A storm over Tethyr (Inactive)

Game Master JohnLocke


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Female Sun Elf Rogue 4

Feeling rather irritable as the group bunkers down and gets besieged, Janiries would spend most of her time on watch, keeping an eye on the undead outside.

Eventually she'd find some reverie, only to be woken by Landon. Sighing, she'd rise to her feet and follow them to the altar.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar sleeps little. He spends time working on his bow, before setting it aside. Tommorrow I will finish you. He says as if guaranteeing that there will be a tomorrow.

He then goes to check on Belina. Heal 1d20 + 6 ⇒ (2) + 6 = 8 He props his bow next to her cot and takes up hers for the fight to come. Next he grabs another 20 arrows and lashes them to his pack, in case he is trapped elsewhere. Then he moves to join the others and learn what the plan is.


@ Hezar: Belina seems generally restored - the night's rest did her good, though having to share her cot with Tethys (who has taken quite a liking to the young bard as well, it would seem) has left her complaining of a sore back. Tethys responds with a purr and a headbutt.

The young bard takes a few minutes to get ready, cleaning herself as best she can and brushing her long, raven black hair before putting it up again. She steps behind a divider for a moment to change her blouse, which was torn and bloody from yesterday's fighting. When she steps back out, the clean, white blouse she wears falls just off her shoulders, emphasizing her long neck and her slender, brown shoulders. She feels your eyes on her and smiles, shyly, for a moment before lifting her leather armour to don it.

Are we trading bows, my lord? she asks teasingly, seeing you eyeing her weapon.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Not at all, I thought you would not join the fight today, I thought to make sure that you were in it spiritually, if not physically.

Hezar smiles, relieved that if they are to die at least she will do it fighting.

Here use these against skeletons, I do not have many to spare, but will make more tonight. He passes her 6 blunt arrows.


Female Sun Elf Rogue 4

"So what's the plan? We just going to wait here for a while till everyone's healed as best they can be?"


Thank you, Hezar. Belina's small, brown hand brushes yours as she takes the arrows, then places them in the quiver by her hip.

What's this about the altar? Pontus asks while rubbing the sleep out of his eyes. He's looking at it again, closely, as if seeing it for the first time.

Belgrin, lad, come here a minute and take a look at this. Does anything strike you as odd? Perception roll DC 25 - dwarves may include their stonecunning bonus.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar gives her a winning smile. Then moves to join the others.

Craft 1d20 + 7 ⇒ (11) + 7 = 18

Hezar continues to work on his +1 STR Comp MW bow I figure it will take a good 3 DC 20's or so, so will need 2 more still. Of course just making that up.

Hezar is simply not focuses enough to make any significant progress however.

edit did not want to change my other roll so the perception above is here 1d20 + 7 ⇒ (13) + 7 = 20


NPC perception rolls:
Belina:1d20 + 7 ⇒ (4) + 7 = 11
Marius:1d20 + 9 ⇒ (1) + 9 = 10
Pontus:1d20 + 6 ⇒ (15) + 6 = 21


Female Sun Elf Rogue 4

Examining the altar for a moment, Janiries attempts to discover what all the fuss is about.

Perception Check: 1d20 + 7 ⇒ (15) + 7 = 22


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

"What is it you're looking for?"

Landon will take his turn examining the altar, perception: 1d20 + 7 ⇒ (7) + 7 = 14


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

lol, we blow


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

perception: 1d20 + 4 ⇒ (14) + 4 = 18 stonecunning +2 included

"Odd? Stone altar. Looks like a good cut. No Dwarven make I'd say, but someone knew what they were doin. What's so odd about it?"

no ranks in perception means no chance, heh. Not a class skill.


25 might have been a tad high. Several of you got above 20 which is good enough for me.

Upon close examination - very close - the altar appears slightly misaligned on it's dias, just a miniscule amount. As Pontus draws close with a candle, the flame flickers as if buffeted by a gentle breeze.


Female Sun Elf Rogue 4

Seeing the altar misaligned.. and the flicker of the flame as it draws near, Janiries puts two and two together and give the altar a shove.

Strength Check: 1d20 + 1 ⇒ (14) + 1 = 15


Under our noses this whole time! Pontus shakes his head. I've been above ground too long!

Janiries has the right idea, but not enough strength to move the massive stone altar. Who wants to help? Pontus is already moving to assist in pushing the stone.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Aye, wind under the floor's a tunnel if I've ever seen one." Belgrin sheathes his weapon and readies to put his shoulder into the push.

"Whoever's known for their brawn, shoulder up! We'll need some heft to move this rock!"

aid another: 1d20 + 4 ⇒ (9) + 4 = 13 whoever gets the highest strength roll, just add +2 I think.


M Human Cleric/2 Initiative +1; AC 22; HP 17

1d20 + 2 ⇒ (19) + 2 = 21

ARRRGGGHH...HELM! Duvall growls, putting his back into moving the lid of the altar...


