Explorers of the Inner Sea


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Adelaine Harthos wrote:
" She shrugs off her pack and digs out the bracelet she took from the party, holding it to the depression and seeing if there's a match.

The age of the bracelet contrasts with the seeming "newness" of the box. But the match is there - like a hand slipping into an old, familiar glove.


Human Wizard-Diviner

Will raises both eyebrows as Addy matches the bracelet to the impression in the box.

"Well. This is interesting. I'm not sure what it means, but it's interesting!" He muses softly.

"Mal, I think we can safely say that we've identified the source of the lady's 'artifacts'. But I don't know why they're taking actual artifacts, and,... remodeling them?" He whispers, waving his arm around to indicate the room.

"I also can't identify the function of these two scripts on the box. Individually they make sense, but why are they together?"


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

Herral puts the brooch on Addy, "its magic and its valuable and pretty, you should have it, it suits you."

Then he runs back to Malatar smiling. As he does the halfling closes his hand so that the moonlight of Desna and her spell is kept but kept hidden.

He tries to put on a serious face like Malatar but the teeth keep popping out.


Will-
You recall from your examination of the bracelet that it was a trade object. This matching could imply that the whole box and its contents were a gift or trade marker linking Azlant and the elven peoples. Given their long lives, its hard to gauge its significance or age. What you can say is that when the elves build something, they build it to last.

DM Note - just referencing some of the stuff mentioned earlier about the bracelet in the thread, so this isn't really new information or anything. You may have conveniently forgotten it since it was revealed just before you came under attack by goblins! ;-)

I'm getting the impression we are ready to move on. Unless someone wants to persue any of the things mentioned previously or are already examing further. Wrap that up, and then let me know how you would like to proceed. As far as exits, there's the corridor opposite the one you entered and Simon has found a hole in the ceiling in the collapsed area. How stable that is unknown; it's diameter is small, but it looks like someone gnome or halfling-sized could climb the rubble and go through it if needed.

DM Note #2 - I'll be around for the first half of the day, so if any actions are declared I can play that out. If you get as far exiting the room, that looks like a good stopping point. Otherwise, I'll pick it up on July 5th from wherever we stop. Bryan will be out next week, so I'll cover Addy as best I can. Any further thoughts? Otherwise, have a great holiday weekend if you are celebrating it.

DM Note #3 - Also, either my eysight is going or the OOC discussion thread for Explorers has gone missing. I was going to send a little blurb out over there, and can't find it. If that's the case, I'll make a new one on Monday.


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

Herral quickly looks round for the rest.

"Zareby, watch out for that leader in golden armour because I bet he is good with a sword...and dangerous. You rememberwhen we met that bard who wanted to write about our travels and you got all huffy and stuffy, what about now. I mean this is a tale!"


Female Half-elf Rogue 1
Keeper of Doors wrote:
DM Note #3 - Also, either my eysight is going or the OOC discussion thread for Explorers has gone missing. I was going to send a little blurb out over there, and can't find it. If that's the case, I'll make a new one on Monday.

found it in the archives and bumped it for you.


Adelaine Harthos wrote:
found it in the archives and bumped it for you.

Thanks! If I don't see anything more in the next two hours, we'll pick this up on Monday.


Male Human Paladin of Sarenrae 2

Simon reluctantly snaps the ring off the dead man's finger.
"If we are through here, I suggest continuing through the corridror."


Simon Gellner wrote:

Simon reluctantly snaps the ring off the dead man's finger.

"If we are through here, I suggest continuing through the corridror."

Mal nods, clearly not liking something about this chamber. “’S’go.”


Hello all! I believe Bryan is out this week, but otherwise everyone is set to go. A couple of housekeeping notes from the room. Simon has the ring from the corpse, and Herral "gave" Addy the silver bird pin from the box. I assume she also retrieved the bracelet. Do you want to claim the box for the complete set?

Aside from your light sources, there's no illumination coming from the corridor ahead. Just like the one you came from, the corridor is unremarkable, dark stone - shaped by stone blocks sealed together. The corridor continues west out of sight. Visible 15' on the left (south) wall is an opening to a similar corridor, and just in sight at 30' is another opening on the left side before the corridor disappears into darkness.

