Ordikon

Zeldin Tarr's page

378 posts. Alias of Sigil.


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I cannot click your link at work... but if I recall correctly those three did okay right? I mean God visited them in the fire so...


At the sound of the voice Zeldin drops low and sparks flicker from his fingers. As he realizes that the "danger" is a riddle he stands again, and blushes.

"That pointy pair have also earned the right to a little arrogance..." Zeldin says in his absent way.


Zeldin looks to "Love" as "Love" says, "Well this is looking better!" wondering what he sees that he is missing. Muttering to himself, suddenly a ball of blueish light appears in in his palm and he holds it high. His eagle eyes cast about the room, looking for anything that seems out of place.

Spoiler:
Zeldin casts light.

Does it smell or look like the goblins or "Bestial Horde" have been this way?

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

If Zeldin sees anything, he freely shares it and if he does not he asks "Love", Do you think this floor might be trapped too?


No worries... I hope it heals quickly!!!

Zeldin looks back to the door he found and then slowly walks towards it, wondering what they will find on the other side.


As the rope slips, Zeldin jumps to Karths side and grabs on, and though not needed aids in pulling "love" from the pit.

Looking at Karth, he says, "I agree with Karth, that we can leave this and come back, especially now that there is a clear obstacle. Let us try some of the other passages to be sure that no surprise sneaks up on us."


I like "Love" alot! I enjoy listening to his thoughts as he explains himself! A stout McGyver!

Zeldin addresses the least important matter. "I am not sure my surname is Tarr... Please call me Zeldin."

Clearly Zeldin is out of his element here... His keen eyesight are not enough to divine a path.

"Can we put it back so some of the obvious choices can be explored first?"


Would you settle for Zeldins player giving the thumbs up? I say go for it... I think he is a bit more cautious.

Zeldin freezes, at "Love's" caution. After a moment of thought the he says "Sometimes doing nothing makes it worse too." It is not a challenge, and more like a thought, spoken aloud.

When he sees "Love" continue to examine the statue he tries to casually stand clear.


I am fine with the switch... But the name asks questions that demand answers! :) How did you pick that name?

This room holds him in some sort of awe... There are so many choices, and it is far more impressive than any place he has ever seen before.

Seeing Karth injured Zeldin hurries forward to see if he can be of assistance.


Zeldin is apprehensive of this room and certainly of the floor. He proceeds with caution behind the others and as is his instinct, he begins looking where his attention is not drawn. The corners and edges of the room.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

As Karth and Occa play with the statue, Zeldin tries to stay clear, and watches the hole for surprises.


The door yes... The room no... Can we go through it now? I do not guess many have made it this far!


Zeldin smiles and in that moment, Occa likely sees something the others have already noticed, that this keen minded odd man, has some aspect of a child about him, as if he has spent a very long time without social interaction in his life.

He takes the key, and smiles again at Occa. Thank you! he says enthusiatically.

Suddenly he feels like he should trade something, and he offers again awkwardly, what he said before, I think I know where that door is! it is in the water room. We can see before we leave, okay?


Actually, I think we might have found that door! Zeldin says with excitement, suddenly realizing that this could be one of the doors off the water room.

When, Occa pockets the key Zeldin makes a small frown, wrestles with a thought and then seems to calm. Opening his own pocket, he pulls out a key, and says, It seems like we should keep found keys together. Do you want to keep them? his tone seems to indicate that in fact, he would like to keep them, but he offers his key freely, all the while glancing at Errigal for approval.


Dice Rolls:
1st Spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17,2nd Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11,3rd Spellcraft: 1d20 + 7 ⇒ (8) + 7 = 15,4th Spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12

Curious about the found items, Zeldin comes to investigate. He has had some limited training for times like this. Sadly as he looks item to item, he realizes that he has not had enough training. I hope they are useful, but I have no idea what they are. he says to no one in particular.

Karth, shall we go back to the original plan? Zeldin is referring to opening the door at AF60

Occa:
I do not know the acronym bbak.


Zeldin smiles widely at Occa calling him "Mister Tarr". You can call me Zeldin. He is thinking his initial impression had been a bit off and he is inclined to give the chatty man the benefit of the doubt.

