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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Other than also giving the Elvish looking scrip a once over look, Fathom also moves to stand by the remaining crew.


GM

Humm why would anyone suspect me of trying to kill off the crew? I simply do not know what you are talking about.

Ardanto goes with the crew to the other room as most of the Falcons stay and look about the room.

Daurros

Spoiler:
It looks to you as if the doors opened inward, the construction is unknown to you, but it does look as if the Pedestals work as some kind of leaver used to open the doors.

Fathom

Spoiler:
The scrip while looking somewhat elvish is not elvish, you think maybe it is talking about the sea but you are unsure

Karkalla does find a way to unlock the pedestals, or one of them at lest. it takes Finn and Guards help to move it, ever so slowly And one of the doors starts to slowly open, it does not open all the way, but does open enough for you to pass within single file.

The sent of the sea drifts into the room from the open door. You see seaweed covered stairs descending from the doorway.


Female Shifter Rogue 9

"I'm going ta have a quick look around" Karkalla quietly steps through the door and looks at her surroundings.

Perception
1d20 + 12 ⇒ (7) + 12 = 19

Stealth
1d20 + 14 ⇒ (12) + 14 = 26


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

"Well done. This may not be the way out that the spider-woman suggested, but it must be a way out."

Finn listens carefully for any signs of danger over the sound of waves.

1d20 + 23 ⇒ (12) + 23 = 35


At the smell of salt and the glimpse of weed Fathom frowns.

"Somt'ing be not right here..." She mutters.


Ranger 2/ Magus 7

"It's almost got to be better than the musty caves and catacombs. Let's see what's here then get everyone out."

I'll just aid another on top of Finn's awe inspireing Perception skill. His worst (a 24] is only 5 less than my best (a 29). Really? I mean really? That is just gratuitous.
Perception 1d20 + 9 ⇒ (13) + 9 = 22


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

"Hmm... Seaweed? Again? Another living island or something?" Guard muses to himself, while waiting for the others to make a decision.


GM

The sky is overcast, but it is the sky you see. A beach sits at the end of the stairs, a beach which leads to what seems to be a cliff side road of some sort. Besides the road, if that is what it is, you see no other way to go, except scale the cliff you are now below.

Finn

Spoiler:
You see some type of movement beneath the water, close to the beach


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

;-P

"I can see something moving in the water. The crew should stay here while we check it out."


At the sound of water and surf Fathom moves forwards to have a better/closer look.

Perception:1d20 + 7 ⇒ (8) + 7 = 15


GM

Fathom sees nothing along the rolling surf.


Female Shifter Rogue 9

"Let me have a closer look" Karkalla shifts and begins to Quietly move into the water

Perception
1d20 + 12 ⇒ (13) + 12 = 25

Stealth
1d20 + 14 ⇒ (7) + 14 = 21


GM

Karkalla moves closer to the water, staying near the wall and moving in ghostly silence.

Karkalla

Spoiler:
You make out three massive crablike forms below the water, each near the size of horse


Female Shifter Rogue 9

Karkalla begins to silently double back to the others

Stealth

1d20 + 14 ⇒ (9) + 14 = 23

Assuming they dont notice her and attack

"Three Crabs really big ones." she whispers to the others when she gets back "Looks like this Island dosent do anything normal sized."


Male Human Wizard (Universal) 9
Karkalla wrote:

Karkalla begins to silently double back to the others

Stealth

1d20 + 14

Assuming they dont notice her and attack

"Three Crabs really big ones." she whispers to the others when she gets back "Looks like this Island dosent do anything normal sized."

At the shifter's words, Daurros' eyes light up. "Crabs, you say? Dinner, I say! Have you had crab with drawn butter? Pure heaven! We must get them, even if we don't have the butter. It is our duty to provide for the crew, after all!"


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

"Okay, let's kill the crabs or drive them away before bringing the crew down the road."

Finn gets his spear out and starts moving towards the crab ambush (crambush?).


Ranger 2/ Magus 7

Toxim gets his longspear out and follows Finn.