Unlike the current room, the hallway again takes on the musty smell of old stone and dirt. It also remains as cool as the rest of the place.

Assuming Simon and Gorzal again take point, how would you like to proceed?

I'll need perception check from everyone as well.


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

Herral goes back to the middle and keeps an ear out for danger.

I think Rags/Will is also on vacation this week. Perception check 1d20 + 4 ⇒ (3) + 4 = 7


Same marching order I suppose.
Perception: 1d20 ⇒ 1


Male Human Sorcerer 1
Herral Hinn wrote:

Herral quickly looks round for the rest.

"Zareby, watch out for that leader in golden armour because I bet he is good with a sword...and dangerous. You remember when we met that bard who wanted to write about our travels and you got all huffy and stuffy, what about now. I mean this is a tale!"

"Herral, I learned not to fight men in armor after the third time we got in a fist fight with the Watch. Also, that bard was a damn cheat. I don't associate with cheats. It's bad luck." Zareby stands by Herral's side.


Male Human Paladin of Sarenrae 2

Yeah, we'll stick with the same marching order.

Simon peers down the first passage on the left, trying to figure out the best way to proceed.
"Any suggestions, comrades? Shall we investigate the side corridors or continue straight on?"
Perception: 1d20 + 1 ⇒ (7) + 1 = 8


Male Human Sorcerer 1

Zareby takes out a coin and flips it. "I say we check out the side passages first. No need to have us get caught from behind."

Perception: 1d20 ⇒ 12


Addy: 1d20 + 8 ⇒ (15) + 8 = 23
Will: 1d20 ⇒ 9
Gorzal:1d20 + 5 ⇒ (4) + 5 = 9

The first side corridor continues south out of sight. About 15' in it narrows to 5' - which would require a single file order - and curves slightly to the left before disappearing into darkness.

Assuming you check out the second opening, you find it opens into a room - 15' deep and 25' wide. Directly opposite the entrance at the other end of the room is a stone door, slightly ajar. On each side of the entrance are placed stone benches on the floor and hooks on the walls. A few cloaks or coats are hung from the hooks as well.

The main corridor you are on continues another 15' west before curving to the right and into the darkness out of sight.

Aside from the room with benches, there are no further signs that highlight the three directions.

Addy suddenly stops and tilts her head, and utters for all to hear: "Did anyone else catch that? Voices somewhere..."
None of you notice anything, and she tries to focus on the source.

1d20 + 8 ⇒ (5) + 8 = 13

She bypasses the first corridor, but seems frustrated at this point. "Definetly didn't come from there," she points to the first corridor,"but I can't tell where else...I lost it."

How do you wish to proceed? The first side corridor was mentioned? Or move on to one of the other passages given Addy's information?


Male Human Paladin of Sarenrae 2

"Let us examine this cloak room and where it may lead. It may provide some clue as to the whereabouts of our quarry."


The room appears to be just so - a cloak room. The benches look to be as old as the rest of the stone, but the cloaks are much newer. There's about a half-dozen of them - the material looks like green cloth, but there's a sheen to it like that of seal-skin.

The stone door at the end is slightly ajar. In the darkness of the room, you can see faint light from beyond the door.

How would you like to proceed?


“Voices down,” mutters Mal in a low voice in response to Addy’s revelation about voices. “We can hear them, they can hear us.”

Upon entering the cloak room, the warrior runs a corner of one of the cloaks between his fingers, examining it in the mage-light, trying to figure out what material it may be. Appraise untrained: 1d20 + 1 ⇒ (7) + 1 = 8

Unless the cloaks appear to be made of a particularly sinister material, Mal then pulls one off the peg and throws it on, pulling the cowl low over his face.

“If these are some sort of uniform, might give us a few seconds of surprise,” he whispers.


Human Wizard-Diviner

Just checking in, I should be back by Friday. (I hope)

Will looks at Mal appraisingly, then follows his example, pulls a cloak off of a peg, and puts it on.


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

Herral looks around for a halfling sized peg and cloak, humming excitedly to himself. He tries to keep as quiet as he can.


