Amahra


Play-by-Post

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M Half-Elf Cleric 1/ Necromancer 1/ Druid 1

Lucien graciously accepts the talismans, and then turns to the chieftain.

"I am sure we would all be honored to sleep in the tent of the headman of the tribe."


I follow Lucien's lead, saying "I know little of you're customs but I would be honored to stay with the leader of you're people." As I take the talisman in my hands I breifly examine it, trying to see if there are any interesting features or if I can determine its value.
Search 17 (11+6) Appraise 17 (12+5)


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)

Dantis

Spoiler:
the idols are of crude materials, but masterfully done. There are intricate knots and designs that cover the woven parts of the talismans. You are not sure what you could possbaly trade it for in the primative lands, but it could fetch as much as 50-100gp from a collector in the cities. Not that you would actually want to sell it at this point, as it appears to be your safety pass in these lands.


I pocket it with a smile of respect and gratitude to the cheif. Mabye it'll fetch me some gold when I get back to civilized lands I think.


M Half-Elf Cleric 1/ Necromancer 1/ Druid 1
Dantis Aern wrote:
I pocket it with a smile of respect and gratitude to the cheif. Mabye it'll fetch me some gold when I get back to civilized lands I think.

Out of the cornerr of his eye, Lucien sees Dantis pocket the talisman, and makes a mental note to get it back at a later date.


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)

OK, so when night falls, the five of you join the chief, who appears to be the young man you met in the tent.

The hut is larger and more decorated with iconography than the others, but is otherwise identical. Seven "beds" of animal skin lay on the floor, two for the chief, who is introduced to you as Kannukargaiwa, and his wife, Chawwaina, and one for each of you. The only other item of note is the expansive shrine to Calum at one side. You pass a restful night, not being required to take watch.

Sorry, I need a bit to collect my thoughts, it's been busy on this end of the screen.


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)

OK, here we go.

In the early morning, you are all awakened by Chawwaina. They allow you to break your fast with them, but most of the villagers seem eager for you to go. You leave soon after If you have anything to say at this point, post it retroactively, the response is bound to be short.

The sun is still low and climbing slowly as you leave the village. spellcaster types, especially Davos, should have the common sense to wait until you are outside the village to prepare spells. Post those on the other thread. They morning passes uneventfully, but when the sun is high in the sky, Davos your familiar recounts to you an interesting object up ahead. You approach, and it appears to be a low stone building, shaped rather like a ziggurat with a prominant rectangular entranceway. The sun is still high, and you could make much progress still today, but the edifice is on your way. What do you do?


M Half-Elf Cleric 1/ Necromancer 1/ Druid 1
DM Dirk Gently wrote:

spellcaster types, especially Davos, should have the common sense to wait until you are outside the village to prepare spells. Post those on the other thread.

Lucien has prepared the same spells as before.


Male Human Bard 3
DM Dirk Gently wrote:

OK, here we go.

In the early morning, you are all awakened by Chawwaina. They allow you to break your fast with them, but most of the villagers seem eager for you to go. You leave soon after If you have anything to say at this point, post it retroactively, the response is bound to be short.

The sun is still low and climbing slowly as you leave the village. spellcaster types, especially Davos, should have the common sense to wait until you are outside the village to prepare spells. Post those on the other thread. They morning passes uneventfully, but when the sun is high in the sky, Davos your familiar recounts to you an interesting object up ahead. You approach, and it appears to be a low stone building, shaped rather like a ziggurat with a prominant rectangular entranceway. The sun is still high, and you could make much progress still today, but the edifice is on your way. What do you do?

Arik pauses in amazement and thinks to himself if he has heard if it in his knowledge of historyknowledge- histroy- 17+4=21


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)

Arik, you contemplate your knowledge of the old stories, and come up with the following:

Spoiler:
This is similar to tombs of the demon warriors from long ago that exist in Hathir territory. These warriors fought each other with great magic long ago when the Hathir people were young.


Male Barbarian/3

Wulf makes a note of the strange structure, and seems completely disinterested in it. His mind is on getting out of this place, and little else could provide a suitable alternative.

This is, of course assuming we can go around the thing. If it completely blocks off the road, then he'll be far more interested in finding how to tear it to pieces so that it will not obstruct him.


