To Gaze into the Abyss (Inactive)

Game Master Dreaming Warforged

Dreaming Warforged's Wrath of the Righteous


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Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Dropping back down to the crowded cavern below, Zoresk promptly begins donning his armor and reclaiming his gear. As he's buckling on his armor, he glances back up the way he came and gestures, "There may be a way through up there, but it looks pretty well plugged up. I doubt we could make it through without bringing this place down on our heads. Best to continue exploring, I think."

I'm assuming the potions are labelled. Correct me if I'm wrong. :)

With a shrug, he inspects the contents of the pack. "Given that we're trapped down here, it's good to see we've more food. Some healing curatives and some miscellaneous gear. I've no use for these arrows, but I can carry quite a bit more if need be." Zoresk scratches at his beard thoughtfully for a moment before continuing, "We should split up the rations in case there's a cave in or something and we're separated. Same principle with the other stuff, really. Probably someone other then you, Kord, should take this healing stuff. Yer god can bless you but the rest of us aren't so lucky if we get cut up."


Eamch will take a day worth of rations, mumbling a thanks well practiced from years of begging on the streets. He'll look into the box of caltrops and say "Why don't I take these? I'm not the most vicious warrior amongst us and I may be able to use them to contribute in a small way."

I'll add those to my character sheet if no one else wants to claim them.

And I guess we can say Zoresk will carry all of it that no one else claims? Does that sound fair?


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Dalmien is happy to let Zoresk take the rest of the equipment. He had, after all, proven that he wasn't afraid to take a hit, and he might need the potions more than he.
He is still oddly fascinated by the brooch though.

"I would carry the brooch if it pleases everyone else. Perhaps we can find out whom it belonged to? Something tells me that it might hold some importance."


Does Eamch know of what the brooch may symbolize? Knowledge 1d20 ⇒ 20 +8 to the roll if arcana or nobility, +4 if any other knowledge skill.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord looks on in amazement as Zoresk scales the wall, "Well done sir!"

Kord doesn't claim anything. He's happy to help Zoresk carry the equipment.

"No way we're getting up that shaft. Let's press on through the tunnels."


Eamch:
As far as you can tell, the brooch is simply decorative and has no special meaning.

You proceed down the tunnel, steady but slow progress, for about half an hour you think, though marking time is harder down here.

The tunnel splits. The main tunnel continues in darkness, while the branch heading (north?) shows an eerie soft green glow reflecting against the surface of the rocks ahead...

Ok guys, I'm off for a few days. I'll pick this up when I come back.


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Barek chuckles and spins his daggers back into place, hiding them in hopes that any searches would leave him armed.

Hiding the Daggers: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25

"Either that, or it's just a pretty brooch of some dead local or tourist."

The young man shakes his head as the items are shown, not interested in any of it. Then thinking back on it, he takes the caltrops. "Never know, these days."


"Yes, I can't make any association with a group, or family, or anything in particular. My guess is that is is just decorative."

When they reach the split in the tunnel, Eamch comments "Perhaps we should check this side tunnel first. We wouldn't want anything there sneaking out behind us while we advance, right?"


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord nods while gazing into the darkness beyond the light of his sword."I agree Eamch. Lead on."


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

"Works well enough for me. Be wary, I don't like what this glow portends." Zoresk says after shouldering the newly discovered pack. Hefting his blade, he does a last check over his gear before nodding in satisfaction and following Kord.


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Barek looks about a bit nervously, as he wipes the dust from his hands. His hands go into the pockets of his pants, instead of letting them work nervously about. Idle hands...

"Yeah, let's move on...All this darkness...it's a bit creepy."


Eamch nods and takes the lead. Why not? I'm certainly the most disposable person here. He chokes back his bitter self-loathing, clasping his coin and a scale like talismans, before mustering his courage and advancing quietly.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Looking at the carcasses of the giant poisonous insects, a shiver creeps through Dalmien's spine.

Yes let's make haste. The sooner we're out of here, the better"


Eamch opens the way, with the others standing about twenty feet behind. The glow grows a shade stronger as the tunnels leads to a small cavern. A single sizable 20-foot-tall building remains in the center of this 30-foot-high cave, a bunkerlike structure with no windows and walls of worked stone blocks.

