SR's - Silent Gods (Inactive)

Game Master stormraven


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Subject to approval by everyone else, of course.


(hp 38/38, AC 17, T 11, FF 11, Initiative +1, Perception +5, Fort +8, Ref +6, Will +10)

Agreed. Let's heal up Aerik and then proceed cautiously. I'm sure we will be outside recovering again before long.

Lyrica takes some time to pray and meditate while the group rests and heals.

"My blessed Dawnflower, open my heart that I may feel your presence. Guide me day by day, moment by moment. Let me be at one with you, where my every thought and every action bring me closer to your ever loving light. . . " Lyrica remains still and with mindful perseverance, attempts to commune with her deity.

Does she feel anything different than her usual sensation when entering meditation to experience oneness with her deity?

"My dear Sarenrae, I know that you will never abandon your people, but the evil that comes to this land will try to silence you and cut you off from the faithful. I, Lyrica Strom, pray that I can prevent that from ever happening. No matter what happens, I will be there to fulfill your will in this realm and the next. . . Amen. ".

Knowledge, Religion: 1d20 + 6 ⇒ (7) + 6 = 13
Knowledge, Planes: 1d20 + 3 ⇒ (5) + 3 = 8

Is Lyrica aware of any way that a deity could be severed from her relationship with her followers, as the Forgotten threatened?


I'm fine with that plan. I'd love (if possible) not to have to spend all of my spells on healing before we even start the day. Jak only gets 2 first level spells for the time being, and I'd love to have at least a spell slot as we move back into the dungeon. Aerik, are you fine using one of your own spell slots for that heal to bring you closer to full health?

If not, I'll use mine; I'd just like to avoid it.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

The 'how' and 'who' of healing up Aerik is what I need to know. It could affect Aerik's spell selection for the day, etc. if he decides to use a CLW or 2nd Wind or TDW or whatnot.

Lyrica wrote:
Does she feel anything different than her usual sensation when entering meditation to experience oneness with her deity?

Nope.

Lyrica wrote:
Is Lyrica aware of any way that a deity could be severed from her relationship with her followers, as the Forgotten threatened?

You can take the Forgotten's comment in one of two ways. The first is as you are interpreting it - that you have been cut off from Sarenrae. The second way is a direct response to some of your statements. You had more or less called on Sarenrae for protection and strength. Then you got stomped pretty badly which could be seen as Sarenrae 'withholding' her assistance. I'll leave it to you to decide what the Forgotten meant - if he wasn't meaning both. :)

Lyrica searches her mind but can think of no way in which a God can be separated from his/her followers. However, even the zealous Lyrica knows that such a topic wouldn't be mentioned in the canons even if it were possible... because it calls into question the limitless power of the Gods if they can be 'stripped' of their connection to their churches through some external force. Such a idea borders on heresy and falls into a murky grey area with which Lyrica has never been comfortable. Not for the first or last time on this journey, the Paladin thinks of her father. Harmon Strom was a man of great patience, acceptance, and well-banked zealotry. This was the sort of question he would enjoy mulling over.


We can also do the TDW option. I'd say that's a better choice now. But you're call Aerik, imo.


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

I'll second wind. I decided to go with Scholar of Ruins as my new trait, to help us with k. dungeoneering.

I'm only missing 5 and my min heal is 5, so it should top me off

I'll update sometime today with my spell selection and whatnot


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Our heroes take what solace they can in breaking bread together, stub out their meager fire, and head back to the Barrow with a certain amount of trepidation. Outside the Barrow, little has changed - no additional footprints are found and no evidence of the dead emerging is seen. But it seems the broken stone door is in the process of being repaired. Broken chunks of the masonry are fitted solidly together like a jigsaw puzzle. The door is perhaps a third back together.

Questions? Comments? Move on?

MAP (for when you enter the Barrow)

A's HPs: 14|14
E's HPs: 10|10
J's HPs: 10|10
L's HPs: 15|15
M's HPs: 14|14


Yeesh, that's unsettling. I updated my character sheet to track my TDW and Second Wind, and I "locked in" 'Perseverance'. I'm ready to enter when everyone else is.


(hp 38/38, AC 17, T 11, FF 11, Initiative +1, Perception +5, Fort +8, Ref +6, Will +10)
Stormy wrote:
But it seems the broken stone door is in the process of being repaired. Broken chunks of the masonry are fitted solidly together like a jigsaw puzzle. The door is perhaps a third back together.

