The tales of Caldir the Rogue

Game Master Torvald Torvaldson

Solo adventure for Mr. JAG


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Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

I'm for that; it's the way of my people. As for beatdowns, I've fought harder pushing out a big meal the next day. If this is "the great" Thrax, maybe I can retire here some day.


You somewhat reluctantly bind the subdued Thrax. Searching his body you find (I'd later but I'm to lazy to do it twice):

+1 mithral quarterstaff with twin rubies for eyes (worth
4,100 gp in all), amulet of natural armor +1, pearl of power (1st),
gold Hellcaller’s Cup trophy (worth 1,000 gp), diamond dust
worth 500 gp.

As you finish up your search Lucca comes out and using some type of subvocalization magics addresses the crowd, Ladies and gentlemen, we promised you a show and did we DELIVER?...the crowd roars its approval...This savage barbarian from northern realms, vassal to the mighty player of Larazod, has laid low Thrax the Inevitable and I hereby crown him winner of the Hellcaller's Cup!...more cheers...Come back next week where we will reset the brackets for the next round of competition. Who knows, if Thrax is awake by then he might even try to win his title back....many laughs and hoots from the crowd.

Lucca turns to the two of you, OK boys, lets get back to my office where we can have a fabulous round of drinks and talk about your rewards.

He heads to the gate that lead to his offices.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Why don't you take the amulet of natural armor Ragnar? We can probably sell off the rest of the items."

Follow Lucca to his office.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Thanks for that Caldir. A little less pain won't hurt my feelings certainly.


Lucca welcomes you into his office where he pours you each a big full goblet of wine. You take a sip and it is actually ridiculously good!

He gushes about your talents and how much money you could make together if you ever wanted to work at the Devildome full time.

Lucca-Well in addition to the Hellcaller's cup I brought in your friend Ghaelfin. Not sure what you want to do with him, but he's yours for the rest of the afternoon. I can let you use my office privately if you need it.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Thanks Lucca, that sounds good."

When Lucca leaves the office, I will break out the grave candle.


Lucca makes sure that your refreshments are filled and then leaves the room, Let me know if you need anything else. I'll come back and check on you in an hour or so.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Light one of the grave candles.


Grave candles are magical candles that draw forth spirits from
the mortal remains of long-dead creatures, allowing the
living to speak to them for a short period of time while the
candle’s wick burns.
In order to function, a grave candle must be placed amid
the physical remains of the body to be spoken to. These
remains can be partial, or even just a handful of ash or
grave dust, but a totally destroyed body (as results from
destruction or disintegrate) doesn’t leave enough material
for a grave candle to function. When it’s lit, the smoke
rising from the candle grows thick, and a ghostly
shape similar to the creature’s appearance in
life manifests in the smoke.
At this point, the manifested spirit
(which is as much an echo of the creature
as it is the actual departed soul) can
speak—a grave candle does not impart
any additional understanding of
languages. In other respects, the
conversation with the dead spirit
adheres to the rules for speak with
dead (Pathfinder RPG Core Rulebook
346), save that the dead spirit
receives a –4 penalty on its
saving throw to resist
the spell. Furthermore,
a dead body can only
be successfully subjected to a
grave candle once—the burning of
the candle “burns out” the latent necromantic and spiritual
energy left behind by the soul’s parting from the world (this
does not harm the actual soul of the dead spirit).


Speak with dead spell-

You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.

If the dead creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death.

If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature.


The smoke coalesces into the facial form of a middle aged human man. He appears tired and sad. Spirit-Ask what questions you have to ask and let me return to my rest.

You have 5 questions.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

OOC to DM: I re-read everything about Delvehaven, Cugny's Wedding, and the pathfinder society stuff. Is there anything that comes to mind that I should ask based on what Caldir knows so far that is radically different from the 5 questions below.

"Hello Ghaelfin, I am truly sorry to disturb you, but I am working with the pathfinder society to re-enter Delvehaven with the ultimate purpose of overthrowing the Thrunes and returning Westcrown to its former glory before Aroden's death."

"How do I safely enter Delvehaven?"

"I figure Cugny's Wedding is a cypher of some sort that leads to treasure outside of Delvehaven, what does the cypher mean?"

"What can you tell me about shadow beasts that may be connected with Delvehaven?"

"What potent artifact did Bisby bring back from the Mwangi Expanse? Where is the artifact?"


