Rage of Demons

Game Master DaWay


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Male Human Criminal Fighter AC15 HP12/[12] passive perception 13 passive insight 10 Saves: S+3 D+3 Cn+4 I+0 W+1 Ch+3 HD 1/[1] Init +3 Inspiration [y]

bardic awesomeness: 1d6 ⇒ 6


Male Half-Elf Sorcerer (Draconic) 3 - HP 23/23 - AC 15 - Perception 13 - SP 3/3

Yes, once we know the loot I am ready to move on too!


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

Hit Dice: 2d8 + 1d6 ⇒ (4, 6) + (1) = 11

Lantern Lodge

Male

Outlander Gear, Great Axe, Plate Mail x4

I'm giving you a full rest because you are going to need it.

Along your trek a side path beacons you, from the darkness you hear:
A soft feminine voice sounds out in your mind suddenly, faint and distant.
“Hello? Is someone there … ? Oh please, I need your help! I have been trapped in the dark for so long … so very long. Please, won’t you help to free me?”


Male Human Criminal Fighter AC15 HP12/[12] passive perception 13 passive insight 10 Saves: S+3 D+3 Cn+4 I+0 W+1 Ch+3 HD 1/[1] Init +3 Inspiration [y]

That CAN'T be good, Ril declares.


Male Half-Elf Paladin 3; AC 14, HP 0/0*, perception 10, spells: 1st - 2/3

So you "heard" it too? It's always better to investigate than regret. I know the last battle was rough, but we've recovered, Bryn concentrates his thoughts, Maiden, can you hear me? Can you give us clues to where you are?

Bryn will expend a use of his divine sense to see if there is anything in the dark trying to fool them.

If this is the part I think I'm excited, and Ril should be too.


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

I don't actually need any of the gear the Orogs had, but Bryn should probably take one of the suits of platemail.

"I agree. We should investigate."


Male Half-Elf Paladin 3; AC 14, HP 0/0*, perception 10, spells: 1st - 2/3

We should take as much as we can carry, the platemail is 1500GP each. Outlander gear would be 4 each of musical instruments, staves, hunting traps, traveler's clothes, and a total of 40GP.

I can carry 2 platemails, but that's it. It'll drop my speed to 20ft. You guys deal with the other gear, but if we hit traders these will save our skins.


Male Human | Wizard 3 | 2/4 1st lvl, 2/2 2nd lvl | Spell DC 13 | Arcane Ward 2/9 | HP 23/23 | AC 15 | Saves S, D, C, I, W, Ch | Pass Perc | Status: Normal | Insp: None

We should give the travelers clothes and staves to NPCs (I say Eldeth, Jimjar, Topsy, and Turvy), and get some of them to carry the hunting traps. Whoever wants to can have an instrument (I say they should be Drums. Fits for Orogs), and the strongest of us or Eldeth should carry the remaining plate mail.


Male Half-Elf Paladin 3; AC 14, HP 0/0*, perception 10, spells: 1st - 2/3

Better yet, the NPCs can carry the plate mail. Even the weaker ones can pull it behind them with rope. I'd gladly sacrifice my rope for that use. That way it doesn't burden us in a fight and gives them something more to do. Ront might even fit inside a set even with disadvantages with it not being exact.


Male NG Human Priest Mystic | SP 21/21 HP 23/23| RP 3/3 | EAC 15; KAC 17| Fort +2; Ref +2; Will +5 | Init: +1 | Perc: +9, SM: +9, Darkvision 60’ | Speed 20ft | Active conditions: None.

Hmm. Best to mind our own business I think. No telling what manner of creature calls to us. Ghiv cautions.

Lantern Lodge

Male

The characters receive an impression of the direction to the entrance of the tomb, but the mysterious voice doesn’t respond to any queries. As they follow the voice, a narrow side passage takes them to a dirty marble wall with a deep-set door made of bronze-encased stone, green with age.

Everyone make sure you are rested and prepared for this part, in the two irl games I have run it is particularly deadly, but the reward is well worth it.


Male Half-Elf Paladin 3; AC 14, HP 0/0*, perception 10, spells: 1st - 2/3

I have made it this far once, so I'm ready. I will say I will not be giving suggestions inside, though I will gladly be volunteered for things that make sense.

This place seem ominous enough... it must be the place, Bryn says, Should we proceed without torches? I can bless my weapon to aide Ril's vision if need be once inside. Someone will need to guide him in the dark.

Bryn turns to the NPCs, You lot stay out here and keep watch. If there is trouble coming this way shout for us and hide.


Male Half-Elf Sorcerer (Draconic) 3 - HP 23/23 - AC 15 - Perception 13 - SP 3/3

Aten grimaces at the voice invading his thoughts. I don't appreciate my mind being used without my consent! Still, he can't help but be curious and follow the others.