Male Human Bard 3

Arik then tells the group of what he knows " This is similar to tombs of the demon warriors from long ago that exist in Hathir territory. These warriors fought each other with great magic long ago when the Hathir people were young." Arik then looks at the others, "Well we might as well see whats in there."


M Half-Elf Cleric 1/ Necromancer 1/ Druid 1

Lucien nods towards the ziggurat, then turns to face the others.

"I agree with Arik. I think we should take a look."


"Absolutley, lets go in and see whats there. I bet magic-weilding Demon warriors would have some treasure." I begin looking at the base of the pyramid (how far away is it?) to see if I can find an entrance or see any signs of danger.
Spot 14 (9+5)


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)

Davos seems extremely interested in the tomb after Arik's story as well. He turns to Wulf "It seems you are outvoted, we see what mysteries lie within."

Dantis, your spot check reveals little new about the structure, however as the group approaches, you all see that the heavy stone doors are covered in mysterious runes and pictograms.

Lucien:

Spoiler:
You recognize these symbols easily. They are in Abyssal, the language of the cults of Tenma, Fiend Lord. They speak of three things. 1)Anyting dedicated to Tenma has about three paragraphs of titles, stories of his power, and praises for him. 2)Stories of the battle of warriors who have died in his war against his brother, presumably those entombed here. and 3) A bizzare little paragraph that uses words that have apparently fallen out of use since the war, but it seems to describe what was done to the fallen enemy, and you are grateful that you cannot make out the details.

The door is very heavy, and will take some stregth to open.


M Half-Elf Cleric 1/ Necromancer 1/ Druid 1
DM Dirk Gently wrote:


The door is very heavy, and will take some stregth to open.

"Wulfdayn, help me open this door. It's quite heavy. Arik, Davos, and Dantis, cover the doorway, if anything comes through, kill it."


Male Human Bard 3
Lucien Naiilo the Marked wrote:
DM Dirk Gently wrote:


The door is very heavy, and will take some stregth to open.
"Wulfdayn, help me open this door. It's quite heavy. Arik, Davos, and Dantis, cover the doorway, if anything comes through, kill it."

Arik hearing Lucien to cover the doorway, Arik pulls out his Rapier ready to attack whatever is in there.


Male Barbarian/3

"Very well, let us see what we can make of this!" Wulf replies, squaring his shoulders for the task at hand. He seizes the door and does his best to pull it open.

What death-trap are these fools leading me into now?! he thinks to himself, but says nothing aloud.

Seeing as we are at the moment relatively danger free, I'm gonna take 20 on my strength check, which'll put me at a total of 24.


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)
Wulfdayn Gart'th wrote:

"Very well, let us see what we can make of this!" Wulf replies, squaring his shoulders for the task at hand. He seizes the door and does his best to pull it open.

What death-trap are these fools leading me into now?! he thinks to himself, but says nothing aloud.

Seeing as we are at the moment relatively danger free, I'm gonna take 20 on my strength check, which'll put me at a total of 24.

Lucien, please roll your assist.


M Half-Elf Cleric 1/ Necromancer 1/ Druid 1
DM Dirk Gently wrote:
Wulfdayn Gart'th wrote:


Seeing as we are at the moment relatively danger free, I'm gonna take 20 on my strength check, which'll put me at a total of 24.
Lucien, please roll your assist.

Will I be able to take a 20 as well, or do I have to roll normally?


Can I climb up above the door?
If so:

I nimbly climb up to the top of the doorframe and perch there with my rapier at the ready and a wicked grin on my face, anticipating jumping down on top of some unsuspecting foe This is gonna be fun! I think.
Climb 23 (18+5). I'm using a ready action to jump down on top of anything that exits through the doorway.
If I can't lurk atop the doorframe:
I stand as close to the door as I can without being in the way and prepare to stab anything that comes out of the building.
Again using a readied action.


Hi guys. I'm making a mid-vacation post, I'll be back to posting regularly tomorrow.

Davos draw his wand and readies an action to blast anything that comes through the door.


