Beinir helped by Ghirhuk and Rauve moves the statue in the third attempt revealing a hole in the floor leading inside the undercrypt. After that as there is nothing more to see in this room you all move to the vestibule, finding nothing of interest there except for some wall carvings depicting events well-know to the believers of Sarenrare, you move to an austere octagonal chamber with a tall roof and an aerie of
Perception DC 17:
You realize there is a stirge hidden among the carcasses in the floor. Perception DC 30:
You see three stirges hidden in the great mess that is the floor of the room. GM DICE: S11d20 + 16 ⇒ (15) + 16 = 31 S11d20 + 16 ⇒ (12) + 16 = 28 S11d20 + 16 ⇒ (1) + 16 = 17
The brightly painted walls of this small chapel, probably meant for personal prayer and reflection, stand out as unusually garish for the otherwise reserved architecture notable elsewhere in the monastery. On the walls, numerous rectangular wooden plates traced in gold filigree depict a strapping warrior battling creatures of fire, riding a chariot on the wind, and engaging in other acts of noble heroism. It is the same figure depicted elsewhere in the monastery, but the sheer number of images here suggest that this shrine was especially important to the clerics who honored him as a saint of Sarenrae. Perhaps a quarter of the gold plates have been pried away or hacked apart by long-absent vandals. Opposite the door, dominating a section of the north wall, stands a man-sized statue of the warrior, its face marred by what look like numerous blows from an axe. The statue holds both hands in front of him, bent at the elbow, palms up, as if expecting an offering. Several deep rents from similar axe blows make it clear that someone tried to hack the arms from the statue decades ago, but was unable to do so.
Rauve:
You feel a slight magical aura surrounding the weapon but you cannot discover more, as for the nest you notice some claw marks made recently which means the geier flew off not much time before, and since geier generally keep any nests in a region it will probably take some time, perhaps a week, untill it returns from its hunting and checking other nests. Now there are just a few rooms yet left to explore in the monastery its chapel, and two rooms which you caught a glimpse off while eploring the courtyard and cloister, one seems to bea vestibule with another door in the other side, the other seems to be a shrine.
You discover that the pile of branches is a nest with three white eggs large as watermelons. Knoledge Nature (12):
You recognize them as eggs of a Geier a Katapeshi carrion bird well known for both its size and aggressive nature. Appraise (20): You recognize them as eggs of a Geier a Katapeshi carrion bird, you also know it fetches a good price of 50 golden scarabs when sold.
Sorry about the slowness, there is a lot going on my life now, and it will probably go on during this entire month, I think I can still manage posting once a day for weekdays but I will probably not be able to scan the net as I would like to do. And I not sure about what my posting frequency for weekends will be. Bahram:
While once the courtyard was probably beautiful, nowadays it is a complete mess of greenery gone wild, as you head to the digging spot you notice some branches throw together in a corner of the place, but your desire to dig out the weapon overrides your curiosity. You dig with your hands and a broken branch you find near, soon you uncover a beautiful scimitar, it's sheath decorated with images of a djinn fighting while riding the wind. The handle tough had no decorations except for an inscription the name of the weapon "Tempest" the word escaped from your mouth as you read the inscription. As you drew it to see the blade, blood began to flow from your hand wrapping your hand and the weapon together. You body moves from it's own volition and you cut at the air in front of you making use of fighting stances you never learned. Then you put the weapon back in it's sheath and suddenly the blood in your hand dryes and cracks becoming dust in the wind. Beinir:
You cannot recognize nothing in the carving, but you know that the man there is no god, angel or any other kind of celestial denizen which means he was probably a saint. Curious you make your way around the cloister, in the north part you recognize the five figures as a group of legendary genies know as the Templars of the Five Winds. Their names are written below each figure: Kardswann (The one wielding an axe), Pazhvann, Vardishal, Zayifid, and Davashuum (The one with the staff). In the east part you recognize a depiction of the war of genies that cast this region in chaos hundreds of years ago. You also recognize Vardishal in the others reliefs making him the theme in the cloister. North Cloister:
A sweeping bas-relief sculpture along the north wall depicts five bearded, larger-than-life humans riding the wind with triumph carved upon their faces. Though some of their arms and hands are missing, each is clearly meant to wield a distinctive weapon. One of the five warriors holds a large axe, while another holds a fragment of what must once have been a regal staff. In the distance, an ominous mountain looms over the quintet. East of the wall decoration, two open arches lead into small rooms off the north wall. The south wall is little more than a series of open arches that look out into an open-air courtyard. East Cloister:
The eastern cloister walk abuts what must be the outer wall of the monastery itself. The lengthy wall bears a marred sculpture depicting the five figures from the north cloister mural in battle against numerous creatures of evil demeanor. Several of the creatures appear to be composed at least partly of fire, while others are much more difficult to define, being outright monsters of unknown origin or unusual warriors with weapons bonded into their flesh like organic tools. In the background Pale Mountain looms large, and over it two titanic figures lock in a deadly wrestler’s embrace. One has the demoniac visage of a noble efreeti, while the other is a gorgeous woman who could only be a djinni princess. Opposite the sculpted wall, a series of open arches leads out into an open-air courtyard. West Cloister:
The outer wall of the west cloister passage bears a massive carving. The central figure—the heroic man with the pointed beard—preaches to a variety of human clerics from throughout the long history of the monastery. The first image depicts the figure manifesting in a spiritual manner to a small group of pilgrims of Sarenrae. Another shows the figure conversing with a man in religious finery while the monastery itself is being constructed in the background. Thereafter follows a procession of similar poses, each depicting a visit by the bearded man and the leader of each era of the temple. The depictions of these clerics often also bear an identifying inscription, complete with dates that span the last several hundred years. The most recent carving is from thirty years ago, and while ample room remains for additional carvings on the west wall, the last thirty feet or so are completely blank. Two open arches on opposite ends of the west wall lead out into the ruined nave. You either follow Beinir along his exploration of the cloister or go see what is Bahram doing, your choice.
I'm moving on and assuming everyone follows Rauve
Bahram: When you see the courtyard a memory comes to mind, you are burying a scimitar in the garden, soon the memory fades, but you feel a strong compulsion to dig the spot you saw in your memory.
Sorry about the delay, Resterday I spent the entire day fixing a broken pipe, and cleaning the mess it made. The double door in the room is simple a wooden door, without any kind of trap, it is actually half open. Beyond it you see a wide stone corridor, littered in the floor are skeletons some still with their clothing other naked. Once you advance trough the corridor you find a series of ten-foot-wide rough-hewn passages dug in a double-cross formation. An eerie silence pervades the cool subterranean network, you have found the monastery crypt which must contain the bodies of scores—if not
Perception 15:
You notice the skeletons on the main corridor where the result of a fight which occurred in it. Perception 15:
Among the dead you find a skeleton wearing a simple leather armor, with a masterwork dagger in his hand. Perception 17:
You find a skeleton wearing the robes of a priest clutching a mace in pristine conditions Perception 20: Among the dead combatants you find one wearing a cape, fastening it, there is a golden brooch.
My idea was for you to be one of the survivors from a Korvosan merchant named: Sail's Fortune. The other survivors: Leo Castein, a varisian sailor. Vani Astan, the Fortune's boatswain mate. Vili Calinova, a varisian returning home after being made a pathfinder. Sefu The Hobbler, a garundi man with a bad leg. The ship lef from Absalom returning to korvosa, but stopped among many ports during it's voyage. You can chose where you board it. The ship is caught in a storm near the Arch of Aroden, two of the ship's masts break and fall on deck, killing the Captain, and wounding part of the crew, had the storm only lasted for a day the ship might have survived but the storm would continue for 2 more days. In that time some of the ships boats were used to escape the sinking ship, you do not know what happened to the other boats and rafts. But in your boat at least there are 5 survivors.
