Aardvark's "Bring Out Your Dead's Valuables" MM Campaign (Inactive)

Game Master Troy Malovich

The group known as Architects of Fate have been given permission to explore the Necropolis of Wati, the Half-City. Who knows what they will find?

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Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Surubi looks at the new man in the mirror and bows respectfully toward him. "ba slam bh shma, ah bzrgu 'emwma Akhentepi!" comes from 'his' bowed head in the ancient language of the Osirian people. "ma amd bh brhm zdn slh shma nast, ama braa aadguara az ta'ewn w gudshth؛ keshash Pharasma dr khwd per brket aan mamwrat." Surubi motions toward Andrei when 'he' mentions Pharasma.

Ancient Osiriani:

First quote: Greetings to you, oh great General Akhentepi!
Second quote:We came not to disturb your peace, but to learn of the plague and the past; Pharasma's priests themselves blessed this mission.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Gustar easily recognizes that the image isn't really there, nor are their own disappointed looks. This is also part of the illusion. Andrei, however, can seem to see beyond the image as it is.

Despite Suru's conversation with it, the image of Akhnetepi does not change, continuing to look at them all with disapproval.


Male Gnome Cleric 1 - 9/9HP - AC17/T13/F15 - F3 R3 W5 - +5 Perc - +2 Init - CMD11

The gnome attempts to tap Surubi on the shoulder, but ends up poking 'his' behind. "Ahem, I must tell you that this is what we call an illusion. Try to wrap your mind around the notion that it is NOT real. It's like squinting at the sun while disbelieving the light, but given time and practice, you'll manage and see through it. It is nothing but a ploy to keep us out of the rooms beyond this one."

It takes a moment before he triumphantly raises a finger, sounding more than a little excited as he adds,".. or hide deadly traps!"


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

will: 1d20 + 2 ⇒ (6) + 2 = 8 to disbelieve

Brennan took the gnome's words at face value, trying to see through the apparent illusion. Whether it disappeared or not, he had other things to do here.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Morana Will to disbelieve 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27
Z'ael Will to disbelieve 1d20 + 4 + 4 ⇒ (4) + 4 + 4 = 12

Morana also easily sees the illusion for what it is, but everyone else seems unable to pierce the veil until Gustar explains that it is one. Z'ael is mostly frustrated by his own image frowning when he knows he's smiling.

Suru, make a Will save DC 12 if you wish to disbelieve. Everyone else made it due to the +4 to disbelieve after being told it was an illusion.

Everyone, Fort save DC 10

if failed:
You feel a deep burning sensation, as if someone pressed a fresh brand to your forehead. Looking in the mirror, you see that the place now holds ancient Osiriani hieroglyphs, which when read say 'thief'.
You take 1 damage, and now have the word thief branded on your forehead.

Morana Fort save 1d20 + 4 ⇒ (6) + 4 = 10
Z'ael Fort save 1d20 + 1 ⇒ (19) + 1 = 20


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Will Save DC 12, told illusion: 1d20 + 0 + 4 ⇒ (9) + 0 + 4 = 13
Fort Save DC 10: 1d20 + 3 ⇒ (13) + 3 = 16
Anyone watching Surubi notices 'his' face momentarily change to look as stern and disapproving toward Gustar as it did in the illusory mirror, then 'his' eyes turn down on the outside, just a bit--'he' looks a little sad. "How unfortunate; the chance to talk to one of the great heroes of the past is rare, indeed. One sees many things in places like these..." 'he' trails off, then begins to look around the room for traps.
perception: 1d20 + 5 ⇒ (2) + 5 = 7


Stats:
HP 9/12, AC 15 (10 tch, 15 ff), Fort+4/Ref+0/Will+2, CMD 15, init+0, perception+1

fort: 1d20 + 4 ⇒ (11) + 4 = 15

Andrei gives up his futile attempts to see through the illusion. "I confess I have not the skill for such tricks. I shall perform my main duty instead, and watch warily with sword in hand for threats."


Male Gnome Cleric 1 - 9/9HP - AC17/T13/F15 - F3 R3 W5 - +5 Perc - +2 Init - CMD11

Fort Save: 1d20 + 3 ⇒ (16) + 3 = 19

"Okay, it seems that what lies beyond these doors is valuable indeed. Protective magicks that last this long are costly! So, I say we go .. left? Because that always leaves us with the right option" was Gustar's sage contribution to the discussion of their next step.


Stats:
HP 9/12, AC 15 (10 tch, 15 ff), Fort+4/Ref+0/Will+2, CMD 15, init+0, perception+1

"Wise words, sir. Would our trapsmiths be so kind as to lead the way?"