Yes, we'll take the character with the highest Str check (so far Duvall - put your back into it, lad!!!) and everyone else will contribute a +2. The stone is heavy - very heavy - so you'll want to score as high as possible.

Tol puts his back into it: 1d20 + 3 ⇒ (8) + 3 = 11
Belina sees Janiries pushing, so she tries to help: 1d20 ⇒ 7
Pontus shoves with all his might:1d20 + 4 ⇒ (10) + 4 = 14
Marius pushes:1d20 + 2 ⇒ (11) + 2 = 13
Arthar says nothing, as is his wont, but helps with the pushing:1d20 + 3 ⇒ (19) + 3 = 22
Tethys sits atop the stone and exhorts you to greater feats of strength!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

1d20 + 1 ⇒ (6) + 1 = 7

Hezar joins in the pushing, but cannot find purchase on the smooth stone.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

strength check: 1d20 + 3 ⇒ (19) + 3 = 22


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Ariael just stands back and watches, as he has little in the way of strength.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Get that blasted cat offa there! Move, ye mangy beast!"


Tethys jumps off the stone altar elegantly, pointedly ignoring Belgrin after his comment. He goes to sit beside Ariael in watching everyone else try to move the massive stone altar.

After several minutes, the altar begins to give, slowly. Eventually, it is pushed aside enough to reveal a dark set of stairs, leading deep into the earth.

Pontus, wiping the sweat from his forehead, takes a look down and whistles. I can't believe we were just sittin' atop this - a secret passage!

Who knows where it leads.... notes Marius, looking down the dark hole with trepidation.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

We have to be smart about this. If we go down in there we will leave the place much less defended. How should we handle it?

Hezar moves next to Belina, after taking a moment to scruff Tethys.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Scout it out, of course. If the undead could just rampage in here and ignore all the sacred space and such, they'da done it already. Long as we don't fool around wastin' time, we can send someone in for reconnaissance, figure out if there's a clear path, then send through whoever's not stayin." Belgrin inspects the dark passage as far as eyeshot goes. "Looks like no light down there far as can be seen...Well, ah s'pose ah'll be back shortly then." Belgrin checks his gear briefly, then starts a steady walk down the stairs.


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

"Hold on a moment Belgrin. Let me send down some light first, see how far it goes." The elf then walks to the top of the stairs and sends down a quartet of small glowing globes Dancing Lights, trying to see how far down this goes, if it seems like a passage or just a secret store room


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar rushes to the hole and trains and arrow down it.


Ariael's spell drops into the hole in the ground, illuminating the darkness. A first flight of stairs, descending to the west, drops a steep 10' down. A short landing, then another flight of stairs, descending 10' down to the west. From what you can see, there is a stone floor there, and a room of some sort.

The air coming from the passageway is surprisingly fresh; and though the darkness is thick, it is not oppressive to the senses. If anything, your sense of the newly opened hole is one of peacefulness.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Lets do this quick. Lead the way Belgrin.


Who is going down into the passageway?


Female Sun Elf Rogue 4

"Perhaps send a few down to scout it out while everyone up topside prepares to move."

Looking down the tunnel and noticing how dark it is, Janiries would continue.

"Hmm. Maybe send down the people who can see decently in the dark? So myself, Ariael and Belgrin?"


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Might as well all go. Anything down there heard this thing slide, and saw the light we already sent. If we are truly worried I can use this, and if we run into trouble Lafali can make some real light.

Hezar holds out a moonrod creates dim light

He then looks to Duvall and Landon.


I'd like to go too! Belina steps forward. I can look after myself if there's trouble, and have a bunch of useful skills, too!

We'll stay up here, I think. Marius says while looking cautiously down the hole, and stroking Tethys behind the ears.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

With her along we can have the best of both worlds. We can allow you see in the darky types to move out front and have her cast her messaging spell on you. We can stay a bit back with regular light and come to your aid if you need us.

We just might find a hidden way out for the wounded.

When needed, if I am not on to post:

perception 1d20 + 7 ⇒ (1) + 7 = 8 add 2 if human, stealth 1d20 + 9 ⇒ (13) + 9 = 22


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Alright then. Try to keep yer lights back a bit and around the lot of ye. Just close enough so ye can see me, but not ahead of me. I'll spot anythin' comin right at us, yer lights can watch the sides and such."


Female Sun Elf Rogue 4

"I can be right behind you Belgrin, incase there's any nasty surprises waiting for us."


M Human Cleric/2 Initiative +1; AC 22; HP 17

So, is everyone going? If so...

Duvall will break out a sunrod and stay near the back, shedding light for those of us who need it, but not to disrupt the night vision of our companions.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Landon will wait at the entrance. "I'll keep watch up here, there's no sense in having all of our fighters at the front if something comes at us from this end."


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar lets the melee types down first then heads down before Duvall, nodding deferentially to him, either just before or just after Belina.

