A storm over Tethyr (Inactive)

Game Master JohnLocke


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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]

Yes let us move. As long as we have somewhere safe for them I am in agreement.

Hezar collects some fruit and bread to supplement their rations. He strings his bow and prepares to move out.

Perception 1d20 + 6 ⇒ (1) + 6 = 7+2 vs Humans


Female Sun Elf Rogue 4

"If the scourge is a threat, Ariael, it's almost certainly better to keep it with us then put this estate and all the refugees at risk, at least until we can safely destroy it."

Rolling up the map of the area, Janiries would finish eating her breakfast and get ready to move out.

"We should ride to the tower first and prepare the beacon, then head to Tilver's Folly itself."


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

I agree with Janiries.


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

Duvall nods in agreement with Janiries and Landon.
"To the tower and then to Tilver's Folly! In the name of Helm, let's ride to help them!"


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

Ariael sighs, a bit loudly "I would expect such an ignorant response from one of the members of the lesser races, but you should know better Janiries. I never said to leave it here, merely not take it with us. Instead, I believe we should bury it someplace nearby, that we can easily find once we return."


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 frowns.

Elvish:
I did not realize that we were so lesser than you when we fought side by side. I had never before witnessed the much talked about Elvish arrogance myself. Now I understand and am ashamed to have held the elves in such high regard. Thank you for helping me remove my rose colored lenses Sir Lafali. With your leave I will go saddle the horses and make ready to ride.

Without waiting for a reply Hezar leaves and saddles up the horses.


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

Ariael whirls on Hezar, drawing his rapier "You would do well to cease soiling my language with your malformed tongue. As for you being lesser, when you all twice ignore my warnings, I can only see you as such. I may not be as well versed in religious matters as our Helmite companions, but I can plainly see that the dire warning Janiries received was due to our possessing a scourge of Loviatar."


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 walks on ignoring Lafali.


Female Sun Elf Rogue 4

"Well, this got rather too serious rather quickly. Ariael, why don't you put that rapier away and we can deal with this like Tel'Quessir. Clearly, your reverie has been disturbed during this trip."

Her voice calm as she speaks, trying to reason with Ariael.


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

Ariael keeps his weapon drawn "We can not deal with like Tel'Quessir when none but us are, in fact, Tel'Quessir. I, nor my reverie, has been disturbed. If Hezar and the rest of you are foolish enough to dismiss my advice yet again, I will remain here, or perhaps return to Wealdath where I know my words will not go unheeded."


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

"I have heard you Ariael, now you hear me. Your actions here put our mission at risk which I will not abide. Your actions here insult our host, which I will not abide. Your flagrant arrogance regarding your 'superior' race have no merit when you bear naked steel and threaten us like a common orc! Put your weapon away now! Then and only then can we discuss what to do with the scourge as civilized people."
Landon will rise with his hand on his sword but not unsheathing it unless Ariael moves any closer towards anyone in a threatening manner.
I don't agree with using intimidate skill against players so I won't roll


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

"And I'm told Dwarves have short tempers. Put it away, elf. Ye do no one any good like that. Ye want to argue about a trinket, fine. But if it's all the same to you, we got a mission 'ere. Ain't gonna wait on ye to help rescue me cousins. The rest of us are goin', scourge or no. If some sick goddess wants to send her lackeys after it, then so be it. They'll see what it means to serve a goddess of pain on the end of a blade. Ye chose to come along, and ye can choose to go. Just don't expect ta get paid if ye desert now."

Belgrin leans back in his chair and clasps his hands together, calmly watching The irate elf for signs of response.


Female Ifrit Scorcerer 1

Elur simply laughs, though not as light as normal. It seems to be directed at the group of arguing men. You men. Always thinking with your swords and fists. Now, Ariel. Go with us, or don't. But whatever you do, you will show a modicum of respect. Elur's eyes burn for a moment as she continues to speak. That means put your sword away. And do not bear it again among those who might still call you friend.


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

Duvall stops at the door and turns as his companions address Ariael. "We have enough fighting to do ahead of us; let us not fight amongst ourselves. Ariael, you're out of line - we are guests here. Sheathe your weapon in this house. I do not wish to taint this good place with the tools of the maiden of pain. I will not leave them here, but...will not take them with us to Tilver's Folly. The tower should suffice for safe keeping until we can destroy them. We are wasting time - time that the survivors may not have."

