's hackles raise, all of you can feel the unending eye of the death watching everyone's moves. Even with the ability to be invisible to the undead, unblinking eyes can be felt upon you... or that could be just your very justifiably caution.


Game master

Upon stepping through the portal, the group can see flashes of lighting and the rumbling of thunder can be heard and feel the rumbles from the echos in your chest. The smell of rain and freshly turned earth assaults your nose, and the sensation of rain runs down your face. In your entire time in Sigil, the sky has been clear from clouds, and any change in the weather has been clear as well, where this portal is located at, seems to finally be a different climate from Sigil.
The party can hear the sounds of shuffling feet and the low moans of beings that hunger for humanoid flesh and blood, not to mention the hunger for fresh souls, be they damned or innocent. Something is living here in the crypts, something unnatural to say the least, echos of maniacal laughter can be heard in the distance.


Male Dragonkin Cleric/Wizard level 12

"I was not expecting this to be outside," the dragonkin whispers barely above the noise of an exhale. Ssilax looks around, trying to spot anything taking notice of the group.

"I know I live in the catacombs at home, but this place has me a little nervous, if I am to be honest." Ssilax whispers, half to the others, half to himself. "Let's get to the portal and get out of here."


Male Argon Gestalt Slayer-Cleric 12

"Nor was I expecting it," says Argon.

He had moved quickly but with a piqued curiosity through the Hive district, and he noted any landmarks or interesting places along the way.

"This was not mentioned, nor was it on the map. "

Confused, he looks at at the sky, and then looks around for statues.


Game master

Argon makes out the broken statue land marks in between the flashes of lightning, this is the correct portal, the weather wasn't mentioned as it could be a localized affect of the portal. Aliza bows and says " There are rumors that some portals due lead to a different living environment, I hadn't seen anything like that in my time though. "
Aliza shivers and says " I have led you where you wished to go, I can go back through the portal or I can go with you all. You have paid me enough that I am intriged enough to go with you all, no extra charge. " Aliza finishes with a smile.

Argon notes that the area that the party is standing in holds no light, although there are a number of braziers that are unlit leading down the pathway you are standing on. Provied that the information and maps you have are correct that is, still if there was going to be a betrayal, the portal would have dropped you somewhere else.


Game master

Argon notes that at the end of the passageway that is leading to the north, about 80 feet away from the party's current position that the is indeed a broken statue , the only thing that remains intact is the head of a diva. The diva's head is currently resting on the ground and the fragments of a 100 foot tall statue block the way further north. There is only one direction to the east . the passageway north leads 80 feet from your current spot, once you reach 80 feet, the only direction that you will be able to go is to the east. Within minutes the rain stops, as does the thunder, however the lighting still flashes in the sky.
The passageway is 80 feet long by 30 feet wide, more then enough room for everyone to walk side by side.


Male Dragonkin Cleric/Wizard level 12

Looking at Aliza for a few moments, Ssilax nods to their tout.

"If your are interesting in sticking around, none of us will be saying no," Ssilax swhispers with a grin curving up his muzzle. "One moment, and I will cast some protective magics upon you as well."


Male Argon Gestalt Slayer-Cleric 12

Argon steps forward a bit, perhaps thirty feet, as Ssilax casts spells on Aliza, then he waits for the others.

"This seems to be the place. Plane. Whatever.... There is the statue."

He looks around cautiously as he moves forward with the others. When they reach the statue, he looks over it to see if it tells him anything; in the way that it lies, how it originally looked, and so on.


Game master

Whatever had first created this statue had talent that much can be gleaned from the relief of what little remains standing. One could almost hear and feel the teats running down the Diva statue, it looks like time and a number of impacts destoryed this work of art. Ragged claw marks with a few serrated edges can be seen at the base of the statue.
Even with all of your knowledges of demons, devils, and other planar beings, it is hard to pinpoint what one could have done this. All of your personal information and the various books you have read tells you that a number of strong beings did this, a long time ago.
Looking past the statue, you can see no way to traverse the ruined statue, and the only way forward is the passage to the east.
Looking at the 'sky' you notice a number of beings moving in a patrol kepinging a lookout for anything flying, the beings can be seen only thanks to a silver outline.


