Explorers of the Inner Sea


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OK - thanks for the update. If you guys plan on moving forward, I'm all ears if you have another idea for crossing. Otherwise, just make the roll and we'll proceed in the stated order. I'll address it if someone *misses*...heh heh.


Mal raises an eyebrow. “Close.” Lucky it wasn’t me…

The pit is 8 feet across?


Male Human Paladin of Sarenrae 2

Simon blushes a bit.
"My thanks, M- Adelaine. Perhaps it's best if I allow the professional trap finders to take the lead in the future. Do any of you have a pole or stave I might use to brace myself against the opposite wall? In case you didn't notice, cartwheels and wide leaps are not my specialty."


Female Half-elf Rogue 1

"Well, hang on there a sec, Simon. I've got a little better idea." Addy pulls out her 50' silk rope, ties one end around her waist, and tosses the other end to Simon.

"Here. Tie this around something heavy and unyielding; and no, I don't mean your head." Addy gives Simon a small smirk to tell she wasn't ... entirely .. serious. "Although your armor-clad torso would probably work. I'll work my way around, and then we can go one at a time, using the rope as a brace to help the clumsier among us She glances over to Will ever so briefly.

Addy's got Acrobatics +6, so she won't fall (since natural 1s aren't auto-fail for skill checks).

Addy takes a good look across the pit and down in it, to make sure nothing surprises her as she makes her way across, and then proceeds.

perception 1d20 + 8 ⇒ (6) + 8 = 14


Malatar Kane wrote:
The pit is 8 feet across?

My apologies if it is a poor description. The pit is 8' long and almost as wide. If you were facing it, the doors effectively dropped down to the sides. This a 10' wide corridor, so there's like a 1' ledge - but with no impediments or adverse affects - there's no reason to see it as more than a matter of sticking to the wall to get across.

Other than noticing that there is a combination of metal spikes and some metal spheres imbedded in the floor of the pit, nothing further catches Addy's attention.

Assuming she makes her way across... Adelaine makes it look like she's walking through an open plain as slips across the ledge - barely even taking notice of the ledge as the rope follows around her waist. She makes it safely across, and finds that the hallway continues into the darkness, but nothing else noticable at this point.

Who's next?


“Brace yourself in case I slip,” Mal tells Simon, taking a grip on the rope with his worn leather gloves, then edging out onto the ledge. Acrobatics: 1d20 - 5 ⇒ (6) - 5 = 1 +any bonus for the rope?


Spoiler:

1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (19) + 2 = 21

Yes - make a second check. Add +4.
I'll explain the results after the second roll.


Acrobatics: 1d20 - 1 ⇒ (20) - 1 = 19


As Mal begins to cross on the ledge, his foot slips off and he instinctively leans on the rope for support. Simon remains resolute as he holds his end of the rope. But Addy side begins to buckle some - probably since the slim woman didn't expect the sudden weight an armored man with an extra 100 pounds on her would impose - before she recovers.

Still, it is enough resistance to falling that it allows Malatar to recover his balance and slip across. Certainly contrasted crossings between the man and half-elf.

Next victim? ;-)


Male Human Paladin of Sarenrae 2

Simon will slowly attempt to cross the pit, doing his utmost not to look down into the Pit of Pointy Objects.

Acrobatics: 1d20 - 6 ⇒ (20) - 6 = 14


Simon makes it across with no issue - managing to keep his footing as he moves on the ledge without a glance downward.

Out of curiosity, but how is your end of the rope tied off? Or did you leave Will and Herral "entrusted" with holding your end of the rope as you crossed?


Male Human Paladin of Sarenrae 2

I don't know; can we assume that Simon goes last, acting as a counter balance for the other two, since they haven't posted yet? Kind of just wanted to get it out of the way for the sake of speed.


No problem - that's kind of what I assumed. I just wanted clarification - apologies if I nitpick. It's actually been kind of fun to see you guys traverse this. Please carry on.


Human Wizard-Diviner

Will gasps as Mall Slips and teeters for a moment.

"Well, I don't feel so bad,...now." The slightly built mage mutters as he reluctantly takes his place to attempt the crossing. His grin is more panicked than amused.

He grips the rope firmly in a white-knuckled grip. Then at a tap from Simon, actually relaxes his grip enough to be able to move. He hugs the wall like a child clinging to it's mother, the pack on his back sticking out farther than the mage is happy about,...

No acrobatics, I have a +1 from Dex,...

1d20 + 1 ⇒ (9) + 1 = 10


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

Herrals strips off his armour and shield then bundles them up and passes them across.