Duvall turns away and opens the door, then turns back. "Are we done here? Then let us go!"


Lady Stendar stands at the drawing of weapons. Stop! Please, this is a place of honour and respect, and violence in the name of pride would sully my honour as well as yours. All the people of Faerun will benefit from what you have set out to do; are you heroes, or not? She smiles kindly, though her eyes bear a hint of sadness.

Despite her young age, the lady carries an air of dignity and respect usually reserved for older, more experienced nobles.

To all, she says: If we've any supplies which would help, please take what you need; our quartermaster will be pleased to help. Your horses are fresh and ready to go at the gate. I shall pray to Lathander for your success!


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

The elf keeps his blade drawn, despite all who ask him to sheathe it, until Duvall speaks. He puts his rapier away, then and only then. "At least one among you has the sense to see my point. Thank you, um, Brother? Duvall" He is clearly unsure of the right title to address the cleric by.


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]

As everyone leaves at last Hezar addresses all, but Lafali. Looking each in the eye.

I apologize to all of you for my outburst. It will not happen again. Madame Janires, can confirm what I shall say to Lafali is not in rage and she can translate if she wishes.

Then to Lafali in a calm measured tone

Elvish:

As for you. I shall speak how I wish when I wish. I see now that you are filled with hate and anger that you have misguided towards other races. For that I am sorry for you. You have made your dislike clear and it is returned.
I see you have put your blade away at last. Know that I have no fear of you. If you choose to strike me in the back or in my sleep then you will do so. But understand that as long as you are part of this party then I will strive to protect you as I do the others. But as of now I have no reason to acknowledge your existence. Take that as you will.

Hezar gets on his horse and rides out of the complex bow at the ready. He will not acknowledge anything that Airael says.

Perception was a 7 earlier. 9 for Humans. Obviously the insult by Ariael has Hear thinking about other things, anger still clouds his vision


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

Duvall gives the elven magus a nod and says, "We're in this together, Ariael. The cleansing of Tilver's Folly will be a good day for all of us. That's the important thing to remember, yes?" he adds, clapping Ariael good-naturedly on the shoulder before grabbing the reins of his horse.
"Are we ready, my friends? We have the blessing of Lathander and Helm - we cannot fail! Let's ride!"


Female Sun Elf Rogue 4

Janiries would look as if she's about to speak, then think the better of it and just shake her head, keeping her thoughts to herself. Instead she'd just head outside and get ready to head out to the watchtower and Tilver's Folly.


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

before leaving Landon will apologizes again to their host then mount up. He makes no effort to hide his constant scrutiny of Ariael for the entire ride. This elf may turn out to be a problem.


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

"Let's go see this quartermaster, then. No use leavin' behind things we could use." Belgrin rises from his seat, giving his beard a clean wiping, and adjusts his gear before heading off and getting directions to the quartermaster. Pausing a second, he turns his head back to regard the room. "Comin, elf? Or did ye want a second helping of breakfast?"


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

Picking up a bowl of oatmeal, Ariael walks towards Belgrin, and suddenly dumps the contents on the dwarf's head "Nope. I'm full"


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

don't know what would be more entertaining: letting it go and doing comic relief, or trying to make a reflex save to dodge projectile oatmeal. Coin toss says chillin.

Belgrin takes a moment to wipe off most of the oatmeal and gives an exasperated sigh. "Of all the people in this chat, he pours it on me...are we done here, then? Can we go now?"

So that's how it's goin to be then, eh elf? Alright, then. Let the games begin.


The quartermaster should be able to supply you with whatever non-magical items you need - please indicate what you've acquired just for my information.

As you travel north towards the signal tower, you note the increasing absence of wild life, and dead trees stand leafless and still. Even the grass is brown and dead. The clouds in the sky are thick, seeming to promise rain but delivering none.

After two hours ride you come within range of the watchtower. It is an imposing edifice; over 200 feet tall, and standing on a hill, the obelisk can be seen for several miles. The exterior seems in relatively good shape, though most of the casing white marble has fallen off, revealing the granite beneath. Where the marble remains, arcane symbols in red can be partially discerned. The top of the obelisk is a four sided pyramid, in which the beacon is located. Using mirrors and crystals, it will amplify any light within.

The tower stands on a broad base with a gated entryway to the interior of the structure. The wooden gate has been broken and access to the interior should be quite easy.


