Grimm Sharpest |
Grimm sighs, Hah! Ye'd think a bunch a adventurers would have sense ta either carry or cast drinking water. Can go for ages with no food. No water will kill ya quick.
Grimm whispers a praise to his god and creates water in 7 gallon lots until the fire is out.
Truk'tosh |
After the fire's been dealt with, Truk works with Lucrezia to search the room for anything interesting or valuable.
Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Andrea1 |
Grimm sighs, Hah! Ye'd think a bunch a adventurers would have sense ta either carry or cast drinking water. Can go for ages with no food. No water will kill ya quick.
Grimm whispers a praise to his god and creates water in 7 gallon lots until the fire is out.
I have kept my selection of Orisons concentrating on creating light, detecting magic and stopping one from bleeding out, having an unending supply of water has never been needed until now.
Andre alooks around the room as well. Perception: 1d20 + 11 ⇒ (15) + 11 = 26Grimm Sharpest |
Keep yer skirt on girl, or drop it if ye prefer. Wasn't questioning yer worth, less yer inta that sort o thing. Yer a right good cleric and a nice piece to boot. Bit tall maybe, but I'd do ya! Anyway yer doin great!
Grimm Sharpest |
Nah! I prefer PROFESSIONALS. Regular girls all end up fallin in love with it once the feelin comes back. Need a girl with losta experience who can resist. Maybe when yer a man hatin b!tch ye'll stand a chance. Till then let's keep it business like, aye?
Truk'tosh |
Truk laughs at Grimm's comment, shoots Lucrezia a look, and then resumes poking around the room for anything of value.
Can Truk get a couple hits off of a wand from someone?
baldwin the merciful |
After a few minutes the eight of you finish tossing the room for loot but you didn't find anything of interest except a few charred coils of rope and broken debris. The door to the north is unlocked when Lucrezia checks it out. It leads down a 30 foot hallway that has a door on the eastern wall.
This next door looks weathered and its locked.
Lucrezia make a a perception check. I put Lucrezia up front to look for locks and traps.
Lucrezia Villanova |
I'm on. :)
perception 1d20 + 19 ⇒ (4) + 19 = 23
disable if locked or trapped 1d20 + 16 ⇒ (19) + 16 = 35
Lucrezia Villanova |
"Sorry about the fire guys. Just seemed a good way to deal with those little creepy crawlies at the time. You sure you're feeling better now Trouble? No urges to nibble on my flesh?"
baldwin the merciful |
Lucrezia you smile a bit as you notice the distinctive shape and smell of of ship's timber. The weathered door you are looking was clearly on a ship at some point in time. You disable the old sea lock on the door and it opens easy enough.
This chamber showcases a staggering array of model ships, most of them damaged. However it is still quite a collection and valuable to the proper collector. Many of the miniature vessels seem to have once been displayed inside bottles, but some of these displays are now broken. The ships themselves come in all sizes, ranging from a half-foot in length to a massive seven-foot frigate on a stand in the middle of the room, its masts broken and hanging askew in a tangle of rigging.
Orsin, since you are a pathfinder, make knowledge history check, or local.
Everyone needs to make a perception check.
Anyone can make an appraise check if you spend a couple rounds examining the items. Add +2 if you have the sailor profession.
Lucrezia Villanova |
perception 1d2 + 16 ⇒ (1) + 16 = 17
appraise 1d20 + 4 ⇒ (9) + 4 = 13
"Well, looks like some old sailor had a serious ship collection hobby."
Truk'tosh |
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Andrea1 |
Lucrezia you smile a bit as you notice the distinctive shape and smell of of ship's timber. The weathered door you are looking was clearly on a ship at some point in time. You disable the old sea lock on the door and it opens easy enough.
This chamber showcases a staggering array of model ships, most of them damaged. However it is still quite a collection and valuable to the proper collector. Many of the miniature vessels seem to have once been displayed inside bottles, but some of these displays are now broken. The ships themselves come in all sizes, ranging from a half-foot in length to a massive seven-foot frigate on a stand in the middle of the room, its masts broken and hanging askew in a tangle of rigging.
Orsin, since you are a pathfinder, make knowledge history check, or local.
Everyone needs to make a perception check.
Anyone can make an appraise check if you spend a couple rounds examining the items. Add +2 if you have the sailor profession.