Mal's appraisal of the cloaks yields that have the look of silk, but have a feel closer to cotton. Most notably is the sheen like an oil-skin - like a sailor's deck coat, but certainly nowhere near as bulky or rubbery. The assumption would be that could be worn even in water with no issue.

Slipping the cloaks on, they feel no different than would another. They are smooth as they brush against skin, and you find they are slightly heavier along the bottom. All told, the cloaks press upon Mal and Will to cover their features when they pull the hoods up.

Unfortunately for Herral, none of the cloaks are "halfing-friendly" - feeling more like a blanket. As he shifts it around, it engulfs his features - giving him a look more like a green-sheeted ghost than anyone that might pass as a "regular."
Just had an image of Herral looking like a green Jawa.

Gorzal gives a shake of his head at the cloaks after seeing Herral's disguise, adding, "I'll try and stick to the shadows instead."

Addy looks them over as well, shrugs and throws one over her frame as well - giving her a look that matches Mal and Will's.

Once you've all decided whether to wear the cloaks or not, how would you like to proceed? Past the door or back the way you came?


Mal gestures towards the door then shrugs under his cloak and looks to Simon.


Male Human Paladin of Sarenrae 2

Simon pulls on a cloak as well and puts down his torch, trusting the magical lights to take care of illumination. The Taldan leads the way through the door, toward the faint light.


Spoiler:

1d20 + 2 ⇒ (7) + 2 = 9
1d100 ⇒ 9

Simon and Gorzal both have to push some to get the door fully open, the stone grating against floor as it is opened. The grinding of stone in the quiet darkness sounds like it could wake the dead to your ears, but no alarms sound nor does a sudden thruming of rushed movement follow it.

Just beyond the door lies a stone stairway that curves in a spiral. The stairs only travel upwards, and they narrow - such that you would have to travel single file up the steps. The source of light is slightly brighter here, and looks to be bleeding from somewhere above you. The light is whitish with a blue tinge to your eyes.

Voices can be heard from above as well, but are indistinct in terms of what is being said - more a cascade of murmuring and volume.

Mal, as rear guard, something else catches your ear. Somewhere back in the hallway from which you came you hear the steady sound of movement. A simple cadence sounding like water dripping on a drum. It's hard to tell for sure - it's constant but shows no sign of increasing in volume and thereby implying it's moving closer to your group in the room.


Male Human Paladin of Sarenrae 2

Simon continues his forward march up the stairs, taking the lead with his shield up.
Unless someone wants to turn back for the sound.


Mal pauses, shifting his head to try to better hear the sound ... then shrugs and moves forward after the others. The noise could mean any number of things, but if it wasn’t someone following them, they could deal with it on the way back if needs be. Still, he makes a point to glance back over his shoulder from time to time, watching for pursuit or danger from behind. If the whole place is flooding then I guess we swim out ...


The sounds Mal hears diminish as they move towards the stairs. He briefly catches metallic sounds - clanging of steel on stone and perhaps a ding of shield, but all this is muffled as they move forward. No presence makes an appearance; nor does any shadow flicker in the group's presence.

Simon's forward progress takes you up the stairs without hindrance. The stairs terminate on a landing facing due north - leading into a room similar to the cloak room: 15' deep by 20' wide. Directly across from the entrance is a similar, arched exit. Although it has no direct lighting, the room is bathed in a whitish-blue glow coming from a light source beyond the exit. Although the mage lights help, the overall effect is to create stark shadows in the half-light.

On each side of the room, there stands stone tables similar to what you have seen elsewhere. They each appear to have pieces of statuary upon them - the one on the right looks to be dominated by several pieces that look like slim humans in appearance. The one on the left looks to contain several pieces of half-formed figures carved from a green stone, plus some tools.

Finally, the indistinct murmuring you have been hearing becomes much clearer - voices echo from the stone walls in conversation.

"...hope they meet with your satisfaction, Mistress." The voice comes to you as in a whisper; almost sounding in your head despite being clearly audible. It is a little disconcerting.

"They are quite satisfactory, Lire. You're assistance as been most generous. Here is your payment - this relic you sought out here in the monument. Another trophy the traitors Alemander and Zenobia collected...bah!" This second voice is lyrical and feminine - with a deep, smooth tone. It is suprisingly soothing despite the obvious disgust in her comments.