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)
Lucien Naiilo the Marked wrote:
DM Dirk Gently wrote:


Lucien, please roll your assist.
Will I be able to take a 20 as well, or do I have to roll normally?

Take a 20 if you so desire.

Dantis, you are able to climb on top of the archway (it protrudes a bit from the rest of the structure).


M Half-Elf Cleric 1/ Necromancer 1/ Druid 1

Strength check result: 20 + 1 = 21

Lucien nods towards Wulfdayn, and they both begin to push against the massive door.


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)

The door slowly opens with a grinding noise as you push it aside. The stale smell of old air eminates from inside the ziggarat. It is very dark inside, but nothing advances from within. (Anyone have a torch?)


M Half-Elf Cleric 1/ Necromancer 1/ Druid 1

Lucien mumbles a quick prayer to the spirits, and his holy symbol begins to glow with a bright, greenish phosphorescence.

Lucien casts Light as a druid spell.


Male Human Bard 3
DM Dirk Gently wrote:
The door slowly opens with a grinding noise as you push it aside. The stale smell of old air eminates from inside the ziggarat. It is very dark inside, but nothing advances from within. (Anyone have a torch?)

Arik looks into the tomb, "this would be a good time for light," as he sees Lucein casting light. Arik goes into his pack and gets a torch, "Here it is!" then lights it.


I stay where I am and say "I'll stay in the back." in a quite voice.


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)

Now having light, I take it you investigate the interior of the building. Order? I know Dantis is in the back.

The colors of the murals and pictograms on the walls inside seem eirie in your torchlight (the ones in the light of the spell are equally creepy). They depict grusome scenes of battle and slaughter.

As you advance along the passageway, you finally come to a chamber. Torches line the walls here, and they light themselves as you walk in. Around you are thirteen sarcophagi, adorned with horns and horrific symbology. There are no door other than the one you came through.


Male Barbarian/3
DM Dirk Gently wrote:

Now having light, I take it you investigate the interior of the building. Order? I know Dantis is in the back.

The colors of the murals and pictograms on the walls inside seem eirie in your torchlight (the ones in the light of the spell are equally creepy). They depict grusome scenes of battle and slaughter.

As you advance along the passageway, you finally come to a chamber. Torches line the walls here, and they light themselves as you walk in. Around you are thirteen sarcophagi, adorned with horns and horrific symbology. There are no door other than the one you came through.

Wulf will take the lead, but before doing so he will draw his spear and utter the command word to activate the magic effect.


M Half-Elf Cleric 1/ Necromancer 1/ Druid 1
Wulfdayn Gart'th wrote:
DM Dirk Gently wrote:

Now having light, I take it you investigate the interior of the building. Order? I know Dantis is in the back.

The colors of the murals and pictograms on the walls inside seem eirie in your torchlight (the ones in the light of the spell are equally creepy). They depict grusome scenes of battle and slaughter.

As you advance along the passageway, you finally come to a chamber. Torches line the walls here, and they light themselves as you walk in. Around you are thirteen sarcophagi, adorned with horns and horrific symbology. There are no door other than the one you came through.

Wulf will take the lead, but before doing so he will draw his spear and utter the command word to activate the magic effect.

Lucien follows Wulf closely (about six feet away).


Male Human Bard 3
Lucien Naiilo the Marked wrote:
Wulfdayn Gart'th wrote:
DM Dirk Gently wrote:

Now having light, I take it you investigate the interior of the building. Order? I know Dantis is in the back.

The colors of the murals and pictograms on the walls inside seem eirie in your torchlight (the ones in the light of the spell are equally creepy). They depict grusome scenes of battle and slaughter.

As you advance along the passageway, you finally come to a chamber. Torches line the walls here, and they light themselves as you walk in. Around you are thirteen sarcophagi, adorned with horns and horrific symbology. There are no door other than the one you came through.

Wulf will take the lead, but before doing so he will draw his spear and utter the command word to activate the magic effect.
Lucien follows Wulf closely (about six feet away).

then Arik follows Lucien


Davos is right behind Arik, wand still in hand.
"Quork, their dead, dead!" says his raven.


