| Dungeon Master S |
The entry hall now stands open. Its carved stone ceiling is twenty feet high. A cyclopean marble statue stands on the left side of the hall, and a pile of rubble lies opposite it. Just past the statue, shadows envelop the hallway in absolute darkness. The walls depict religious rituals performed by giants with a single eye in the center of their foreheads and battles between the giantfolk and serpentlike humanoids.
| "Lucky" Lucas D'Endrin |
Lucky makes the gesture he's seen his feral friend make, and wards the evil eye as he skulks through the door and makes a Counterclockwise circuit of the room.
Perception: 1d20 + 14 ⇒ (13) + 14 = 27
To avoid surprise, hidden object & doors: +1 (Eye for Plunder)
To notice traps: +3 (Trapfinding: +½ level round up)
In or on water: +2 (Favored Terrain: Water)
| Kiltem Stormcrow |
Does Knowledge Nature help to identify the serpentlike humanoids?
1d20 + 11 ⇒ (10) + 11 = 21
Tiger-Kiltem pads softly into the room and helps to look around
Perception 1d20 + 12 ⇒ (4) + 12 = 16
The druid also helps to light up the darkness with with an orison Light
| Dungeon Master S |
Kiltem looks at the forms, and simply cannot place them as creatures of Gozreh's design. Knowledge (Local) and (History) apply here.
Lucky starts to head down the hall, when he stops before the first intact statue in the hallway. The rogue's intuition and training pull his gaze towards the eye on the statue... it's trapped. Crossing the hallway here would set off some awful spell. Based on the discoloration of the stones, likely a fire spell...
| "Lucky" Lucas D'Endrin |
Is it possible to circumvent the trap and still explore?
In case it is not... and ONLY if it is not: Lucky warns his shipmates and waves them back out of the area of effect.
DD: 1d20 + 14 ⇒ (9) + 14 = 23
Otherwise Lucky indicates the area and trigger, hoping to continue without risking incineration.
| Dungeon Master S |
Not exactly. You'd still have to try to disable it. Circumventing a trap is sometimes possible with a high enough Disable Device check.
| Kiltem Stormcrow |
The rogue explains there is a trap and tells everyone to move back.
Before moving away to let Lucky do his best. The massive tiger reaches out a dinner plate sized paw and hooks the rogue around the thigh and pulls him in for a moment. The wildshaped druid casts a spell. Resist Energy
Lucky feels the familiar energy of his friend’s magic. For a moment the rogue was sure he saw a bluish forcefield around his body.
| Slappy Wundershart |
| 1 person marked this as a favorite. |
Know Nature: 1d20 + 9 ⇒ (16) + 9 = 25
Know Local: 1d20 + 6 ⇒ (1) + 6 = 7
The gnome taps his chin for a moment and then sees that the discoloration only goes so far.
I've got this back up a bit and maybe we can pass safe for a few moments.
Pulling out a wand Slappy does an unnecessary bit of gesticulations, speaks a few command words, and a few long seconds later a wolf shows up, along with a stench of sulfur.
With a two chirp whistle and a wiggle of the fingers the wolf is sent to cross the boundary and try to set off the trap.
| Dungeon Master S |
Strictly speaking, you need to be able to communicate if you're not having it just attack, but I'll have it slide here. I can't let the map slide. Someone update it first.
| Arthur Cantor Delgado |
Updated--this assumes we can keep the door open, and that the discoloration due to flames does not reach outside the threshold.
| Dungeon Master S |
Slappy sends the wolf in. The eye lights up and ATK: 1d20 + 10 ⇒ (4) + 10 = 14 and ATK: 1d20 + 10 ⇒ (10) + 10 = 20 for FIRE: 8d6 ⇒ (6, 2, 2, 5, 2, 2, 1, 5) = 25
The wolf returns to its realm, and the eye trap seems spent.
| Kiltem Stormcrow |
Strictly speaking, you need to be able to communicate if you're not having it just attack, but I'll have it slide here. I can't let the map slide. Someone update it first.
FYI, Kiltem has Handle Animal. You can auto roll when needed.
| Kiltem Stormcrow |
After seeing the fire trap incinerate the summoned wolf, everyone gives Slappy a slap on the back. The party heads back in to search.
Moved people on map
Party Perception
Perception
Kiltem: 1d20 + 12 ⇒ (6) + 12 = 18 lowlight and scent
Ko: 1d20 + 10 ⇒ (11) + 10 = 21
Arthur: 1d20 + 9 ⇒ (6) + 9 = 15
Lucky: 1d20 + 14 ⇒ (6) + 14 = 20 +2 on water terrain
Slappy: 1d20 + 11 ⇒ (11) + 11 = 22
| Dungeon Master S |
Animals summoned by spell attack enemies unless the caster can speak to them IIRC.