Caldir wrote:

OOC to DM: I re-read everything about Delvehaven, Cugny's Wedding, and the pathfinder society stuff. Is there anything that comes to mind that I should ask based on what Caldir knows so far that is radically different from the 5 questions below.

"Hello Ghaelfin, I am truly sorry to disturb you, but I am working with the pathfinder society to re-enter Delvehaven with the ultimate purpose of overthrowing the Thrunes and returning Westcrown to its former glory before Aroden's death."

"How do I safely enter Delvehaven?"

"I figure Cugny's Wedding is a cypher of some sort that leads to treasure outside of Delvehaven, what does the cypher mean?"

"What can you tell me about shadow beasts that may be connected with Delvehaven?"

"What potent artifact did Bisby bring back from the Mwangi Expanse? Where is the artifact?"

I think these are pretty reasonable and I'll be as detail rich as possible.


"Hello Ghaelfin, I am truly sorry to disturb you, but I am working with the pathfinder society to re-enter Delvehaven with the ultimate purpose of overthrowing the Thrunes and returning Westcrown to its former glory before Aroden's death."

I can sense your intentions and your heart seems pure; ask on.

"How do I safely enter Delvehaven?"

When the lodge was sealed, our wizards laced the halls with magical traps and activated several guardians. I did not pay much attention to the details, but Coriana will know more.

"I figure Cugny's Wedding is a cypher of some sort that leads to treasure outside of Delvehaven, what does the cypher mean?"

You are correct; Loremaster Liriam composed it and it leads to a secret cache of Pathfinder treasures somewhere in Cutlass Cove. I don't know specifically where but Liriam will.

"What can you tell me about shadow beasts that may be connected with Delvehaven?"

I know nothing of these beasts.

"What potent artifact did Bisby bring back from the Mwangi Expanse? Where is the artifact?"

Bisby and Sivanshin brought back a totem called the Aohl of two pieces-a golden bird's head and an obsidian bat's head. Bisby called them the Morrowfall and the Totemrix. It was frightfully powerful but the death of Aroden stopped further research into it. That and the fact that Sivanshin broke it in half, stealing the bat's head.


The power of the candle spent, the smoky figure disappates...


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Looks like we have some more quests ahead of us, eh Rangar? Let's head back to the Boot for a drink and some food, you deserve it after all the devil slaying. We can use another grave candle to speak with Coriana tomorrow, we can ask her about the traps guarding Delvehaven. Maybe we should do that at NSN HQ, the others might have good ideas for questions, what about you, any ideas on what we should ask Coriana?"


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

I'm all for quests! Tough to get gold, fame, and lasses if we are just sitting about, eh? I feel a little guilty about the drink and food, those devils weren't much, but I'll take you up on that all them same. The NSN are more likely to have ideas for questions than I, but I think you are on the right track asking about defenses, guardians, and wards. I'd like to know more about that cursed artifact and what became of the man that stole the half of it, but I'm not sure any of these spirits will know the answer as they died before things got really interesting.


After receiving congratulations from Lucca, Denros, and Tuornos you make your way back to the Boot where you enjoy a fine meal with Ragnar and discuss the events in the Cader over the past few days and what your next steps will be after you question Coriana's spirit. Will you search for the Wave Door or go straight to Delvehaven? What information will Ailyn have discovered for you to follow up on? What is the secret of the closed Lodge and how does that relate to the current state of Westcrown?

Next steps?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Head to NSN HQ. Inform them of our exploits in the Cader and what we found out from Ghaelfin.

"We are going to light a grave candle and interview Coriana here, does anyone have any suggested questions?"

"What new information have you guys discovered while Ragnar and I have been gone?"


The assembled NSN are suitably impressed by your achievements so far.

AilynI've figured out where the Wave Door is-it's in a place called Cutlass Cove, located at the tip of the small peninsula east of Westcrown, about a quarter mile from the Rego Sacero's eastern shoreline. It's mostly uninhabited, and is a place long used by smugglers, pirates, and others who need a "convenient" nearby but relatively isolated cove in which to conduct their illicit business. The rise of House Thrune and their naval prowess has diminished the use of the Cove so you shouldn't have much company when you search for the door. Where it is specifically is probably a good question to ask Coriana as I believe she was directly invovled in creating it....she pulls out a small metallic compass...Also, you will need this. It's called a Wayfinder and is a magical compass used by the Pathfinders and will act as a key to open the door once you find it.


