The Shards of Oberon

Game Master FangDragon


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Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Shall we go down the trap door, then?


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female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

Yukarii gave Marek a smile of encouragement as he spoke and was about to respond when the loud bang occurred. Her head whipped in the direction of the room distracting her train of thought. After realizing that it wasn't anything to be concerned about Yukarii looked back at Marek and said, "When there is only death and no life, that is when you should worry about death. In this place it is seemingly the natural death of all things in a made place. There does not seem to be unlife here so I do not think that we need to worry. Still..." Yukarii looked around nervously, "the fact that so many died so painfully should have left some spirits of some kind. We should be cautious of haunts, ghosts, or other spooks and undead."

When Zendara found the trapdoor and inquired if they should proceed Yukarii looked to the professors in charge and said, "It might be wise to prepare a base camp before we go much farther."


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

That's probably a good idea.

Can I clean up the purple dust using prestidigitation? I'd like to fill my empty vials with it if possible, and if there is more than that, then maybe someone else has a container so it doesn't get stirred up again?


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin said, "Maybe set up base camp, and we explore further? I'm ready to go down the trap door."


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Since we're still fatigued, it might be good to wait, but will go if anyone else goes.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

True, I forgot about the fatigue. Best to wait until that's gone.


Init+2 HP45 AC20 T13 FF17 | CMD 22 | fort +7 ref+7 will+5 | Resource Tracker
Skills:
Acro+8 Appra+5 Bluff+10 Climb+8 Diplo+10 DDevive+10 KnArcarna+7 KnDungeon+7 KnEng+7 KnHist+9 KnLocal+7 KnNature+7 KnNoble+7 KnPlanes+7 KnReligion+7 Linguistics+5 Oratory +7 Perception+12 Ride+6 SMotive+6 Spellcraft +8 Swim+8

Dr Munroe replied, "Setting up camp is likely a good idea. Let's have a look at this trap door though, would be good to know what we're camping near!"


Palace of Birdsong| War for the crown maps

It takes a bit of effort to remove the remains of the spider and the purple dust it disintegrated into when touched. The trapdoor had a circular wheel which when rotated retracted four thick retaining bolts. The door itself was made of more of the strange metal and it took three of you to lift it up to reveal a long square shaft headed straight down into the gloom (you can't see the bottom). There is a metal ladder attached to the side although the rings are clearly designed for Githyanki and are too widely spaced for your comfort. A smell of ozone wafts up, and you hear the distant sounds of powerful electrical discharges.

If you drop something down:
You drop a coin down the shaft and it's a good couple of minutes before it hits the bottom, and it clatters noisily down the sides as it went.

Perception DC 20, requiring darkvision or a light source:
Approximately fifty feet below there's a landing of sorts where it looks like there's a tunnel heading in the local east direction.


female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

Nodding in agreement Yukarii waited while the room was cleaned and, when the door was opened, said, "I do not think sending a light down is a good idea Munroe-sensei. Let me look first," she paused and looked at the group, "unless anyone else can see in the dark." Yukarii focused a moment and called up Yukaari to help protect her by manifesting ectoplasmic shield that floated nearby.

Perception (+4 if incorp/invis): 1d20 + 6 ⇒ (17) + 6 = 23
Yukarii moved closer and peered down into the darkness of the hole. With her superb eyesight Yukarii saw the landing and the tunnel off of it. "Fifty feet below us there is a landing on the east side and a tunnel off of it." She continued to look to see if the hole went further than just the landing.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Ratfolk can see in the dark up to 60 ft.

Perception, Perceive Cues: 1d20 + 12 + 5 ⇒ (3) + 12 + 5 = 20

Edwin looked down the shaft and commented, "I can see it too. I'll go down first. Maybe I should rope up."

He tied a rope around his waist and gave it to someone strong, before descending. The climb down was very awkward for him and he had to proceed slowly; the rungs were far apart even for a human, let alone someone of his stature.