The party inches their way forward. Furtive glances at Lucky come frequently as the rogue tries to ferret out more tracks. At the end of the hallway, the party finally spots clues as to the other crew.
A stone monolith lies shattered in this diamond-shaped alcove, reduced to large chunks of rubble. The larger fragments resemble the pylon standing outside the waterfall, though they bear different inscriptions. The withered body of a giant lies face down amid the wreckage. Next two it are a pair of bodies, smashed to death. Anything of note has been taken from the corpses.
The complex hallway opens in both directions.
| Dungeon Master S |
Kiltem estimates that they're less than two days dead. [ooc] The strange body can be IDed with a Knowledge (Religion) check.[/oov]
| Kiltem Stormcrow |
bugger, nobody in party has Know Religion
The party moves in to explore this section a little more closely. I moved people on the map
Perception
Ko: 1d20 + 10 ⇒ (3) + 10 = 13
Art: 1d20 + 9 ⇒ (20) + 9 = 29
Lucky: 1d20 + 14 ⇒ (20) + 14 = 34
Slappy: 1d20 + 11 ⇒ (19) + 11 = 30
While most of the party are searching, the Tiger-Druid goes to each tunnel entrance and gives some good sniffs. Can he tell which way has more recent spoor?
Perception w/ scent 1d20 + 12 + 8 ⇒ (16) + 12 + 8 = 36
Survival 1d20 + 12 ⇒ (17) + 12 = 29
DAMN! those are some good rolls
| Slappy Wundershart |
Dungeon Master S wrote:FYI, Kiltem has Handle Animal. You can auto roll when needed.Strictly speaking, you need to be able to communicate if you're not having it just attack, but I'll have it slide here. I can't let the map slide. Someone update it first.
SLappy also has handle animal, and can speak with animals as a gnome, and he has the spell memorized. :D. So S, if you want me to consider that I’ve used my Gnome special ability for the day I would call that very fair.
Slappy has Know Religon.
Know Religon: 1d20 + 6 ⇒ (8) + 6 = 14
| Dungeon Master S |
Yeah, that's fair. Let's do that Slappy.
Slappy struggles to figure out what the corpse is.... Meanwhile Kiltem feels penned in. To the west he hears active shuffling and it smells of death, to the east he hears a man groaning and it smells of blood... If you want visual, you'll have to roll stealth or be seen.
| Kiltem Stormcrow |
Sorry Slappy, I must have missed Know Religion on your sheet
Unable to properly communicate the druid in tigerform pauses a moment. First knowing danger is close he asks the Mother for a boon.
Casts Barkskin on himself.
Next he goes over to the East passage, and gives a deep growl to get everyone's attention. While it looks strange on the big cat, he gives a very humanish toss of his head "this way..."
Unless the rogue stops him to scout, BigKitty leads the way.
| Kiltem Stormcrow |
Standing next to the huge tiger Lucky easily dismisses his urge to pet the large cat. Taking a moment to make sure the whole party is ready, he motions to the wildshaped druid to lead the way.
Kiltem leads w/ Lucky close behind to trapspot.
The Capitan and Slappy are next following behind.
The Slayer takes rear guard.
Both Kiltem and Slappy use Light spells as needed.
Tiger-Kiltem can smell blood. His muscles tense as he is ready to pounce.
| Slappy Wundershart |
Slappy will touch both Kiltem and Lucky with a Vanish. he whispers Good kitty, now they can't see you but only for a short time
Slappy doesn't need light, but he will hand a lighted pebble to the Captain confident that he will shield it while the druid is scouting.
stealth: 1d20 + 11 ⇒ (12) + 11 = 23
| Dungeon Master S |
Within this expansive room, cyclopean statues stand at attention, pointed toward the center of the room from alcoves set in the facing walls. At the northeastern end of the room, stairs lead ten feet up to a stone table.
A man on death's door groans on the floor by the table. He's covered in blood, and doesn't look like he'll be conscious much longer - if he's even conscious now. In the dim light, it's hard to make out a face.
| Kiltem Stormcrow |
Invisible tiger and human moves swiftly into the room. They give a quick sweep looking for enemies and threats.
Perception Kilt 1d20 + 12 + 8 ⇒ (11) + 12 + 8 = 31 included scent
Perception Lucky 1d20 + 14 ⇒ (2) + 14 = 16
Tiger-Kiltem can see well in the low light environment and gives a few sniffs on the move. Once the quick sweep with no obvious enemies is over, the druid will cast an orison as needed for illumination Light
Assuming the two find no threat, Lucky will softly call for the others, while Kiltem guards the wounded man.
| Dungeon Master S |
There seems to be no threats in this room. Kiltem's light orizon reveals the identity of the semi-conscious man. It's Ratline!
| Arthur Cantor Delgado |
Ratline?!?! Well I'll be keel-hauled! Don't we have a wand of Curing or something???