At this point, please advise how you would like to proceed? Examine the room, listen further, move out of the room, etc.


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

Whoever steps forwards first to sneak ahead of the group, the priest of Desna will touch gently with the luck of the Gods. A free re-roll of a d20 this round and take the best result.

Herral stays put and just listens, his armour and shield far too noisy for stealth.


"Sounds like someone's a little pissy about their neighbors," Addy whispers. Her features showing some small discomfort; she shakes her head as if to brush-off sudden drowsiness, but otherwise looks unshaken.

Gorzal shows the same anxiety as before, but slips around Simon and makes for the doors edge. He pauses to listen, and waits for what everyone else is doing - his form almost blending into the darkness to keep hidden.


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

Right, Gorzal gets touched by a bit of luck. Perception check for Herral 1d20 + 4 ⇒ (11) + 4 = 15


Human Wizard-Diviner

After examining the fit of his new cloak, Will sticks close to the center of the group as they move forward. He looks nervous as Mal looks pointedly behind them, but holds his tongue.

He looks around the room as the others listen to the nearby conversation. He seems more interested in the carvings around the room than in eavesdropping.

Per check:
1d20 ⇒ 19


Malatar stays still for the moment, not wanting to move around the chamber or talk unnecessarily, figuring that whoever they can hear talking will probably hear them if they do much of the same. He waits for Will and Addy to finish looking at the statues, or for Simon or Gorzal to move into the chamber beyond.


Male Human Paladin of Sarenrae 2

Simon motions Mal to the front. He starts whispering his plan of action.
"Ms. Harthos and Mr. Thrym should try to slip in undetected to get the drop on the abductors. Then, you and I will burst in to attack, Mr. Kane; ideally Mr. Thrym and Ms. Harthos will already be in position to get the drop on them after a count to ten. We will be followed in the second rank by Mr. Wyrdrune, Mr. Hinn and Mr. Grenache."


Female Half-elf Rogue 1

"Oh, so now we avoid the direct method!" Addy says quietly, and a little teasingly, to Simon.

back now, just getting caught up after a 10 1/2 hour flight. Will post in more detail tomorrow.


Mal nods. As good a plan as any.


Female Half-elf Rogue 1

Addy removes her shortbow and an arrow, while at the same time checking to see that she'll be able to pull her rapier quickly. "You ready, Gorzal?"

I'll move in when everyone's ready to go.

Stealth 1d20 + 6 ⇒ (10) + 6 = 16


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

Herral slips out of his jawa cloak and prepares shield and holy symbol. Then very quietly he turns to Zareby.

"Good luck," murmurs Herral touching him briefly. He calls on Desna to protect his friend, and a split second of moonlight flashes like a curved helm over the man's head and travels down and around his body; enclosing him in shimmering white energy that disappears as it travels.

Zareby gets Protection from Evil


Human Wizard-Diviner

Will nods silently. He is obviously nervous, but also seems to be looking forward to what's coming next.

"Once we're in, the first thing I'll do is cast a spell to make you larger Mal. You'll have difficulty fitting through doors, but you'll be much bigger and stronger!" He whispers excitedly, happy to be able to contribute to the coming fight.


“Check the ceiling height first,” Mal whispers; he knows the spell Will has in mind and is familiar with its effects. There was a sorcerer with Vin’s Gears who cast it often – being twelve foot tall sure made reloading ballistae and catapults easier. “And Will ... try not to get killed alright?”

How high have the ceilings been in this place generally GM?


DM Note - Sorry for the delay. I was recovering from some food poisoning the last several days. I have several posts to respond to shortly. Welcome back everyone.


Human Wizard-Diviner
Malatar Kane wrote:

“Check the ceiling height first,” Mal whispers; he knows the spell Will has in mind and is familiar with its effects. There was a sorcerer with Vin’s Gears who cast it often – being twelve foot tall sure made reloading ballistae and catapults easier. “And Will ... try not to get killed alright?”

How high have the ceilings been in this place generally GM?

