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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Fighter Level 9
Karkalla wrote:
"Any idea what those things are?" She asks the others whilst pointing out the wand and monkey paw

"A stick and a monkey paw." Ardanto answers, before ducking any thrown projectiles.


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

Ardanto said what Finn was thinking.


Female Shifter Rogue 9

"........Thank ya captain obvious." Karkalla mumbles to herself "Anyway shall we try the other door now?" she asks the others


Male Human Wizard (Universal) 9

Daurros makes his attempt at identifying the items.

wand 1d20 + 18 ⇒ (4) + 18 = 22
paw 1d20 + 18 ⇒ (6) + 18 = 24
buckler 1d20 + 18 ⇒ (5) + 18 = 23

wow, really??????


Fighter Level 9

Ardanto remembers hearing a tale and lets all around him listen, "I once heard tell of a fabled monkey paw that would grant who ever held it wishes, once a wish was made a finger would curl under until it was a fist and no more wishes could be made by that person. Trouble is you see, this paw was cursed and it twisted the wishes, always granting the desire, whether it be literally or suggested, to cause maximum mischief." He rattles on for several minutes more about the five cursed wishes the monkey paw gave, regardless of if anyone is still listening or not.


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

"That sounds pretty far-fetched," Finn comments distractedly, still on the look-out for invisible or teleporting monkey-demons.

Yes, after we get feedback from Daurros, let's open the door.


GM

The Paw is made of Iron and seems non-magical. The buckler seems mildly magical +1 the wand Daurros thinks may be a wand of Cure Moderate wounds.

Gong back out and out the other door up the stairs correct?


Female Shifter Rogue 9

Karkalla has a listen at the other door

Perception

1d20 + 13 ⇒ (3) + 13 = 16


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

Finn listens, too.

1d20 + 24 ⇒ (13) + 24 = 37


GM

Neither Karkalla or Finn here anything from beyond the door. Upon opening your light spills into the room. Thousands of bones are puled upon the floor into mounds. The sound of bubbling water can be heard from the darkened western side of the room. A pair of rust streaked doors stand in the east side of the room.


Female Shifter Rogue 9

Karkalla begins to quietly cross the room keeping a lookout for trouble

Perception (+3 for traps)
1d20 + 13 ⇒ (7) + 13 = 20

Stealth
1d20 + 15 ⇒ (17) + 15 = 32


GM

She does not notice anything as an trap. Nor does she see anything hidden lucking to strike, so far anyhow. The room seems to be empty.


Female Shifter Rogue 9

Karkalla heads over to the rusted doors and checks to see if they are locked


Ranger 2/ Magus 7

Toxim keeps watch over the bones, expecting something to erupt out of them at any moment.
Perception 1d20 + 8 ⇒ (17) + 8 = 25


Fighter Level 9

Ardanto stands in the door way, peering into the chamber, he absently pats the skull hanging on his belt and comments "friends of yours?" As expected the skull does not answer back. He cranes his neck trying to get a view of the source of the bubbling water, reluctant to step into the bone covered room.


Male Human Wizard (Universal) 9

"Be prepared. How often have encounrered bone piles that actually didn't move and attack after?" Daurros asks with a wry smile.


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

"Good point," Finn sighs. As a precaution, he activates his wand of Mirror Image.

1d4 + 1 ⇒ (3) + 1 = 4 images


Ranger 2/ Magus 7

No. We are not paranoid. They really are out to get us.


GM

Karkalla pokes at the doors and they do not seem to be locked or barred in any way she can see. Ardanto finds the source of the sound. A pair of fountains shaped like baboons stand in the western end of the room. water pours from their mouths into murky looking pools. A value sits atop each fountains head.

Nothing seems to raise and attack you from the bone piles so far however.


Female Shifter Rogue 9

Karkalla attempts to (quietly) open the door

Stealth

1d20 + 15 ⇒ (10) + 15 = 25


GM

While she manages the open the door, it is heavy and not well kept. It makes more then a little sounds as he has to put her back into it to make the door move.

Inside is a smooth chamber, with large doors on the far end, depicting ghastly scenes of carnage and Ape demons. In the center of the room stands two statures of demonic Ape-men. Each seems to be missing a hand. The one on the right is missing its left hand, while the one on the left is missing its right hand.


Female Shifter Rogue 9

Karkalla quietly enters the room and has a look around for any traps

Stealth

1d20 + 15 ⇒ (11) + 15 = 26

Perception

1d20 + 16 ⇒ (17) + 16 = 33


Ranger 2/ Magus 7

Would the iron ape paw we found look like it would fit either of the missing limbs?


GM

It does seem to match. It looks like it might fit into the left statues arm.


Fighter Level 9

"I suppose that means we need to find the other one as well, great." Ardanto mutters.
He reluctantly pokes the nearest bone pile in hope a monkey paw drops out.


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

Finn will help him search.

Perception: 1d20 + 24 ⇒ (13) + 24 = 37


Ranger 2/ Magus 7

Detect Magic while searching.

