Seeker's Pathfinder Savage tide

Game Master seekerofshadowlight

Follow the adventures of the Millennium Falcons as they cross the Thunder sea of Eberron in the employment of Lady Vanderborn.


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Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

"Okay, I'm at the top now. It seems safe enough," he calls down. Is there a room or entrance at the top?


Male Human Wizard (Universal) 9

Daurros follows carefully. Before ascending, though, he'll use another charge from his wand of mage armor.


Ranger 2/ Magus 7

"I think this place has feline defenders. Be careful and respectful." Toxim follows after Finn and Daurros.


Female Shifter Rogue 9

Karkalla follows the others up keeping an eye on things behind them.


GM

There is only a single room at the summit, a large chamber with light shining though its cracked ceiling. Faded murals line the wall and the center of the room upon a tarnished bronze stand sits a stature of a jaguar , eight feet tall made out of jade. To the rear lays another opening, it looks to be a sloping tunnel running deeper into the ruin.


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

Finn describes the chamber to the rest of the party. To be on the safe side, he also uses a charge from his wand of Mirror Image.


Male Human Wizard (Universal) 9

Daurros will inspect the statue and the murals.

knowledge history 1d20 + 11 ⇒ (7) + 11 = 18
knowledge religion 1d20 + 18 ⇒ (8) + 18 = 26


Ranger 2/ Magus 7

"Everyone be careful. Ancient temples like this have a way of defending against intruders just strolling in and taking the weapons cache' left there."
Starting at the doorway look for traps.
Perception 1d20 + 9 ⇒ (16) + 9 = 25


GM

Toxim does not see anything, he thinks might be traps, Finn stands watch as Daurros pours across the chamber, inspecting walls. He can pick up a few things of interest, while he is not well versed in the history of this place, he does know a bit about eleven worship. The walls he thinks shows the life of some kind of local hero, depicted as a cat headed man, his life shows him gathering up the tribes folks, and leading them in war with some scaled lizard like foes. It shows him being honored as ruler and of his great skill , it shows the founding of the city you now see in ruins and this building being built as both his tomb and a place of worship.

However as Daurros moves to look over the Statue, he falls though the floor.DC 25 reflex to avoid


Ranger 2/ Magus 7

I re-read my last post and realized it wasn't very clear. I wanted to start checking for traps starting at the opening to the sloping tunnel.


GM

Yes, and you did not see any traps


Male Human Wizard (Universal) 9

Well, the odds of making that are pretty slim ...

reflex 1d20 + 6 ⇒ (1) + 6 = 7

Sigh ...


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

"Daurros! Hold on!" Finn activates his sandals of levitation and follows Daurros down the trapdoor.


GM

To the rest of the group it seem Daurros simply vanishes though the floor, there is no hole to be seen. He was there then he just fell though a solid floor.

Daurros:

Daurros however finds himself falling in darkness before plunging into foul smelling water Give me a DC 16 fort save on this one

Damage =5d6 ⇒ (4, 2, 2, 6, 1) = 15


Ranger 2/ Magus 7

Toxim gets out his rope and tosses one end to Karkalla, "Tie that off to something." He then activates his boots of flying and descends through the illusory hole (he hopes) holding the other end of the rope.


Female Shifter Rogue 9

Karkalla looks around for something to tie the rope to

Perception

1d20 + 13 ⇒ (8) + 13 = 21


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

Can Finn levitate down through the "solid" floor area?


Male Human Wizard (Universal) 9

Spoiler:
fort 1d20 + 6 ⇒ (8) + 6 = 14 oh for crying out loud ... guess I'll add an action point 1d6 ⇒ 31d6 ⇒ 5


GM

Finn and Toxim take some doing before they find the drop off You can roll to disbelive if you like And Karkalla takes that time to find a pillar to tie the rope to. However the shaft Daurros fell down is lightness, those of you who can see down the pit, see the wizard gasping and floundering in dark putrid water.


Ranger 2/ Magus 7

Disbelive: Will 1d20 + 6 ⇒ (16) + 6 = 22
I figured to use a light spell if it was dark.


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

Will: 1d20 + 12 ⇒ (17) + 12 = 29

Finn will use Dancing Lights for light, if need be.


Male Human Wizard (Universal) 9

is there anything that would keep me from costing?


GM

The light shows Daurros laying in water, it is not every deep, it seems the drop hurt him, lucky the pit lacked any spikes. Finn is able to see though the Illusion and easily able to find and pull up the wizard from the pit he is laying on.