Skaldi: "I what? It is your friend that needs to learn where he is! Damn well I not gonna befriend some Aasimar stuck-up. She then stares at you meeting your eyes "I don't like your way much either but at least ya got the making of an pirate." She then leaves to go elsewhere. Congrats Shivikah is indifferent.
Satinder:
It's only one action then, XD. While Jack is unconfortable with the attention he does not find it unpleasant. Lux:
Rosie does seems to enjoy your talk with her. Mael:
"Feather-head? Well I accept that drink of yours." She then laughs as she drinks from your cup. Perception DC 12:
You notice Fipps and Jape talking with Ratline. While Fipps is smiling, Jape looms menancingly and Ratline looks scared. Perception DC 17:
You hear part of their conversation: "You know master Scourge doesn't like these news so you best stay away from them if you know what is good for you." Perception DC 20:
You notice Tam. master Scourge, old friend talking with Cog in one of the stairs in the lower deck GM Dice: 1d20 + 8 ⇒ (12) + 8 = 20
1d20 + 10 ⇒ (17) + 10 = 27 1d20 + 4 ⇒ (4) + 4 = 8 1d20 + 8 ⇒ (5) + 8 = 13
Oozes are immune to criticals. Saresha's weapon cuts deeply into the mold scattering it everywhere, completely destrying that mold. At the same time Beinir's hammer falls upon the other mold damaging it. Even so the slime goes trough the hammer and slams at Bahram. You take 1 dmg. After being hit you begin to feel dizzy and you fall uncouncious. As you do the slime mold stops moving. Bahram:
During the time you are uncouncious you see many fleeting images: a great battle atop a mountain, five men, a beuatiful woman, a scroll, and sea of blazing fire. Saresha DMG ROLL:2d6 + 4 ⇒ (4, 6) + 4 = 14 Slime1:1d20 + 1 ⇒ (19) + 1 = 201d4 ⇒ 1 Bahram's Fortitude Roll:1d20 ⇒ 12
GM Dice:
Perception Bahram:1d20 + 3 ⇒ (8) + 3 = 11 Perception Beinir:1d20 + 4 ⇒ (9) + 4 = 13 Snowball you see one of the substances in a tube quivering slightly but before you can react to it. The mold on the ground begins moving in a threatening way. Initiative Roll:
Rauve:1d20 - 1 ⇒ (7) - 1 = 6
Initiative:
Saresha and Beinir ------------------------ Slime and Slime ------------------------ Bahram, Snowbal & Rauve
The Page is written in kellish, and it is simply a norml page from a book, you can roll knowledge history to try and figure which book, but besides that there is nothing. You arrive at a chamber that seems to be an enormous laboratory. Against the north and south walls are two identical daises raised about five feet from the laboratory floor, each accessed by a wide set of curved stairs. Atop each dais is a wide workbench covered in a bewildering series of glass beakers, tubes, alembics, athanors, and other alchemical tools. Some of these containers are filled with a murky green substance.A massive mold-encrusted basalt table dominates the entrance of the room, flanked by two small tables to the east and west containing surgical tools and sheaves of old parchment. The walls of the subterranean lab were clearly fashioned from the living rock under the monastery, but carefully cut mold-encrusted tiles line the floor, interrupted occasionally by metal drains the size of dinner plates.
Beinir:
The book is in Kelish. Snowball you find some books that look interesting but when you take a better look at them you find their pages destroyed, with only certain words legible. Rauve: You notice the mold near the door is strangely distributed, almost unnaturaly so. It's smells also makes you recognize the mold as unharmful to living beings.
