GM Blood's Savage Tide

Game Master David James Olsen

Link to Map


201 to 250 of 278 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Once in the coach Celentria raises an amused, firey eyebrow at Julian's scowl. "Something amiss?"


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Morgana says, "It's unfortunate that you weren't able to learn more of your father's secrets... though I imagine we could look into that, as well."


You take the coach to the Noble District, where you then take a ferry over to Castle Teraknian. You spend little time in the castle itself, stopping only to speak to a clerk who verifies Lavinia's identity and her signet, and who then escorts you down a spiral staircase in to a large circular chamber under the castle.

Over a dozen five-foot-wide hallways radiate out from the central vault chamber; each of these halls is ten feet long and ends at a single iron door - the entrance to the family vaults. The clerk does not accompany you and Lavinia into the vault; he instead bids you good day and returns to his office in the castle above.

The short passageway ends at a solid looking iron door. The portal is emblazoned with a rune of the Pathfinder Society. Above the door, inscribed in flowing script on a polished silver plaque, is the name "Vanderboren." A single handle protrudes from the door, just below a circular depression bearing the mark of the Vanderboren signet.

Lavinia turn to you and says, "Once I insert this ring into the depression here on the door it will open for us. What is your plan once it is open? I assume you will go in ahead of me and take care of any danger that may await us."

Once you know what you want to do, she is ready to open the door

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Celentria, fully armed and armored for battle, has her rapier in hand ready to enter and says, "Of course. Let us see what is inside."


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle narrows his eyes, "I would hope there is no danger in a family vault, but we'll take care of it if there is." He has a look over the door for any traps before she inserts her ring.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Morgana, also feeling more confident in her armour, nods, "At least, make sure that it's actually hostile first."


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh snaps out of his reverie once they get below ground. The heavy air and the ominous doors marking the passing of centuries bring him peace.

Ancestors! Their legacy the stones paving our paths. Are we ever free of the past? he asks to himself, but gets no answer from within.

He nods at the others, his spear lowered in front of him.


GM Blood:

Stealth DC 22
Perception Morgana Darya: 1d20 + 4 ⇒ (17) + 4 = 21
Perception Celentria Sha'Leirin: 1d20 + 4 ⇒ (17) + 4 = 21
Perception Quartle: 1d20 + 7 ⇒ (15) + 7 = 22
Perception Julian Binetti: 1d20 + 6 ⇒ (19) + 6 = 25
Perception N'Dateh: 1d20 + 7 ⇒ (15) + 7 = 22

Initiative Morgana Darya: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Celentria Sha'Leirin: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Quartle: 1d20 + 5 ⇒ (8) + 5 = 13 adjust -2 in Surprise
Initiative Julian Binetti: 1d20 + 4 ⇒ (5) + 4 = 9 adjust +2 in Water
Initiative N'Dateh : 1d20 + 1 ⇒ (19) + 1 = 20
Initiative Monster: 1d20 + 2 ⇒ (16) + 2 = 18

1d6 ⇒ 1

Lavinia puts her signet room into the depression and the door opens revealing the room beyond.

The floor of this domed chamber is of polished green marble. Two fifteen-foot wide alcoves have lower ceilings and feature marble pillars carved to resemble coiling snakes. In the center of the room, five similar pillars are embedded into the walls,rising up thirty feet to a dome overhead. Looking up, the dome bears a huge representation of the same eight-pointed star that was engraved on the door to the south.

Morgana steps into the atrium, not seeing where it leads to the vault. All of a sudden a metallic cobra, similar to all the carvings in this room, strikes her without warning.

Matal Cobra: 1d20 + 3 ⇒ (13) + 3 = 16 vs FF 15 *Hit*
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Morgana make a Fort Save DC 11 or also take 1d2 ⇒ 2 Con Damage


Quote:

Round 1

Initiative Order - Celentria, N'Dateh, Metal Snake, Quartle, Julian, Morgana

Metal Snake AC 20 T 13 FF 18 CMD 13


Knowledge (arcana) DC 12:
What appears to be an armored serpent is actually a magical construct called an iron cobra.

Knowledge (arcana) DC 17:
An iron cobra is a mindless combatant that follows the commands of its creator. Like a living serpent, an iron cobra injects venom with its fangs. An iron cobra’s internal reservoir can hold only three doses of venom, and must be refilled by its creator.

Knowledge (arcana) DC 22:
An iron cobra’s metal body deflects glancing blows, but adamantine weapons can prove effective. An iron cobra is quite stealthy and is resistant to magic.

Knowledge (arcana) DC 27:
An iron cobra can be commanded to flawlessly track any creature whose name the creator recites, as if using a locate creature spell. The process for creating an iron cobra is known.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Is that a metal snake?! As if the real ones aren't bad enough!"
No Knowledge (arcana) for me yet.


arcana: 1d20 + 7 ⇒ (15) + 7 = 22
"One of those metal constructs, not easy to hurt with anything but the densest of rare metals."