"Right, in we go then! Stay on your guard everyone, this is much too coincidental and eerie for me."

Lantern Lodge

Male

Aten tries to push his way but finds the door firmly in place, clearly it is going to require more effort.

Lantern Lodge

Male

...


Male Half-Elf Paladin 3; AC 14, HP 0/0*, perception 10, spells: 1st - 2/3

Let me try! Bryn then tries to force the door open.

Strength Check: 1d20 + 3 ⇒ (12) + 3 = 15


Male Human | Wizard 3 | 2/4 1st lvl, 2/2 2nd lvl | Spell DC 13 | Arcane Ward 2/9 | HP 23/23 | AC 15 | Saves S, D, C, I, W, Ch | Pass Perc | Status: Normal | Insp: None

Pitiful strength check! Strength: 1d20 - 1 ⇒ (15) - 1 = 14


Male Half-Elf Sorcerer (Draconic) 3 - HP 23/23 - AC 15 - Perception 13 - SP 3/3

Strength Check: 1d20 - 1 ⇒ (19) - 1 = 18

Aten rolls up his sleeves and takes his own, more serious turn at it. Magic flowing through his body and infusing him with a great strength than usual.

I'm sorry, I just had to when I saw my lithe half-elven sorcerer was going to have a higher strength check than our Paladin! :P

Lantern Lodge

Male

And with a gentle ramming of his shoulder, Bryn discovers the door rotates on a central axis point instead of a hinge.

1. Entrance Room
A stone diorama stands to the right of the entrance, depicting the sorcerer Brysis Khaem as a Netherese noble in her prime, surrounded by attendants, slaves, and other trappings of wealth and power. A vista of fantastic floating cities covers the wall to the left of the entrance.

Staircase and Landing
Across from the entrance, empty stone torch sconces flank a dusty staircase descending 20 feet to a landing. Set into the back wall of the landing is a Netherese calendar stone. Beyond this landing, the staircase resumes its descent, stopping at three more landings of bare stone and descending a total of 100 feet before arriving at area 2.


Male Human | Wizard 3 | 2/4 1st lvl, 2/2 2nd lvl | Spell DC 13 | Arcane Ward 2/9 | HP 23/23 | AC 15 | Saves S, D, C, I, W, Ch | Pass Perc | Status: Normal | Insp: None

Lenthus moves over to examine the calendar, readying an eldritch blast at the first this to make any hostile moves.
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Investigation: 1d20 + 4 ⇒ (8) + 4 = 12

Lantern Lodge

Male

Its a calendar stone following the Netherese calendar. It does not move, hostilely or otherwise.


Male Human | Wizard 3 | 2/4 1st lvl, 2/2 2nd lvl | Spell DC 13 | Arcane Ward 2/9 | HP 23/23 | AC 15 | Saves S, D, C, I, W, Ch | Pass Perc | Status: Normal | Insp: None

He moves down the staircase then


Male Half-Elf Sorcerer (Draconic) 3 - HP 23/23 - AC 15 - Perception 13 - SP 3/3

Indeed, down the staircase we go!


Male NG Human Priest Mystic | SP 21/21 HP 23/23| RP 3/3 | EAC 15; KAC 17| Fort +2; Ref +2; Will +5 | Init: +1 | Perc: +9, SM: +9, Darkvision 60’ | Speed 20ft | Active conditions: None.

Ghiv follows along and says We might be intruding on someone's space here. Best we mind our P's and Q's yes.

Lantern Lodge

Male

The stairs lead down to a shrine, where shreds of dusty tapestries lie scattered across the floor. Friezes on the walls are defaced with deep gouges, making them unrecognizable. An altar of pale gray marble stands gouged and cracked against one wall.


Male Half-Elf Sorcerer (Draconic) 3 - HP 23/23 - AC 15 - Perception 13 - SP 3/3

Aten inspects the altar.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14

Lantern Lodge

Male

Nada, it looks like all the damage to the room is relatively recent.


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

Vothe will also move to the altar to see if he can determine what deity it is consecrated to.

Religion: 1d20 + 3 ⇒ (8) + 3 = 11


Male Half-Elf Paladin 3; AC 14, HP 0/0*, perception 10, spells: 1st - 2/3

If anyone wants me to make a check, let me know. Again, don't want to spoil.

Skills Athletics +5, Religion +2, Medicine +2, Deception +5, Intimidation +5, Persuasion +5

Lantern Lodge

Male

You have no idea who it is consecrated to.

There are doors to the east and south.