"Look at those spikes! I mean Malatar imagine one of them up your jacksy. Ooooh."

Acrobatics (without armour)1d20 + 3 ⇒ (14) + 3 = 17


Will and Herral make their way across the side of pit - a study in contrasts. The mage's crossing a bit nerve-wracking but wholly safe; the cleric's almost as smooth and care-free as Addy's was.

Now that all of you are safe and sound...

The hallway continues on into darkness. Besides the strong odor of old dirt, mildew, and newly burnt oil, the stone remains fairly unremarkable but well placed. You also notice that the entire hall seems to be descending slightly at about every 10'.

After another 50' or so, your progress is impeded by a series of iron bars that block the hallway's entire length. The bars are so smoothly imbedded that they look to be part of the ceiling and floor without seam.

Addy finds nothing further in terms of trap doors, booby traps or a secret door. Upon approaching the bars, it takes her but a moment to realize that there is a switch located just beyond the bars that may release them. She just needs to determine how to trip it to see if that activates them for release.

I'll need to three rolls - (2) Disable Device & (1) Perception - to see what happens. I'll give Addy until this afternoon to roll them, otherwise I'll go ahead and insert them later on. Sound good?

Spoiler:

1d20 + 9 ⇒ (16) + 9 = 25
1d20 + 8 ⇒ (7) + 8 = 15


Female Half-elf Rogue 1

Addy wraps up her coil of rope, re-stashes it in her pack and proceeds down the hallway. Once arriving atthe bars, she looks everything over carefully before trying to trip the switch.

I'll take 20 on the perception, unless the others try and hurry me
perception (take 20) => 28 or 29 for traps

disable device 1d20 + 8 ⇒ (1) + 8 = 91d20 + 8 ⇒ (2) + 8 = 10 add another +1 against traps

wow ... epic fail ...


Adelaine Harthos wrote:


perception (take 20) => 28 or 29 for traps
disable device 1d20+8;1d20+8 add another +1 against traps

Addy's scan of the bars and release switch reveals a second switch less obvious next to the first one. While it is something of a guess, she surmises that the second one actually opens the bars.

Sure enough, touching the stone stud causes a double click from ceiling and floor to occur. A moment later, the bars retract into the top and bottom - almost disappearing from the corridor without an obvious sign they were ever there.

The corridor is once again open to your access and continues downward into darkness.

Addy & Simon - assuming the same marching order:

Spoiler:

As you get 10' past the bars, the same seamless quality as before is utilized with more deadly force. This time nearly imperceptible spears extend from the side walls with force, almost too late to react.

Reflex Save DC 15.

If you suceed, you managed to leap forward or under the extending spikes. If you fail, the spears do damage and you are pinned. 2d6 ⇒ (3, 2) = 5

One of the DD checks was an epic fail indeed.


Male Human Paladin of Sarenrae 2

Reflex: 1d20 ⇒ 2
Oh, I can't wait for that Divine Grace class feature.


Female Half-elf Rogue 1

reflex 1d20 + 4 ⇒ (20) + 4 = 24

"Damn!" Addy yells as she dives beneath the spears. Executing a perfect roll, she springs immediately to her feet from the other side of the spear-laden trap. Took some license due to the natural 20. Payback for the 1 and 2.

Turning she sees Simon pinned to wall. "Don't move, let me see what I can do here."

Any obvious way to release the spears and free Simon?


Keeper of Doors wrote:

As Mal begins to cross on the ledge, his foot slips off and he instinctively leans on the rope for support. Simon remains resolute as he holds his end of the rope. But Addy side begins to buckle some - probably since the slim woman didn't expect the sudden weight an armored man with an extra 100 pounds on her would impose - before she recovers.

Still, it is enough resistance to falling that it allows Malatar to recover his balance and slip across. Certainly contrasted crossings between the man and half-elf.

Next victim? ;-)

“Thanks,” Malatar nods to Addy, then takes her end of the rope, holding it securely from this end as the other three cross the pit.


Mal freezes, stands stock still when Simon is skewered, except for grabbing Will’s arm. “Careful,” he whispers, squinting with concern at the paladin.


Adelaine Harthos wrote:


Any obvious way to release the spears and free Simon?

There were two triggers; you activated the second (more obscured) trigger only. Perhaps the first one you found could help?

However, Addy is stuck on the far side of the wall of spears, and can't reach it as of now. Simon is pinned, but he could attempt to extricate himself - but it will be painful.