Male Argon Gestalt Slayer-Cleric 12

Argon shrugs, and if the others are ready, he'll start heading east. As they go he looks at the walls to see what they're made of. And of course he looks ahead.

"Watch for undead, and moving statues. Basically anything not alive." He considers moving statues, and looks for a few small stones. Once found, he casts Magic Stone on them.


Male Dragonkin Cleric/Wizard level 12

"Well, there are a few scavenger type of creatures that are living that live in symbiosis with undead..., Ssilax speaks quietly, trailing off after he started to think about what he was talking about. "Um, yes, what Argon said cover it." the dargonkin whispers with a slight grin.

Looking at the head of the destroyed diva statue for a few more moments, the dragonkin shifts his sapphire gaze. Glancing upwards for a moment, Ssilax, swallows nervously.

"And there are fliers, just to make sure that they aren't disturbed," Ssilax mutters to his friends.


Game master

The weeping tears of blood are flowing down the cheeks end at the statue's chin, there are a few drops that have hit the floor, oddly enough the tears keep flowing from the statue. Glancing about you would guess that there should be a pool of blood on the ground instead of a the few drops that are scattered around where the head lies.
Starting your trek to the east, the passageway is littered with bits of rubble, a rotting hand can be seen moving around the rubble, using it's fingers to "walk' around. Mournful howls can be heard in the distance, as well as a flash of lightening can be seen, striking one of the flying creatures.


Male Argon Gestalt Slayer-Cleric 12

Argon wonders aloud if Wrath or Ssilax would like to take a sample of the blood. "It might have some interesting arcane or divine properties, who knows?"

He keeps his magic stones close by, in his belt, but his bow is out as they move forward.


Game master

Nothing moves to attack the group as they make their way to the east, no evidence of rats can be seen or heard, if there were anything that lived in this area, they seem to be making themselves scarce. Ssilax and Wrathe can both collect a vial from the weeping statue, the blood seems to hold no magical properties at the moment, nor does the statue itself have any magical auras.
Upon moving forward, you can see more hands move about the rubble, one of the hands stops after you all pass by and goes limp, the last of whatever unlife that was powering it finally ends.


Male Dragonkin Cleric/Wizard level 12

Putting away the vials of "blood" Ssilax rejoins the others and they continue forward.

At the sight of the crawling hands, the dragonkin suppresses a shudder.


Game master

Upon reaching the end of the passageway, you note that you can now go to the north, the hallway has is strewn with bones, not intact bones, as some look like they have been cracked open to get at the marrow. No flesh remains on the bones, as they are all humanoid, that much you can tell for certain. Nothing is roaming this hallway although you can hear movement from the hands, digging around behind you, with a shudder your only course of action is to press forward.
This passageway is another long one, a flash of lightening dimly illuminates an intersect about 120 ft away from your current spot. The sound of moaning can be heard more clearly around you, although it is hard to pinpoint where it is coming from.
Upon moving slowly down the passageway due to the debris that is littering the floor, you make it to right before the intersection, as Daxniss ghosts forward, somehow not making a sound as she steps over bones. Peaking around the corner she sees that there is a pillar on the west that will provide you all with cover, the passageway to the east is ends after about 10 ft or so. The way north ends a little bit after the pillar.


Game master

All of you see Daxniss stiffen and barely hold back a yelp, taking the up most care to make no sound she glides back to the others and says in hand sign " Three large deadites, a number of mummies, and a few rotters ahead, Large Skelly is standing with it's back turned to the pillar. "


Game master

Daxniss reports that the there is a narrow gap that the group can squeeze through at the pillar to bypass the Large Skeleton, the only things that are moving are the zombies. Although this could be a decent enough of a choke point as well, the group of undead seem to be sitting as sentries only activating once they detect life.
In total there are two mummies, three large size skeletons, and about 12 zombies, the question is what else could become active if combat ensues.