What are the coordinates of the stone door? Is there any evidence of who is repairing it, or is it happening all by itself? Does it repair itself at all while we are there?

"This is not a good sign, my friends. Perhaps we should try a different route this time. Let's take this passageway to the left and see where it goes."

Lyrica is suggesting going north up to around J19.

Lyrica has her scimitar drawn once again as she clutches her shield in her left hand. She protectively looks all around for enemies who could bring harm to her dear friends.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

The stone door was scattered outside the entrance and is being 'repaired' there. There are skid marks in the earth that seem to show that several of the larger pieces were dragged towards the largest remaining portion of the door where it is being reassembled. There are no obvious prints of anyone dragging them.


(hp 38/38, AC 17, T 11, FF 11, Initiative +1, Perception +5, Fort +8, Ref +6, Will +10)

"My friends, I did not see any tracks outside where the door was being rebuilt. I notice that a large portion is being reassembled as if by some evil magic. I know this is a terrible thought, but do you think it will continue reassembling and leave us locked in before we are done here?"


"All the more reason to be quick about this," Jak responds with a dark look back towards the door. "And trying another route seems smart. Marcus, you wanna lead out into that left fork? We're right behind ya."

I have no good ideas. Just move forward again as we did before. Jak will light the bracelet again and give it to Marcus if he wants it. Would you prefer to have a stone or something that could be pocketed quickly if necessary?


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Regardless of however you want to set up your lighting...

The small band of heroes tries a different path and creeps into the darkness of an unexplored corridor. The path soon opens to rough-hewn gallery. Rubble and dust coat the floor of this clearly unfinished chamber. In the floor's dust a single set of widely set paw-prints can be seen moving from the left-most corridor (from I12) towards where the party waits, before taking a sharp sliding turn southward. As they pass where Jak stands, they vanish quickly as the dust ends and the stone passages begin.

Left-Hand Path


They look like they were made by the undead dog-thing we fought the day before?


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

That would be your guess.


Jak squats down over the prints, "Marcus. Aerik... these look like they could be from that bone-dog-thing from yesterday. Can either of you verify that?"


(hp 38/38, AC 17, T 11, FF 11, Initiative +1, Perception +5, Fort +8, Ref +6, Will +10)

Lyrica stays vigilant and looks around for anything of interest from evidence of creatures, treasure or traps (Not that she would be very good at recognizing a trap).

Perception: 1d20 + 3 ⇒ (20) + 3 = 23

"When you are finished investigating that, could we take a left and explore to see if this is another way out of here?"


Ezekiel keeps his loaded crossbow pointing in the direction they travel, keep an alert eye for trouble. "Let's hope there's not more of them hiding back here."


"Yep."


Marcus crouches down to examine the paw prints.

Survival 1d20 + 8 ⇒ (15) + 8 = 23


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Marcus Only:
Marcus would bet these were made by the armored hyena you encountered yesterday.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

OK, so you want to backtrack the paw prints, heading towards I12, correct?


Yep, these were made by the dog-thing that tried to eat us yesterday.

I'd like to go back towards where we encountered the Forgotten (though I might be out voted), which I believe would be the middle path towards K26, right? My sense of direction is way worse than Marcus', hehe.


Jak nods, "I'm not opposed to it. I think the big guy believed me yesterday. But if he didn't, and he thinks we're likely to come back, he could have a nasty surprise or three for us."

He shrugs, "Though I have no reason to believe that's true. I'm game with that idea if you guys like it."


Let's pretend like Marcus said your bue-text stuff, and that Jak didn't just respond to an unsaid idea. O.o


Hehe, sounds good.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Just to make this a bit easier...

MAP: Overview

You entered from the west where that patch of green shows among the rock wall.
The blue trail nominally leads back in that direction.
The red trail heads roughly back towards the Forgotten but it veers south at the red marker.
The yellow trail also heads roughly back towards the Forgotten as well.
The green trail is the known route to the Forgotten.

~ Cast your Ballots ~
Red:
Yellow:
Green:
Blue:


I say we go with Marcus's (totally in-character) suggestion: Green


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

~ Cast your Ballots ~
Red:
Yellow:
Green: 1
Blue:


Green


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

~ Cast your Ballots ~
Red:
Yellow:
Green: 2
Blue:


(hp 11/35, AC 18, T 13, FF 15, Initiative +3, Perception +9)

Assuming Aerik was informed about the Forgotten during the downtime..