Zeldin freely shares a brief synopsis of their adventures so far. In his tale he is rather useless but each of the others shines brightly like a hero of the old tales. He seems to relish telling the tale.

When he is finished, he begins a careful inventory of the room, searching everywhere.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16


To Larayn: My name is Zeldin Tarr, and I think we would all be safer if you would join is that room there. Zeldin gestures to the fey potato fairy room, I am not certain that we dispatched all the crawlers that kept you trapped.

Zeldin moves back toward the fpf room.

He says loudly, to all but clear means only the newcomers to answer, How did you come? Do you have maps of the way you took to get here?


On being told to shush, Zeldin makes a sour face, but he complies. He turns his back on the unpleasant man from the bed and gives his attention to Larayn. Guessing her to not be play acting, he moves past Kathrine towrds her and asks if she needs food or water. While he does this he keeps his eyes out for danger in the dark.


Seeing that Larayn is blocked from the room by 2 capable combatants, Zeldin turns his attention to Occa. Wait! Zeldin says strongly. How did you get here?


With the reason of a trapped animal, Zeldin regards these 2 newcomers as foes, and crouches defensively. His nerves are clearly rattled and the sparks dripping from his fingertips give him away.

He does not seem to notice Karth's struggle with the animated fey potato fairy. If you had asked me a week ago if I would ever combine those words like that I would have bet everything against! :D

Zeldin is readying an action if either of the strangers make aggressive movements towards the group.


Zeldin seems on edge in this room. He looks for danger first, and then focuses on the snoring man. Looking to the others he says quietly and bewildered, Perhaps we should let him sleep, and leave this room.


Unsure what to do but sure that we have been spotted, Zeldin gestures that we should advance on the strange creature. He also whispers his observations to the group.

Assuming they agree, he takes his place toward the rear and moves forward cautiously.


Zeldin gawks at the door with his mouth wide open.


To the group: Is everyone okay? Do we need to rest?

To Karth: Karth, did you hear anything from any of the other doors? If not, I think we should head back and try the door I was at. Better to not have anything unsavory follow us!

Zeldin is referring to the door at AF60.


Zeldin throws another sparkling ball at the remaining scorpion.

Electrical Charge, Touch Attack and Damage: 1d20 + 1 ⇒ (6) + 1 = 71d3 ⇒ 3


Zeldin moves forward and eyes the beasts before them. He is impressed with the instincts of the warriors in front of him. They saw what he did not, that they should stop the creatures in the bottleneck.

From behind the front line he tosses a ball of sparks at the scorpion closest to him.

Move to AU80. Electrical Charge, Touch Attack and Damage: 1d20 ⇒ 7 1d3 ⇒ 1


Zeldin moves forward and into the room. AU76 He tries not to look at the monstrosity before him but with discust focuses his attention on the ones chittering down the hallway at them. He averts his eyes for a moment, and extends his hand. Again a blue dart shoots from his fingers and finds its mark in the lead scorpion.

Magic Missle, Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Zeldins eyes are wide in absolute revulsion. He does not think. He mutters something and points a finger at the monstrosity before him, and a shaft of blue light flies at the scorpion and hits it squarely.

Magic Missle, Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Agreed, whichever one you want to open first is alright by me. Zeldin feels excitement building in him.


Do you think we should investigate the picks first? Zeldin asks softly.


TY! Good idea to speed things up.

Mata gaaming for just a minute, you are using well that old GM's chestnut of rolling dice. It does keep one on edge... MY instinct is to run! lol

Zeldin pockets the new vial, unless Kathrine takes it. (I assume she found it.) He returns to the central area. [b]Shall we try this one?[b] He asks softly, of the door at AF60?


When Zeldin sees that there is no danger, he makes a more thorough search of those places.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16


Holding his breath, Zeldin takes the other vial and offers it to Buckwell.

As Kathrine ascends the stairs Zeldin's curiosity is drawn to rooms to the north. Warily he tries to see if there is anything of interest in that direction.


Zeldin enters the space, keeping to the trod spots. His goal is first to look for danger and then to see if there is anything hidden in the room. Once that is done, he takes a closer look at the bodies.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 7 ⇒ (9) + 7 = 16


I am very glad you are the GM and had to describe that and not me! :D

Does this space appear to be used or is it dusty etc?