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

"Let's check it out and establish a base before moving on to Tilver's Folly." Duvall says, dismounting and tying off his horse. Noting the red arcane symbols, he asks, "Can anyone read those symbols? Perhaps they offer a warning or something useful."


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]

Unable to read the symbols. unless they are sylvan or elvish Hezar scouts the area for danger and a safe base camp.

Per 1d20 + 6 ⇒ (13) + 6 = 19 +2 vs human and survival 1d20 + 6 ⇒ (11) + 6 = 17


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

ehh, can't think of exactly what we might need from the quartermaster. Rations for the refugees, maybe? drawing a blank here. anyone?

"Lotta good they might have done warnin' anyone. Let's have a closer look, aye?"

Belgrin dismounts, readies his shield and maulaxe, keeping the bladed head forward. He approaches the tower slowly, checking for signs of movement from within.

perception: 1d20 + 2 ⇒ (2) + 2 = 4


Female Sun Elf Rogue 4

Teaming up with Belgrin, Janiries would approach the tower slowly as well, Longbow out and arrows held ready inbetween her fingers.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


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

Wood planks, nails, hammers, some lengths of chain, a lantern and oil?

Landon will dismount and join Belgrin and Janiries with his sword and shield readied.
perception: 1d20 + 6 ⇒ (12) + 6 = 18
knowledge religion: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
"Watch for attacks from our flanks. If there are ghouls they would try to surround us or pick off stragglers ."


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

Do I need a check to read them or just Read Magic?

Ariael walks closer to the tower than the rest, within range of being able to read them, but hopefully out of the range of any sort of trap.


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]

better add stealth to Hezars jaunt around

1d20 + 7 ⇒ (10) + 7 = 17


Interpreting the meaning of the arcane signs on the outside of the watchtower will require a knowledge - arcana check with a DC of 18. There's not much left to interpret, however.

Inside the structure, any furniture or embellishments of note have long since been removed or turned to dust. Past the gate is a 40' staircase, and at the top of the stairs are stone barriers, intended to provide cover for defenders. This leads to a vast, open room - likely once a barracks for soldiers. Two passageways lead off from the main room on the west side, and one on the east. At the north of the room is a stairway upwards; you can see that they are in poor shape, with several gaps in the stairs that would make ascent difficult. A climb would be a DC 20 skill check.

There are signs of recent habitation - one of the firepits in the main hall has recently been used, and several bedrolls and blankets lay unclaimed on the floor.

A map of the interior is located here.


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]

I can't view the map on my phone. Hezar has a + 5 to climb, and Jan and he bought a climbing kit. Shall Hezar climb up and set a rope?

I am a competant climber. Shall I make the ascent and set a rope?


Female Sun Elf Rogue 4

"Looks like someone's been here recently. Probably Lady Stendar's brother, or some other local bandits perhaps."

At Hezar's question, Janiries would nod in agreement and move to get her climbers kit from her horse.

"Makes sense. Lets see how it is up there, and make ready for the beacon to be lit."


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]

Once provided Hezar straps on the gear. Tosses a rope or two around his body. Slings hos bow over his shoulder, and secures his axe and dagger. Leaving his pack and spear behind he climbs.

1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 once up top he looks around.1d20 + 6 ⇒ (2) + 6 = 8 seeing little he secures a rope and drops it down. Then draws his bow.


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

"Best make sure there are no surprises awaiting us down here before ascending," Duvall suggests. Shield and warhammer in hand, Duvall steps into the chamber, looks around cautiously, and says in a stern voice, "Step out and show yourselves. We mean no harm to any who abide here. We are many and heavily armed. Don't start a fight you can't win."

Duvall waits for a few seconds, glancing to both sides to see if anyone emerges from the rooms off the main chamber. While he waits, he counts bedrolls.


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]

From up high, assuming there is not some kind of demon waiting to eat him, Hezar will turn and attempt to cover Duvall in case somebody comes out attacking.


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

ah yes, building materials, thanks landon. GM, yeah, let's see if we were supplied with any of that, so we can put it to use here.

Belgrin surveys the interior of the tower for damage, structural advantages, and points of import.
perception: 1d20 + 2 ⇒ (9) + 2 = 11

"Looks like this place has seen better days. Might work in our favor, though; if we can jury-rig some repairs, we can make it safe to climb, and leave it just rickety enough for the survivors to break the place again on their way up, if need be."

Belgrin calls up to the climbing team: "Oy, Hezar! we clear up there? Need to get these boards and such in place so we can set this thing up!"


