To Gaze into the Abyss (Inactive)

Game Master Dreaming Warforged

Dreaming Warforged's Wrath of the Righteous


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Apart from the carved statues, everything else looks like a natural cavern.

You can make the end of the cavern as you make your way forward, as it extended just beyond the reach of your light source. In the right corner, a dark corner could mean the entrance of a tunnel going further.

Twenty statues lines the walls of the cavern, each depicting a different crusader clad in armor and wielding weapons, but their stone features contain expressions of sadness, instead of resolve.


"A tomb perhaps? Why would it be down here, instead of adjacent to the rest of the resting places."

Eamch will approach the nearest statue and see if he can identify who it is intended to represent. Knowledge (nobility) 1d20 + 8 ⇒ (6) + 8 = 14.


Eamch:
You don't recognize these faces. It could mean that they date back to the first or second crusade.


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 remains quiet, as they move on, nodding in agreement to the whole situation. Unfamiliar with all of these various crusaders, he tilts his head slightly in confusion. "Why are they all sad, though?"


"You know, I've been around these parts for decades now, and I don't recognize these faces from murals, portraits, tapestries or other statues. Maybe that means they are quite old. Maybe going back to the second crusade. Hmph. Maybe even the first crusade." Talking about recent decades makes the dwarf seem even older, hunching over the warhammer, using its shank as a makeshift cane to support his weight.


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 studies the statues, unsure of their provenance, but struck by the sadness on each face. "I'll take your word for it Eamch. It's odd that we'd find a memorial to the crusaders buried here. Why wouldn't they be closer to the surface and readily viewable?" Zoresk mulls over the thought for a moment, his curiosity getting the better of him. "I suppose it doesn't really matter. I'd suggest we move on, there doesn't seem to be anything for us here. Although... Dalmien, are these statues enchanted in some fashion, by chance?"


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

"You're right, they might be. Something is odd about this place"

Dalmien casts Detect Magic, and gets close to the statues, looking for a magic aura on or around them.


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

"These statues would not have been carved by humans. Most likely they were carved by the previous denizens of these caverns. Probably the same architects whom built the temple. Somehow they were associated with the crusades. Dwarven crusaders perhaps? Eamch, are you familiar with the history of these caverns?"

Kord walks the perimeter of the cavern, looking down each tunnel.

Perception:1d20 + 6 ⇒ (17) + 6 = 23

GM:
I just want to make sure you are intentionally not revealing any info on Kord's scale and that you didn't miss my questions.


Dalmien:
No aura is detected.

Kordica:
Totally missed it. Sorry about that.

Here are the powers. You must chose one. Then it is fixed.
Cloudwalking: Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target’s altitude. This pillar is 5 feet in diameter (regardless of the target’s size) and provides concealment (20% miss chance) to any creature or object wholly contained within.

Disguise: Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures.

Resistance: Three times per day as a standard action, a scale can be used to cast resist elements—but only against electricity or cold.

Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.


Staring at nothing, the blind elf offers: "These must be statues of the first crusaders! It is rumored that many of them were exposed to unholy energies which... warped them. They hid in shame under the city. Do these statues show... signs of taint?"


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

"Hmm.. I don't sense anything arcane.I'm afraid I don't posess the power to detect the taint of evil, however. Kord, what about you?"


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

"I'm not sure what would constitute a sign of tainting in a statue, Aravashnial, but the statues all bear expressions of great sadness. I'd have expected something heroic or at least stoic, so perhaps this is what you mean?" Zoresk moves closers to a statue, examining it in finer detail, looking for any other signs of 'wrongness'. The First Crusaders at least to a degree as they would have been. A shame that I don't know more that I can confirm the theory.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


"Some people said they had been scarred, mutated... Others said they had turned into demon-touched monstrosities..."


"Perhaps we're about to find out..." adds Anevia as she hops into the room.


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

To Zorusk, [b]"I can detect any tainting, but I would have to rest first."[b]


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

The talk of demonic mutation visibly piques Dalmien's interest.

"In that case I wouldn't mind resting, or at least making sure that we come back later to check it out. I would really like to know more about these first crusaders. After all, understanding their fate might be key for our fight against the opressor."


With a tired voice, Anevia adds: "I could use a rest. I hate to say it, but my leg hurts badly..."