Sounds good to me... Lets head South in room 2. There is part of the room unexplored and a door. I think if dead end there though, we are up against some harder choices.


Zeldin follows Kathrine into the room. Completely missing her sarcasm he remarks in a low voice, I do not think this is a wonderful scent at all. It makes me feel a little sick actually And then it hits him, and he smiles sheepishly.

Once in the room he makes a search of it and as he has done before he makes sure to ruin the beds.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9


There was a door off of area 5 that we did not open... Did we try? If not, I say we head that way.


In a hushed voice Zeldin asks, What is it Karth? What preparations could we take to make it safe to enter, if we came back later?

As he waits for Karth to reply, he suddenly says, I guess this is one more place that the Bestial Horde has not been.


Survival: 1d20 + 1 ⇒ (6) + 1 = 7


There is one door off of room 1 left. Unless there are dissenting opinions, lets try that one.


We may be less safe if we disturb them as they are likely what blocks this entrance from the surface, and as they have no way of entry, I think we should let them remain. Let us see what else there is to be seen in this place.

Zeldin begins to head back the way they came after carefully putting the note he found into his back pack.


It looks like another door over there. Zeldin remarks, peering into the higher chamber.

He gathers the bottles of wine and places them in his back pack before moving toward the door.


Upon finding the note Zeldin excitedly moves close to a light source and reads it to the group. What do you think it means? he asks the group.

Before we decide to stay here or not, lets see whats up there. Zeldin says, gesturing to the steps that Karth has stepped on.


Zeldin enters the space as noiselessly as he can all the while keeping his eyes open for danger.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11


Lets take Kathrine's suggestion and go to the stairs.


This is a place that should not be visited again. I wish there was some way to destroy it or despoil it so the spirit that is there is compelled to flee. Zeldin says warily.


As if heeding Kathrine's words Zeldin moves back the way they came and watches for danger.


Zeldin moves in slowly after Errigal. His instincts here are not to linger. This is confirmed when he feels his heart well with bile and animus.

He struggles to concentrate and see if there is anything here needs further attention.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Buckwell, can you bless this place? Can any of you? he asks.

Tarlane, to be clear... Zeldin pocketed the small key found earlier.


Still here. :) Still Interested.


I would prefer to see what is n the last door in room 1 before we use the stairs... But okay with a group decision to the contrary.


Seeing Errigal thus engaged prompts Zeldin to do the same.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

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Male Human(Changeling) (28 posts)
Ratfolk Sage
Verik Skintail

Male ratfolk wizard 2
Vitals:
HP:14/14 AC:14=10+(3dex,1size) Speed:20ft BAB:1 CMD:11 CMB:0 FORT:+1 REFL:+3 WILL:+3 SQ:Scent Init:+3
(194 posts)
Demon, Vilsteth
Sovereign Court Vezper Whight

Male Tiefling Wizard(Familiar Adept) 3 (4 posts)
Vencarlo Orinsini
Victus Jack

Male Human Samurai 1 (0 posts)
Succubus
Dark Archive Vizper Darkbrood

Female Teifling(demonspawn) Warlock 1 (26 posts)
Zalsus
Vol Ghalerhorn
(0 posts)
Quilindra
Vris Nix

Female Tiefling Investigator (Psychic Detective) (3 posts)
Vorrea Talminari
Dark Archive Vrris Noranda

Female Skinwalker (wereratkin) Kinetisist/monk of the empty hand (Unchained)1 (4 posts)
Hezzilreen the Cunning
Silver Crusade Xiz The Mighty

Female Kobold(Blue-Scaled) Vigilante(Stalker) 1 (6 posts)
Kobold Devilspeaker
Yari Von Fizzle

Female Kobold (Black Scaled) Bard (Dragon Herald of Apsu) 3 [archemage Mythic]1 (21 posts)
Rat King
Zak The Feral

Male Ratfolk Brawler(constructed Pugilist) (2 posts)
Illithid
Zirix

Female Quillick Witch (ley-line guardian)1 (1 post)
Lizardfolk Sorcerer
Zsar Kizar

Male Bakali Druid(Dragon Shawman) 2
Vitals:
HP:19/19 AC:17 Init:+1 F:6 R:0 W:6 CMD:14
(114 posts)