To Gaze into the Abyss (Inactive)

Game Master Dreaming Warforged

Dreaming Warforged's Wrath of the Righteous


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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

"We had more scales. I'm certain one can be used for flying. Eamch, you took the excess scales, did you not?"


Eamch sheepishly replies "I did, but I left the extras back at that dwarven temple. You see, when I tried to tap into the power of them, I understood that we could each only bear one, as Terendelev's last gift to us. So I left them at that temple hoping they would help consecrate it and keep evil from rising again there."


"I can jump the chasm easily enough. Does anyone have rope?"

GM, can we see places to anchor a rope on both sides? Preferably high enough that people can use the rope to go hand over hand across.

I am assuming I can take ten to jump across. A 10' gap is DC 10, and Eamch has Acrobatics +6 to give him a 16.


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

"No, I don't have rope Eamch. Even if we had rope, I don't think it would help Aravashnial and Anevia cross. Unless someone has a better Idea, I think we'll have to carry them down."


It's not impossible to tie ropes at each ends, but it can be tricky.

Meaning a survival roll. And you can take 10 if you have ranks in the skill, as there is no combat.


I believe Zoresk has rope in his gear. Assuming that is accurate...

"Let me scout. If no menace awaits us on the other side or down in the chasm, we can use the rope to lower down people into the chasm. Those of us who are a little more nimble can stay up top and jump across. Then we can use the rope to pull them up the other side."

If no one protests, Eamch will deftly leap to the other side and use his darkvision to confirm that nothing is lurking there. If it is clear, he'll jump back and let Kord and/or Zoresk lower him to the chasm, leaving the rope around him while he scouts the chasm. if something presents itself, he'll shout to be pulled up. If nothing threatens, he'll have them pull him up, then he'll jump to the other side and keep watch while the others start the process of getting past the chasm.


All stays quiet and nothing springs to eat 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

Zoresk retrieves some rope from his pack and assists in Eamch's plans. It's good that I've been trapped here with such resourceful companions. This could be significantly worse otherwise. After Eamch has made his jump, Zoresk eyes the cavern below and says, "I think it's best if Kord and I stay here to help lower the rest of down. Then Kord can follow and I'll untie the rope and follow you all down. I'll go on up and tie off the rope and help pull the rest of you up. Any objections?"

Assuming there are none, Zoresk will go about his plans, assisting in lowering those who can't climb themselves. Feeling invigorated by the tasks before him after months of uncertainty, Zoresk manages his climbs without significant hassle. It's sad that it takes the destruction of Kenebres and our fall into darkness before I begin to feel alive again. Still, this is not where I imagined myself a few months ago.

I do indeed have rope. :) A couple climb checks after everyone has been lowered. I'll go ahead and just try climbing up the other side, I guess.
Climb down without rope: 1d20 ⇒ 17
Strength check to toss rope to Eamch: 1d20 + 3 ⇒ (19) + 3 = 22
Climb up with rope: 1d20 ⇒ 19

Need anything else, DW?


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 at Zoresk, "You came prepared, brother."

Kord will help the others down and then will climb down himself.

Climb: 1d20 + 4 ⇒ (13) + 4 = 17


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 just shakes his head and heads down the rope. "At least one of us was repaired for this. Note to self: pack rope. 2nd note: Don't get buried underground."

Climb: 1d20 + 5 ⇒ (13) + 5 = 18


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

After everything is set up, Dalmien will climb down the rope and then back up, helping the mongrels if they need help.

Take 10 on Climb check down the rope


You make your way up and down the crevasse without any particular trouble, though it does take a while to get Anevia and Aravashnia across.

As Valor, the one with reptile and goatish features, climbs up and reaches the other side, he sighs: "The usual passage has collapsed. This is not good..." He turns to Crusade's Gift and Herald: "We'll have to go through the spore-cougher..."

When asked, he offers: "It's some kind of fungus. It looks like a heap of ropy green mushrooms. It has killed often..."

Knowledge (dungeoneering)

With another sigh, he starts along the dark tunnel.


Knowledge (dungeoneering) 1d20 + 4 ⇒ (2) + 4 = 6


Doesn't ring a bell. (Need a 15...)


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 don't think any of us are trained in it. Here's an untrained roll (max DC 10).

Knowledge (dungeoneering) UT: 1d20 + 2 ⇒ (15) + 2 = 17 So basically a 10. Not sure if that's enough to get us anything. :)

Shrugging away the cramping stiffness in his arms, Zoresk looks between the mongrels. They seem worried by whatever this fungus is. Best to be on our guard. Curious how something so mundane could be dangerous, Zoresk follows their lead, holding his fauchard at the ready.