Let me know if Edwin needs to make a climb check, being small. He has a climb skill of +3 in case it matters.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Zendara watches all of this happen and says to Doctor Munroe

Seems like if we were going to rest that all of those retaining bolts would have kept us safer than opening that thing up.

She looks disappointed and very tired, but trying to push away her fatigue, she activates her ioun torch and prepares to follow Edwin, should he indicate that it was safe.


Palace of Birdsong| War for the crown maps

It takes half an hour for the fatigue to wear off but all you feel considerably better now the air is circulating. None of you can see a deeper side tunnel, but whether that's because there isn't one or because it's out of darkvision range you can't tell.

The ladder is a DC 15 climb check although a rope makes that DC 10 iirc.

If you head down more than 30' Perception DC 20:
Your keen eyes note something strange about the wall just below, there's a series of tiny regular spaced holes. The technology of this is unknown but it screams of trap. Disable device roll needed to bypass.


Init+2 HP45 AC20 T13 FF17 | CMD 22 | fort +7 ref+7 will+5 | Resource Tracker
Skills:
Acro+8 Appra+5 Bluff+10 Climb+8 Diplo+10 DDevive+10 KnArcarna+7 KnDungeon+7 KnEng+7 KnHist+9 KnLocal+7 KnNature+7 KnNoble+7 KnPlanes+7 KnReligion+7 Linguistics+5 Oratory +7 Perception+12 Ride+6 SMotive+6 Spellcraft +8 Swim+8

Dr Munroe replies with a grin, "I don't see any reason why we can't close this again, we didn't break anything it's just rather heavy to move that's all."


female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

I wasn't so much asking if there was another side tunnel as if the hole kept going past the landing. If it's only 50ft down I can see another 10 to see if it continnues. I assume that it does since it is describes as a landing.


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Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin descended, with the aid of his rope.

If he can take 10 on the climb check, he can't fail.

Perception, Perceive Cues: 1d20 + 12 + 5 ⇒ (14) + 12 + 5 = 31

Once he got down about 30 ft he said, "Hold on, looks like a trap here! Let me try to disarm it."

He took out his tools and set to work.

Disable Device: 1d20 + 12 ⇒ (11) + 12 = 23


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

If Edwin says it is safe, Zendara follows him down.


Palace of Birdsong| War for the crown maps

Hard to tell with darkvision's limited range but from the acoustics you get the impression the shaft leading down is very deep. Certainly Edwin can't see the bottom after descending down a fair way.

Edwin's sharp eyes easily spot the trap and he sets about disarming it. After some time he determines that the trap has an optical trigger, breaking beams of light he can only just see. He manages to jury rig a series of mirrors to allow somebody to safe pass. This was a temporary measure at best, the mirror needed precise alignment and he didn't have a good way of attaching them to the wall and they kept on shifting under gravity.

It's disabled for five minutes before it'll reset and need bypassing again.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin called up, "I've jury-rigged a bypass, but it won't hold for long. You can come down past the trigger, but I'll probably have to redo the bypass when we come back up. Don't waste time coming down past the trap!"

He continued down the ladder, to give the others space to get past the danger.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Zendara goes down after him.


Palace of Birdsong| War for the crown maps

The stench of ozone and the sounds of electrical discharges get stronger as you head past the trap. You safely make it down to the landing and glance down the corridor, it goes about twenty feet before ending in a mirror door. There is a label in the Githyanki language and another combination lock.

Linguistics DC 18:
It's hard to tell for sure exactly what the label says but the closest translation seems to be: Generator Hall #3 whatever that means.

Disable Device DC 20:
The combination locks are getting more familiar and easier for you to bypass. You key in the code and the door vanishes with the familiar buzzing to reveal a huge cathedral like hall in which there are row after row of 20' cages spaced 10' apart. Within each cage is a lightning elemental fizzing and buzzing with power which seems to be drawn into the cage bars. There's 100 cages here in ten rows of ten. And 100 big scary elementals, although they all seem to be contained within. You've encountered stuff like this before, it's common to use lightning elementals to power stuff although this is on a grand scale!