"If that thing calls itself the Forgotten, and claims not to be the Pale, I'm all for avoiding it. Why pick a fight if we don't have to? I say we find the Pale, hack off its hand, and get the hell out of here."

Vote: Blue


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

~ Cast your Ballots ~
Red:
Yellow:
Green: 2
Blue: 1


"Better to face it head on, rather than let it sneak up on you."

Vote: Tangerine. Er, I mean Green.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

The greens have it. I'll update based on that. Assuming you make it all the way to Crypt/Fountain Room, how close do you intend to get to the blocked doorway?


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

After a brief discussion, our heroes head back along the winding path that leads to the Forgotten's prison. Dripping water greets them as they pass into the long corridor roofed with strange fungi. Their boots again splash through the pooling water and crunch skeletal bones. They enter the semi-submerged crypt room and see the remains of the evil helmet pinned to an outcrop of rock as well as the empty suit of armor resting on the sarcophagus. Nothing challenges them. Advancing forward, they shake the water from their boots and pass near the osseous carpet littering the Boneyard. No bodies rise from it. In fact, nothing appears disturbed at all here.

Pressing forward, they pass the remains of the fiendish flying head and round the corner to view the crypt. Everything is as they remember it. There is a stench of decay from the bodies of the undead they dispatched. The floor is streaked with villainous bile and heroic blood in prodigious quantities - now sticky and congealed. Even the eaten head of the Sawtongue remains where they last left it, though now it sits in a puddle of what passes for water - likely the condensation created when the frozen skull warmed to room temperature. In the dark of the crypt no word nor sound of movement is heard. Only the faint glow and tinkle of the fountain mars the perfect and disconcerting silence. The room feels empty.

Your play, kiddies. :)

MAP: Overview

rolls:
REDACTED


(hp 38/38, AC 17, T 11, FF 11, Initiative +1, Perception +5, Fort +8, Ref +6, Will +10)

Just so you know, Lyrica votes blue. She does not like the idea that something could come from behind and sneak up on us. However, she is not going to argue strongly over the say of her elders.

"Well my friends, it appears that this place is untouched from when we last were here. At least this is good news. However, please keep vigilant back there in case something does come from behind."

Lyrica checks for a way to enter the chamber to the south of the sarcophagus room. What are those markings on the floor in the lower right hand corner of the map? What is the description of that space?

Perception: 1d20 + 3 ⇒ (7) + 3 = 10


This thing's cold, right? Maybe fire'll do the trick. Marcus lights a torch and slowly creeps forward, shield slung over his other arm. He advances slowly, throwing the torch into the breach.

Move to M57 and throw the torch towards P57.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

I was going with a simple majority vote. 3 votes for green won it. However, if you guys want to split the party you are certainly free to do so.

Lyrica Strom wrote:
Lyrica checks for a way to enter the chamber to the south of the sarcophagus room.

You'll need to give me some more details on how you intend to do that. The only obvious way in is to attempt to squeeze around the stone blocking the path.

Lyrica Strom wrote:
What are those markings on the floor in the lower right hand corner of the map? What is the description of that space?

It's the fountain room. Here is a bit of the description.

...You catch sight of some arcane symbols on the floor and a large, fountain filled with gently glowing water... [the light] reveals slices of the curved far wall as well as illuminating more of the arcane symbols that grace the floor. The fountain... is made of a white stone and has three levels. From the top springs a bubbling spray of water that overspills the fluted bowl and rains down into the second, larger punchbowl. Around the scalloped sides are etched elegant twining leaves. The water splashes in this bowl till it waterfalls down, through a series of notched culverts into the massive circular trough at the bottom. The sides of the trough are etched with floral and pastoral scenes of delicate beauty... The [light] also reveals the stone slab blocking the doorway. It is a skillful piece of engineering - it is coming through the floor and ceiling. whether it lowers into the floor or raises into the ceiling, you can't say but it is a formidable bit of hewn rock - every bit as tough as the Teeth of Angarak.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>
Marcus Braun wrote:
Move to M57 and throw the torch towards P57.

Marcus hurls the guttering torch into the gap. It hits the floor and sputters there, illuminating more of the room. Nothing else seems to happen.