On the building's facade is a 10-foot-long carving of a hammer, a clear symbol of Torag. The ruins of collapsed outbuildings stand to either side. Though clearly in bad shape, the temple radiates a certain sense of serenity.

On the right side of the temple, a door stands ajar.


Eamch quietly advances toward the door, encouraged by the symbol of Torag but still cautious.

Stealth 1d20 + 6 ⇒ (1) + 6 = 7


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Barek keeps his eyes open, searching constantly for any source as danger as he tries to hide himself in the shadows. Neither the size of the room, nor the calm, nor the symbol of an archaic deity do anything to calm him.

Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Stealth: 1d20 + 7 ⇒ (12) + 7 = 19


Nothing stirs as you get to the door. All is quiet, until...


"This is a waste of time..." says Horgus, breaking the silence.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

"We need to find our way back to the surface. I'm not sure if it's worth the time and risk to explore the building. I recommend we continue through the tunnel."


"I'm glad you agree!"


All chances of stealth now ruined , Eamch says back to Horgus "And should we not have wasted time with that backpack that Zoresk retrieved for us? The one that gave us all those extra rations? There may be something in there that will help us survive until we can reach an outpost of civilization. If you wish to continue on your own, I certainly won't restrain you. We could will even give you a couple of those candle stubs we found."

With that, Eamch goes in the door.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

"He's right. Besides, the city's been destroyed. We don't have any major time constraints. "

Dalmien tentatively follows Eamch.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Creeping along towards the light, tense, Zoresk turns towards sound and preparing to strike before he realizes it's simply Horgus. Glaring at the man, he listens to the others before saying in a quiet undertone, "I'd say it's worth investigating a source of light. What if that's the sun or firelight being filtered through some vegetation? We'd have missed a way out. Now be silent unless you absolutely must speak. We don't need to alert anything else we're down here more then we have."

Turning to follow Eamch, Zoresk refreshes his grip on his fauchard, eyes glancing around the room warily as they enter.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


Some of you enter the small abandoned temple. Crossing the door, you find a small antechamber. A stone bench lines one wall. At the far side, a basin of water sits atop a stone pedestal. A stone door engraved with an image of a hammer stands in front of you.

The glow is only outside the temple, and you now need light sources or darkvision to see through the pitch.


Horgus remains outside: "Look, it seems we have different ways of looking at this. Perhaps it's best if we split in two groups. Me and Kordica will head back up as fast as possible to bring the battle to the demons. Those who wish can stay with the slow group, or come with us." He looks around to see who will follow them.


"This is so like you Horgus, but you have to realize this is madness. We don't know what lies underneath Kenabres, and we need to stay together if we are to survive. You'll just have to accept that it will take longer!"

Though he can't look at the man, you see the elf is truly angered at Horgus. More than the situation warrants...


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

"We need to stay together Horgus."

Kord follows the others into the temple.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Hearing Kord's retort, Dalmien is visibly relieved. If it hadn't for him and Zoresk, he would probably be centipede fodder by now.

"Glad you're staying with us, Kord. Come light the way, it's real dark in here"


Not concerned about light, Eamch enters and begins to make a circuit around the temple, looking more closely at the stone door. He'll check to see if it is trapped in any way, and if not he'll try to open it.

Perception 1d20 + 10 ⇒ (18) + 10 = 28


The door doesn't appear trapped, but is stuck and will require some shoving.


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Barek will remain in the shadows, trying to remain as quiet and hidden as possible.


Having remained behind in the cavern, Anevia sighs softly: "This place is so serene. The green light seems to come from behind the temple. Probably some fungus. Makes it look like the temple is shining..."

Her hand drifts to her maimed leg and her face grows grim from the pain.


"Kordica, can you help me with this door?"

If Kord helps, Eamch will try to aid another. If not, please use the roll for Eamch's strength attempt to open it.

Strength 1d20 + 0 ⇒ (4) + 0 = 4


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

"Let me help with the door.". Kord will shoulder the door open.

Strength check:1d20 + 4 ⇒ (10) + 4 = 14


The door protests, but remains stubbornly stuck.


