Aubrey's PF Dark Sun (Inactive)

Game Master Aubrey the Malformed


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male Mul Fighter 4 EXP 3873

heh heh


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

After he's told the others what he saw and what they are, Arakan once again takes his place near the back, now that there is no threat directly behind them.


male Mul Fighter 4 EXP 3873

"How's everybody feeling? We could rest maybe."


MAP 42/42 hp

"A rest would certainly not be unwelcome."


You can go back and try one of the empty houses or shops along the passage.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

If we cleared out the undead, would that room seem to be a better resting point?


It's really cold in there, and has several entrances.


Going back and resting?


MAP 42/42 hp

that's my vote. Gart is beat, but he wants to be safe resting.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP

"It sounds to me like the things ahead will wait a while. We should head back and make one of those shelters secure and rest up." Jareen intones, annoyingly repeating what the others are already thinking.


Someone (one or more of you) try a Dungeoneering check to find a good resting place.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP

Dungeoneering: 1d20 + 2 ⇒ (11) + 2 = 13


male Mul Fighter 4 EXP 3873

Dungeoneering
1d20 + 2 ⇒ (18) + 2 = 20

aid another I guess


MAP 42/42 hp

dungeoneering: 1d20 + 3 ⇒ (3) + 3 = 6

Gart mulls about, trying to make sense of what may very well have been his ancestral home.


Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])

Dungeoneering 1d20 + 5 ⇒ (12) + 5 = 17

Arakan's attention to his own safety has potential when looking for a safe resting place.


{HP 40/40 Surges 7/7 | AC 17 Fort 15 Ref 17 Will 20 | Inish +5 Pas Per 11 Pas Ins 11 | Resists: Thunder 5, Lightning 5, Cold 5 | XP: 3490/3750}

Safier quietly helps the others search for a spot to recover, though worry for the others of the caravan tug at her thoughts. Can't help anyone when dead though.

Dungeoneering: 1d20 + 0 ⇒ (15) + 0 = 15


Gart seems distracted, but the others find what looks like a good campsite slightly off the main passage in what may have been a dwarven shop and home behind it. It is dry, largely concealed from the main hallway and out of the zone of cold.

You can settle down and have an extended rest. What guard routines are you posting?


male Mul Fighter 4 EXP 3873

Furio, Gart, Jareen, Th'kal, and Arakan I reckon.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal doesn't sleep - he enters Torpor.
While in torpor he remains aware of his surroundings as if he were completely awake and on guard duty.
There's no need for others to remain awake unless they really want...

<Tsszzt>"You may all rests here. I will watch." ... which last time really meant watching you sleep - he finds the practice fascinating. You may wake up to him leering over you, lol.


male Mul Fighter 4 EXP 3873

That's cool.

Furio kinda doesn't sleep either. He waits.......like Chuck Norris.


MAP 42/42 hp

Gart would watch if asked, otherwise his mind is likely overwhelmed into sleep with imaginations of what kind of things went on here, centuries past.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP

Jareen settles himself into a rear corner, and falls asleep surprisingly quickly.


With Th'Kal maintaining an unblinking watch, the others sleep.

Gart:

Spoiler:
Gart dreams.

"Perhaps this will save something." The voice is heavy with resignation.

A small group of dwarves stand in a wooded vale. The trees are of a sort Gart has not seen before, gnarled with rough fat trunks covered with shaggy moss and heavy branches bursting out a little more than head height. To him the vegetation looks impossibly lush, yet some part of him knows that these trees are dying. Along with the rest of the world.

The dwarves appear like those in the statues he has just recently seen. The have long hair and beards, elaborately braided and woven with small trinkets. Most wear shiny armour and carry gleaming weapons of what Gart seems to know is a metal called steel, despite never having heard the word before. But two are instead dressed in heavy brocade robes with chains of office made of yellow metal - gold - about their necks. It was one of these that spoke.

"There is always hope. We must believe that." Gart is surprised to find himself speaking in an unfamiliar voice. He glances down to find himself in robes like the other two. "By Moradin's grace this will serve to preserve the lore of the dwarves for the future. Rajaat's madness will be defeated and the dwarves will rise again."

"A repository, or a tomb," grunts the third. "We are priests of the Lord of Stone and we will preseve what is his. Come - time is short."

The three priests - Gart and the other two - approach a huge boulder standing in the clearing. In their hands they bear heavy grey rods of a third metal - "adamantite" a voice seems to whisper in his skull - and with an inward jerk of surprise realises the one he carries is the rod he and his fellow adventurers recovered from the rockfall the previous day. The dwarves approach the giant rock, into which has been carved a doorway. Three holes are carved to one side and each of the three dwarves inserts their rod into one of the holes. With a nod, they twist the rods together.