Male Dragonkin Cleric/Wizard level 12

After Dax reports back as to what she saw, Ssilax looks at the others.

"Sneaking would probably be our best bet. If we get into a fight, it could draw more attention," the dragonkin whispers.


Game master

Stealth checks for those of you that wish to avoid the potential for combat


Male Argon Gestalt Slayer-Cleric 12

"Stealth is good," whispers Argon. He will follow Daxniss in attempting to sneak around and by the pillar.

Stealth: 1d20 + 17 ⇒ (11) + 17 = 28


Female Wyrmtouched Gestalt Unchained Rogue Sorcerer level 12

Daxniss nods and glides forward again, doing her level best to avoid making a sound as she starts moving into the tight passage.

Stealth check:

Dax 1d20 + 23 ⇒ (1) + 23 = 24


Game master

Everyone in the group takes the time to move as silently as possible, thanks to Ssilax's spells and the fact that everyone was taking there time. There was a tense moment when one of the mummies start move closer to the pillar, but the group manages to not be noticed. Daxniss points out there is an open alcove that the group might be able to make their way to, as non of the other undead are close by and it is the quickest way out of this hallway.


Game master

As the group is moving as queitly as they can, the passageway with all of the undead standing guard has swashes of a rusty appearance on the walls, various gouges on the wall from spells, blades and claws can be seen all over on the floors. A yellow powder substance can be seen all over on the walls and floors, the mummies have a number of repairs done to their bandages. A number of zombies can be seen standing together holding what would appear to be a conversation, at your best guess.
The way to the Alacove or door is soutwest, there is another one that is on the Northwest wall but there are a number of undead beings that are blocking that passageway to the North. Various old magical runes that are no longer active are etched into the walls of this passageway. As the party moves they see that the runes are incomplete or damages, some dried rust colored fluid can be seen on a number of them. No magical auras are detected from the runes, as whatever magic was in them were no longer active or had long ago been used.


Male Dragonkin Cleric/Wizard level 12

Taking a moment to examine a few runes he had not seen before, Ssilax looks at the dried, rust colored fluid that smeared across the walls. The dragonkin was pretty certain it was blood. He was curious to know what this place had been. Perhaps it had always been a holy gravesite, perhaps not.


Game master

Ssilax notes that the symbols were a mixture of divine and Arcane magic but it is hard to locate what practical use these old runes would have, except perhaps a warning to keep people out, perhaps magical compulsions to make those that were trying to rob the crypt out.... or to keep something in.
Ssilax and Wrathe's various knowledge's of arcane and divine magic can only speculate at what magics were etched into the runes themselves, and whom would cast them. All of you are certain that blood was used either to help form these runes or to enchant them, and a number of symbols that you have a feeling are marked as 'Die'.
The party moves into the door that Daxniss had pointed out and upon entering the room, take stock that there is a stone door that they could shut behind them but there are no other obvious exits out of here. Two pillars are here and there is a roof to this room as well, the noise of the storm seems to be lessened, a moment's reprieve.
Disturbingly enough, there are four sarcophagus in this chamber, A mural can be seen at the south of the room, it seems that the sarcophagus' are leading the way to the mural, without enough light it is hard to make out what scene was crafted into the wall, two flickering lights that give a dim illumination in the room.


Male Argon Gestalt Slayer-Cleric 12

Argon feels better having passed all the mummies and zombies. That they are in a room makes him feel safer, too, but it's a bit worrying that there are no exits.

He takes out the map and looks at it, determining if they are on the right path, and if so, where they should go next. If not, they will need to backtrack and get on the correct one.

Seeing the large mural, he pulls out his flaming falcata and holds it up for its light, studying the artwork and looking for something he recognizes.

Knowledge/history: 1d20 + 10 ⇒ (2) + 10 = 12

Then he searches it for secret doors or something similar.

Perception: 1d20 + 17 ⇒ (2) + 17 = 19


Male Dragonkin Cleric/Wizard level 12

Breathing an unconsious sigh of relief, Ssilax looks around the chamber that they find themselves. He was not terribly relieved by the sight that greeted his sapphire orbs. The back of his mind was chewing on the passageway of defunct symbols and runes. He could say with certainty that they where old. And that he was rather glad they didn't have to go through the passage with them active.