Male NG Human Priest Mystic | SP 21/21 HP 23/23| RP 3/3 | EAC 15; KAC 17| Fort +2; Ref +2; Will +5 | Init: +1 | Perc: +9, SM: +9, Darkvision 60’ | Speed 20ft | Active conditions: None.

Kn:Religion: 1d20 + 2 ⇒ (10) + 2 = 12

I do say chaps, this place looks disabused. Whomever was here certainly left it in a mess. Not fit for living in my opinion.


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

As far as the damage goes on the altar, does it look like weapons or (say) claws?

Lantern Lodge

Male

The adventure is not really specific lets say weapons, from previous raid.


Male Half-Elf Sorcerer (Draconic) 3 - HP 23/23 - AC 15 - Perception 13 - SP 3/3

"Should we head further in then?"


Male Half-Elf Paladin 3; AC 14, HP 0/0*, perception 10, spells: 1st - 2/3

Of course, lead the way.

Lantern Lodge

Male
DaWay wrote:
There are doors to the east and south.


Male Half-Elf Sorcerer (Draconic) 3 - HP 23/23 - AC 15 - Perception 13 - SP 3/3

Aten heads for the southern door and inspects it for any dangers before opening it.

Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Lantern Lodge

Male

Having determined the room is safe Aten opens the door:

Stone blocks standing against the western and eastern walls are carved with niches, inside which rest a dozen clay canopic jars containing desiccated organs. In the middle of the room rests a wide stone sarcophagus atop a black marble bier. The lid of the sarcophagus is inlaid with dust-covered mosaics depicting great floating cities high avove a beautiful landscape. The lid of the sarcophagus looks incredibly heavy.


Male Half-Elf Paladin 3; AC 14, HP 0/0*, perception 10, spells: 1st - 2/3

Beware, the sacrilege!


Male Half-Elf Sorcerer (Draconic) 3 - HP 23/23 - AC 15 - Perception 13 - SP 3/3

Aten goes to inspect the sarcophagus, without touching it.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8

Never touch the sarcophagus kids!


Male Human Criminal Fighter AC15 HP12/[12] passive perception 13 passive insight 10 Saves: S+3 D+3 Cn+4 I+0 W+1 Ch+3 HD 1/[1] Init +3 Inspiration [y]

Ril also inspects the sarcophagus without touching it.

1d20 + 4 ⇒ (19) + 4 = 23

What I want to know is where that voice is coming from.


HP: 24 (24) | AC: 18 | Saves: Str: +0; Dex: +3; Con: +2; Int: +0; Wis: +2; Cha: +5 | Init: +2 | Spell Slots: 1 (2)

"Hello? Where are you?" cries out Vothe to the voice he heard earlier.


Male NG Human Priest Mystic | SP 21/21 HP 23/23| RP 3/3 | EAC 15; KAC 17| Fort +2; Ref +2; Will +5 | Init: +1 | Perc: +9, SM: +9, Darkvision 60’ | Speed 20ft | Active conditions: None.

This is a bad idea. Ghiv warns

Lantern Lodge

Male

The sarcophagus is exactly as I described above.


Male Human | Wizard 3 | 2/4 1st lvl, 2/2 2nd lvl | Spell DC 13 | Arcane Ward 2/9 | HP 23/23 | AC 15 | Saves S, D, C, I, W, Ch | Pass Perc | Status: Normal | Insp: None

"Axthres, could you touch the sarcophagus?"
"Fine. If I die though, I'm blaming you."
Surprisingly, he has a really good chance of surviving this. Less hp, but immunity to poison and fire.

If nothing odd happens, Lenthus will help the others open the sarcophagus.


Male Human Criminal Fighter AC15 HP12/[12] passive perception 13 passive insight 10 Saves: S+3 D+3 Cn+4 I+0 W+1 Ch+3 HD 1/[1] Init +3 Inspiration [y]

I don't know about this..., says Ril, edging away nervously.

Lantern Lodge

Male

Strength Check to move the lid.


Male Human | Wizard 3 | 2/4 1st lvl, 2/2 2nd lvl | Spell DC 13 | Arcane Ward 2/9 | HP 23/23 | AC 15 | Saves S, D, C, I, W, Ch | Pass Perc | Status: Normal | Insp: None

Strength: 1d20 - 1 ⇒ (11) - 1 = 10
Axthres: 1d20 - 2 ⇒ (15) - 2 = 13
Imps are surprisingly strong.

Lantern Lodge

Male

Surprisingly Lenthus is able to do it by himself. The sarcophagus contains a life-sized statue of Brysis, sculpted and painted to make it appear that she is sleeping comfortably. The statue is affixed to the inside of the sarcophagus and can't be moved. There is no treasure to be found.

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