Roll a perception check DC 25. If you make it I'll tell you what you notice.


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

Linguistics: 1d20 + 9 + 1d6 ⇒ (16) + 9 + (6) = 31

"Hmm. I believe this could be roughly translated as 'Generator hall 3'."

"I've got to say, a quick look inside might be interesting.", at which she whips out the thieves' tools.
Disable device: 1d20 + 12 ⇒ (14) + 12 = 26

"Got it!"
Xindyra stashes the tools and the door opens.
"Wow, would you look at that, this place is massive. Sure it was massive outside, but still..."

Perception: 1d20 + 10 + 1d6 ⇒ (5) + 10 + (4) = 19


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Linguistics: 1d20 + 6 ⇒ (3) + 6 = 9
Disable Device: 1d20 + 4 ⇒ (7) + 4 = 11

Zendara just nods as though agreeing with Xindyra's conclusions even though she really has no idea and feels a little lost.


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Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Linguistics: 1d20 + 8 ⇒ (19) + 8 = 27

Edwin confirmed Xindyra's translation. Once she had the door open, he looked inside the huge hall holding rows of caged lightning elementals.

Perception, Perceive Cues: 1d20 + 12 + 5 ⇒ (19) + 12 + 5 = 36 Made it!


female half-elf Sor/Spir 7 | HP 42/42 THP 0 | AC 16, TAC 12, FF 14 | F + 9, R +6, W +8 | CMB +2, CMD 14 | dark Vision 60ft; light blindness; Per +7 (9) | Spiritualist Spells: 1st 4/5, 2nd 4/4. 3rd 2/2; Sorcer Spells: 1st 4/7, 2nd 2/6. 4/4 3rd | Active: light blind, mage armor, false life

As they went down into the Yukarii was careful to do as instructed to avoid the trap and when she reached the landing went with her companions down the passageway.


Palace of Birdsong| War for the crown maps

Edwin:
Its very hard to spot due to the glare of the lightning elementals but you notice the blackened skeleton of a humanoid inside one of the cages. It's clutching something in its hands and and seems to have a ring. Getting it out might be interesting the cage bars are every 4" although each cage does have a door. Of course there's also the huge lightning elemental inside to contend with.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin told his comrades, "I..I think can see humanoid skeleton in one of the cages! It seems to be holding something in its hands, and if I'm not mistaken, is wearing a ring. Getting whatever it is out of the cage will be a challenge, given that the bars are spaced 4 inches apart. And there's also the small matter of the lightning elemental to contend with."

He moved towards the cage for a closer look.

Perception, Perceive Cues: 1d20 + 12 + 5 ⇒ (9) + 12 + 5 = 26

I'm starting to think I should have taken Reduce Person as one of my spells!


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Zendara offers to use mage hand to get the ring out, but she is wary of disturbing the skeleton in case it has another of those clear boxes that might be an explosive, so she assists Edwin in taking a closer look before doing anything else.

Perception (aid): 1d20 + 10 ⇒ (16) + 10 = 26


Palace of Birdsong| War for the crown maps

So the plan is to use mage hand?


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

The plan is to look closer, then use mage hand if it looks safe.


Palace of Birdsong| War for the crown maps

Up close the electric fields from the elementals make your hair stand up on end, despite the metal cages. Whatever the skeleton was clutching has been melted and deformed by the elemental but the silvery-ring shines on a blackened finger bone as if it was as new as the day it was forged.

Detect Magic:
The ring radiates a moderate aura of transmutation magic. Kn:Arcarna DC 24 to identify as a ring of the ram.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Zendara uses Mage Hand to try to pull the skeletal finger through the bars of the cage.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin looked to see what the deceased person was holding. He waited to see if Zendara's attempt would be successful; he studied the elemental in the cage, trying to judge whether it would attack if he tried to reach in to the cage.