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

"This one has not found any traps." Surubi turns to Brennan and asks [b]"Do you see anything amiss, Mister Darkblade?"[b]


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

fort: 1d20 + 2 ⇒ (3) + 2 = 5

perception: 1d20 + 6 ⇒ (2) + 6 = 8

Brennan turned from the image to look for traps or other interesting things. Suddenly a searing pain on his forehead nearly brought tears to his eyes as he reeled around looking for the source of his pain. Raising his hand to his brow, he felt the scarred tissue and looked into the mirror to see the glyph for the word 'thief' upon his head. "Fan-bloody-tastic! Thanks for the warning, grandpa!" he said to nobody in particular. instead of looking for traps, he tried scouring the scarred brand from his head, only to elicit a rivulet of blood from the tender flesh.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

"Oh! Are you okay Mister Darkblade?!" Surubi exclaims upon seeing his bleeding. "Mister Gigglephizz, can you do something to aid Mister Darkblade?" Surubi looks carefully at Brennan's forehead, then frowns upon reading the ancient script there.
Heal: 1d20 + 0 ⇒ (20) + 0 = 20


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

"Great, just great. Let's move on before someone decides to burn something on my ass just to complete the set."

Breannan moved to the western doors and looked them over for more traps before cautiously attempting to unlock them.

perception: 1d20 + 6 ⇒ (10) + 6 = 16
disable device: 1d20 + 8 ⇒ (19) + 8 = 27


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Surubi follows closely behind Brennan, watching over him and trying to help him examine the door.
perception: 1d20 + 5 ⇒ (8) + 5 = 13


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

GM Rolls:
1d20 + 7 ⇒ (7) + 7 = 14

The stone double doors to both the east and the west stand slightly ajar. In looking over the doors, Brennan and Suru are able to peer also through the crack between them to what lay beyond.

A flight of steps gradually descends to the west down this passage. Halfway down the stairs, small holes and burrowed tunnels riddle what remains of the passage’s southern wall. Earth and sand have spilled over the collapsed masonry, covering the stairs with dirt and rubble. Stone doors engraved with a golden scarab, its wings open beneath a golden sun, stand at the end of the stairs.

Brennan:
Just barely visible in the dim light creeping in from the sources held by your allies, you notice that what appeared at first to be a swirl or small dune is more like a large serpentine form under the sand.

Map updated

Clarification: Both doors out of this room are ajar.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Brennan held up his hand in a fist, pointing his other at the curve in the sand. In a very level, quiet voice, he said, "I think there's a snake in the sand halfway down these stairs. Who wants to go an poke at it with a stick?"


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

A large 'possibly' snake, as well, and I mean the game term 'Large' not the descriptive term.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Sooo, Brennan asked about a snake. Anyone have a response for him? Currently, I'm DMPCing Morana and Z'ael, so what they say will be at a minimum.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Profession Desert Guide: 1d20 + 4 ⇒ (12) + 4 = 16
Profession check to "answer questions about your Profession. Basic questions are DC 10, while more complex questions are DC 15 or higher." "What large snakes live in the area and are they poisonous?" is what I would like to know (if I succeed at the check).


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

With Profession vice Know Nature, the information will be a little different.

Suru knows that, more often than not, snakes found in the desert follow two basic rules. They blend in very well with their environment, and almost always are vipers over constrictors. What each one looks like and how they act is a little more along a differnt branch of study.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

"Indeed, this one has seen snakes that hide in the sands of the desert; some are poisonous, and others that wind around the victim and crush it are especially dangerous to small people," Suribi addresses this last to Gustar and Za'el, and looks over at Andrei to see if he's moving forward. "This might be a good snake-poking stick," 'he' says drawing 'his' bastard sword from its scabard on 'his' back very deliberately, as if studying the motion, and then quietly moves toward the pile of sand Brennan indicated.

Know. Nature MAX 10: 1d20 ⇒ 18 Max 10! No real game info possible!
Perception: 1d20 + 5 ⇒ (8) + 5 = 13 Plus whatever bonus from Brennan pointing it out; trying to see the snake.
Stealth: 1d20 + 7 ⇒ (8) + 7 = 15


Stats:
HP 9/12, AC 15 (10 tch, 15 ff), Fort+4/Ref+0/Will+2, CMD 15, init+0, perception+1

sorry, thought I'd posted. gremlins must have eaten it.

Indeed, Andrei is moving forward. With sword drawn, the paladin advances with a wary eye on the snake's silhouette.

move west until I reach the snake or something happens


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Not on my Computer, so I can't map right now.