For those of you who didn't read the spoiler: As Addy and Simon take the lead and travel about 10' into the corridor, steel spiked shafts extend suddenly with force from the side of the walls! Like the bars previously, they slide so seamlessly from the walls none would have spotted them.

Slipping through like water, Addy is able to gracefully avoid the spear trap. Simon is not so lucky, as two of the spear shafts extend out and pin him like a fly in the midst of the trap before he even has a chance to move.

How do you get him out and reopen the corridor? If you are going to attempt to fiddle with the triggers Addy found (and this action can only be done by Mal, Will or Herral), please make either a Disable Device, Knowledge (Engineering), or Knowledge (Dungeon) check.


Human Wizard-Diviner
Malatar Kane wrote:
Mal freezes, stands stock still when Simon is skewered, except for grabbing Will’s arm. “Careful,” he whispers, squinting with concern at the paladin.

"You don't have to tell ME!" Will squeaks softly. Once they realize that Simon is alive, but trapped, and there is no (obvious) second part of the trap, Will begins looking around curiously.

"Addy, I see those switches you mentioned,... any chance of those freeing him?" Will asks softly, deliberately placing his hands behind him as he examines said switches,...

K: Engineering & Dungeoneering (+5 & +8)
1d20 + 5 ⇒ (13) + 5 = 181d20 + 8 ⇒ (12) + 8 = 20


Male Human Paladin of Sarenrae 2

"Bright Lady! AUGH!", shouts Simon.
He remains very still while Will and Addy examine the controls.
"Well,"he muses, voice choked,"it seems the ancient Azlanti and the Qadirans have similar notions of hospitality... insofar as... uninvited guests are concerned..."


William WyrdRune wrote:
"Addy, I see those switches you mentioned,... any chance of those freeing him?" Will asks softly, deliberately placing his hands behind him as he examines said switches,...

In an "ah-ha" moment, you recognize that you must press the first (obvious) switch - which acts as a safety - and then again the second switch (obscured) switch which acts as trigger for activating/deactivating the trap. Doing so will retract the spikes, but it will also cause the steel bars that originally blocked the hallway to descend again.

Unfortunately, that's the trade off, but you should be in no harm since you are now past the bars and can re-open them by reversing the process.
Hope that made sense.

Assuming that Will (or someone else) does in fact press the switches in the sequence mentioned, that result does indeed come to pass:
Simon is released as the spikes retract and disappear into walls. He's bloodied, but alive. Simon: 5 points of damage

Also as a result, the steel bars from previously slide silently down to block the corridor behind the party. You progress, for now, seem unimpared again...


Human Wizard-Diviner
Simon Gellner wrote:

"Bright Lady! AUGH!", shouts Simon.

He remains very still while Will and Addy examine the controls.
"Well,"he muses, voice choked,"it seems the ancient Azlanti and the Qadirans have similar notions of hospitality... insofar as... uninvited guests are concerned..."

"Indeed. Quite simple really. And quite clever, actually. You open the door, but in doing so arm the trap. Not a problem if you are AWARE of it and know to reset the bars and disarm the trap before you proceed." Will murmurs in appreciation of the ancients' design. He seems blissfully unaware of Simon's completely differing opinion on that same design philosophy.

Seeing Mal's steely eyed stare, Will snaps his mouth shut and picks up his crossbow,...


“Alright?” Mal asks Simon, ignoring Will (apart from a brief dirty look) and eyeing the man’s wounds. “Herral, can Desna aid him?”


Male Human Paladin of Sarenrae 2

"Indeed.", mutters the nobleman dryly,"QUITE clever."

"I shall be fine enough to continue, sir. I've survived worse, though not by much."


Will give Herral a chance to respond - in the AM, I suspect.

Once your party is generally reorganized again, you see that the hallway continues down another 50' or so and then bends left. Nothing unusual is visible in this section, but there is a slight blue glow in the darkness from around the bend.

I'll assume you proceed and I'll continue the narrative later in the AM. Any checks anyone else would like to make, go ahead.


Female Half-elf Rogue 1

"Heh ... yeah. Clever. Have to keep that one in mind." Addy proceeds down the corridor, seemingly a little slower than previously and with her eyes wide open.

perception 1d20 + 8 ⇒ (10) + 8 = 18


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 nods at the request, his eyes wide open like his mouth. Butterflies float in all directions and land on Simon's wounds healing as they disappear.

Channel energy 1d6 ⇒ 6

"Perhaps I should take his place. He seems a bit unlucky." Herral shakes his head at the trap.


Adelaine doesn't find any further signs of traps or triggers that would make the group wary of becoming pincushions.