"Sometimes doors are stuck closed for good reasons." mumbles the man in the back.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Ignoring Horgus' muttered complaint, Zoresk sets his fauchard to lean against the wall and says, "Let me have a go of it." Once the way is clear, he tries to shoulder open the door.

Strength check: 1d20 + 3 ⇒ (17) + 3 = 20

Edit the flavor text to account for the ninja DM. :)


"Never mind..."


With a crack then a sigh, the door surrenders and Kord's light beams through dusty air, revealing the temple's nave.

Broken stone benches line this narrow room. The air is cold and stale, and thick layers of dust cover the floor, benches, and a large altar at the far end of the room.

On one of the benches is the body of what looks like a dwarven priest or monk, frozen in time, his husk still sits upright, as if lost in prayer and devotion.


Eamch will approach the remains of the priest, with solemn reverence. "Poor fellow." he mutters. He'll check to see if it is obvious how he died. He'll also look for anything that may help them get back to the surface.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Recovering his blade, Zoresk warily enters the room, looking around with interest. This place seems to have been here for some time. There must have been some way to reach it if it was deliberately built. Zoresk wanders closer to study the alter.

Perception to search the alter for anything of interest: 1d20 + 5 ⇒ (3) + 5 = 8 Particularly holy symbols to confirm this is a temple of Torag or items to help us get out of here.
Knowledge(history) to determine what this place is doing here: 1d20 + 6 ⇒ (18) + 6 = 24


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord enters with his sword ready. He cautiously uses the light from his sword to scan the area.

Perception:1d20 + 6 ⇒ (16) + 6 = 22


Barek and Dalmien? Going in or staying out?


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Barek slowly creeps in, looking around and maintaining silence, obviously none too comfortable with being still underground and in such an unfamiliar place. While the others are more focused on the room itself, the con man is looking all around, making sure nothing creeps up on them.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Dalmien follows, checking on the reluctant Horgus before stepping in.


Secret Rolls:

Initiatives
A: 1d20 + 4 ⇒ (16) + 4 = 20
D: 1d20 + 6 ⇒ (11) + 6 = 17
G: 1d20 + 2 ⇒ (13) + 2 = 15
P: 1d20 + 6 ⇒ (13) + 6 = 19
T: 1d20 + 1 ⇒ (16) + 1 = 17

H: 1d20 + 6 ⇒ (2) + 6 = 8

Puzzled at why such a temple is to be found here, you move around the nave with caution, mindful of potential threats.

The temple is in bad order, but its stones feel solid. Nothing lurks in the dusty corner, treasure or threat.

But as Eamch approaches the deceased priest, he suddenly turns to facethe dwarf, almost stopping his heart! The undead's eyes light up with green sickness and he lashes at Eamch's eyes.

The Desecrated Temple
Surprise Round - The Huecuva

Secret Rolls:

K: 1d20 + 4 ⇒ (16) + 4 = 201d4 + 1 ⇒ (1) + 1 = 2

Dirty nails rip Eamch’s cheek, drawing blood. (-2 hp to Eamch)

Map

All of you are up.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Dalmien uses his trusty Ray of Frost on the dead priest.

Ranged Touch Attack: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d3 ⇒ 2


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Cursing, Kord attacks the undead with his great sword.

Attack:1d20 + 4 ⇒ (15) + 4 = 19
Damage:2d6 + 6 ⇒ (2, 3) + 6 = 11


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Zoresk yells wordlessly in alarm as the emaciated body of the dwarf springs to life. Taking a step back to get the space to swing his weapon at the creature. What is this foul creature?

Knowledge(Religion): 1d20 + 6 ⇒ (12) + 6 = 18 Identify the undead.
Fauchard atack: 1d20 + 4 ⇒ (7) + 4 = 11
Fauchard damage: 1d10 + 4 ⇒ (2) + 4 = 6


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Barek takes a step forward, hoping to take this unnatural creature apart at the seams. His blades strike in quick succession. D5 for flanking.

Dagger 1: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14
Dagger 2: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17

Damage 1: 1d4 + 1d8 + 1 ⇒ (1) + (1) + 1 = 3
Damage 2: 1d4 + 1d8 + 1 ⇒ (3) + (5) + 1 = 9

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