Janiven-Also, I learned that in addition to whatever traps and guardians the Lodge set up, House Thrune put even more in place when they investigated the Lodge and finally sealed it up. I have been...talking...with Khazrae the Erinyes head and apparently she knows a lot about the traps and guardians that the original Lodge members set up. She's a filthy little b+~*+, but you should probably take her along as she may have information that you could use.


Ailyn-Also, I would like to reward you for determining the final fate of both Coriana heavenscape and Venture-Captain Aiger Ghaelfin. They have been listed by the Decemvirate back in Absalom as "missing" and now their names and fates can be etched upon the Wall of Names there. For this I would like to reward you with 2,000 GP and another 1,000 GP for rescuing Coriana's remains from those fiendish monks.

She hands you a small bag that from the noise it makes is filled with some jewels.


Arael-You two must be cautious. The shawdow beasts of the night have been even more aggressive than usual. My divine communing indicates that your "activities" are making whomever or whatever controls the night parade anxious and anxious isn't good. As well there have been quite a few inquiries as to your whereabouts and movements. Your place at the Boot is certainly being watched and you may be in danger there.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Thank you all, that is valuable information. And thanks for the reward. Should Ragnar and I stay here or would that bring too much scrutiny to the NSN?


Arael-You are always welcome here Caldir and we will do our best to protect you against any threat, even though you are probably more capable of protecting yourself than we are. Especially with your friend Ragnar here. I didn't warn you about the Boot being watched to scare you but just to make sure you know your steps are being watched and you should be alert. You have already been attacked by a major devil in the streets, who knows what else is looking to drag you to hell?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Ok, Ragnar and I will stay put but try to be more observant."

Light a grave candle for Coriana's remains.


The ghostly visage of a beautiful almost angelic looking woman appears above the urn of ashes.

Hellow summoner. Your heart is true, ask your questions.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"What can you tell me of the traps guarding Delvehaven?"

"What can you tell me about the guardians protecting Delvehaven?"

"Where in Cutlass Cove can I find pathfinder treasure ?"

"What can you tell me about shadow beasts that may be connected with Delvehaven?"

"What can you tell me about the Morrowfall and Totemtrix?"


Caldir wrote:

"What can you tell me of the traps guarding Delvehaven?"

"What can you tell me about the guardians protecting Delvehaven?"

"Where in Cutlass Cove can I find pathfinder treasure ?"

"What can you tell me about shadow beasts that may be connected with Delvehaven?"

"What can you tell me about the Morrowfall and Totemtrix?"

Kind soul I'm sorry but I cannot tell you about the traps guarding Devehaven. By the time the Lodge was shuttered I was busy in the struggle against House Thrune.

Again, I cannot say. My only guess would be that they will be powerful and deadly. Closing a lodge is a serious pursusit and not done lightly.

The beasts are related somehow to Sivanshin and his theft of the Totemrix. I'm not sure how, but they are bound together and I think the origin of the shadow beasts. Answers to that connection may lie within Delvehaven.

Apart from their personal accounts, all Bisby and
Sivanshin had to support their wild tale was an exotic relic
they had managed to retain on their panicked flight from
the ruined city—a fantastical stone symbol referenced
in obscure Mwangi legends as the Aohl. In fact, the Aohl
consisted of two interlocking relics—a golden bird’s head
and an obsidian bat’s head, components that Bisby named
the Morrowfall and the Totemrix respectively. The golden
Morrowfall represented an ancient sun deity whose name
has been lost to time, while the Totemrix symbolized a foul
creature of the night known as Vyriavaxus, a demon lord
long since slain by a rival. The two forgotten gods were
the bedrock of Jaytirian’s pantheon, and the Aohl was
thus an incredibly important find, for the Pathfinders
had long sought clues into the nature of this ancient and
elusive society.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Thank you Coriana, may you rest in peace."

To the others:
"Any thoughts based on her responses? Should we try to enter the lodge or seek for pathfinder artifacts at Cutlass Cove or seek this lost artifact that may be related to the shadow beasts, or some other quest altogether?"


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

I'm for the Cove. Let's be as prepared as possible. The last time I rushed into things I ended up in a painting for 60 years...


Ailyn-I think your friend is right. The Lodge will have at least two lairs of traps, wards, and protectors. One from the Pathfinders and one from House Thrune. If you like I will make some arraingements to have a small skiff left for you and Ragnar at the beach mentioned in the cipher and the two of you can explore the waters at night to see if you can find the doorway to the cache. With the Wayfinder in hand and the Oath on your lips your should be able to open it and retrieve the valuables that are stored there.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

To everyone:
Does Khazrae know anything about the Wave Door?
Do you really think we should explore the cove at night, what about shadow beasts?