Let's be quick. Belina perhaps you can put your message on Landon as well, that way if he needs us he can let us know.

from earlier perception 1d20 + 7 ⇒ (1) + 7 = 8 add 2 if human, stealth 1d20 + 9 ⇒ (13) + 9 = 22


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Right then. Let's what's blockin' our way out."

Belgrin readies weapons and leads the way down the stairs, watching for movement.

perception: 1d20 + 2 ⇒ (1) + 2 = 3 +2 where stonecunning might apply...not that it matters with that roll, heh.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

lol you too?! Hezar must be watching Belina...what is your excuse?


Female Sun Elf Rogue 4

Janiries would follow behind Belgrin, keeping an eye out on the passage infront of them.

Perception Check: 1d20 + 7 ⇒ (13) + 7 = 20


The stairs are quite narrow and steep; the first flight drops you about 10 feet down into the darkness, and after a narrow landing another flight takes you a further 10' down or so.

Off the stairs you emerge into a room, roughly 20' by 20', made of well-fitted stone. On each of the east and west walls is a small globe, perhaps a foot in diameter, resting in alcoves in the stone.

A small pedestal stands in the middle of the room. A book stands atop the pedestal; its covers and binding of leather, with writing the colour of electrum.

In Thorass:
Guardian's logbook

The parchment inside the book has turned mostly to dust, with the passing of countless years. A few pages seem to be readable near the end of the tome; the pages seem to show lists, perhaps of names, written in an orderly fashion.

In Thorass:
The book appears to show the changing of the guard at this outpost; every three months, a new group would relieve the existing guardians. As near as you can tell, the last changing of the guard would have happened almost 700 years ago.

There is a passageway to the south, leading into the darkness. You can feel cool air, and a slight breeze, coming from that direction.


Female Sun Elf Rogue 4

We can read Thorass, right? It's just ye olde version of Common, correct?

Rather surprised at the room they discovered, Janiries firstly looks at the small globes resting in those alcoves, trying to assess if they were worth anything.

Appraise Check: 1d20 + 7 ⇒ (14) + 7 = 21

But after a cursory look at the globes, the Sun Elf would move over to the passageway leading south.

"We can always grab these on the way back, but we need to keep moving and find where these tunnels lead."


Because many of the words are old, have different meaning, or are used in different ways, most Thorass inscriptions require a DC 10 lingusitics check. If you've a rank in linguistics, you can take 10 to make out what is written.


@ Janiries - the small globes light up as your hand gets closer to them. When touched, they provide enough illumination to light up the chamber. Turning them in their alcoves changes the intensity of the light. The globes are almost certainly dweomered, though their value is difficult to determine.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar lets out a low whistle, as he enters.

Belina any ideas what all this is?


The young bard has spent her time running her hands over the stones and examining the book. I've seen several dungeons, Hezar, but none such as this. This place feels - tranquil, almost, not foul or dangerous. And the air, she takes a deep breath, opening her eyes after a moment and smiling, the air smells fresh, not stale. There must be an opening somewhere. Perhaps a way out?

This stonework is MUCH older than the shrine above. Not dwarven, but quality work nonetheless. adds Pontus, looking around cautiously.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

If we could get the wounded out, we might be able to set up a kill zone against these beasts if we could get them to try to enter.

Hezar prowls the room looking for a clue as to where the fresh air is coming form.

1d20 + 7 ⇒ (19) + 7 = 26

If that fails:
We need some smoke. Perhaps that will give a hint as to where the passage is hidden. He will light a torch and move around the room seeking it out.


There is a passageway to the south; undoubtedly that is where the fresh air is coming from.

As you proceed south, the passageway (which seems a uniform 10' wide) also seems to subtly slope downwards. After about 100 feet, it opens up to a much larger chamber than before. At roughly 50 feet a side, the room has several of the glowing orbs that you saw in the earlier room, sitting atop pedestals.

The room is certainly a shrine to Helm; at the southern end of the room, in an alcove in the wall, stands a shining set of full plate armor. An inscription in Thorass above the suit of armor reads:

Thorass:
The Eternal Guardian, Victor over the Undead, Warden of Lassathor

The wall to the east is a masterfully done mural, depicting the various attributes of Helm. It shows the God of Guardians standing vigil atop a bridge, coloured as if it were a rainbow; it shows Helm kneeling down to dispense aid to crying children; fighting and winning a savage battle against many types of undead; and standing between a town and four dark powers.

religion check DC 15:
The dark powers represented appear to be Bane, Myrkul, Bhaal and a fourth God, many armed, wielding weapons of war.

religion check DC 20:
The fourth God is Garagos, former war God of Faerun, now God of madness and berserker rage.

Though worn with age, the mural was masterfully drawn and still looks vibrant. The rainbow bridge, in particular, seems to stir Belina's artistic sensibilities. Isn't it lovely, Hezar?

@ Hezar:
Belina's small hand has slipped into yours as she looks at the mural.

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