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

Located so far behind, N'Dateh can barely make the metal snake attacking Morgana.

"Make space!" he shouts, and waits for space to open somewhat.

Delay.

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Celentria begins a series of twists and flips as she tries to get around the metal cobra and flank with Morgana.

Acrobatics: 1d20 + 5 ⇒ (15) + 5 = 20

She then attacks with her rapier, looking for a weak spot in the metal structure of the creature.

Rapier w/ Combat expertise+power attack: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 1d6 + 7 ⇒ (2) + 7 = 9

If the creature attacks her, she will try to parry and riposte

Parry and Riposte:

Parry: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Riposte: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage: 1d6 + 7 ⇒ (3) + 7 = 10


Celentia maneuvers around to the opposite side of Morgana stabbing the creature. Her aim was true, but the tough hide resists part of the attack.

After the hit, the iron cobra turns to attack Celentia which she easily parries and then returns an attack which hit again.

Iron Cobra: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Delaying the rest of round 1 to round 2 to make future rounds go smoother

Quote:

Round 2

Initiative Order - Quartle, Julian, Morgana, Celentria, N'Dateh, Iron Cobra

Iron Cobra AC 20 T 13 FF 18 CMD 13


Rnd 2 Julian
begins a song of elder magic, enchanting weapons again.

Begin song. +1 to weapons natural too.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Fort: 1d20 + 4 ⇒ (6) + 4 = 10 ugh.

Morgana winces at the bite and the strange feeling that rushes through her. She turns towards the beast and lashes out with her claws despite the sick feeling.

Claw: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Claw: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Well, this is going well.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle scampers up the wall, clearing room for N'Dateh, then crawls along the wall out of reach of the snake before climbing back down to the north. Once back on the ground, he pulls out his net.
Accelerated Climb up and around to E10: 1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh nods appreciatively at Quartle's gracious movement and clever positioning. He moves forward in the space cleared and stabs forward at the snake, above Morgana's shoulder.

Longspear, flanking: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 211d8 + 5 ⇒ (4) + 5 = 9


Celentia up last before the iron cobra!

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Celentria presses the attack with her rapier...

PA/CE Rapier: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 7 ⇒ (4) + 7 = 11

Parry if needed:

Parry: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Riposte: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Damage: 1d6 + 7 ⇒ (6) + 7 = 13


Morgana:
You need to keep making Fort DC 11 Saves until you make it or fail 5 more times....

The iron cobra is about to strike again, but the repeated hits to its metal skin produces a perfect opening for Celentia's rapier. Her aim is true and the metal snake instantly stops moving.

Combat Over

Julian:
Your knowledge check was good enough to know that the iron cobra has a reserve of poison for three strikes, and it only connected once so it should have two doses of poison left.

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

Nasty metal beast... Let search the area to see what it was guarding.


GM Blood:

Perception Morgana Darya: 1d20 + 4 ⇒ (19) + 4 = 23
Perception Celentria Sha'Leirin: 1d20 + 4 ⇒ (19) + 4 = 23
Perception Quartle: 1d20 + 7 ⇒ (12) + 7 = 19
Perception Julian Binetti: 1d20 + 6 ⇒ (5) + 6 = 11
Perception N'Dateh: 1d20 + 7 ⇒ (10) + 7 = 17

Perception Morgana Darya: 1d20 + 4 ⇒ (2) + 4 = 6
Perception Celentria Sha'Leirin: 1d20 + 4 ⇒ (8) + 4 = 12
Perception Quartle: 1d20 + 7 ⇒ (2) + 7 = 9
Perception Julian Binetti: 1d20 + 6 ⇒ (15) + 6 = 21
Perception N'Dateh: 1d20 + 7 ⇒ (19) + 7 = 26

You decide the search the room with Lavinia. Morgana and Celentia soon find that the northern pillar's snake patterns are different than the rest of the room. After calling everyone over N'Dateh and and Julian notice one of the snake heads is actually a switch. A quick search for it being trap reveals nothing so you activate it.

As soon as the switch is triggered, the snake designs begin to animate, writhing aside to reveal an archway to another room. "You found the vault! Excellent!"

This octagonal room is supported by a single large pillar with dozens of deep grooves along its sides. The seven walls of this room each bear fantastically detailed bas-relief carvings of exotic monsters in threatening poses.

Starting at the wall immediately to the west of the entrance to the room and moving clockwise, the carvings depict a tentacled monster with a glaring red eye and a mouth full of teeth, a looming dragon, a fish-like creature with three eyes and four tentacles, a two-headed giant wielding a pair of immense clubs, a spherical creature with four eye stalks and a bulging central eye over a drooling maw, a gorilla-like beast with a fanged maw and six eyes, and finally a towering black spider with seven eyes.

