Pirate Vaults (Inactive)

Game Master Pirate Rob

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NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

Scarred One asks Ruindelver "do you sense any magic?"

Then he walks from cell to cell trying to determine anything from the piles of bones before they open the door

Medicine +13, I am more interested if some ooze will jump on us when we open the door or other monstrosity :D But I would also take any information I can get: ancestry, how long they died, and such.


Tomb

No magic present.

Oorgatch and Scarred One recognize the fleshy piles as Shanrigol heaps. Another combo aberation/undead.

Fleshwarpers, regardless of their origin or training, create a shocking amount of waste. When the discarded remnants of aberrant flesh are heaped together with an accidental mixture of alchemical compounds or odious energy, the mass can quicken and regain life. Without the guidance of a fleshwarper, these aberrant body parts form into a shanrigol, a mess of bone, muscle, and sinew.


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

"Oh, those things are not pleasant." mumbles Oorgatch. "Not that anything that the fleshwarpers is actually pleasant. Poor Bazák. He neer had a chance."

He shudders, and continues to investigate the door. Thievery DC20: 1d20 + 12 ⇒ (16) + 12 = 28 with infiltrator tools

"There, I think I have it."

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

Still no magic, surprisingly."

Sendoski follows along.


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Yan gets out his scarf and whispers: We should help these miserable creatures pass on, no? Looks like we can leave or enter the room and probably agitate the monsters


Tomb

Oorgatch opens one of the three gates, it's rusty creaking however seems to awaken the Shanrigol Heaps that surge towards you!

Yan: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Scarred One: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24
Sendoski: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Oorgatch: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
M: 1d20 + 9 ⇒ (2) + 9 = 11
M: 1d20 + 9 ⇒ (2) + 9 = 11
M: 1d20 + 9 ⇒ (4) + 9 = 13

Initiative:

Scarred One
Oorgatch
Sendoski

White Solid Heap
Yan
Red Dot Heap
Blue Dash Heap

Scarred One, Oorgatch and Sendoski are up!


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

Produce a flame: 1d20 + 11 ⇒ (6) + 11 = 17
Damage, fire: 3d4 + 4 ⇒ (3, 2, 4) + 4 = 13

Scarred One calls for magic and throws a ball of fire at the creature. Then he raises his shield.


Tomb

Scarred One can't connect with the fire, they do get their shield up though.


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

Oorgatch moves in, tumbling through solid white.
Acrobatics (E): 1d20 + 14 ⇒ (8) + 14 = 22

He then stabs the creature, trying to finish it with a single blow.

+1 Ghost Touch Striking 'branch': 1d20 + 14 ⇒ (16) + 14 = 30
Magic, Ghost Touch, Piercing + precision: 2d6 + 2 + 3d6 ⇒ (1, 2) + 2 + (2, 1, 6) = 14 | deadly: 1d8 ⇒ 7
35 on a crit, if that was a successful tumble.

riposte:

+1 Ghost Touch Striking 'branch': 1d20 + 14 ⇒ (8) + 14 = 22
Magic, Ghost Touch, Piercing: 2d6 + 2 ⇒ (4, 4) + 2 = 10 | deadly: 1d8 ⇒ 1


Tomb

The tumble is successful and despite being somewhat oozelike it does take both precision and critical damage.

That said, piercing is clearly not the most effective means of damage conveyance as the wound partially closes. Resist piercing 5

Just for future simplicity is does have all-around vision and thus can't be flanked.

Sendoski is up!

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

Sendoski gives this thing the Evil Eye DC 20 Willthe sends rocks to pummel the ooze-like creature.

Telekinetic Projectile: 1d20 + 11 ⇒ (19) + 11 = 30
P/S: 3d6 + 4 ⇒ (4, 3, 3) + 4 = 14


Tomb

will: 1d20 + 9 ⇒ (2) + 9 = 11

The strange amalgamation of flesh and bone critically fails against the evil eye and is then crit by some sharp or pointy debris.
Also resists 5 slashing

It jiggles but does not stop, surely it must be almost down!

It makes a fleshy slap with some sort of unspeakly horrible flesh covered something.

fleshy slap vs Oorgatch: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18
fleshy slap #2 vs Oorgatch: 1d20 + 14 - 5 - 2 ⇒ (11) + 14 - 5 - 2 = 18
fleshy slap #3 vs Oorgatch: 1d20 + 14 - 10 - 2 ⇒ (10) + 14 - 10 - 2 = 12

It flails for a bit before finally impaling itsself on Oorgatch's strange weapon. It drops to the floor disgusting ichor covering Oorgatch's branch.