Welcome Back Keeper! Hope your feeling better!

"Check the ceiling height, Check. Try not to get killed, double-check!" Will murmurs in agreement.


Will & Herral-

The room reveals nothing more unusual that what has been described. You do notice that the statuettes on the right - numbering six - are pairs of the same figures (male and female) you've seen before. They are made of a dark stone similar to the rest of the pyramid. They appear to be done in an Osirian style - the slimness and rounded forms more akin to the Pharonic style of the pre-Keleshite era.

The incomplete blocks on the left seem to be of green stone similar to the statue Addy found, though nowhere near as detail or finished. There is a set of five, sharp knives that look like they are being used to carve the blocks. Unlike the statue, the stone is somewhat moist and looks softer - more like clay - but retains the same greenish color.

You all observe the ceilings in rooms have been 10' high, and so far corridors have been around 8' high. Gorzal points out from his view point that the corridor in front of you is different - around 15' high. But beyond that, you don't have any further details.


Addy-
"Yea, I'm ready," Gorzal responds - rubbing his hand briefly against chin - a sign of nervousness and reassurance you know well. Whatever his previous anxiety has been replaced with his professional confidence. He pulls a slim sword from his side, and manages to become even more invisible in the shadows than even you.

For both of you, as you turn the corner of the room and into the hallway - you see that up ahead is the source of the light. It's whitish, and tinges of blue and green seem to flicker in it - washing the walls in color sporadically.

The corridor continues another 25' feet or so from the room directly east. It appears to open up into a large room. On the right, just slightly in shadow, is a set of doors on the right (south) wall. These doors are slightly beyond where the room opens up, about another 5' or so. The corridor is about 10' wide again; the ceiling 15' high - but looks to extend up in the large chamber ahead.

The voices continue to speak and be heard by all of you (more on that in a minute). The air again has taken on a briny smell - a weird mixture of salt water and rot dominate the musty smell of stone you been sensing.

Corridor

Addy:

Spoiler:

There was a reprieve from the cold emanating from your pack earlier, but as you enter the corridor - you feel it's cold increase again. Also the whisper of ocean waves touches you again.

Make a will save. Include any bonuses you may have against spells or enchantments.

Spoiler:

1d20 + 5 ⇒ (17) + 5 = 22


All of you hear the conversation continue.

"Before I depart, I am curious," a pause comes from the whispering voice - it's sounds slightly male but you're not sure. "Why the lady; why any of these folks for your procedure?"

The deep woman's voice responds: "You know well that we seek my Dreaming Queen; you seek to know her for your own strange reasons. These foolish nobles are the key, isn't that so, Policrates?"

A third voice, male and lyrical but weaker, adds: "Y-yes, Mistress Neheshru. Despite her half-eleven parentage and hundreds of mongrelized generations, I have sensed her to have the truest blood of the old Azlanti - she may even be related to the old kings or queens of Cynidicea."

"And now those traitors' children will pay for caging Zarga; she will drink their lives so that she may awaken and have her revenge. This foolish child spoke of reviving an empire; what she didn't know is that it will be Azlant's not a mongrel Taldan one." The woman's response is abrupt and full of zealousness.

DM Note - Aside from Addy and Gorzal, if the rest of you plan to follow down the hallway quietly for your planned attack, I'll need stealth checks now. Otherwise, do you plan to just charge the 25' or so into the room?


Female Half-elf Rogue 1

Addy shifts uncomfortably as her pack begins to grow colder again.

Spoiler:
Will save 1d20 - 1 ⇒ (13) - 1 = 12


Male Human Sorcerer 1

"You two sneak ahead. The rest of us will go all in once you're in position." Zareby readies his crossbow and mutters something in draconic.

Casting Shield before the run for the door, since I assume we won't try making the two men in heavy armor do any more stealth.


Human Wizard-Diviner

Will nods in agreement. With his luck, he'd trip over his new cloak.


... 7 ... 8 ... Mal is keeping silent count. “Ready to run,” he mutters to Simon, tightening the grip on his sword ... 9 ...


Male Human Paladin of Sarenrae 2

"10!"
Simon kicks open the door and charges for the source of the voices, sword at the ready.

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