Perception, Perceive Cues: 1d20 + 12 + 5 ⇒ (20) + 12 + 5 = 37
Sense Motive, Perceive Cues: 1d20 + 5 + 5 ⇒ (5) + 5 + 5 = 15

Note:

Mage Hand wrote:
Target one nonmagical, unattended object weighing up to 5 lbs.


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Palace of Birdsong| War for the crown maps

At the table in person solving this might be fun. I don't think it'll translate to PbP though so...

Zendara tries manipulating the skeleton's hand with her conjured servitor but it has no effect. Edwin was pretty sure the elemental was itching to attack anyone who got close, not deterred by this Zendara tried using a small grappling hook to fish for the skeleton. It took a few attempts but eventually she snagged it and dragged it towards the edge of the cage. From there it was a small matter to get the skeleton's hand poking out of the cage and to claim the ring.

OK what next? There are no other exits from this area.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

The description made it sound like the creature was holding something else, aside from the ring. Is that not the case?


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

The creature was holding something, but DM says that it was "melted and deformed."

Did the ladder go down further past this landing? Seems strange that there would be no way into the rest of the ship... or did we miss something along the way?


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Palace of Birdsong| War for the crown maps

With generator hall #3 at your backs you look down and the ladder descends further into the inky darkness further than you can see with darkvision. To the relief of the humans among you (who are effectively blind otherwise) an eerie electric blue glow washes out onto the ladder well now the mirror door is open, accompanied by the now distant sounds of electrical discharges. There are no other light sources unless you bring them.

Perception DC 18:
There seems to be another landing fifty feet below, and the well goes on further down.

Perception DC 28:
Approximately 25' below you spot the outline of what might be a concealed door. This is ten feet to one side of the ladder so opening it and getting through is going to be interesting... Perception DC 20 to spot a recessed key pad behind a secret panel which opens at your touch. Make a disable device check please.


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F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

Perception: 1d20 + 10 + 1d6 ⇒ (17) + 10 + (2) = 29

"This thing just goes on and on. I wonder how long we..." *sees hatch*

"Hello secret door! Now we're getting to the mystery stuff again. If only it were a little closer."

[Dice]1d20+10+1d6{/dice]


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Perception, Perceive Cues: 1d20 + 12 + 5 ⇒ (10) + 12 + 5 = 27

Edwin could almost make out what Xindrya was talking about. He asked for more details so he could try to understand where exactly this secret door was.

Could Edwin reach the location if he was lowered on a rope?


Palace of Birdsong| War for the crown maps

Yes that would work. Note the only thing to tie the rope to is the ladder rungs which are in the wrong place so those up top would have to hold on. A ratfolk doesn't weight all that much so holding doesn't seem difficult.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Perception: 1d20 + 10 ⇒ (8) + 10 = 18

Zendara sees another landing 50 feet below, but nothing at all where Xindyra indicated. She nods wisely anyway, hoping Edwin could find whatever it was that she saw, and helps with the rope.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin roped up and asked his team-mates to lower him down to the concealed door. As he got closer, he spotted the recessed key pad; when he reached it he tried to find the right key combination.

Perception, Perceive Cues: 1d20 + 12 + 5 ⇒ (13) + 12 + 5 = 30
Disable Device: 1d20 + 12 ⇒ (8) + 12 = 20


Palace of Birdsong| War for the crown maps

Decoding an alien keypad while dangling from a rope wasn't the easiest of tasks, still Edwin managed it. Once he had entered the right code there was loud click and a walkway a foot wide and half an inch thick made of metal smoothly came out of the wall and the concealed door swung open to reveal a narrow corridor which ran in the local "north" direction along the longest axis of the nautilus.

The corridor extended for twenty yards or so before ending in a plain door with a plaque covered in wired alien script. There is another keypad. DC 18 to open.