There is a grunding rumble and a stone door slides shut, blocking the doorway. The dwarven priests pull out the rods and there is brief shimmer in the air. The boulder now looks untouched, with no sign it had been carved, the holes for the rod-keys similarly vanished.

The three dwarves bow their heads. "Lord of Stone, Father of the People, bless your servants and their endeavour. Even if you cannot aid your children, do not let them fall into darkness. Preserve our ways so that our descendants might know your wisdom." They pause for a moment, then look up at one another and hang their rods on their belts.

"We should go."

Gart now has a +2 Enhancement bonus to History checks.

Nothing attacks you in the night. You have had the benefit of an extended rest. Onwards!


MAP 42/42 hp

GM:

Ok just so I am clear, which way was the door facing? was it in the boulder or on the side? Maybe i misunderstood what you wrote, but i dont know where the door was in relation to the boulder in the wooded vale.

In the morning, Gart asks, "Could I see that metal rod?"


Gart:

Spoiler:
The door is in the boulder. It's a big boulder.


Gart looks the rod in his hands.

Gart:

Spoiler:
You feel a strange flicker of familiarity when you have the rod in your hands. It certainly looks like the one in your dream.


MAP 42/42 hp

gm:

Would Gart think that the boulder gate would be in the vicinity of the rockfall?


Gart:

Spoiler:
He has no idea where it is. But it was outside, and you are underground, so it's unlikely.


MAP 42/42 hp

"I had a dream last night," Gart says to Furio, "This was used by my ancestors."


male Mul Fighter 4 EXP 3873

"What did they do with it, Gart?"


MAP 42/42 hp

"It was used with 2 others, to seal something away in a boulder. The lore of the Dwarves."


male Mul Fighter 4 EXP 3873

"Huh. Any idea where this boulder is located? I want to know what was important enough to seal away."


MAP 42/42 hp

"Where? I am not sure. The dream must have been a long time ago, there were trees in a grove but they were all dying."


What now?


male Mul Fighter 4 EXP 3873

Let's go check out the room that Arakan recon'd.


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP

"I'm not sure the bolder is any use without the other rods. We shall investigate that once we are out of this frozen hole. Now, do we want to tackle the zombies, or do we find another way around?"


MAP 42/42 hp

"As tough as it is going, we don't want to keep leaving groups of enemies down here."


Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP

"Well, we are well rested. If you more burley types think that's the best route I'll try to keep pulling you out of the fire as we go." Jareen grins like he's made a joke.


{HP 40/40 Surges 7/7 | AC 17 Fort 15 Ref 17 Will 20 | Inish +5 Pas Per 11 Pas Ins 11 | Resists: Thunder 5, Lightning 5, Cold 5 | XP: 3490/3750}

"I just hope some others from the caravan are still alive."


Back tonight, but patchy again from tomorrow.

What do you want to do now, O brave adventurers?


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

I think we're heading to the zombie cave to clean it out.


MAP 42/42 hp

that is the impression that i was under, as well


OK, I am now under that impression too.


male Mul Fighter 4 EXP 3873

Sounds like a plan.


OK, is there a plan other than "Go in there and kill the zombies"? Not that it's a bad plan, just asking...

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Usual marching order I would expect.


I guess I was enquiring on whether you are going to try something subtle (ha!) or just walk in and kill them.


male Mul Fighter 4 EXP 3873

Subtle? Moi?

Perish the thought!!!


I thought so. ;-) Anyway, subtlety is lost on mindless undead.

The adventurers march to face thier zombie opponents. They enter a chamber that was once an underground crossroads. Opposite, to the east is an ornately carved doorway, partly choked with rubble but still passable. To the north is another, this one completely blocked with rubble, and a third to the south that is clear. The floor is covered with ice. The shuffling undead look up as the adventurers enter. Safier recognises more of her unfortunate former companions from the caravan.

Map. You are entering from the passage on the left/west. The passage to the north is completely blocked with a rockfall, the one to the east is partially but not completely blocked, and the one to the south is clear. The light grey patches are piles of ice-covered rubble which can be climbed at your own discretion. The light blue patches are ice covering the floor - it looks slippery.

Place yourselves in the west passage and roll initiative.


male Mul Fighter 4 EXP 3873

B15

initiative
1d20 + 2 ⇒ (20) + 2 = 22

"It's.....so.....cold? What a wonderland!"

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