DM aside: Understand about wayfinder but what is this about an oath? Did I miss something. Picked up some Stone Delicious IPA to try out tonight.


First of all the Delicious is exactly that...F~@%ING DELICIOUS!

However, you REALLY owe it to yourself (and I meand REAAAAAAALY)to find some of their Biard/Ishii/ Japanese Green Tea IPA. That s%!* will totally ruin you for other IPA drinking (except for Lizard's Mouth double IPA-THAT is the truth!).

You would know all that if you were Untappd and checking my feed!

OK, back to gaming...

Khazrae does not know anything about a Wave Door, only some of the traps and tricks of the Lodge left by the Thrunites.

The door only appears at night. Shadow beasts? How old are you, like 8? :)

The Oath Ailyn teaches you. It is specific to each lodge and has to be recited to be allowed entry through the portal.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

The Delicious is pretty good, definitely different and better than the regular Stone IPA, which I like but would not consider one of my favorites. I will track down the green tea, but I still consider Ballast Point Sculpin the best beer i've had.

We still have most of the potions I got for the devildrome so I think we are pretty well prepared.
But maybe we should head to the magic shop to try to find some potions of water breathing before heading to Cutlass Cove just in case.

Then Ragnar and I will head to the Cutlass Cove towards the end of the day.


You are able to procure 2 potions of water breathing through your shoppe connections.

A short while later a fisherman's skiff lands you on the beach; for a small fee no questions are asked.

You spend a few hours preparing to search the bay as you wait for nightfall. You can see merchant ship tacking back and forth into port across the waters.

Give me a DC 20 survival check.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

~just in case~survival: 1d20 + 5 ⇒ (8) + 5 = 13


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

survival: 1d20 + 7 ⇒ (3) + 7 = 10


You paddle about for the better part of an hour but are unable to find the door in the waters of the Cove.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Well that was about as fun as baiting a gundersnark in it's lair! What say you Caldir, shall I paddle about some more and we look for this magical portal? I knew we should have brought some ale...hells I'm thirsty!

If you look some more: survival: 1d20 + 5 ⇒ (2) + 5 = 7


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

survival: 1d20 + 7 ⇒ (1) + 7 = 8

"Are we in the right place? Might be a long night!"


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

After another hour of fruitless search...

I suppose Ailyn could be mistaken, but we have several hours more of darkness and I'd rather exhaust myself now looking for it and be wrong that cut this search short and have to come back. I am no sea master, but I like not the looks of the water in this bay. They are black and oily, and I get a sense of many smuggling deals gone wrong in this place. Ale would have made this an easier task... Gives a shake of his head in distaste.

Hour 3 of searching survival: 1d20 + 5 ⇒ (10) + 5 = 15


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Gorum guide my eyes to the task!

SURGE!: 1d6 ⇒ 4


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Too bad this door is not a devil! I'd have my eyes and my blade on it in no time. Curse these waters! Slaps the waves with an oar.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

survival: 1d20 + 7 ⇒ (10) + 7 = 17

Desna guide your servant through this dark night!

surge: 1d6 ⇒ 1

A few pints of ale are sounding mighty good right now.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

My arms still have great strength for these oars, though they'd be better used splitting skulls or hoisting flagons. Another row round the Cove?

Assuming yes survival: 1d20 + 5 ⇒ (7) + 5 = 12


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

survival: 1d20 + 7 ⇒ (7) + 7 = 14

I am guessing we won't be winning any tracking or sailing contests this evening! Row on, let me know if your arms tire.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

These arms? Did I ever tell you about the time I outwrestled a cave bear? We were fiercely matched, but over the better part of a day I wore it down into submission. It seemed cruel to kill it so I let it back into the wild. It wanted to follow me, but I gave it a good shout and it went about its business. I'll row some more...

5th hour of searching...

survival: 1d20 + 5 ⇒ (4) + 5 = 9

Ghaaaar! Now there is a fog coming in! If we have to come back again, I'm bringing a hell's blasted tankard!


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

survival: 1d20 + 7 ⇒ (10) + 7 = 17

Desna please show us the way.

surge: 1d6 ⇒ 4

Pointing.

By Desna, Ragnar what is that?


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Gorum's nuts! That's either some type of door I'm drunk on all this sea air! ~rows like mad towards the door~

It took long enough to find, I won't be losing it now!

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