Each monster's eyes consist of a glittering red stone. The ceiling above is only ten feet high, with the now-familiar eight-pointed star pattern radiating out from the grooved pillar. The arms of this star are black, save for the one pointing south toward the entrance, which is red.

Knowledge checks for the creatures in the bas-relief starting on the west side of the room ending on the east side

Knowledge (dungeoneering) DC 22 for a tentacled monster with a glaring red eye and a mouth full of teeth:
This is a roper

Knowledge (arcana) DC 15 for a looming dragon:
This is a Red Dragon

Knowledge (dungeoneering) DC 17 for a fish-like creature with three eyes and four tentacles:
This is an Aboleth

Knowledge (local) DC 16 for a two-headed giant wielding a pair of immense clubs:
This is an Ettin

Knowledge (arcana) DC 23 for a spherical creature with four eye stalks and a bulging central eye over a drooling maw:
This is a Beholder

Knowledge (dungeoneering) DC 18 for a gorilla-like beast with a fanged maw and six eyes:
This is a Grey Render

Knowledge (nature) DC 11 for a towering black spider with seven eyes:
This is a Monstrous Spider


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh steps through the portal, his yellow eyes flickering with nervousness. As the light touches the myriad forms and sets their eyes ablaze, he is struck by the quality of the work and the power it hints at. He turns to the lady with questions in his eyes, wondering what kind of trouble he's gotten into...


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

Quartle has a look at Morgana's wound. "Looks like it nicked you there Morgana. I think you're poisoned. Let me see if I can help."
Heal (untrained) to assess: 1d20 + 3 ⇒ (17) + 3 = 20
Heal (untrained): 1d20 + 3 ⇒ (1) + 3 = 4
Heal (untrained): 1d20 + 3 ⇒ (3) + 3 = 6
Heal (untrained): 1d20 + 3 ⇒ (4) + 3 = 7
Heal (untrained): 1d20 + 3 ⇒ (5) + 3 = 8
Or not! Quartle manages an excellent job of assessing Morgana as poisoned and then has no idea of what to do with it. Must be those silly metal snakes!


dungeon1/3/6: 1d20 + 3 ⇒ (13) + 3 = 161d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (2) + 3 = 5
arcane2/5: 1d20 + 8 ⇒ (4) + 8 = 121d20 + 8 ⇒ (17) + 8 = 25
local4: 1d20 + 7 ⇒ (9) + 7 = 16
nature7: 1d20 + 3 ⇒ (1) + 3 = 4

Justin points to two on the east side:
"Two headed giant is an ettin. That is a huge spider."

Double posted-- original rolls gave me 5 and 6


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Fort: 1d20 + 3 ⇒ (11) + 3 = 14

Morgana says, "I'm fine... well, not fine, but I will be fine in time... However, I'm thinking these sorts of figures may explain the note that we found.."


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"Good catch! I had forgotten about the note..." hisses N'Dateh. "Who has it? Can we read it again?"

Ancestors! Where are you? he cries in his mind, wondering if he is going mad. Or sane..?


strange list of monsters.

Chimera looks to sunrise
Cyclops looks to sunset
Medusa looks to sunrise
Umber Hulk looks to sunset
Basilisk looks to sunrise

Lavinia checks out the grooved pillar in the center and pushed using one of the grooves and the pillar rotates as well until it clicks. The star on the ceiling moves as well, the red arm of the star pointing to to the first monster. She is able to rotate it back to the original position as well as to the eastern most monster (the spider).


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"There's no ettin, or spider in this list... Wait, the pillar rotates! It's probably the key... But how does it work!?"


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"Does anyone know anything about those other creatures? Either the ones here in the room or the ones on the list?"


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Morgana shakes her head, "I know little of monsters, other than the undead."


"Well, we can put the chimera, medusa, and basilisk on this side."

Julian points to the east.

"But we got to find them first. I guess the spider goes north or south."

Julian knows the spider isn't on the list, and begins rotating the arrangement until the spider is in the north or south slot. He figures there are eight slots, and two of them are not visible when they are north and south.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"I wish we never have a reason to learn more about such... monstrosities..." says N'Dateh in a quiet voice that echoes through the dark chamber, as his own flickering shadow starts to scare him.


Vital:
HP 9/9, AC 20 T 15 FF 16, Per +7 Init +5*, F +3 R +4 W +5, CMB -1, CMD 13, Speed 30, Climb 20

"So you think there are more monsters hidden? Are there more rooms or hidden panels?"
Having a little trouble envisioning the room. Take 20 for 27 to search a section of wall for any hidden doors or panels.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"Ok, let's keep looking..." agrees N'Dateh, and he gives a hand to Quartle.

Aid another.