The corridor continues downward, but remains unremarkable as you continue. The earthy scents of previously seem to disappear, and only the remnant of torch oil remains in the air.

Rounding the bend, the corridor leads another 20' before ending in a set of double doors. One door has been left partially opened while the other is solidly closed. What makes the doors unique is that instead of metal or stone, they look to be a kind of glass or crystal. Akin to solid ice in appearance, the doors diffuse the blue light coming from beyond - you suspect you wouldn't have noticed the lighting if not for the opened door.

It shows a design akin to a starburst covering the doors' central area while a pattern of ivy seems to flow around the edge of both doors. All of this is without color, the frosted doors merely reflecting what light and shadow strikes them to see the pattern. It has a rather serene quality as you look upon it.

Before moving ahead, any comments or checks?


Human Wizard-Diviner

Checks ahoy! ;P

"Oooo,..." Will murmurs intelligently as he elbows his way to the doors. he is careful not to touch them, but he DOES examine them rather closely.

K:Arcana, Dungeoneering, Geography, History, Planes

1d20 + 9 ⇒ (15) + 9 = 241d20 + 8 ⇒ (13) + 8 = 211d20 + 8 ⇒ (7) + 8 = 151d20 + 9 ⇒ (19) + 9 = 281d20 + 8 ⇒ (20) + 8 = 28


Mal hangs back, waiting for Will and Addy to check out the doors, occasionally glancing back behind them to ensure that nothing is lurking in the dark.


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 angles his head slightly, "why is the door left open?"

He moves up and listens carefully behind Adelaine.

Perception check 1d20 + 4 ⇒ (12) + 4 = 16


William WyrdRune wrote:
Checks ahoy! ;P

Nice rolls

For Will, checking the door definetly tickles his scholar's fancy.

Despite the look of frozen ice, this is an illusion, as the doors are some kind of shaped crystal quartz - but nothing like you've seen before concerning Azlant. There's also definetly a lingering enchantment about it - some arcane symbols are imbedded in the ivy border that would imply it. Adding to the uniqueness is the impression that it wasn't carved, but shaped and smoothed to its current form - at least no obvious chisel marks show it.
How old is hard to gauge, although it shows none of the wear or tear that would indicate decay or erosion, so that may be impossible to determine. Despite its intresting properties, there's also nothing about that implies it is extra-planar in nature.

In looking at the carved images your memory harkens back to Ingmar Dolpeck's monograph, On Azlanti Symbology. Most Azlanti ruins contain either the Azlant script (or variations thereof) or arcane/swirling symbols. It is rare, but older fragments and ruins (of a time before the High Empire period) reflect iconography like that before you. While vague, the meaning of the sunburst is more akin to meditation - of growth and life - as much as Azlanti culture as been shown to reflect. Whenever it was made, it seems likely that it was designed/dedicated to more ancient Azlanti traditions.

Based on just that knowledge, your guess is that whatever is beyond these doors is implied to be a place of reflection or solitude.
While the details and engineering are amazing, if there are any traps or barriers, there's nothing visible in your examination.

For Herral:
While Will examines the details, you casual curiosity does spot that a smudged hand-print visible on the open door and a second handprint touches a crown symbol on the wall next to the door. The sooty remains of a torch stub is visible in the corner where the open door meets the wall.

Let me know if someone decides to move beyond the doors when you are ready. Otherwise, questions or checks?


Human Wizard-Diviner

"VERY Nice!" Will starts to murmur, then claps a hand over his mouth. He looks at Mal and the others apologetically, then points to the door with a big smile. He starts to pull out his notebook, then obviously thinks better of it and tucks it back. From the lingering glances he gives the door, it is obvious that he is far from finished with it!

It is fairly obvious that Will is not leaving this pyramid, (barring it's sinking into the ground!) without a drawing of these doors! In Painfully. Fine. Detail.
;P


Back in awhile with an update, but in the meantime, I'll need a Fort Check from everyone for reference.

Nothing horrible has happened....maybe ;-)


Human Wizard-Diviner

Oh good. I feel SO much better now! ;P

1d20 + 1 ⇒ (4) + 1 = 5

Okay. Good feeling is gone.


Male Human Paladin of Sarenrae 2

Fortitude save: 1d20 + 3 ⇒ (9) + 3 = 12


William WyrdRune wrote:
"VERY Nice!" Will starts to murmur, then claps a hand over his mouth. He looks at Mal and the others apologetically, then points to the door with a big smile.

“Glad you think so,” comments Mal drily. “Are we gonna open them, or just look at them?”