I cautiously look around the room for threats and then scurry forward to the neares sarcophogous. I begin to carefully examine it, looking for traps and anything of value.
Spot 15 (10+5) Search 23 (17+6, 24 for traps)


Male Barbarian/3

Wulf watches the halfling go about his work, and shuffles uneasily, holding his spear in a combat stance, as though expecting something to leap from a sarcophagus at any moment.

"Well, seems there's nothing but moldy old tombs. What do we do?"

He glances at the others, not entirely certain he's comfortable with breaking old tribal taboos about disturbing of the dead. Far too many tales told in tribal lore about vengeful spirits rising to strike down their tormentors.


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)
Dantis Aern wrote:

I cautiously look around the room for threats and then scurry forward to the neares sarcophogous. I begin to carefully examine it, looking for traps and anything of value.

Spot 15 (10+5) Search 23 (17+6, 24 for traps)

You sense no traps, but a rather interesting design on the side is inset with a ruby on each of the sarcophogi.

Lucien, make a memory (Int) check. All with requisite skill make Knowledge (religion) check.

Edit: Sorry, I forgot Lucien is going to be out except on Saturdays. Everyone else, make your checks.


Male Human Bard 3
DM Dirk Gently wrote:
Dantis Aern wrote:

I cautiously look around the room for threats and then scurry forward to the neares sarcophogous. I begin to carefully examine it, looking for traps and anything of value.

Spot 15 (10+5) Search 23 (17+6, 24 for traps)

You sense no traps, but a rather interesting design on the side is inset with a ruby on each of the sarcophogi.

Lucien, make a memory (Int) check. All with requisite skill make Knowledge (religion) check.

Edit: Sorry, I forgot Lucien is going to be out except on Saturdays. Everyone else, make your checks.

int check-2+3=5 DOH!


Know(religion) Check (1d20+9=19)


Ooh! Rubies...
I begin to look at the rubies with a greedy glint in my eyes.
Glad to have you back Dirk.


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)
Davos Quaith wrote:
Know(religion) Check (1d20+9=19)

Davos, you recognize these symbols, though you cannot read them, vaguely. They are always associated with the Fiend Lord Tenma, and if you make a DC 15 Know (arcana) check as well:

Spoiler:
The symbols are often used in esoteric necromancy as well. The DC would be higher, but you got the first check, which is why I waited to ask you to make this one.

Know(arcana) Check (1d20+9=13)

SON OF A B$%&%!

Davos speaks up, "These runes are associated with Tenma, though I can't quite make out the meaning."

Davos casts Detect Magic.


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)

Davos:

Spoiler:
The entire room has, over the centuries, been contaminated by very faint necromantic energy, which seems to be stronger near the sarcophagi.

So, Dantis, what are you doing with the rubies?


I carefully study the area surrounding the rubies, a look of calculation on my face.
How big are the rubies? Appraise (taking 10) 15 (10+5) Search (taking 10) 17 (10+6+1)


"Dantis, stop! Do not touch anything! There is a necromantic aura surrounding those sarcophagi. We should be very careful in here." Davos draws his wand and pulls his holy symbol from around his neck.


Male Barbarian/3
Davos Quaith wrote:
"Dantis, stop! Do not touch anything! There is a necromantic aura surrounding those sarcophagi. We should be very careful in here." Davos draws his wand and pulls his holy symbol from around his neck.

Wulf isn't quite sure what "Necro mancy" is, but he's pretty sure that "Necro" equals "dead." Unsurprisingly, he tightens his grip on his spear, and prepares a more defensive pose.

"This place houses evil spirits? I'm not sure if its wise to linger here."


Male Human Bard 3

"Well we might as well check it out," Arik looks at the halfling pointing at him, "You should be in front, a place like this must have alot of traps i guess." Arik pauses think


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)
Arik Tenthous wrote:
"Well we might as well check it out," Arik looks at the halfling pointing at him, "You should be in front, a place like this must have alot of traps i guess." Arik pauses think

This is the only room.

Dantis and Davos, both of you roll initiative to see whether Dantis touched a ruby before Davos' warning.


Init Roll (1d20=18)


All of them deity outsider 50/god 50/raving psycho player-killer 10 (PrC)
Davos Quaith wrote:
Init Roll (1d20=18)

Chances are you stopped him, but lets wait and see...

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