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

Finn assists as well.

Str: 1d20 + 6 ⇒ (12) + 6 = 18


GM

You did not get it that time, but with enough ties and a few more bodies you will...so........

The massive doors at last give way with a crack and a deep gowning sound, spilling you light into the corridor beyond. The corridor is thick with a musty smell, deep niches line the walls , each holding a slender skeleton caked in mold and fungi. Rusted metal collars and iron necklaces lay near the skeletons and the ruined remains of what seems to be burial shrouds rest with in as well.

In places where the niches do not fill the winding corridor, mural of slender skeleton, hounds covered in coiling snakes cover the walls.

This places is not straight but kinds winds around in a maze like fashion.


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

"More tombs. I learned my lesson last time against that mummified elf -- don't touch anything. Hear that everyone? DON'T TOUCH ANYTHING."

Finn keeps his eyes open for any traps or living dead creatures coming to life.

Perception: 1d20 + 23 ⇒ (14) + 23 = 37


Ranger 2/ Magus 7

I am jealous of Finn's big eyes and ears. From now on, he takes point.
Toxim shrinks down to normal size and moves in carefully. He tries not to touch anything.

Keeper did you see my post in the ooc thread?


Fighter Level 9

"I'll take the rear," Ardanto comments, although it is hard to tell if that is for the groups safety or his.


Female Shifter Rogue 9

Karkalla follows behind Finn


Fathom falls into whatever position people make space for her.


Male Human Wizard (Universal) 9
Finn Killshrike wrote:

"More tombs. I learned my lesson last time against that mummified elf -- don't touch anything. Hear that everyone? DON'T TOUCH ANYTHING."

Finn keeps his eyes open for any traps or living dead creatures coming to life.

Perception: 1d20+23

"That's right, nothing! Of course, we can look ..." Daurros continually scans the areas with detect magic looking for auras as they go along.


GM

You wonder though the maze like tunnels with little trouble, although the crew are at ill ease as the light of the torches daces across the grim walls and inhabitants of the niches.

Daurros's magic seems to not find anything much, but here and there you do see a corpse with a golden necklace, most likely someone of high standing in life. Those do not show as magic, but to your magical sight they are not ...right either.

Finn

Spoiler:
Finn, you do notice after a while what looks to be a hidden passage way inside one of the niches


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

Finn holds up his hand and quietly calls a halt.

"There's a hidden door in this burial niche. Did the spider-woman say which path we should take?"


Ranger 2/ Magus 7

I don't think she did.


GM

She did not, but there was also two bridges with two sets of doors as well


GM

The crew seems unsettled and Amella looks a bit rattled herself. "ye Plan ta' be standing in tis ol' all day?" She says, sounding non to calm


Ranger 2/ Magus 7

"Let's keep to Finn's wisdom and continue on. We can treasure hunt later." Toxim continues to look for a way out.


Male Human Wizard (Universal) 9

"I think it might be wise to check the hidden door. Last thing we need is some other tomb guardian coming out after we pass and attacking from behind. Better to check everything and take it on as we go."


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

"So you want to desecrate a tomb to make sure there are no guardians who want to prevent us from desecrating a tomb? Toxim's right -- there's no chance that the spider-woman's path was leading us here. We can always come back later when we don't have a ship's crew to shepherd to safety."


Male Human Wizard (Universal) 9
Finn Killshrike wrote:
"So you want to desecrate a tomb to make sure there are no guardians who want to prevent us from desecrating a tomb? Toxim's right -- there's no chance that the spider-woman's path was leading us here. We can always come back later when we don't have a ship's crew to shepherd to safety."

"I am unsure how checking a hidden door constitutes desecration. I did not advocate stealing anything, including the obvious jewelry on the corpses. But I am merely one voice of caution; we haven't done anything even remotely close to caution yet, so why start now?"


Ranger 2/ Magus 7

"The door is hidden for a reason, Daurros. Leave it be... at least for the time being. If we can't find a way out, we'll come back here first."


"I remember my last taste of curiosity....I say leave im be...".


Female Shifter Rogue 9

Whilst the others talk Karkalla looks the door over for any traps and also any sign it has been used recently

Perception

1d20 + 12 ⇒ (6) + 12 = 18 (+3 if there are actual traps)


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

"Daurros, my keen eyes and ears have neither seen nor heard any sign of malice here so far. I think we are safe if we leave this door alone. Unless you have some magical way of harmlessly probing what's beyond without breaking the seal of this tomb, let us go back."


GM

The door does not seem trapped, it is well hidden and caked with dirt and dust of ages.


Male Human Wizard (Universal) 9
Finn Killshrike wrote:
"Daurros, my keen eyes and ears have neither seen nor heard any sign of malice here so far. I think we are safe if we leave this door alone. Unless you have some magical way of harmlessly probing what's beyond without breaking the seal of this tomb, let us go back."

"Do as you all will. We will backtrack. Not like we're in a hurry or anything."


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

Finn leads the way back to the next bridge, still keeping an eye out for trouble.