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

Is there anything of interest in the pit? Finn takes 10 on his Perception check when he looks around.


GM

Finn sees nasty water and some glints of bone, most likely Duarros was not the first to fall here. Searching the pit would take a little while as the water is a murky black and one would have to feel around along the bottom.


Ranger 2/ Magus 7

How long does it take Toxim to make it through the illusory floor? Do I get a +4 after seeing both Daurros and Finn go through it?


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

"Toxim, Karkalla -- it looks like Daurros is none the worse for wear."

Finn uses Detect Magic to check for any magical auras.


GM

In the murky water, there is a faint glow. Reaching in and searching about Finn pulls a slime coated leather band from the black slug. It looks about the size of a ring, but it is made of some kind of hide.


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

Finn puts the ring in a pocket and pulls Daurros out of the pit.

"Well, that can't have been the cache of weapons we heard of, so let's keep looking."


Male Human Wizard (Universal) 9

"My thanks, Finn. That was undignified of me, I'm afraid. But yes, we must keep searching. I guess the tunnel may be our only option here."

Daurros uses his prestigitation ability to begin drying his clothes and hair.


GM

Ok we can move forward now. Actions?


Ranger 2/ Magus 7

Well, once we get everyone out of the pit, there is that tunnel.


Female Shifter Rogue 9

Tunnel is fine with me


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

Finn will take the lead, scanning with Detect Magic and taking 10 to detect traps each step of the way.


Male Human Wizard (Universal) 9

Once he's dried off, Daurros will stay near the middle of the pack.


Ranger 2/ Magus 7

Toxim will stay towards the rear.


GM

The tunnel is a gently slopping inward spiral, the walls are lined with niches which are filled with Jaeger statues, looking down at you. There eyes seem aglow in the light with Green, red and blue gemstones.


Male Human Wizard (Universal) 9

Daurros checks to see if they are the master statues, or Jaegermeister in the native tongue. ;-)


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

Does Finn detect any magic?

I was going to make a joke about shots of Jaeger, but I had too much dignity. ;-)


GM

The ancients liked Jager. This is not a temple so much as a brewery No weapons just booze, carry on.

Fine does not detect magic as you move down the hall and in time it opens up to a chamber. The room has high ceilings and every inch of the walls are covered with craved murals of cat-people and great hunting cats, scenes of battles and building, images of the workings of great forges and life within the jungle. Seven pillars ring the chamber and the center of the room is covered by a great platform of stone. Old and long spoiled offerings and gits ring the platform and laying upon once rich but now ruined cloth is a corpse of a man-like being with a catlike face.


Ranger 2/ Magus 7

"If only the professor could have seen this." Toxim laments.


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

"Hello? Is anyone here?" Finn calls out hesitantly, still remembering the time he and his friends got their asses kicked by a tomb guardian.


Female Shifter Rogue 9

Karkalla has a look around the room for traps

Perception

1d20 + 13 ⇒ (19) + 13 = 32 +4 for traps


GM

Karkalla sees nothing that screams to her that it might be a trap and as you stand in the doorway and Finns words echo around the chamber and into the hall a dusty and decrepit voice rings out

"Tel'l za hasz'tok"


Ranger 2/ Magus 7

[ooc]Did Daurros use that Comprehend Languages I offered earlier?"[/b]
Toxim tries to figure out which language was spoken.
Linguistics 1d20 + 13 ⇒ (19) + 13 = 32


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

"Do you understand Elvish?" Finn says in Elvish.


GM

No clue, If he used it or not

Toxim does not know the language, but he would guess it is native to this area and may be other worldly in some way. To Finn while it does not sound elvish it does however sound ever so slightly Abyssal. It is not the words as he can not understand then,so much as the way the seems to shape and flow, the feeling they give him to hear them.

The Voice one more rings out " Tel'l za taz lok'zorrzk" it rumbles in a dry tone, seeming to come from the shadows of the chamber " Jazk'a kolz, vel Tel'l." the air seems to grow cooler and wind seems to come from no where and then it speaks again " Posk Cas Scaya" In what seem to be the Tongue of the natives, which is based off elvish. You think is said.."here" maybe?


Female Shifter Rogue 9

Same language that the undead guy on the island used?


GM

The second is the same as the natives and the Undying you have meet here, yes.


Ranger 2/ Magus 7

Toxim has elvish and has been working on learning the native language. Maybe he can work this out.
Linguistics (for second language) 1d20 + 13 ⇒ (3) + 13 = 16
If that doesn't work, he'll use the Everwand of Comprehend Languages on himself.

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