Perception 1d20 + 8 ⇒ (8) + 8 = 16


GM

You take what seems like ages to comb though the piles of bone inside the room but find no iron paw. What you do find however with a little magical aid , among the rusted and broken tools and armor and rotten clothing is a slender scimitar that looks to be of elven make and a potion of some type. Both these things seem magical.


Ranger 2/ Magus 7
Keeper of Forbidden Lore wrote:

Karkalla pokes at the doors and they do not seem to be locked or barred in any way she can see. Ardanto finds the source of the sound. A pair of fountains shaped like baboons stand in the western end of the room. water pours from their mouths into murky looking pools. A value sits atop each fountains head.

Nothing seems to raise and attack you from the bone piles so far however.

Take 10 (21 total) to aid Daurros to ID items.

Once they have been identified, or we at least tried, Toxim will try turning off the water.


Fighter Level 9

Ardanto looks disappointed that the bone piles contained no new paws after his half hearted poking, he continues to wait for the next nasty surprise, trying to hide his nerves under a thin veil of humour.


Male Human Wizard (Universal) 9

"Hmm, the interesting things we find."

spellcraft potion 1d20 + 18 ⇒ (1) + 18 = 19
scimitar 1d20 + 18 ⇒ (20) + 18 = 38


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4
Toxim ir' Kinain wrote:
Take 10 (21 total) to aid Daurros to ID items.

(You can't take 10 on a skill check to aid another.)


Female Shifter Rogue 9

Whilst The others identify the items Karkalla has a look at the pools of water (Would she be able to get any idea how deep they are?)


Ranger 2/ Magus 7

Ok, but my minimum is still enough to succeed.


GM

Daurros thinks the potion my be of haste and The scimitar looks to be able to store spells if he is correct .+1 spell storing. Karkalla would guess at lest a few feet although it is two murky and dark to see the bottom. Water keeps pouring into the basins, so either it is huge or the waster must be flowing out. Turning the water off would most likely drain the basins in time.


Female Shifter Rogue 9

Karkalla has a look over the valve and pipethe water is coming from.
Perception (traps)

1d20 + 16 ⇒ (6) + 16 = 22


GM

She doesn't see anything that looks like a trap.


Female Shifter Rogue 9

Having looked it over she decides to try and turn it and put the water off.


GM

Karkalla turns off the first Value and she thinks she can hear water draining from the Basin, if slowly. When she turns off the second however, it seems she missed something. A cool breeze and a whoosh of air is all the warning she gets as Hails and ice starts raining upon her, Finn and Toxim who are unlucky enough to be in the area of the blast.Each takes 11 hp damage The floor is starting to coat with ice, water is starting to freeze and visibility is cut down from the snow and ice.

You are still getting pounded Karkalla is in the center of the effect, Toxim and Finn at the edge. It counts as difficult terrain but you all can get out in one round if you like..assuming it does not move


Female Shifter Rogue 9

"feck Feck Feck feck feck" Karkalla moves as quikly as she can to get away from the Hail storm

Acrobatics (to keep footing)

1d20 + 17 ⇒ (8) + 17 = 25


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

Finn skedaddles out of the area of effect.


GM

ONce out of the effect, it does not move and lasts only a short while before vanishing and all the effects it cased go with it. YOu can hear the basins draining now, although it may take some time to finish.

It will take the basins 20 mins to drain. Wait/leave/ or bash in the doors?


Female Shifter Rogue 9

Karkalla takes the time to use a few charges from her wand to heal herself Finn and Toxim (one charge each)

Use magic device

1d20 + 13 ⇒ (18) + 13 = 31

1d20 + 13 ⇒ (17) + 13 = 30

1d20 + 13 ⇒ (6) + 13 = 19

Cure light

1d8 + 1 ⇒ (3) + 1 = 4

1d8 + 1 ⇒ (5) + 1 = 6

1d8 + 1 ⇒ (2) + 1 = 3


Ranger 2/ Magus 7

Toxim has cure light wounds on his spell list. If you let him it, you won't waste the one charge.


GM

Ok moving this along

After some time the water drains. At the bottom of the basins is a mess of bones and mud. Digging though this mess you do find two things. A slightly rusted iron Monkey paw and a bone made of copper, turned green by this point.


Fighter Level 9

Ardanto is starting to worry about the fact everything comes in twos. He wonders out loud where the rest of the copper skeleton is and if he could have the skull when it is found.

Merry Christmas all.


Ranger 2/ Magus 7

Dont' forget the detecting of magic.


GM

Indeed merry Christmas every and happy holidays.

The copper bone is indeed magical and the paw looks like it fits the other stature.


Male Human Wizard (Universal) 9

Daurros examines the copper bone, trying to determine what it is.

spellcraft 1d20 + 18 ⇒ (3) + 18 = 21


GM

All Daurros can tell is its strong magic. But he knows little else about the object.

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