GM

With Finns eyes, if you guys can do better then a 10 on a stealth roll you can surprise em


Ranger 2/ Magus 7

I have a base stealth of 11. That's an auto success.


Female Shifter Rogue 9

Karkalla cant do any worse than a 15 for stealth.


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

When trying to ambush them, Guard stays back for a round, as to not alert the crabs. He's really not the stealthy kind of ... warforged.
If possible, he will charge later on.


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

Finn's going to stay behind Guard; when he gets close, he'll cast Enlarge Person on himself.

Stealth check, if it matters: 1d20 + 8 ⇒ (2) + 8 = 10


Fathom stays near the crew, remembering back to the recent giant bug attack, her new spear held loosely but at the ready.


GM

Those of you who can get close enough go ahead and make your attack rolls. I'll post up a map as soon as I can. You have about 30' of beach . As long as no one rolls under 10 on stealth you are golden.


Female Shifter Rogue 9

Karrkala attempts to shoot one of the crabs

Attack

1d20 + 12 ⇒ (20) + 12 = 32

Crit confirm

1d20 + 12 ⇒ (9) + 12 = 21

Damage

1d12 + 2 ⇒ (5) + 2 = 7

Crit Damage

1d12 + 2 ⇒ (8) + 2 = 10

Sneak attack

4d6 ⇒ (5, 4, 6, 4) = 19


Male Human Wizard (Universal) 9

Daurros will hang back to provide artillery support as needed. He pulls out his wand of magic missile, just in case. Hold action until everyone else has acted


Ranger 2/ Magus 7

Toxim moves up and uses the reach of his longspear to attack.
Long spear, mw:
to hit 1d20 + 7 ⇒ (10) + 7 = 17 damage 1d8 + 3 ⇒ (4) + 3 = 7


Fighter Level 9

Ardanto has a stealth check of -1, so he will stay where he is.

Ardanto watches from the door way as the others head off down the beach towards the crabs he can barely see from here.


GM

I was waiting for more folks to post, but the crabs are kinda push overs, karkalla has already killed one and finn will kill another, the third is sure to die on AoO's...so eh we'll skip it :)

The group makes fast work of the crabs, nothing else of danger seems to be with in the bay, you will need to walk though chest deep water to make it to the cliffs.

Assuming you take 2 or 3 hours you can get 90 pounds of meat from the 3 crabs


Ranger 2/ Magus 7

We'll take the time. Also, is it high tide or low tide or is it pool of water? If it's high tide, how long until low tide?


GM

No, it is the sea, but if you take the time to get the meat, low tide will hit at which point the water is only a few inches deep.


Ranger 2/ Magus 7

I'll scout ahead a bit and look for a good place to camp. We might want to just stay in the doorway though. We will definitly take the time to harvest the crab meat and might as well wait for low tide to move out.


Fathom moves towards the lolling waves.

"Should I be goin' lookin' for anyt'ing else hidden beneat' de waters?" She asks calmly, waving a hand out at the bay.


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

"There are so many dangers above water; I doubt we need to look for more below. But you should do what you think best. I, for one, will stay here with the crew."


GM

Scouting sees no danger upon the cliff road, but it does look like it might take a while to cross it.

Any knowledge rolls you guys would like to make?


Knowledge Nature:1d20 + 6 ⇒ (8) + 6 = 14


GM

Fathom thinks the cliff looks safe enough,Durros thinks it is some kind of road, and he would guess it mirrors the mountains. It could take a week to cross it, but it looks to be the only way you have so far.

It is about 2 in the afternoon, you want to camp or travel some of the cliff road? The Road is 10' wide in most places


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

Has Daurros used his bonded item yet today? If not, Finn suggests that Daurros can cast fly on him and he'll fly up and use his keen eyes to see if there's any obvious place to camp and/or any obvious dangers ahead down the road.


GM

Puts on Daurros hat

Daurros does indeed take to the air to scout. Upon returning he says the "road" seems clear, and wide for the most part. It does seem to dip down onto beaches a few times.

