D&D 3.5 Missing Ships Game - Page 27 of 31

Avan opens the door to make sure it leads - Page 27 - D&D / Pathfinder Archive - Posted: 28th Jun, 2012 - 5:13am

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Missing Ships Oliron As Dungeon Master - Adventurers are needed to investigate and locate the missing ships cargo and crew. This quest (D&D 3.5) is only one adventure, not a campaign. To participate create your character HERE for approval. Dungeons and Dragons
Post Date: 20th Jun, 2012 - 4:27pm / Post ID: #

D&D 3.5 Missing Ships Game
A Friend

D&D 3.5 Missing Ships Game - Page 27

Asthelion debates going over by Avan but decides against it.

He's perfectly capable of checking things out on his own, he mutters under his breath.

Besides, Asthelion is only a room away should Avan require assistance so the rogue presses forward, with caution knowing now that there are traps in the lighthouse, to try the far door.

*Trap finding*
Search (+6)
Result: 11
Move Silently (+7)
Result: 10
Initiative: 15

Out of Character: [..] iCon can I use your dice? (laugh)

Edited Message Edited...
Persephone: No references to deity.

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20th Jun, 2012 - 6:39pm / Post ID: #

Game Ships Missing Dragons and Dungeons

Asthelion you look the door over and find no traps. Further, you do not see any form of lock.

Avan, you discover the pits are holes that have been made for the disposal of waste, also known as a bathroom. The herbs that used to keep the place smelling fresh have since withered away.



21st Jun, 2012 - 4:15am / Post ID: #

D&D 3.5 Missing Ships Game Archive Pathfinder / D&D

"Oh Hextor why!" thinks Avan to himself, holding back bile. Taking half a minute to regain his composure, he moves quietly up to the closed door at the end of the room and tries to open it; bow ready.

Move silently(+8) : 15



26th Jun, 2012 - 7:13pm / Post ID: #

Page 27 Game Ships Missing Dragons and Dungeons

Avan you are able to open the door and do so. This chamber is completely empty except for a closed door on the opposite side of the room.
---
Asthelion you are standing by the door, unable to move, suddenly petrified with fear.

Roll a save vs will.


GM Note: That is a 1d20 roll with your will bonus or penalty added to it.

Reconcile Edited: Oliron on 26th Jun, 2012 - 7:21pm



27th Jun, 2012 - 9:29am / Post ID: #

Game Ships Missing Dragons and Dungeons

Avan again looks for traps in this room.

Search (+5) : 13
Disable Device (+6): 11

If he's satisfied with his safety, he moves quietly to the next door. He presses his ear up against it and listens.
Move silently(+8): 24
Listen(+1): 11



Post Date: 27th Jun, 2012 - 12:57pm / Post ID: #

D&D 3.5 Missing Ships Game
A Friend

D&D 3.5 Missing Ships Game

Out of Character: Ah crap. Alright here we go...

In Character: Asthelion as he is standing by the door suddenly gets the feeling that something isn't right. He can't quite place what it is, but there's something about the door, or perhaps on the other side of it that grips him with a sense of unease and nervousness. Perhaps it is simply the unknown, as they have encountered nothing since entering the lighthouse but Asthelion doesn't believe this to be the case. In his experience, your gut instinct is usually the right one. Gripping Roxanne ever tighter Asthelion tries to steel his nerves a bit...

Will (+2)
Result: 20

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27th Jun, 2012 - 10:40pm / Post ID: #

D&D 3.5 Missing Ships Game - Page 27

Avan moves deftly threw the room (finding no traps) placing his ear against the door. He hears only the faint sound of wind gently blowing outside, nothing behind the door.

From the corner of his eye Asthelion is suddenly aware of a dark figure watching him. A cold chill runs up his spine as he tuns to see the intruder. He sees nothing, where he is sure there stood a man, nothing but an empty space.

[Asthelion is no longer petrified and can do what he likes.]

Reconcile Edited: Oliron on 27th Jun, 2012 - 10:42pm



28th Jun, 2012 - 5:13am / Post ID: #

D&D 3.5 Missing Ships Game D&D / Pathfinder Archive - Page 27

Avan opens the door to make sure it leads outside. If it does, he'll walk back to the entrance room, closing all the doors he opened on the way.

Otherwise, if it's another room, he checks for traps again

Search (+5) : 21
Disable Device (+6): 8
Move silently(+8): 25



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