Fort: 1d20 + 4 ⇒ (14) + 4 = 18


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

"Let's check them!" Herral slips in through the open side for a look at Mal's request.

Fort save 1d20 + 3 ⇒ (5) + 3 = 8


Female Half-elf Rogue 1

fortitude 1d20 + 1 ⇒ (13) + 1 = 14


As you move beyond the quartz doors, the room beyond is well lit by a bluish, ambient light. The serenity you felt slightly outside the room is more prevalent within this room. Despite its age, the room remains relatively clean and a mild scent akin to lemongrass permeates the room as you pass through the doors. The room looks to be 50' long and 30' wide.

At the center of the room stands two burial vaults - side by side. Each is decorated in an ornate brass trim that frames a solid white marble box. The lids of each vault differ in that one shows a man and the other a woman - they are shown as if in quiet repose; eyes closed; and each bearing an object across their breasts. The man bears a staff, while the woman cradles a sword. Their faces and hands seem to be made of the same crystal material as the doors - giving a detailed look of two people you've seen in statuary and images around the pyramid. A slight, colorless glow from the within the crystal gives their faces a semblance of life. The rest of their attire is shaped of brass and steel in a look of regalia - this material looks to form the rest of the heavy-looking lid.

The room's source of light comes from three statues - one on each wall except the one you entered. They are angelic-looking but otherwise unremarkable figures that stand 10' tall in the high-ceiling chamber. Each nearly cups a glowing globe that floats unmoving between the their hands - giving off a strong diffused light.

This light reveals, at a glance, an art similar to what you have seen in other parts of the pyramid - an unblemished neo-Azlanti style that incorporates some symbology akin to what was reflected in the door. Azlanti script along the walls makes references to Queen Zenobia and King Alemander; Cynidicea; and Zarga among other things. The walls seem to highlight the story of these two people's rule and their great conflict to save their kingdom. But whereas the pyramid above is more of a general monument to their rule, this is seems to be a more personal tale of who these people were.

Aside from this display of ancient history and funeral elements, there doesn't appear to be any exits or further signs of movement in the room.

Also, perhaps it's the feeling of calm in the room or a sense of reverence. Or maybe it's all of the evening's planning, sneaking, fighting, injuries and general stress. In any case, you all feel a sense of tiredness as you reach this point. Will, Simon, and even the enthusiastic Herral moreso feel a sense of fatigue in their bones.

Consider yourself to have the fatigued condition if you enter another combat: can neither run nor charge and takes a –2 penalty to Strength and Dexterity. I won't apply it to regular actions unless you are trying some skill check that is impacted by it - so stay away from jumping or heavy lifting.


For clarification, Herral, Will, and Simon have the fatigued condition specifically. Addy and Mal feel tired, but don't have any effects yet.

Questions or actions?


Female Half-elf Rogue 1

"Ah, yes, another nice room to make sure we search the whole of. No exits, but we think those three came this way. So ..."

Addy begins searching the room and walls, looking for any potentially hidden doors and/or nice trinkets.

perception take 20 = 28 (29 for traps)


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 skips over to the burial vaults and starts by looking round the man and his tomb.

Perception check 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17

EDIT FOR FATIGUE: Herral slows a little when he finds a comfy bit of stone to leans against, but he tries to keep going.


Mal yawns after he follows Herral and the others into the chamber ... then notices that Will is looking very bleary eyed himself. “Something’s not right here,” he mutters to the wizard. “You feel that?”

He casts his eye about the chamber, gaze lingering momentarily on the staff and the sword held by the figures atop the vaults. Do these objects look like part of the carved crystal / brass figures, or are they separate – real objects?


Human Wizard-Diviner

Will blinks, yawns, rubs his eyes, and manages to stifle another yawn. barely.

"Feel it? Yeah, it's about as subtle a wagon train in a Cathedral at High Service!" Will retorts, a little sharper than he intended. He shakes his head trying to clear it.

"Sorry. Just, tired all of a sudden. I don't think I was this tired when we were walking to the party! It HAS to be mystical. A protection of sorts. Probably easier to put a tomb-robber to sleep than to trap or fry him. Still, there must be a way to turn it off, for ceremonies and maintenance,... If i can just stop yawning long enough to think!" Will mumbles and grumbles, looking around the room blearily.

K: Arcana & Spellcraft, trying to find the 'off' switch! (Cuz my Per is worthless!) ;P

1d20 + 9 ⇒ (11) + 9 = 201d20 + 8 ⇒ (5) + 8 = 13

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