Skip to main content

News

  • Welcome to DeepThought!  Make yourself at home!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Teshi

426
You hear similar rustling coming from behind the closed door beside you on the right - not as massive, but a LOT closer.
427
428
As you enter line of sight with the tunnel to the left, those of you with darkvision (Mari and Valenae - anyone else?) can, in the distance, clearly see the source of the ocean noise, or at least a slice of it.  The rest of you, with low-light vision, can catch just the shadows of it, at the very limits of your torchlight.

The carved hall opens into a huge natural unlit cavern, of which a small portion is visible to you through the opening.  Even in just that field of view, you can see dozens - hundreds? - of skeleton warriors.  Almost all of them are in neat, close-packed rows, standing passively - think terracotta soldiers - but a handful mill aimlessly through your field of view, perhaps those who were given vague or conflicting orders, leading to disorganized behavior?  Or perhaps - and this thought gives you a little chill - the ones moving around maintain some tiny echo of self and will, trapped in an otherwise barely functional mind?  The rhythmic wooshing noise comes from the countless undead's slow, small shifting to maintain balance, against the many micro-disturbances - wind, vibrations, the motion of neighbors.  The rows of undead waver slightly in place, in wave, like cilia, as they stand there.

Near where the corridor meets the cavern, there is a table with a tiny handful of undead seated around it, different from the others.  They're awake.  And...playing cards?


Most of the cards players ignore you, but one waves a skeletal hand in a friendly wave.
429
[Arcana check for magic anything: 4 + 14 = 18]

You don't see anything magical in the immediate vicinity.  You are, however, aware that the non-sentient undead are very literal and persistent, so their effectiveness tends to be dependent on how skilled their masters are at formulating orders.
430
"Er, Captain sir, in deference to our undead friend, perhaps smiting undead en masse may not be a good idea," I say looking over at the Captain and indicating the pretty ghost.

Mari alone can tell that Valenae isn't being entirely ingenuous here.
431
D&D / Re: Apocalyptic Horde Survival Game
I'll play anything if the group is fun.  Also, I want to learn 5e. 
432
As you approach the hallway to the left, the sound becomes louder and more distinct - an overlapping swoosh-swoosh, swoosh-swoosh, many swooshes at once, some out of pattern, creating a wall of sound, but an overall rhythm emerging from the overall effect. 

Oleg, Pepper, Astra and Mari also hear...faint voices?  maybe?...nearly drowned out by the "waves."
433
A short whistle to Creon sends him ahead of me a pace and he sniffs the air [Perception 1d20+7: 13+7 = 20].

I pause and cock my head to the side, listening [Perception: 1d20+13: 18+13 = 31].

[What are Antigone and Creon listening for?  The sounds of an undead brother come to exact revenge against the state?  More likely just trying to determine if there are any mindless guards shuffling around and obstructing their path to the exit.]

You detect a much stronger odor, and more of that odd sound - almost like waves lapping at the shore? - coming from the hallway to the left.  That sound is coming from behind the closed door ahead and to the right, too, more faintly. 
434
Languages
Palitinate: Common, Elven
Leatherleaf: Common, Dwarven, Elven
Astra: Common, Dwarven
Mari: Common, Quori
Valenae: Common, Elven
Oleg: Common, Dwarven
435
[I'll peer down the first side corridor when we reach it. Perception: 12 + 7 = 19]

The one to right?  You feel a good flow of fresh air coming from it, and it's absent that odor.  With your darkvision you can see it stretches in a very long straight stretch, terminating in a ladder up.
436
[Oh, and can you come up with a default marching order/arrangement?  Obviously you don't have to stay in it, but just so I have a general idea when not otherwise specified.]
437
[Assuming it's what I suspect, can I get a circumstance bonus on a History check since she grew up in Atur where they use undead guards for some purposes?