Initiative:

Scarred One
Oorgatch
Sendoski
Yan
Red Dot Heap
Blue Dash Heap

Yan is up!

The other 2 gates are locked providing greater cover (DC 20 to force open or pick), surely those orc sized fleshwarps couldn't get through the rat sized gaps and you're perfectly safe over here.


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Diplomacy (E): 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20

Yan enters his stance then moves to attack the creature, hoping the other mounds leave them be for now.

Disrupting Ghost Touch, Bladed Scarf +1, Trip: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
S: 2d8 + 4 ⇒ (8, 2) + 4 = 14
positive: 1d6 ⇒ 5


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Moving Yan back to where he was before

Yan enters his stance:

Inspiring Marshal Stance, DC 20: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21 => Stance is a 10' aura.

Stance Results:
Traits emotion, mental, and visual

Critical Success Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects.
Success As critical success, but your aura's size doesn't increase.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can't take this action again for 1 minute.

The readies an attack should any enemy approach his reach:

Disrupting Ghost Touch, Bladed Scarf +1, Trip: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32
S: 2d8 + 4 ⇒ (6, 2) + 4 = 12
Pos: 1d6 ⇒ 5


Tomb

Yan inspires his allies and readies.

There is a horrible vomiting sound as a torrent of bones comes shooting out the far gate. It is quickly followed by disgusting goo oozing through the grate and recollecting all its bones. One of which it spits at Yan.

petoowie: 1d20 + 11 ⇒ (3) + 11 = 14
But it misses.

The next one does the same disgusting maneuver and gets crit by Yan.
Still resist 5 slashing

The positive energy burns it though!
Weaknesses positive 5

This one however is close enough for a fleshy slap
fleshy slap Yan: 1d20 + 14 ⇒ (14) + 14 = 28
bludgeoning damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11

It stands after the scarf knocked it prone.

Initiative:

Scarred One
Oorgatch
Sendoski
Yan (73/73)

Red Dot Heap
Blue Dash Heap -34

Party is up!


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Yan lashes at the creature twice:

Disrupting Ghost Touch, Bladed Scarf +1, Trip: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
S: 2d8 + 4 ⇒ (7, 5) + 4 = 16
Positive vs Undead: 1d6 ⇒ 3

Disrupting Ghost Touch, Bladed Scarf +1, Trip: 1d20 + 14 - 5 + 1 ⇒ (1) + 14 - 5 + 1 = 11
S: 2d8 + 4 ⇒ (7, 3) + 4 = 14
Positive vs Undead: 1d6 ⇒ 5

Then Yan tries to trip it!

Athletics (E) Assurance: 19 = 19

— If the first attack was a crit, which means it was prone already, Yan will raise his arcane shield.


Tomb

Yan's second crit splats the heap. (2 actions remaining)


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Yan moves forward and strikes at the other creature, missing.


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

Produce a flame: 1d20 + 11 ⇒ (1) + 11 = 12
Damage, fire: 3d4 + 4 ⇒ (4, 1, 3) + 4 = 12

Scarred one send another ball of fire at the creature but it his the ground, then he raises his shield

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

Sendoski moves forward and sends rocks to bludgeon the creature.

Telekinetic Projectile: 1d20 + 11 ⇒ (8) + 11 = 19
Bludgeon: 3d6 + 4 ⇒ (3, 5, 6) + 4 = 18


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

Oorgatch moves in, tumbling past what appears to be the last creature. "How did it get out through that gate?"
Acrobatics (E): 1d20 + 14 ⇒ (11) + 14 = 25

He then stabs is, hoping to finish it once and for all.
+1 Ghost Touch Striking 'branch', stance: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
Magic, Ghost Touch, Piercing + precision: 2d6 + 2 + 3d6 ⇒ (1, 3) + 2 + (5, 1, 1) = 13 | deadly: 1d8 ⇒ 1

Wow... that's some low damage rolls!

riposte:

+1 Ghost Touch Striking 'branch': 1d20 + 14 ⇒ (2) + 14 = 16
Magic, Ghost Touch, Piercing : 2d6 + 2 ⇒ (6, 3) + 2 = 11 | deadly: 1d8 ⇒ 1


Tomb

Scarred One's fire is ineffective and Sendoski can't quite hit with a rock.

Oorgatch has better luck, but the remaining heap continues to resist

The heap then extends a lumpy get of gel covered bone and slaps Oorgatch.

fleshy slap: 1d20 + 14 ⇒ (5) + 14 = 19
fleshy slap: 1d20 + 14 - 5 ⇒ (6) + 14 - 5 = 15
fleshy slap: 1d20 + 14 - 10 ⇒ (9) + 14 - 10 = 13

It's ineffective assault nearly gets it stabbed by Oorgatch who can't quite stick the riposte.