Art hustles forward, with a muttered cover me!behind his back to his companions. The captain does his best to make sure Ratline will live until more potent help can be had.
heal to stabilize: 1d20 ⇒ 8
In desperation, he pulls out one of his more potent healing potions, but looks to his companions questioningly before force-feeding him I'd much rather spend a charge from a CLW wand than a potion of CMW, but I'll do it if necessary, so if someone can help here...
| Dungeon Master S |
Rat's eyes flutter open, "I'll cut you grundle to no..... HOLY FRELLING S&*$SCHNACKS! IT'S A FREAKING TIGER!"
He freaks out a bit more, "ART?! LUCKY?! WHAT IN BESMARA'S BRIEFS IS GOING ON HERE?!"
| Arthur Cantor Delgado |
keep your voice down, old friend. We have no idea who else is in this place...the tiger is with us, that's Kiltem, believe it or not!!
I can't specifically recall what happened to Rat, so I don't know if he was present during the mutiny or what not...I'll sum up for him
...and here we are. We're just as surprised to find YOU here. What's happened to you, best you can tell?
| "Lucky" Lucas D'Endrin |
Lucky gives the man food and water, and punctuates the captain's tale here and there with color commentary.
| Slappy Wundershart |
| 1 person marked this as a favorite. |
While everyone is paying attention to Ratline, Slappy is still wary about the smells of death, so he keeps an eye out for any kind of ambush.
Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Last we saw him was when he was on the Wormwood with Harrigan. I assume he was on the crew with Harrigan's new ship, what does he know of that ship, and why were they dispatched here?
| Dungeon Master S |
"Woah! *cough cough. That's quite the tale. You got room for one more? Harrigan picked up some new guys and sent them on a mission to prove their worth. Not all of us were cut from the same jib. I was used for fodder. There's um.... maybe three left assuming the others aren't dead? They weighed anchor in a hidden cove, but couldn't get into this place from here, so they sent an away team."
| Kiltem Stormcrow |
Satisfied that Ratline will be okay and not a threat to anyone in the party, tiger-Kiltem heads back to guard the entrance of this room. He hasn't forgotten the "smell of death and sounds of shuffling nearby"
Now posting/botting for Adam/Lucky
The rogue leans in to help the Capitan get some better information from the wounded man.
Left for dead... The XO of the Piranha shakes his head with pity. But then his whole demeanor changes, You are lucky, that Lucky came along! Lucky gives a dramatic flourish that makes Slappy proud.
But then the XO is back to business. Seriously Ratline, we are glad you are going to be okay. We surely do have room for one more. But we need some information.
One. How did you guys get into this place? It didn't seem like you used the same big stone doors that we did.
Two. How did you get hurt? What dangers lurk down here? Besides the pirates
Three. Do you know why Harrigan sent a crew here to this island? Anything specific they were looking for?
| Dungeon Master S |
"Nope. We tried to find a door but couldn't. We had nice weather and clear skies though so we spent a day looking for a good place to land. We found one eventually, but even then it was hard to spot. as soon as we stepped off though, the weather turned."
"We fought this... zombie looking thing with one eye. It hit me with a fist so hard I thought a ship rammed me."
"He had heard that there was a specific treasure here that he wanted. I don't know what it is though, I didn't get the description. He just said it was for 'an upcoming storm in the Shackles.'"
| Arthur Cantor Delgado |
None for me
Ratline, you're not in any shape to fight. You stay back--Slappy, keep our old friend safe, savvy?--but be sure to sing out if you see anything that jogs your memory, to warn us of danger. Speaking of dangers...what other of your crew is down here? Any old friends like yourself, or are they all the sour, Harrington sycophants?
| Dungeon Master S |
"Is the path to the jolly safe? No lie, you done saved my life. If I'm ever goign to pay it back, it's not going to be when I'm in a bad way like this."
1d20 ⇒ 17
Lucky stops for a moment. He sees a strange outline in the eastern wall! Map updated
| Arthur Cantor Delgado |
Yes, the path should be clear. Here... Art takes off the small skull pendant, and places it on Ratline's neck. The Lookout will keep an eye out--and the crew will know you got it from me and you're no spy! Off with you, man...
| Kiltem Stormcrow |
The Capitan sends Ratline and the Lookout back to the Jolly boat.
Lucky lets the party know he believes he found some sort of secret door. The big tiger slinks up next to the slim human, clearly ready to explore.