"I know, but I have to ask again: Why not split the group?"


"I wish I could see those statues..." says the elf with a sigh.


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 looks towards Horgus.

"Horgus, friend, I know you want to get out of here as soon as possible. The gods know I do. Perhaps dwarves can live their entire lives underground, but I know how suffocating it can feel. However, right now we must respond to higher priorities. Kenabres has been taken. If we step out, then what? You think that the demons will just let you flee home? There is power in unity, and in fact, it is the only power we have right now.We must stay together, or else we'll be doomed."

Diplomacy check to convince Horgus to fall in with the group more: 1d20 + 8 ⇒ (15) + 8 = 23


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 nods in agreement.

"We stay down here, and all that might be left could be those statues. We'll manage to figure it out and get a chance to look at those statues and make it out of here."

Assist Diplomacy: 1d20 + 2 ⇒ (7) + 2 = 9


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, "Horgus, splitting the group is a death wish. We need to stay together."

Kord turns to the group, "So, you want to rest now or press on? A couple of minutes ago you were determined to press on. We can always circle back and re-examine the statues later if necessary."


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

GM:
Kord will select sacred weaponry for his scale.


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

"I'm not sure these statues change the equation much for me. It'll still be at least twelve hours waiting here before sunrise outside, right? Do we want to wait that long?" Zoresk spares an irritated glance for Horgus, but grimaces sympathetically at Anevia's plight. "I'm sorry you're legs hurting you. Would it help if you could take some weight off it by using my polearm as a walking staff? I've other weapons, so I could manage."


Horgus just nods at Dalmien, though from his expression, you can tell your wisdom struck home.

A little later, he says, with caution: "Anevia, perhaps I can carry your kit?"


With a prudent smile, Anevia accepts the offer and gives the merchant her bag.


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

"Well, in any case I'm not sure I'd be too comfortable resting here with these statues looking at me like that... Maybe we should move on and stop at the next suitable location before coming back for a second look at the statues?"


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 will also offer to help carry Anevia's gear.

"Lead on Zoresk"


The blind elf doesn't seem to understand that you are all ready to leave. He seems lost in his thoughts.

"When Aroden died, his protection from the Abyss was removed, and it is theorized that Golarion moved into alignment with the Abyss, in 4606. The Worldwound was opened by the demon Deskari and the witch Areelu Vorlesh. Demons poured out, and overran the nation of Sarkoris. The Worldwound grew larger, and larger, and it became clear to the entire world that the demons would not stop at the border."

"the First Mendevian Crusade was not called by the Church of Iomedae until 4622. I mean, there was some fighting before that, but nothing truly official. Aroden had died, and the world took a while to recover. New churches were rising... And competing."

"Numerous countries joined in. Not all of them with the best reasons. But their numbers and organizational strengths added greatly to the defending armies, and soon the demonic forces began to be pushed back towards the Northmounds. It sounds nice and clean, when presented like this, but in truth, it was a messy operation, with a lot of infighting, friendly battle, massive losses of soldiers just pushed forward without a good battle plan, and, more importantly, exposure to new energies that were unknown."

"It probably was the deadliest crusade, and the survivors came back with their body, their spirit or their soul tainted, sometimes all three! Mendev was liberated at a great price, and the First Crusaders failed to find a place in a now peaceful land. The most visibly touched, it is said, moved to the underground. I think these statues were built by them..."

"Or their children..."


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

On hearing the elf's last word, Dalmien stops in his tracks.

"That... would make sense. And if it's true, we might be reading on their ground. Aravashnial, are you saying that there might be a whole population of descendants from tainted crusaders around us? If so, might you know if they're hostile?
As we progress, I'm beginning to think that us falling here was really NOT a coincidence..."


"With the First Crusader, anything is possible... Hulrun's Witch Hunters burned many..."


"Ok, I'm creeped out. Best we move!"


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

"That is a tragic story Aravashnial. That is an aspect of the crusades that I was not aware of. I have even greater respect now for the early crusaders."

Kord bows his head in prayer.


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

"And to think that so many of the crusaders say their records are spotless...If they only knew.." Barek muses quietly.

"Let's be quite careful then, considering this...revelation."


After the cavern, the tunnel leads to an almost vertical shaft. At first, it seems like it will be a dangerous climb up, until you notice its walls are lined with numerous nooks, handholds, and dozens of iron pitons. Making use of these will make it an easy climb up.