Blinking several times at the sudden appearance of light, the dragonkin glances back at the stone door.

"Should we close the door? It would need some grease to close quietly, I think," the dragonkin's clawed fingers quickly spell out in the shared sign language. They where a bit too close to the passageway for Ssilax to feel comfortable speaking.

Now that Argon had brought up a light source, the wandering theurge of Nethys looks at the mural. With a thought, he glances back down the passageway, making sure nothing was sneaking up on them.

Dog leans against the dragonkin's leg, glad to be away from the aweful smelling undead creatures. The familiar much preferred the dry scent of the ghosts and wraiths that swelled in the catacombs.

Know: Planes: 1d20 + 15 ⇒ (1) + 15 = 16. Know: History: 1d20 + 10 ⇒ (9) + 10 = 19. For when/if he gets a good look at the mural


Female Wyrmtouched Gestalt Unchained Rogue Sorcerer level 12

Dax nods and pulls out some grease from a pouch, spending a few minutes, she manged to get the hinges and the floor. Daxniss spends almost what feels like hours slowly shutting the door.


Game master

Argon notes no hidden passages but he does find a locked chest, the chest is made from stone and glows slightly with magic, those that can see magical auras.
Once the door has been shut, without a sound, Daxniss starts searching as well, not having an exit out of here was worring to say the least.
Will post again once I get home


Game master

The mural displays very little the artwork has been faded due to time, what little bit you can make out is a large being eating what would be an orb. The being in the mural is hard to place what one type of creature it is. It seems to have elements of every monster you can think of.


Game master

After spending more time Argon, with the help of Danxiss finds a secret passage that will lead into the next room, better to take that option then trying to sneak past all of the undead that are in the other room, although taking this route will be make for a longer trek. Everyone in the group feels a bit better in this room, as the unholy aura of this crypt is not evident in this room. This could also be due the fact that this room has a ceiling and door that one can shut behind them, the finding of a hidden passageway is a boon that the group is glad to have gotten lucky enough at the moment.

Daxniss shudders as she looks at the chest and says that she doesn't like the looks of it at the moment, as it might be very difficult to bypass it, as the chest has an easy alarm spell to bypass, it looks like it will activate whatever is lying in wait in the sarcophagus'. The hidden door is also trapped as well, and the switch to open the door is able to be located in short order.


Game master

Ssilax wonders what could have created this tomb, for lack of a better word, it might be sectioned off so that the roaming undead are not going into this room. From the amount of dust on the floors it looks like your footsteps are the only one's to break the passage of time, nothing that Ssilax had read gave a good enough clue as to who lies asleep in the sarcophagus no figures or reliefs are etched into the stonework. Looking over at the mural, if there was anything that told a tale it was lost to the ages.
At least this room is 'safe' enough for the moment, as there are traps to disable on the secret door, and the matter of possible danger and treasure in the chest to discuss.


Male Argon Gestalt Slayer-Cleric 12

Argon looks at the mural again. He is reminded of the Devourer of Worlds, and wonders if that is what it looks like.

Turning to Daxniss, he offers to help in any way he can. But she is very good at this, so he mostly just watches, ready for a trap to be sprung.


Game master

Daxniss hisses at the trap at the secret door, while it wasn't a magical one, it seemed to invovle a series of complex steps.

disable device:

perception check 1d20 + 21 ⇒ (1) + 21 = 22
Disable device 1d20 + 20 ⇒ (6) + 20 = 26
Disable device check 1d20 + 20 ⇒ (11) + 20 = 31
Disable device check 1d20 + 20 ⇒ (6) + 20 = 26