Initiative:

Scarred One
Oorgatch
Sendoski
Yan (73/73)

Red Dot Heap -8

Party is up!


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Be at rest!

Yan goes all in on putting this thing down, since they seem so easy to hit:

Disrupting Ghost Touch, Bladed Scarf +1, Trip: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22
S: 2d8 + 4 ⇒ (2, 3) + 4 = 9
Positive vs Undead: 1d6 ⇒ 6

Disrupting Ghost Touch, Bladed Scarf +1, Trip: 1d20 + 14 - 5 + 1 ⇒ (10) + 14 - 5 + 1 = 20
S: 2d8 + 4 ⇒ (7, 1) + 4 = 12
Positive vs Undead: 1d6 ⇒ 4

Disrupting Ghost Touch, Bladed Scarf +1, Trip: 1d20 + 14 - 10 + 1 ⇒ (20) + 14 - 10 + 1 = 25
S: 2d8 + 4 ⇒ (4, 8) + 4 = 16
Positive vs Undead: 1d6 ⇒ 1


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

Oorgatch tumbles through again, hoping that no more fleshy slaps will be coming his way. He stabs with his finishing move.

Acrobatics (E): 1d20 + 14 ⇒ (15) + 14 = 29

+1 Ghost Touch Striking 'branch', status: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
Magic, Ghost Touch, Piercing + precision: 2d6 + 2 + 3d6 ⇒ (5, 5) + 2 + (2, 6, 1) = 21 | deadly: 1d8 ⇒ 8

"That should do it!"

Parry if it is still alive

riposte:

+1 Ghost Touch Striking 'branch', status: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19
Magic, Ghost Touch, Piercing: 2d6 + 2 ⇒ (4, 3) + 2 = 9 | deadly: 1d8 ⇒ 4


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

For a good measure Scarred One throws a ball of flames

"Let me toast it a bit"

Produce flame: 1d20 + 11 ⇒ (13) + 11 = 24
Damage, fire: 3d4 + 4 ⇒ (2, 1, 3) + 4 = 10


Tomb

Squish, splat.

Out of Combat

Along the squishy remains you find a copper key that glitters within the fleshy muck, but there is otherwise nothing of value here.


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Yan picks up the key and thinks about how the goo feels like the jam he got on his fingers while he was reading Soomdevi's book the other night. So many pages stuck together. But the jam was delicious.

He wipes the key off and hands it to Soomdevi. it's the least he can do.

After they are healed he suggests they finally make their way down the scary hallwayy to the double doors. Token placed on map.


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Tomb

This does not look delicious, this does not smell delicious. Naught coughs up a hairball in the corner seemingly in response to Yan's thoughts.

Heading south, once you get down the stairs you can see that the doors to the south are barricaded from your side with a knocked over bookshelf and a fair amount of scrap metal, seemingly to prevent the door from being opened from the far side.

No checks required but likely at least 20 minutes to work to clear out the debris.


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

Scarred One first looks at the debris and checks if it is trapped.

"It is an odd floor. If anything in this place is normal..."

Perception +13


Tomb

No traps, perfectly safe.

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

"Shall we get to work? Or explore somewhere else?"

Looking at the ma though, I think we've just about checked out everywhere else.


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

Scarred One nods and begins to clear the place from debris...


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

Oorgatch helps with the clearing.


Tomb

GM Dice:
4d20 ⇒ (18, 4, 11, 5) = 38

It takes awhile but you're able to remove the pile of debris and after that get the door open.

The room ahead has curved east and west walls that contain tables with small, built-in ovens.

Wood fragments, heavily dented pewter serving dishes, silver flatware, and crystal shrapnel litter the floor. A wide alcove to the south ends at a cloudy window overlooking a much larger space. An array of magical glyphs glows next to the window. Whispers echo out of the room...

can't get out...

trapped here forever...

The entire room is difficult terrain. Anticipating Yan... There's no immediate reaction if you call out.


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

Scarred One takes a step inside looking around "Silver shrapnel? What was here, werewolves?" he wonders

Religion +13 to recall anything? With Dubious Knowledge ofc ;)


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

It looks like a dining room, perhaps. I am afraid to look in those ovens. Is there magic, Sendoski it a haunt? Shall we trigger it?

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

"A dining room for eating ghosts?" Sendoski wonders aloud.

He investigates the glyphs.