Perception: 1d20 + 11 ⇒ (20) + 11 = 31
baldwin the merciful |
orsin Perception check: 1d20 + 5 ⇒ (19) + 5 = 24
Fluer Perception: 1d20 + 12 ⇒ (15) + 12 = 27
You notice the tang of salt air and feel the subtle shifting in the floor as if one were standing aboard a ship at sea.
I need everyone to make Will Save.
Truk'tosh |
Will Save: 1d20 + 9 ⇒ (13) + 9 = 22
Anyone within 10 feet of Truk get a +2 resistance bonus to saves (assuming this is evil).
baldwin the merciful |
Andrea: 1d20 + 0 ⇒ (16) + 0 = 16
Orsin: 1d20 + 0 ⇒ (18) + 0 = 18
Truk: 1d20 + 1 ⇒ (2) + 1 = 3
Fluer: 1d20 + 3 ⇒ (1) + 3 = 4
Lucrezia: 1d20 + 3 ⇒ (12) + 3 = 15
John: 1d20 + 5 ⇒ (17) + 5 = 22
Rocking Ship: 1d20 + 10 ⇒ (18) + 10 = 28
Faelyn: 1d20 + 9 ⇒ (7) + 9 = 16
Faelyn: 1d20 + 9 ⇒ (17) + 9 = 26
*Grimm you did not notice the event, so you do get an action in the surprise round.
Surprise Round:
Rocking ship
Faelyn
John
Orsin
Andrea
Lucrezia
Fluer
Truk
There is no need to roll an action at this time. I do need those Will Saves though.
I will permit anyone, other than Grimm, who has knowledge religion to make that check.
Lucrezia Villanova |
Lucrezia is Neutral Good.
Will Save 1d20 + 5 ⇒ (13) + 5 = 18
"What? Do you want to eat people now too?"
baldwin the merciful |
The two of you realize that the tang of salt air then the subtle shaken prior the visible rocking of the room was the beginning of a haunt. The distinction between a trap and an undead creature blurs when you introduce a haunt—a hazardous region created by unquiet spirits that react violently to the presence of the living. Unfortunately, the haunt manifest itself in the surprise round and since the haunt was quicker then anyone else's initiative it will manifest. You know positive energy is usually the only thing that can neutralize a haunt. That is all either of you know on the issue of haunts.
Will save results:
John - 8
Andrea 11
Lucrezia -18
Grimm - 15/20
Orsin - 21
Faelyn - 21
Truk - 22
Fluer -23
baldwin the merciful |
Everyone, regardless of their Will save, is momentarily overwhelmed with a brief vision of a hale and hardy human male, who you seem to recognize as Donatalus Bisby, arguing with a smaller half-elf male, who you, also, seem to recognize as Ilnerik Sivanshen on the deck of a storm-tossed ship.
John, Andrea and Lucrezia rooted in place and can not move enthralled with the vision and are unable to comment or take action.
Grimm, Orsin, Faelyn, Truk, Fluer and Orsin are free to move around but they still see the vision.
Suddenly John speaking along with Donatalus Bisby - word for word- starts to argue with Lucrezia and Andrea, who are mouthing the words spoken by Ilnerik Sivanshen, - word for word - as if in a play, everybody's voices are different then their own.
First, John as Bisby yells, “We didn’t lose all of this and endure those torments to tinker and meddle with our one spoil from the
whole damnable affair.”
Andrea and Lucrezia as Ilnerik answers, “And yet again the trademark Bisby hesitance stalls what could have been a gripping chapter in his dreary chronicle.”
Bisby’s reply, “Enough from you! You’re here to chronicle my deeds, not dictate them! Keep your place!”
After which Ilnerik seems ready to attack his companion. This vision and these spoken lines persist for the duration of the surprise round then they disappear.
baldwin the merciful |
Surprise Round:
Rocking ship - vision manifested
Faelyn
John - enthralled
Orsin
Andrea - enthralled
Lucrezia - enthralled
Fluer
Truk
Those not enthralled can take their surprise round action as this vision occurs.
*Grimm, you did not perceive the event initially so you do not get to act in the surprise round although you do see the vision.
Grimm Sharpest |
What? Yer all cracked again.
Grimm may not have time to do anything initially, but he knew something strange was up. He'd be ready to smash whatever needed smashing.
Truk'tosh |
Not at all liking the haunt moving his woman around like a marionette, Truk grips his holy symbol tightly and prays.
Channel #2: 3d6 ⇒ (1, 1, 5) = 7
Eternal Rose, protect us!
"Beautiful, can you hear me? Fight it!"