Perception 1d20 + 23 ⇒ (5) + 23 = 28


GM

Sorry if I was not clear, you do not have to go back, there is more tunnel past the hidden door, but you can go back if you like


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

I'd still recommend going back to one of the other bridges; I doubt the way out leads through the tombs.


GM

Back it is then Finn leads the group back out of the tombs and across the bridge, Flies have started to blow on the unburied bodies of the fallen and the crew makes a few signs as you pass, along with a bit of grumbling at not having seen to the bodies.

Amelia has the crew wrap them and says a few words for giving them to the darkness below the bridge, before you move on. After forcing your way into the second set of doors which lead into another massive room.

One corner of this room has crumbled reveling a stagnate pool of water in that area of the room. Another massive set of doors is set into the wall nearest the doors you came though.


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

Finn checks the door for footprints, traps, sounds of monsters beyond, etc.

1d20 + 23 ⇒ (13) + 23 = 36


GM

Finn

Spoiler:
You see nothing like that, however this room does lack the dust and time accumulated buildup seen in the tombs


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

"Hm, less dust here; I don't know if that's a good thing or a bad thing. It doesn't look like it's trapped, though."


Ranger 2/ Magus 7

"OK then, let's keep moving and don't touch anything."


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

Once everyone's ready, Finn opens the door and continues to lead the castaways onward.


GM

As you force the door open light spills into the room beyond. A set of doors like you just came though sit opposite of the one you just came though,on the southside of the room stands two massive iron door. These doors are decorated in elvish like symbols and depictions of sealife in tarnished copper.opposite the doors sit a pair of pedestals with an odd notch in the side of each. One of these pedestals is made from a dusky red granite, the other crafted from a light blue marble.


Male Human Wizard (Universal) 9

FYI, I'm still scanning each room we go through with detect magic.


GM

you know that is gonna make for some very slow going right? Anyhow given time ya do not see anything here


Male Human Wizard (Universal) 9
Keeper of Forbidden Lore wrote:
you know that is gonna make for some very slow going right? Anyhow given time ya do not see anything here

Only doing the rooms, not hallways. And with a 60' cone, and only needing 1 round for an emanation, I wouldn't think it would take THAT much extra time.


GM

Well no, not if your only glancing about, but keep in mind it will only show items that are in clear view.


Ranger 2/ Magus 7

"These doors look important. Let's keep going and come back if we need to."

Keeper:
Did you see my question in the ooc thread?


GM

Just to save a little time here

The second set of smaller doors when opened lead back into the catacombs Where ya was the first time


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

Guard seems to have sunken deep into his own thoughts, being unattentive and generally just taging along behind everyone else.


Female Shifter Rogue 9

"Feck." Karkalla exclaims once it seems clear they have went round in circles "Try the other door?"


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

Finn makes a token effort to open the massive doors, on the off chance that they're unlocked (checking for traps, etc. first).

1d20 + 23 ⇒ (18) + 23 = 41

If they don't open, he agrees with Karkalla's suggestion to try the third set of doors.

"Maybe these notches are keyholes of some kind. Damn."


Ranger 2/ Magus 7

"If they are keyholes, we don't have keys. Not trying to be a pessimist, I'm just pointing that out."


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

"I said 'damn', didn't I?" Finn replies with a wry smile. "Maybe the keys are around here somewhere, or maybe Karkalla can fiddle with the lock, if it is indeed a lock."


Ranger 2/ Magus 7

"OK. Amella, why not find a good place for the crew to get comfortable. This may take a minute. Oh! And be sure to keep that eagle eye of yours sharp for trouble."


Fighter Level 9

"Any chance of us just smashing our way out of here?" Ardanto asks as he moves over to inspect the doors hinges. "Doors are generally to keep people out, not in, so maybe it is easier to open from this side."


GM

Amella nods We'l be staying en th' othor room " she says as she leads the crew to the larger room with the stagnate water.

The doors seem to be truly massive and thick, made of what seems to be iron.


Female Shifter Rogue 9

Karkall looks over the door for any traps before trying to figure out a way to open it

Perception (traps)
1d20 + 15 ⇒ (6) + 15 = 21

Disable device (open door) + action point

1d20 + 11 + 1d6 ⇒ (19) + 11 + (6) = 36


Male Human Wizard (Universal) 9

Daurros folds his arms and watches, waiting to see if the shifter is successful or not. He'll walk over to the pedastals and also try and review the elvish symbols to see if he can get a clue in case the doors won't open.

knowledge arcana 1d20 + 15 ⇒ (7) + 15 = 22
knowledge dungeoneering 1d20 + 13 ⇒ (16) + 13 = 29
knowledge engineering 1d20 + 10 ⇒ (15) + 10 = 25
knowledge history 1d20 + 10 ⇒ (1) + 10 = 11
knowledge religion 1d20 + 15 ⇒ (5) + 15 = 20


Fighter Level 9

Ardanto leaves them to work and goes to stand with the crew. I suspects the DM is trying to kill them all so I am sticking to them like glue.

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