9+4=13]

Sure.  We'll call it +2, for 15 total.  Yes, it's something along those lines, but more intense.
438
The tunnel is solid and well-crafted.  You feel good airflow from all directions, which suggests both proper ventilation and multiple egresses.  It is, however, cold and damp, and there is a hint of a somehow unnerving musty odor.  You think you hear a faint rustling from the northwest.

[Astra's passive perception picking this up/getting more detail?]

Astra recognizes the smell as...death.  Not decomposition.  Just death.
439
[All right, players.  So you're moving down the corridor.  Do you choose to take any detours?  Open any doors?  (The doors indicated on the map are closed.)  Any checks?  Let me know what your PC is doing :)  ]
440
Was that last post of mine in the game thread okay? I just took a bunch of the skills that might have any relevance at all to the scene and rolled for them. I could wish the one for the ghost was higher - I imagine the rest of you have much more knowledge of what she is and what she can do, so that roll was fishing. :D

Besides jussr's correction there, it was great.  I usually give a fairly cursory description of new places/people/etc. and then reveal much more in response to checks.
441
Tired as I am, I still must try to concentrate on safely leading this varied group of soldiers.
[wisdom 10 + 14 = 24]
Your experience suggests that maybe you need to do some team building before encountering adversity.  You clearly have a mix of personalities and backgrounds that may not be naturally inclined toward unit cohesion.  Perhaps some trust falls?  No, you are wise enough to dismiss trust falls as complete nonsense.  [Also, wisdom is an attribute, not a skill, so the checks work a little differently]

Quote
I try to watch ahead. I hate being underground.
[dungeoneering 3 + 16 = 19]
The tunnel is solid and well-crafted.  You feel good airflow from all directions, which suggests both proper ventilation and multiple egresses.  It is, however, cold and damp, and there is a hint of a somehow unnerving musty odor.  You think you hear a faint rustling from the northwest.

Quote
I wonder why this tunnel was dug to begin with?
[history 5 + 3 = 7]
History was never your strong suit.  (Apparently not math, either :p )

Quote
Glancing back, I see the dwarf produce a light to relieve the young one. I wonder if she's tougher than she appears.
[insight 5 + 19 = 24]
[I'll let jussr answer this one :) ]

Quote
And the ghost... I'd really like to know more about her.
[perception 5 + 12 = 17]
[And Martin this one!]
442
[AWESOME MAP TIME
It's folded in half, more on the left side]
443
Sorry, I fell flat asleep while drawing and didn't wake up until 4 am, lol.  Stupid comfy sofa.  Will post momentarily.
444
That is not how light works!

f'ing torches, how do they work?
445
What's the range on the torch's bright light and dim light?

I think the light mysteriously disappears beyond the five square radius.  OoOOoooooOOOo, spooky.
446
[I'll post a sketched map in a bit]
447
Night :)
448


[minus the electric lights, of course]
449
After everyone is situated [and has made any last minute checks or inquires they want to make!  Feel free!], Zecklin picks up a torch from a bucket of them in the corner of the chamber, lights it, opens a subtle but not actively disguised trap door in the floor, and leads you down several zig-zagging flights of stairs.  At the end, she unlocks a heavy door with a heavy key, and pushes it open, putting her shoulder into it.  She goes through and lights a pair of braziers, illuminating the mouth of a tunnel that appears to be a natural cave further hollowed out into a proper walkway, just wide enough for a small supply cart to pass through, just high enough for a tall person to stand up nearly straight.

"Forward," she says, pointing into the darkness.  "Then right, then the first left, then straight on for some distance until you reach a ladder up.  That takes you to the lookout post."  She hands the torch to Astra without even looking at her, and turns to return upstairs.  As she passes Leatherleaf, she comments, not too quietly, "And I recommend you leave that thing down here in the caverns, where it belongs," pointing with her chin to the key at the Major's belt, although you suspect the thing and it actually refer to the ghost.
450
I shoulder my knapsack and try to peer into Sergeant PGA's chest.

[Perception: 16 + 3 = 19]

[I'll leave this to Chaos]