However the wider parts of the cliff road, should be ok as camps, if open air. It should be easy to defend from what he can see.


Ranger 2/ Magus 7

Survival 1d20 + 8 ⇒ (8) + 8 = 16
K: Geography 1d20 + 10 ⇒ (11) + 10 = 21
K: Nature 1d20 + 10 ⇒ (1) + 10 = 11
Is there a better place to make camp within an hour of the doorway? If not, I'll suggest we stay here for the night and get started on the road in the morning.

Toxim will spend a quiet moment with Lirith. "Our troubles aren't over yet. This island has more for us." Toxim sits next to her. "It's only been a couple of days, but it seems like forever since we had a moment. How have you been doing? I've been meaning to ask if you had any of the healing potions I gave you left?"

Keeper:
Did you see where I posted Toxim 2.0?


GM

Toxim

Spoiler:
I have not gotten to loo over him in detail yet.On the fast once over it seems you came out nicly. You do need to change your Fav class from Wizard however :)

Amella is Not keen at all on staying in the undermountain, a few of the other crew seems disinclined as well as Avner who seems to be string the pot a bit with talk of monsters in the water and things coming from the tunnels , like those that killed his beloved Thunder strike.

Amella, stays near Finn "Sur'n ther' gots ta'b a better plac' n' er. It still ave, plenty o' sunlight left. She says to Finn, seeming very unsure of herself and jumpy.

Diplomacy checks and the like may be in order, or at lest some talking

Lirth leans into Toxim "This place is dreadful, adventure is more exciting when your not the one the monsters are trying to kill."
She seems alarmed when Toxim asks of the potion "Are you hurt?" She asks, digging though her bag. She shoots Fathom a nasty look "some healer that one is, oh we needs to treat your wounds!" she says, busying herself with giving Toxim a good once over.


Ranger 2/ Magus 7

I am just as content to travel a way before night forces us to stop. What does the rest of the group think?

Actually I am injured and didn't realize it. Does Fathom have any healing magic left? I'm down about 30 hit points.
"No. I mean yes, but I have that covered." He pulls out his healing wand. "I'll see if Fathom will heal me first though. I was just making sure you were supplied. Just in case, you know?"


Female Shifter Rogue 9
Keeper of Forbidden Lore wrote:

Toxim ** spoiler omitted **

Amella is Not keen at all on staying in the undermountain, a few of the other crew seems disinclined as well as Avner who seems to be string the pot a bit with talk of monsters in the water and things coming from the tunnels , like those that killed his beloved Thunder strike.

Amella, stays near Finn "Sur'n ther' gots ta'b a better plac' n' er. It still ave, plenty o' sunlight left. She says to Finn, seeming very unsure of herself and jumpy.

Diplomacy checks and the like may be in order, or at lest some talking

"I agree with Amella it may be better having ta deal with things in the open than in that small cave. Least in the open we should get plenty a warning"


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

"I agree, let's cover some ground before dark."


Male Human Wizard (Universal) 9

"I agree, it is too early to rest now. And the way seems clear. For now."


GM

You decide to press on, many seem happy with the thought, Glad to have the under mountain behind them. The road winds around the cliff side, at times more then 100 feet above the rolling sea and at others dipping down to the sandy beaches. The road is mostly 10 or more feet wide, but some parts narrow less then 4 feet.

As dusk approaches you find yourself on a wide part of the road, many feet above the waves. The wind howls on the cliffs and while it may not be the best place to stop you are unsure if it is wise to press forward in the dark.

Sit up watches? anything you would like to do?


Female Shifter Rogue 9

Karkalla will take a watch she will also spend some time trying to fix some of the broken repeater crossbow bolts she will have on her.

Craft weapon

1d20 + 10 ⇒ (8) + 10 = 18


GM

You will need an anvil for that as they are mostly metal with some wood


Ranger 2/ Magus 7

Toxim will take a short, early watch, but must get some rest to replenish spells.


GM

Do keep in mind you have plenty of bodies for watch if you need it. Guard also does not sleep, no need for any casters to take a watch really

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