About 20 minutes later, Valor stops: "This is it. It lairs in this cave. We have to cross... But I'd prefer not going first..."

In front of you, the tunnels widen, leading no doubt to a natural cave.


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, Zoresk stops and glances into the cave warily. Turning to the mongrels, he asks, "How does this fungus kill, exactly? What do we need to be on guard for? I'll take the lead, but I'd like a little more information before I rush in."


"Those who know... Can no longer tell..." replies Valor.


"That's just swell..."


"Let me slip ahead and take a look. Maybe once I see it, I can recall something about it that may help. And if it reacts to light, then I would be in less danger relying on my cave sight to take a look." That, and I am the most expendable person here.. Eamch adds to himself.

Eamch will prepare by taking the scarf that he'd wrapped his food and waterskin in and wetting it before tying it around his head to cover his mouth and nose.

If no one objects, Eamch will sneak forward into the darkness and see if he can get a look at fungus. Stealth 1d20 + 6 ⇒ (19) + 6 = 25


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 tries to look confident and chuckles, looking at Horgus.

"You really think some mushrooms are gonna stop us? After what we've survived already?"

Bluff: 1d20 + 8 ⇒ (16) + 8 = 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

"Eamch, I'm not sure it's a good idea for you to go in by yourself. I would prefer if we go as a group. Perhaps you can scout ahead of us, but we should stay close enough to assist if you're attacked."


Eamch nods in agreement. "Then keep me just at the edge of your light."


Eamch:
The tunnel opens into a circular cavern, roughly forty feet in diameter. Thick sheets of fungus grow in the cave, and several tunnels branch off. All of these save one in the north wall lead downward; the northern one leads upward.

What appear to be two dead bodies lie on the ground in the middle of the cave, next to a strange heap of ropy green fungus.


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 nods his assent to the plan and moves to keep Eamch just at the edge of his sight. Peering about into the darkness, the kellid fighter nervously shifts his grasp on his fauchard, wishing he could see as well as the dwarf.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Eamch creeps back to the others before he quietly fills them in.

"There's a cavern ahead, about forty feet in diameter. Fungus everywhere, and several tunnels branch off. The one in the north wall leads upward. In the middle of the cavern, there's a heap of ropy green fungus and two bodies."

He looks to the Valor and asks "Do we need to go through the one that goes upward?"

"They called it a 'spore cougher'. Do we want to try and race through, holding our breath? Or do we want to charge it and try to take it apart quickly before it can react much and spew spores?"


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

"Do you know how far they can cough spores? I can also weave a minor resistance spell to help with the spores"


"The tunnel upward is the right one, yes." Valor says.


Hope and Despair wrote:

As Valor, the one with reptile and goatish features, climbs up and reaches the other side, he sighs: "The usual passage has collapsed. This is not good..." He turns to Crusade's Gift and Herald: "We'll have to go through the spore-cougher..."

When asked, he offers: "It's some kind of fungus. It looks like a heap of ropy green mushrooms. It has killed often..."

Dalmien, just assuming from what Valor said in this post before.


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 frowns, "We should defeat this menace once and for all. I recommend we slay this creature. Let's charge it and destroy it quickly"


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 just rolls his eyes and looks at Kord. "It's a fungus, not a creature. You know, a big ol' spore spewing mushroom? Does charging things like that sound like it's going to get us in a good place?"


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 nods his agreement with Barek, "Not an idea I'm in favor of either. On the other hand, we need to find some way to neutralize the thing so we can all get past. I don't see Anevia and Aravashnial just running past. Maybe the fittest of us should try approaching cautiously with this spell of Dalmien's? If we can recover the bodies. We may be able to glean some further clues from 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

Kord shakes his head at Barek, "It has killed several of Valor's people. We should not underestimate the risk. Let's cautiously move in and destroy it. If it is just a simple fungus, it should be relatively easy."


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

"Eamch, are the bodies, right next to it? If that's the case, running in and out to retrieve the bodies might be dangerous for nothing. Kord may be right here, if we go near it, we may as well attack it.

Valor, do you have any advice?"

If and when we decide to move in, Dalmien will cast Resistance on the crew in the order: Himself, Eamch, Kordica, Barek, Zoresk (just to determine how long everyone has with it, it lasts 10 rounds


Valor raises his shoulder: "I wish I knew. The "spore-cougher" doesn't always stay here. It can move too. We've always made sure to avoid it."


"Perhaps I can try something. Get me facing the entrance."