Linguistics DC 20:
The script is hard to follow but there's enough similarities with more familiar planar languages to get the gist: Bridge, authorized personnel only.

Perception DC 15:
There is a muffled whirring sound coming from behind the door, not too dissimilar from the noise the Dawntreader's manoeuvring fans make.

Perception DC 18:
The metal floor in this area is faintly scratched with peculiar parallel tracks. The scratch marks are perhaps an inch wide and a foot long, repeating every couple of inches. Think of a track left by a tank, obviously none of you have encountered anything like that before.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Linguistics: 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Perception: 1d20 + 10 ⇒ (1) + 10 = 11

Wow, that's a whole lot of failure.

Once the walkway came out and they could let go of the rope, Zendara started down to help, but blundered and almost missed the walkway, and was too distracted by her near-death experience to concentrate on anything else.


F Tiefling Gestalt [Swashy 1 (inspired blade) /Alchemist 6 (Grenadier)][Investigator 7 (Empiricist)] AC: 21/15/16
Stats:
HP 62/62, F +7 R+11 W+6, init +7, darkvision, Perc +14 (+1 vs traps)

Liguistics: 1d20 + 9 + 1d6 ⇒ (15) + 9 + (6) = 30

"Hmm. I believe this would indicate 'bridge, authorized personel only'."

Disable device: 1d20 + 12 ⇒ (5) + 12 = 17
Disable device: 1d20 + 12 ⇒ (5) + 12 = 17
Disable device: 1d20 + 12 ⇒ (18) + 12 = 30

It took her a while longer than previous times, but Xindyra's curiosity driven mind kept going for the result.

Perception: 1d20 + 10 + 1d6 ⇒ (12) + 10 + (6) = 28
Perception: 1d20 + 10 + 1d6 ⇒ (13) + 10 + (3) = 26

Just before the team goes in, though, "Hey, do you guys hear that too? There's this sound..like our ship's maneuver fans. Odd, considering this vessel is dead in the water, sort to speak."


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin swung into the opening and untied the rope holding him. He moved in to examine the door that Xindyra was examining.

Linguistics: 1d20 + 5 ⇒ (2) + 5 = 7

Edwin couldn't decipher the script, so he accepted her translation.

Perception, Perceive Cues: 1d20 + 12 + 6 ⇒ (10) + 12 + 6 = 28
Perception, Perceive Cues: 1d20 + 12 + 5 ⇒ (5) + 12 + 5 = 22

"I can hear it too! And look — very strange tracks on the floor. A series of regular scratch marks."


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Are the scratch marks recent? ... They can't be, can they? How could something still be running in here after so long?

... although, well, I take that back. Obviously the air circulation is still working, so parts of this ship are still functional. I hope no creatures though.

She trails off lamely, a little nervous, and still smarting from not being able to see the things that her friends were seeing.


Professor Dexter kneels down to examine the marks and remarks, "Impossible to tell how fresh this is, still whatever made it feels mechanical somehow. We've not seen any signs of life yet, but lets not let let our guards down."


Palace of Birdsong| War for the crown maps

Xindra eventually managed to enter the right combination and the locking mechanism clicks as the bolts disengage.

The door can be opened now. I'm assuming somebody has brought a light but it would be good to clarify who has it.


Male Ratfolk Bladebound Kensai Magus / Silksworn Occultist Gestalt 6 | HP: 51/51 | AC: 29 T: 20 FF: 11 | Saves F:8 R:8 W:5 | Init: 5 | Perc: 14 (darkvision) | CMB: 1 CMD:20 | Speed: 20 ft | active: Mage Armor

Edwin raised his glowing scimitar to light the way, and opened the door.

Edwin has Light cast on his scimitar.


Map / Loot CG Female Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Zendara still has her Ioun torch up as well.

She will wait with her bow drawn until hearing from Edwin that it is safe, at which point she will follow him in.

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