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

"Who's there?" calls out Oorgatch. "How can we help?"

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

On Sendoski's shoulder, Naught arches and hisses at Oorgatch for calling out to the voices.


Tomb

No haunt, there is magic present, voices could be a magical echo, a pair of ghosts, a hidden ventriloquist, impossible to tell. There's no response to Oorgatch's call.

After heading in there is a gust of wind that heads out the passage you came in though...

Through the cloudy wall in the south you can see part of a wide walkway around a cavernous chamber. There appear to be some stairs heading down into the arena over looked by a set of fancy built in stone seats.

Sendoski thinks the glyphs make some sort of control panel, the exact meaning is unclear, but they seem to mean 'Previous, Next, Opaque, Transparent, Transduction'.

The other door into the north wall leads to a debris filled stairs heading down. You could pick your way over, but it would be unpleasant. Greater Difficult Terrain.

Scarred One finds among the shrapnel in this room a small steel box, with a lock that's no so much intact as fused into the box. It's covered in an extreme amount of dents but seems to be still sealed.

Thievery could get it open.


Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

Probably don't push "transduction"…

Yan looks in the ovens.


Tomb

There doesn't seem to be any magical connection between the glyph panels and the small table ovens.


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

Oorgatch looks at the box, and tries to open it.

lockpicking:

Thievery: 1d20 + 12 ⇒ (7) + 12 = 19 with infiltrator tools
Thievery: 1d20 + 12 ⇒ (12) + 12 = 24 with infiltrator tools
Thievery: 1d20 + 12 ⇒ (18) + 12 = 30 with infiltrator tools
Thievery: 1d20 + 12 ⇒ (19) + 12 = 31 with infiltrator tools


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Tomb

GM Dice:
4d20 ⇒ (4, 5, 19, 7) = 35

Takes 2 tries but Oorgatch gets it open.

Inside is the remnants of some silk lining that have long since rotted revaling lead lining the inside of the box and a signet ring with the symbol of Nhimbaloth.

Further investigation reveals it to be an alternate Ring of Wizardry 1 for Occult instead of Arcane.


NG (he/him) Scarred One (orc) Druid 7 | HP 96/96 | AC 25 (27 w shield) | F+14 R+13 W+15 (+1 vs paralysis/disease) | Perc+15 Darkvision | Stealth+2 | 25ft | Hero 2 | Focus 1/1 | Active Conditions: immune to ghoul paralysis

Scarred One moves to the glyphs and touches the one called Next and sees what is happening

"There is something very much unsettling in this ring. If you plan on wearing it, maybe consider removing the Nhimbaloth symbol from it."


Tomb

The smokey stone wall ripples and you can now see what looks to be a larger section of the arena below. From here you can see a gargantuan sized Shanrigol. It's horrible fleshy purple goo and bones remains motionless for now.


CG Male (he/his) Orc Eldritch Anatomist swashbuckler 7 | HP 87/87 | AC 25 (27 w/Parry)| Fort +12; Ref +17 (evasion); Will +13 | Perc: +13 Darkvision | Speed 30ft (40' w/ Panache)| Hero Points 0/3, Inf Picks 5/5 | Exploration Mode: Search | Active conditions:

"Well, that's unsettling. Is it alive?"

Fleshwarp lore to Recall Knowledge?

Horizon Hunters

NG Dream May Changeling Witch 7 | HP 57/57| AC 22/22 | F: +14 R: +14, W: +16| Perc: +12 | Focus Points: 3 | Speed 30ft | Spell DC: 25 | Active conditions: None

Sendoski slips the ring on.

"I get it," he says of the symbol of Nhimbaloth. "But it might be useful if we need to pose as worshippers."

Naught agrees.

Looking down into the arena at the Shanrigol, Sendoski asks:

"Can we animate it? Can we control it from here?"


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Male Duskwalker Champion (Redeemer) 7 | 25' | HP: 99/99 | AC: 28 (29 with Shld) | Perc: +11 (T; Darkvision) | F: +13 R: +9 W: +13 | Exploration: Scout | Marshal Aura: 10' status vs Fear | LoH used: 0/1 | Status: | Hero Points: 0

As long as the mask doesn't change the face underneath.

Yan looks down. An arena? Did she make victims fight for entertainment down there?

He looks around once more. Where were those whispers coming from?


Tomb

"Is it alive?"

Well no, but yes. Shanrigol's are undead so it's not alive, but that stuff shouldn't naturally exist. You suspect poking or otherwise disturbing it is likely a bad idea unless you're ready to fight something dangerous

No sign of the whispering voices, seems as though they left on the escaping wind.

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