@ Hezar - your climb is successful, if a little precarious. Setting some ropes and planks would make the climb easier for the next person. Upon reaching the top of the tower, you find the reflecting apparatus to be in good condition and ready for use. A large crystal sits in the middle of the contraption, awaiting the casting of a light spell to activate it.

@ Duvall - I imagine you'll be checking all three rooms? The northern room on the western wall is a latrine; evidently of dwarven make, it features running water and is in very good condition, still eminently useable. The southern room is a communal shower, also with running water (though only cold is available).

On the eastern side of the room is a vast area, perhaps once used as a large kitchen. Anything of value has been removed ages ago. At the north of the room is a large hole in the ground; based on the debris around it, you can infer that the hole was dug upwards and into the kitchen. A vast dark hole remains, with a foul smelling, cool air wafting upwards from it.


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 calls down.

Belgrin! Send up some planks on that rope and I will set some.

Hezar does so. Then heads back down to help with the search.


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

Belgrin sets a few planks into a rope knot and tugs lightly to signal for a pull-up.

"Now that we got a safe way to the top, let's make sure we got no surprises comin' from anywhere else.

Belgrin catches up to Duvall in the kitchen, noticing the large, rough tunnel opening. "well, now. What have we here? Someone's been in and out, eh?" Belgrin begins examining the area for info.

perception: 1d20 + 2 ⇒ (12) + 2 = 14
particularly trying to gauge what made the hole and signs of whether it might be Dwarven work or not, but whatever else perception turns up is good too.


Female Sun Elf Rogue 4

Janiries would catch up with Duvall in the kitchen as well, looking rather surprised at the tunnel opening.

"Huh.. Well, that makes this place rather awkward as a defensive strongpoint, doesn't it?"


M Human Cleric/2 Initiative +1; AC 22; HP 17
Janiries Shaelara wrote:

Janiries would catch up with Duvall in the kitchen as well, looking rather surprised at the tunnel opening.

"Huh.. Well, that makes this place rather awkward as a defensive strongpoint, doesn't it?"

Duvall nods. "Indeed. I fear we are wasting time Janiries. But we do need a fall-back shelter."

Then he hesitates, checks to see that no one else is close, and whispers, "I wish I didn't feel this way...but...I believe the chances of finding survivors is slim. Maybe a handful, but no more. We're going into a dangerous situation. By Helm's will, we will survive."


@ Belgrin - there's not a lot to tell, save that the hole was made quite some time ago (perhaps very long ago) and that it was dug via intelligent effort and tools. Definitely not the work of any sort of beast.

Marius has been surveying the surroundings and asks: Is our initial plan still valid? Can we still bring survivors here, or does this gaping pit tear a hole in our plans?


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]

Can we board it up?

Hezar says when he finally joins the party.


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

"Hmmm. Wasn't made by ghouls or any tunneling beast, so it's hard to say whether it leads to anything friendly or an escape route. Could very well have been what the previous occupants did to escape their attackers. Only way to know for sure if it poses a danger is to follow it. Though that would delay us further, it might turn out to be a boon in disguise."


Female Sun Elf Rogue 4

"Well, we only really need this place for the beacon. We light that then take any survivors to the crossroads and wait there for the escort. Checking out the tunnel would just take time, time we don't have."

Janiries would speak to the group, then quietly to Duvall.

"We certainly won't find any survivor's hanging around here. The quicker we get there, the more likely we'll find some and do some good. A slim chance is better then no chance.."


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

"We need somewhere to gather up and protect any survivors. Our task would become much harder if he had to actively protect all of the survivors while still clearing out the cause. This location could be used for that, depending on what we find at the end of this tunnel. We should at the least make a quick search to ascertain if there are any threats within that we would be leaving our backs to."
Landon will then sort through his supplies until he located his lantern. He will then sing his shield on his back, light the lantern and point it down the tunnel.


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

Ariael walks over to the hole and peers down. "Needs more light" He then casts a simple cantrip and summons forth four glowing orbs, which he sends down the tunnel Casting Dancing Lights


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

"Ahem. Dwarf. Tunnel. Any o' this ringin' any bells?"
Belgrin cordially (for a dwarf, anyway) brushes past the others, draws his weapons, and hops into the tunnel first. "Keep the lights back a wee bit as we go, so me darkvision isn't spoiled. If I run into anythin' I need help with, ye'll know quick enough, I promise ye."

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