It is the grooved pillar that turns in the middle, and the red arm of the 8 pointed star on the ceiling with it that clicks to a stop pointing to a creature.

Nothing else is hidden that you can find.

Disable Device DC 20:


"I think they turn like a child's mobile."


The creatures on the note are not located here, but if you choose think about the creatures listed....

Knowledge (arcana) DC 17 Chimera:
This is a magical beast that has a head of a lion, dragon, and goat

Knowledge (Local) DC 15 Cyclops :
This is a large one eyed giant.

Knowledge (arcana) DC 17 Medusa:
This is a humanoid creature that looks like a woman, but she can turn you to stone.

Knowledge (dungeoneering)DC 17 Chimera:
This is a 4 eyed aberration that burrows underground.

Knowledge (arcana) DC 15 Basilisk:
This is a magical beast that has eight legs and can turn you to stone with a gaze from its pair of eyes.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Morgana shrugs, "I don't know those creatures, so I can't help. Though it could be some sort of coded reference."


Arcane +8/Local +7/all others +3
Kn check 1: 1d20 + 8 ⇒ (2) + 8 = 10
Kn check 2: 1d20 + 7 ⇒ (10) + 7 = 17
Kn check 3: 1d20 + 8 ⇒ (19) + 8 = 27
Kn check 4: 1d20 + 3 ⇒ (20) + 3 = 23
Kn check 5: 1d20 + 8 ⇒ (8) + 8 = 16
"I have heard legends of the medusa, a woman with a hair full of snakes. The one eyed giant Cyclops likes music. And there is a four eyes burrowing aberration called the umber hulk. A basilisk is a lizard that turns you to stone with its gaze."

Checking the paper he found, Julian knows about all but the first monster, so he figures he will find that by trial and error, though he knows what side it is on. His intent is to match the number of eyes as they all have different numbers of eyes. After the first three he will ask - "How many eyes to a chimera??"

Julian's notes:
Chimera East
Cyclops West
Medusa East
Umber Hulk West
Basilisk East

West: a tentacled monster with a glaring red eye and a mouth full of teeth , looming dragon, a fish-like creature with three eyes and four tentacles

Middle: a two-headed giant wielding a pair of immense clubs:

East: a spherical creature with four eye stalks and a bulging central eye over a drooling maw: a gorilla-like beast with a fanged maw and six eyes, a towering black spider with seven eyes:

Julian then says: "Looks towards to means it is on the opposite side, the one eyed creature is in the east but looks west. And I am missing only the first one, so I can just go through the three on the west and wait for some reaction from the mechanism."

Julian clicks the pillar through the three creatures on the west side waiting for a reaction, then he quickly goes to the one-eyed creature east, the two-eyed west, the four-eyed east, and the two-eyed west.


Site was down and couldn't modify post

Thinking again, Julian realizes the Cyclops and one eyed creature go together.

He has no idea where the chimera fits, as he knows not how many eyes it has, so he clicks through the creatures until something happens.....

then he tries to match the number of eyes in the note and the side of the room they should be on.


Vitals:
(HP: 34/34; AC: 17/12/16; Perception: +8; Init: +4; Fort: +3; Ref: +3; Will: +5; CMD: 14; CMB +3; Resevoir: 5/7 ; Mythic: 9/9)
Female Emberkin Arcanist (Occultist) 4/ Archmage: 2

Morgana nods, "That seems to make sense.", but steps back out of the way to let Julian work.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

"Mmmh..." is all N'Dateh can offer.

I hate puzzles! he thinks to himself...


Disable Device Julian: 1d20 + 5 ⇒ (20) + 5 = 25

Julian plays around with no luck moving the center pillar. However an idea comes to his head that it is similar to how a combination locks works. Now if he only could figure out what the combination was and which way it needed to turn for each number....

Knowledge (arcana) Lavinia: 1d20 + 5 ⇒ (18) + 5 = 23

Lavinia answers the question about the Chimera, "I once saw a picture of one, it has a head of a lion, dragon, and goat, so it would have three heads and six eyes."


Julian enters a sequence.
chimera - 6 east/right, cyclops - 1 left/west, dragon - 2 east/right, umber hulk 4 left/west, basilisk 2 right/east

Julian bows to Lavinia:
"You have a magical education on addition to uncommon beauty."

Scarab Sages

12/12 hp | 19/20 AC, 14t, 15 ff | F+1, R+6, W+0 (+5 C/C, +2F) | Perc +4 | DV 60' Female Ifrit Swashbuckler (inspired blade) | Panache used: 2/5

"Chimera looks to sunrise
Cyclops looks to sunset
Medua looks to sunrise
Umber Hulk looks to sunset
Basilisk looks to sunrise"

The ifrit says while watching Julian work... Clever! Never would have thought of that...

201 to 250 of 278 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Blood's Savage Tide Game Thread All Messageboards

Want to post a reply? Sign in.