MAP: Overview (updated)


"I'll see about mixing up that tonic that lets me see the magical auras of an object. Perhaps it will tell us more about what's going on here."

Unless someone has an objection, Ezekiel will cast Identify and examine the area. It has a 60' emanation, so hopefully I won't have to get right up to it.

Spellcraft: 1d20 + 8 ⇒ (6) + 8 = 14 Add 10 if the identify spell helps identify it.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Ezekiel slides a bit closer, enough to get a good look at the fountain and the floor around it. He spends many long moments staring at it.

Ez Only:
This isn't exactly a magic item, rather it is an item that carries enchantments... so I'm going to split the difference on what you can learn with identify.

Round 1: There is a magic aura surrounding the fountain.
Round 2: There are three auras, in fact, and the strongest aura is faint.
Round 3: One aura is on the symbols on the floor, one is on the fountain itself, and one is on the water. All of the auras are faint but the one on the fountain is strongest.

Round 4: The schools of magic parse this way:
Fountain - faint transmutation magic
Floor Symbols - faint conjuration magic
Water - faint transmutation (good) magic

You get the vague impression that dipping something in the large bottom trough of the fountain is the key to activating it.


(hp 38/38, AC 17, T 11, FF 11, Initiative +1, Perception +5, Fort +8, Ref +6, Will +10)

Lyrica searches for any mechanisms or levers that may move the stone up or down.

Perception: 1d20 + 3 ⇒ (1) + 3 = 4

However she seems distracted by her thoughts of being trapped in here.


As the magic fades from his eyes, he relates his discoveries. "There are three auras I was able to see, all faint The fountain itself, it has the magic of transmutation, altering the world around it. The Symbols on the floor are conjuration, the power of summoning and calling. And the water has transmutation about it, but there's a hint of goodness about it. It...seems that if something were to be dipped into the bottom trough of the fountain, that may activate it. Though what it will do I can't say."


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Lyrica looks around the cavern, away from the stone-blocked doorway, and finds no hint of a lever or triggering mechanism. She looks in some of the open sarcophagi and finds nothing there either.


Jak frowns at the good doctor's observations, "Any way to know if those magics work together? Or do you think they do three distinct functions?"


Meant to get back to this but keep forgetting…

Aerik Wynn wrote:
"If that thing calls itself the Forgotten, and claims not to be the Pale, I'm all for avoiding it. Why pick a fight if we don't have to? I say we find the Pale, hack off its hand, and get the hell out of here."

After a pause, Jak speaks up again, "Aerik, something's been bothering me about what you said before." He pauses, gathering the crew close and whispering quietly on the off-chance that they're being watched. "The Pale is more likely to be a reference to the Barrow itself. I hadn't considered that when I asked the Forgotten about his skin color. But as I was thinking back on that writing, the reference is…" He pauses as he reconstructs the words in his mind, "… 'snatch the black hand from the Pale'. The Forgotten's hand is certainly black. And now he knows we're here… assuming he didn't believe me yesterday."

relevant link


(hp 38/38, AC 17, T 11, FF 11, Initiative +1, Perception +5, Fort +8, Ref +6, Will +10)

"The fountain, the water, and the symbols all give off an aura? Very interesting. I am glad to hear that there is a trace of good in the water. I am mostly curious about the summoning aspect of the symbols. Who would want to conjure a creature in here and would it be good? I also wonder how it reacts the water with the aura of good. I have been searching for a way in there, but I cannot find anything. Perhaps some of you could help me find a trigger or a mechanism to help move the stone."

Jak wrote:
"The Forgotten's hand is certainly black. And now he knows we're here… assuming he didn't believe me yesterday."

"That forgotten creature is undoubtably connection to this whole affair. The question is, do you think we are powerful enough that we could snatch his black hand?"


"Don't know how much of a choice we really have if we want to save our friends," Jak whispers as he heads toward the stone obstructing their passage to the well room.

As he gets close, he shakes his head, "This is just dumb." He pauses for a few minutes, straining with his ears and eyes for any sounds other than the torch and water from the room beyond.

Can Jak take 20 on Perception here? If so, it's a 25.
If not.. Perception 1d20 + 5 ⇒ (14) + 5 = 19

As he looks and listens, he whispers back to the group, "Did we bring any rope?"


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Jak strains his ears for long minutes and hears nothing over (or under) the sound of the water tinkling in the fountain.

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