The rogue starts to carefully inspect the door and if able he will open it for further exploration.
| Dungeon Master S |
The party sends them back confident that they'll be safe.
| Dungeon Master S |
The secret door empties to a short hallway. At the end is a large room. This immense hall is grand in both scale and design. The room and attached southern antechamber measure over a hundred feet long from north to south. A raised dais sits in the center of the hall, flanked by two thick stone columns inscribed with runes from floor to ceiling. Two alcoves in the western wall remain dark and empty, and the northeastern corner has partly collapsed, scattering large slabs of worked stone and piles of dense rubble across the floor. More runes, similar to those on the columns, cover the walls and floor. Map updated to limit of light.
| Kiltem Stormcrow |
Perception
Kiltem: 1d20 + 12 ⇒ (15) + 12 = 27
Ko: 1d20 + 10 ⇒ (12) + 10 = 22
Art: 1d20 + 9 ⇒ (12) + 9 = 21
Lucky: 1d20 + 14 ⇒ (4) + 14 = 18
Slappy: 1d20 + 11 ⇒ (13) + 11 = 24
The party begins to methodically search the large room.
Lucky and Tiger-Kiltem stay together as a pair. They begin searching in a clockwise fashion, starting with the first alcove Placed on map
Meanwhile The Capitan, Ko, and Slappy provide more of a watch/guard over the parts the room that can't quite be seen or remain hidden. They are vigilant of bad things creeping up on the party.
Both bard and druid use their light spells to best effect as needed. While assisting Lucky search, Kiltem will also hit each area with runes/statues with a detect magic orison as well.
If anyone wants to change things, feel free. I don't have to run this show. I figured we'd push on till Chris leaves for vacation
| Dungeon Master S |
Tiger Kiltem's hackles rise as he smells something living in the room. The sweat of fear has a distinctive coppery note to it. The.... eyes of the tiger turn to the corner with rubble as he makes eye contact with a man in the shadows! It's obvious that he means you harm when he moves to hurl some kind of alchemical weapon your way!
Foes: 1d20 + 4 ⇒ (5) + 4 = 9
Kiltem: 1d20 + 1 ⇒ (18) + 1 = 19
Ko: 1d20 + 4 ⇒ (6) + 4 = 10
Arthur: 1d20 + 4 ⇒ (15) + 4 = 19
Lucky: 1d20 + 9 ⇒ (7) + 9 = 16
Slappy: 1d20 + 2 ⇒ (15) + 2 = 17
Round 1:
Art: Go
Kiltem: Go
Slappy: Go
Lucky: Go (Needs Bot)
Ko: Go
Pirate: TBD
| Arthur Cantor Delgado |
Art strides over closer to the man, no weapons in his hands (yet!). On his approach, he calls out HOLD, stranger!! Let's parlay instead o draw blood--because it will end so very badly for you... Art's fingers tickle one of his daggers.
READY ACTION: draw (free action) & throw a dagger if the guy makes an overtly aggressive action.
figures, I don't have the Called Shot deed...would have been awesome to shoot the bottle out of this dude's hand!!
| Kiltem Stormcrow |
Spells in effect, LongStrider, GreaterMagic Fang, Barkskin
Rules question, tiger gets pounce, charge and full attack. Tiger has the movement to go north and then turn and charge into enemy. Does the rubble make it difficult movement? Can Kiltem still do this? I'm going to post assuming he can. DM, judge as you see fit.
Round 1
Seeing the man begin his attack with an alchemical weapon, tiger-Kiltem swiftly moves to attack. Big dinner plate sized paws cover ground quickly and with a spring the tiger pounces on the man.
Move, charge/pounce/full attack
1st attack 1d20 + 13 - 2 + 2 + 2 ⇒ (13) + 13 - 2 + 2 + 2 = 28
GMF claw 2d4 + 9 + 4 + 2 ⇒ (1, 3) + 9 + 4 + 2 = 19
2nd attack 1d20 + 13 - 2 + 2 ⇒ (10) + 13 - 2 + 2 = 23
GMF claw 2d4 + 9 + 4 + 2 ⇒ (2, 2) + 9 + 4 + 2 = 19
3rd attack 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13
bitey jaws 2d6 + 9 + 4 ⇒ (4, 1) + 9 + 4 = 18
| Arthur Cantor Delgado |
Rules question, tiger gets pounce, charge and full attack. Tiger has the movement to go north and then turn and charge into enemy. Does the rubble make it difficult movement? Can Kiltem still do this? I'm going to post assuming he can. DM, judge as you see fit.
I'm pretty sure that any turning precludes the "Charge" action.
I'm also pretty sure that your 1st attack will still be a hit :-)