Once in position, Aravashnial gathers his thoughts, then exhales, transforming his breath into a soothing chant. He blows as he signs, and a small blade of fire appears, and rises and dances as he chants and blows. Soon, a small fire appears, and through it you see two eyes of yellow flame open.

Feeling the heat with his hands, Aravashnial looks satisfied and speaks to it in a tongue like a roar. The fire elemental turns and goes into the cavern. You see the yellow glow of its flames as it bounces off the cavern walls, casting tall shadows.

A few seconds later, it is back, and speaks to the elven wizard.

He turns to you as the fire grows smaller and disappears: "It seems to think the fungus was already dead... But he burned it to be sure. It should be safe now!"

He looks a little glum and proud.


Inside the cavern, you find the burnt body of the fungus Eamch had spotted. Near it are the bodies of two crusaders, bearing the obvious longsword of Iomedae.


"They must have fell same as us during the battle. Looks like they went the wrong way..." offers Anevia, her head bowed in respect.


"May Iomedae guide their souls." adds Horgus, though it's hard to tell whether he's sincere or derisive.


Eamch moves to the north entrance, ready to lead on. He waits quietly and respectfully in case Valor and his peers wish to see to the remains.


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 stops at the crusader's bodies and says a prayer to Gorum. He will then cover them with loose rocks and any other available debris. Once complete, Kord thrusts their longswords into the ground at the head of each make shift cairn.

"Rest in peace crusaders."

Kord then falls in line behind Eamch, ready to move out.


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

[b]"Perhaps..perhaps they might have something of use for us? I know we should let them rest in peace but this is a serious situation, and we need all we can find."[b]

If there is no objection, Dalmien will search the bodies.


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

"Perhaps..perhaps they might have something of use for us? I know we should let them rest in peace but this is a serious situation, and we need all we can find."

If there is no objection, Dalmien will search the bodies.


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

Knowledge(Planes) to determine what Aravashnial summoned: 1d20 + 6 ⇒ (2) + 6 = 8

"That was... impressive." Zoresk watches the Aravashnial's creature with a little wariness. "If it was already dead, there may be others up ahead who did the killing." Entering the cavern, Zoresk approaches the fungus cautiously, giving it a careful examination before turning to study the dead crusaders.

"I don't think you need feel guilty Dalmien. This is a survival situation and we need the advantages. Take a look and I'll say a piece for them while you do so." Kneeling alongside the bodies, kneeling down and shutting the eyes of the pair. Pulling a copy of the Acts from his pack, he reads a brief passage from an earmarked page. Returning the timeworn book to his pack, Zoresk takes up his weapon again and moves towards the upward sloping path. Gesturing up into the darkness with his fauchard, he asks Valor, "This is the way we should go, right?"

If Valor answers in the affirmative, Zoresk nods and begins to lead the group up the path, keeping an eye on their path.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


"It's the way..." cuts Horgus, with sorrow in his voice. "Poor lads..."


Dalmien:
Both men wears a masterwork chain shirt. One of them carries a potion, while the other has a scroll in a pouch. Between the two of them, they also carry 129 gp.

The crusaders are not armed with the typical longswords, but they instead carry a glaive and a spiked gauntlet.

Finally, one of them clutches something tightly in his fist. To know more, you'd have to pry the fingers open, possibly breaking 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 approaches the corpse's hand, and has a moment of hesitation.

"...You're right. These men died serving the crusade, and I think we all here mean to serve the crusade. They would want us to use whatever we can... I hope. They have some coin. And couple of useful weapons. That gauntlet looks mighty dangerous, could be useful in a case of emergency to someone who can punch. There's also something else"

DW:

Dalmien will pry open the hand, if he can.

Strength: 1d20 ⇒ 17

He'll also grab the scroll, examining it, as well as the potion.


Dalmien:
It's not too hard to divine the nature of the potion (CLW) and scroll (Cause Fear).

Inside the man's crushed fingers, you find a small item: a brass bull’s head with tiny red gemstone eyes.


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

Before leading us onward.

Looking over the gear Dalmien points out, Zoresk says, "If it's alright, I think I'll replace this hide armor with a set of that chainmail. It looks like it'll give about the same protection but I'll be a lot more mobile. Or I will be once I get rid of some of this gear."

Pretty sure I got a CLW potion from before, but I'll have to do a check of our archive later. It didn't get marked on my sheet if I did take it.


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

"There's a mild healing potion, and a magic scroll which I will keep if that's all right. There's also this brass bull's head encrusted with gems. Does it mean anything to any of you?"

DW:
Dalmien will cast detect magic, to see if there's anything enchanted around, particularly the brass bull head

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