Library:
Bahram you find a mostly intact book titled: "Courts of Stone and Flame that seens to be a treatise on genies. Beinir you find a ripped page that aside from being separated from it's book is completely intact. Saresha: Even though you inspect the room with care you find nothing of interesting, among some of the bunks you find some change of clothes but nothing else.
Beinir:
The statue is a simple stone statue of Sarenrae. Besides the statue there is an open door through which you can see a room with five austere beds lining the north wall of what was a humble office and living quarters. A dented metal chest rests at the foot of each bed, and a simple mosaic pattern of red and orange glass chips brings some color to the wall. A layer of grime and filth coats many of the surfaces in this small room, and the redolent stench of dirty fur hangs heavy in the air. Walking further in the corridor you see a a wooden closed door, and an archway leading to a chamber with ten bunk beds in various stages of disrepair, a room that must once have been a dormitory for students. The roof is mostly intact,the east and west walls both bear sturdy wooden doors leading to other rooms. If you open the closed door:
A sagging wooden balcony overlooks this large room, which must once have been the monastery’s library. An overpowering odor of musty, rotting paper and old leather fills the air here, and hundreds of books—most too damaged even to open without destroying them—litter the floors. Empty bookshelves line the walls of both levels. If you enter the dormitory: Upon opening it, the western door reveals the mess room by which you passed earlier, while upon approaching the eastern door you notice that the floor and walls near it, are covered in a brown mold.
Snowball speaks some words in draconic as he moves his hand leting loose a white ray that hits the baboon squarely in the chest. Ray of frost:1d20 + 5 ⇒ (13) + 5 = 181d3 + 3 ⇒ (1) + 3 = 4 Following that Bahram moves forward and thrusts at the irritating monkey with his rapier: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (6) + 2 = 8 The blade's tip pierces the animal's right eye till it hit bone instantly killing the monkey.
Beinir your hammer beats with rewarding sound of bones creacking when it touches the monkey who crumbles in a limp form at the ground. Before the Baboon in front of her can move Saresha cuts with a certain practised motion that cuts open the monkey belly. At the same time his companion falls the last baboon tries to jump and bite you, but in a trained movement you take half step backwards avoiding the monkey's attack. 1d20 + 3 ⇒ (1) + 3 = 41d4 + 1 ⇒ (2) + 1 = 3 Everyone else; you guys are on. Rauve after moving you can attack now since there is one Baboon in reach.
Maeleg Valdemar wrote:
Well you guys don't need to worry, while I hate games where the players become scared of everything, I also dislike games where the players go trough without danger. A PC death should be something huge but it shouldn't be impossible. If it was we couldn't have some great tense battles. (And growing up with nes snes and gb and gba platformers and rpgs I love tense battles even more tense boss battles)
Yeah I leave rape and sexual violence, out. I prefr taht way myself =D. But I had to ask about the mature themes because ya know Plugg and Scourge are just beggining. And they are not the only scum of the sea in this AP. Plus there is a question of inspiration, when I think pirate adventure, I think sailing ship combat, boarding action, treasure hunting, etc bu I also think about the supersticious side the ghost ships, curses and other things like that. I'm actually glad you guys want to vote and discuss applications, it means I won't have to fight my indecision by myself XD. Yeah we need a class with divine spellcasting.
Initiative Dice:
Rauve:1d20 - 1 ⇒ (7) - 1 = 6 Snowball:1d20 + 1 ⇒ (5) + 1 = 6 Bahram:1d20 + 4 ⇒ (12) + 4 = 16 Saresha:1d20 + 6 ⇒ (16) + 6 = 22 Beinir:1d20 + 2 ⇒ (20) + 2 = 22 Baboon 3:1d20 + 2 ⇒ (12) + 2 = 14 Baboon 4 & 5:1d20 + 2 ⇒ (20) + 2 = 22 Initiative:
Saresha Beinir ------------- Baboons ------------- Bahram Snowball Rauve Round 4 Bahram you move but can't get inside range. Saresha and Beinir you're on.
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