[LPF] Tower of the Black Pearl (DM: Deuce Traveler)

Thuk does not find any potions of healing on the pirate corpses. However, besides a few cheap coins, he does note that the rapier held in Quenn's cooling dead hand seems to be of exceptional quality and has a strange tentacled decoration upon it pommel.

DC 10 Local Knowledge Check
[sblock]
The pommel decoration is of a squid seizing a merchant ship. A man who wears and shows such a weapon will be declaring to others that he is connected to piracy and skilled with a blade.
[/sblock]
 

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"I don't have much to help. Any ideas to get past that blade? Maybe something in that book?" Thuk shrugs and looks back at the water to see if the boat man is still at the dock.
 

Thuk flips through the book, but it's a journal filled with salty tales, bawdy jokes, and hints to where bodies were buried and treasure hidden. Some of it reads like tall tales with grains of truth, and other bits like a man spilling a guilty conscience. Some parts mention the Tower and legends on how it appears, but little on what is inside the tower.

DC 16 Perception Check
[sblock]
Examining the trap, it seems like it engages on a vertical axis near where the two doors join. So it may be possible to activate it and stay out of the way if breaking open the doors while standing away from the center. It will take more effort to do so, however.
[/sblock]

The skeleton is still waiting in the boat at the dock.
 

Thuk scratches his head as he thumbs through the journal. He goes back to the door and takes a closer look at the mechanism.

Perception:
1d20+4=13

"Any ideas?" Thuk says to the group shrugging. "Hey boatman! Can you help with this?" he yells to the boatman, while looking back at the dock and pointing towards the lock.
 



Lightfeather notices the lock mechanism inside the space of the doors, and the associated blade trap. After examining it for some time she realizes that several gears and a large lever on the inside of the doors lead from the lock to the left of the dual portals. Following where she thinks the lever connects, she finds a hidden panel next to the leftmost hinges and on the wall. Removing the panel, Lightfeather sees an odd handle, and pulling it, causes the locking mechanism to safely disengage and the two doors to open.

The light from the braziers illuminates the hall. Inside you can see another 40 foot by 30 foot chamber. The walls of this room are strangely discolored, as if by high water marks. The bones of many skeletons lie scattered about the room, with little or no sense of placement. Lining the ceiling and floor are dozens of fist-sized holes. Stairs upwards can be seen on the eastern side of the room, but without going closer you cannot tell anything more of what may lay inside.
 

"That's using yer 'ead!" Thuk exclaims when Lightfeather disarms the trap and open the door. He warily examines the room from the entrance.

Not interested in chancing another trap, he looks around for the lightest looking corpse among the dead pirates. He strips anything heavy from the body and then lifts it off the ground. Dragging it to the edge of the door, he tosses the body through the entrance hall.

[sblock=OOC]With a 19 STR (max 350lbs lift), picking up a body shouldn't be an issue. I couldn't find any sort of roll required for the toss. If there is (maybe STR roll?), can I take 10?[/sblock]
 

Thuk picks up a body in the first round, tosses it in the second, and waits a couple more rounds. After the third round you hear the sound of a rushing water mechanism and the double doors slam in your face and lock once more. No amount of lever pulling allows you entry again for the next ten minutes. After that, the lever does work, opening the doors once more, but now the bones are all scattered in new patterns, the floor is damp, and the body is waterlogged.
 


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