After 10 minutes of work Daxniss states that the door is free from traps of any sort, as everyone notes once of the traps was three crossbow bolts coated with a green substance, another was a blade trap, and the final one had a glow of hidden magic.
The sarcophagus' Daxniss had cleared for traps, saying that they had none until the chest was opened, Ssilax takes note that Dog was interested in smell on the one in the far corner. Dog sneezes at the amount of dust that was kicked up, revealing a brass plate that a name could be read, if it wasn't so broken. Ssilax is able to make out the words in celestial, in a dilect that hasn't been in use for at least 1000 years the words : -Ax-t-- L-
Daxniss swats Argon lightly on the shoulder and says " I need a little bit of room, if you wish to learn a few things I'll teach you, you had almost stepped on the bolt trigger " she smiles at the Slayer and ruffles his hair.
Wrathe had been coping what little works of the mural had remained, as was his norm, he had just looked up from his book once the secret door traps had been cleared.


Male Dragonkin Cleric/Wizard level 12

Walking over to where Dog was sniffing, Ssilax kneels down by his familiar.

"What did you find Dog?" the dragonkin asks, looking at the brass plate. About to brush the plate off, Ssilax pulls back his clawed hand, thinking about traps. "I think I will wait until Dax can look this over."

Looking over at his friends, the dragonkin walks back over to them.

"Dog seems pretty interested in that far sarcophagus over there. The plate has a name that is mostly worn off, but a few letters are visible still legible in a very old dialect of celestial," Ssilax quietly tells them before Daxniss starts working on another set of traps.


Game master

Daxniss nods at Ssilax's words and moves toward the plate that Dog and Ssilax were looking over the plaque she says " I have the stages feeling like we have done this before. " spending a mintue checking things over she says that it looks clean, there might be something on the inside though.


Xthian Shadowcaster Conjurer / Gestalt Druid

Absently running two fingers down his chin, Wrathe considers the letters for a moment, his eyes playing of the capitalization of the second letter.

With a word and wave of his hand the wizard sets a cantrip to clean the brass plate of a millennium of its grime (prestidigitation).


Male Dragonkin Cleric/Wizard level 12

"What? Mucking about in places where anyone with an ounce of self preservation would never come with a league of? I believe that is how all of this originally started," Ssilax says with a faint grin along his snout.


Game master

Daxniss chuckles at Ssilax's words, waiting for Wrathe's spell to finish and starts to go over the plaque and the sarcophagus. Muttering to herself she gives it an all clear signal and says " I would recommend that we cover our mouths and noses, encase there is some foul gas. "


Game master

DC 22 Strength check to left the lid, there is enough space that everyone can lift the lid.

Wrathe's spell cleans off the sarcophagus and the plaque, which doesn't revel anything new about the plaque. Time has ravaged the words, although faded claw marks can now be seen underneath the plaque, if it whatever had read the plaque had added a their own mark to the stone.


Xthian Shadowcaster Conjurer / Gestalt Druid

Heeding Daxniss' words, Wrathe takes a few steps back and covers his mouth and noses.

The ghoulish Necril tongue had been giving him issues as of late, but he had finally mastered it, and was not familiar with every spoken tongue he knew of in Sel'Torin.


Game master

The party takes precautions as they have the ability to lift the lid of the sarcophagus if they so wish to, as even Dog seems to be interested in whomever or whatever, was in there. Roughly 20 minutes have passed in total since Ssilax’s protection magics had been cast, so there was plenty of time, since everyone in the room was currently safe from undead, and everyone had protection from every energy type of the elements from Daxniss wand.
Daxniss had managed to disable the traps on the chest, as well as the alarm spell that was tied to the opening of the chest itself. No explosive runes were attached to the chest as well, so it was a safe as it ever was going to be. Aliza keeps to herself, observing as assisting as the group needs her to, thanks to in part having a similar training as Daxniss, but more in getting herself out of trouble. Aliza draws a bow from her backpack that glows slightly and a silver arrow is nocked, her two short swords are resting in their sheaths across her back, one has a demonic motif on the pommel and the other one has an angelic motif.
Daxniss looks at the others and says Well do we want to lift the lid, or leave either option can work for us. “ Daxniss ties her multi colored scarf around her fact, protecting them as best as possible from the potential gasses that might be entombed from the corpse.

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