Assuming I could take ten with the aids built in...

"I'll lead up. My sight should help warn of danger."

Take 10 to climb up.


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

Nodding to Eamch, Zoresk steps aside to let the dwarf through. Setting his fauchard through the loop holster on his pack, Zoresk spares a look at the group, thinking. "Anevia, will you be able to manage this climb? If not, perhaps we can lower an improvised sling to you and then we could haul you up?"


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

"It might be easier to have her hold on to one of our backs as we climb. I'm not sure we have the materials for a sling."


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

"That's true, we might not. Let me follow Eamch up and verify it's safe before we go to all the effort. I'll call down if it looks alright and we can figure something out then." With that, Zoresk begins to follow Eamch up the passage.

Taking 10 on the climb for a 10 after ACP.


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 the group

taking 10 as well for a total of 10.


Eamch, Zoresk and Dalmien make it up the shaft without any problem. The pitons, handholds and footholds have been put in place to allow for an easy enough climb.

The three of you are now about sixty feet higher then the rest of the group. Before you though, the tunnel just keeps going, with no sign of an exit in sight.

After some thinking and some effort, you get Anevia and Aravashnial up the shaft and proceed.

Secret Rolls:

1d20 + 6 ⇒ (12) + 6 = 18
1d20 ⇒ 2
1d20 + 10 ⇒ (4) + 10 = 14

Eamch:

After about a half-hour, the tunnel opens into a large cavern, about seventy feet across. Cylindrical rock formations along the walls arch up to make a domelike chamber, but the walls and floor are riddled with cracks. At the center of the cave, a stone tower that may once have reached the fifty-foot-high ceiling has collapsed onto its side.

At the edge of your darkvision, you see two humanoid shapes busy digging through the rubbles of the tower.


When Eamch reaches the top, he stops and climbs back down to Zoresk. Once he is where the Kellid warrior can see him, he holds a finger up to his lips. He holds up two fingers emphatically and follows with a shrug. Hoping his sense of urgency and cryptic signals will mean something to Zoresk, Eamch goes back to the top as quietly as he can and waits for others to come up. Stealth 1d20 + 6 ⇒ (8) + 6 = 14

H&D:
GM, do they have a light source, or are they working in the dark?


Sorry for the confusion, you've walked half an hour before what is happening. So you're no longer near the shaft. I put too much under the spoiler.

Eamch:
No torches. Roll Perception.


GM:
Perception 1d20 + 10 ⇒ (9) + 10 = 19


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

Gonna assume Eamch retook the lead at the top of the tunnel and his miming was just to us in the tunnel. Is it pitch black in the cavern/tunnel (our light aside)?

Zoresk nods to Eamch's silent signals, understanding his meaning after a moment. Stay silent, two ahead. Best to hide this light before we're spotted. Stripping his cloak from his shoulder's, Zoresk drapes it over his fauchard and passes the message back to the others in a whisper, "There are two begins ahead. Stay silent." Readying his blade, Zoresk tries to follow Eamch as best he can, trusting the dwarf's superior senses.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Stealth: 1d20 - 1 ⇒ (12) - 1 = 11


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 sees Zoresk cover his light and he does the same with his sword. He then silently follows the others, weapon ready.

Perception:1d20 + 6 ⇒ (1) + 6 = 7
Stealth:1d20 + 1 ⇒ (4) + 1 = 5

Kord winces as his armor creaks.


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 remains quiet as possible, looking around and keeping his weapons out and ready for any necessary strikes.

Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Stealth: 1d20 + 7 ⇒ (3) + 7 = 10


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 as well stepping as lightly as possible

Stealth: 1d20 + 1 ⇒ (9) + 1 = 10


The five of you make your way in the darkness of the tunnel, but it doesn't take long for one of you to make a loud clanking noise, shuffling through a pitch black cave tunnel.

The rustling stops all of a sudden. All you hear is stillness, and your own breathing.

Eamch: they are a little beyond the edge of your vision, as you probably are beyond theirs.


Eamch calls out "We mean no harm! We are just trying to make it back to the surface. We are coming forward now." With that, Eamch will start to lead the way, peering intently into the gloom with his hands held wide in a peaceful gesture.

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