Suru looks through the gap, but doesn't see any sign of a snake. There is a large dune running through the sand covering the stairs. Given there is no wind in the tomb, the dune itself must be where he thinks the snake lies. Suru can tell, though, that for the size of the dune, it is likely a large constrictor. Otherwise, it is a ridiculously large viper, with extremely deadly poison. Vipers that size are very rare, though, so 'he' could imagine it's safe to assume it's a constrictor.

As I stated HERE, more common things have lower DC's. I forgot to add it to the list I mentioned, but I consider animals to be the the common Base DC 5.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

throw: 1d20 + 5 ⇒ (7) + 5 = 12

"This is getting us nowhere." Brennan pulled the door open wide and threw one of his many knives into the sand where he saw the shape.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Brennan tires of the pointless back and forth over what type of big snake it is that lay in their way. He draws and throws a knife at the large seemingly slumbering form. It hits the dune with the swish of disturbed sand, but slides weakly down the side of it. It was enough to 'wake' the thing as the dune shifts and rises. It turns out it is not a snake at all, but more like a large, flowing, living pile of sand that takes on a serpentine form. It also appears to not appreciate having a knife thrown at it.

It would be a Knowledge Planes to know about it.

Initiative:
Andrei 1d20 ⇒ 13
Brennan 1d20 + 4 ⇒ (20) + 4 = 24
Gustar 1d20 + 2 ⇒ (13) + 2 = 15
Morana 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Surubi 1d20 + 4 ⇒ (16) + 4 = 20
Z'ael 1d20 + 2 ⇒ (2) + 2 = 4
----------
Enemy 1d20 + 1 ⇒ (4) + 1 = 5

Round 1:
Brennan - 3 damage (2 leftover from first fight, and 1 from mirror burn)
Surubi -
Gustar -
Andrei -
Morana -
Sand-snake -
Z'ael -

Can't quite map it, but the thing is in square O4-P5.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Brennan wlooked at Surubi and said, "Maybe you should take this one," then fell back around the doorjamb.

5' south, then ready a stabbity stab


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Brennan's bravado diminishes after he takes stock of the enemy. He decides to do what he does best and wait for the enemy to near so he can try to stab from cover.

Round 1:
Surubi -
Andrei -
Morana -
Gustar -
Sand-snake -
Z'ael -

Brennan - 3 damage, 5' to Q8, ready action

Now, the map is updated


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Surubi is momentarily taken aback by the moving sand dune, but, at Brennan's prodding, 'he' shakes off the shock and moves cautiously toward the creature, bastard sword first. "What IS this?!" he exclaims, "It is no snake, no natural desert creature... does anyone know?"
'He' glances back at Morana's otherworldly shimmering armor form, and swings the sword at the sand creature.

Move to P-6, fight defensively (+2 dodge bonus to AC, -4 to attack.)
Bastard Sword, Fighting defensively: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0; Damage if hit: 1d10 + 3 ⇒ (6) + 3 = 9

That'll learn me to attack sand...


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Solid point, I could at least roll the knowledge for Morana and Gustar.
Gustar 1d20 + 5 ⇒ (17) + 5 = 22
Morana 1d20 + 6 ⇒ (2) + 6 = 8

Suru steps up and assumes 'his' role as protector of Andrei. Swinging the newly practiced sword warningly at the creature, the young 'man' finds the sand on the stairs to be more loose than expected. 'He' is just able to keep 'his' balance and maintain the protective bearing.

Gustar, seeing the creature, raises his eyebrows in interest. "That is no snake. It's a sandling. Earth elementals of a sort, and as such Brennan, it has a connection with the earth. There is no use standing out of view as it can sense your movements. All the same, Suru, your blade will have a diminished effect since only blunt weapons can disperse enough of its surface to break it down. I do know, however, that this will help somewhat." With that, he moves up to the space recently vacated by young Suru, and conjures a large splash of water onto the stairs between 'him' and the sandling. As the water flows down the stairs it is absorbed by the sandling, and it grows more sluggish and slow.

Round 1:
Andrei -
Morana -
Sandling - Slowed
Z'ael -

Brennan - 3 damage
Surubi - Fighting Defensively move to P6, miss
Gustar - Move to O8, Cast Create Water

No map update. Also, noticed I messed up my second post's Init order. It is corrected now. Andrei is up.


Stats:
HP 9/12, AC 15 (10 tch, 15 ff), Fort+4/Ref+0/Will+2, CMD 15, init+0, perception+1

"We shall simply have to strike with great conviction, then!"

Andrei strides forward and attempts to end this false snake.

greatsword attack: 1d20 + 5 ⇒ (7) + 5 = 12
damage, if applicable: 2d6 + 6 ⇒ (5, 1) + 6 = 12


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Suru, I forgot to AoO you as you passed through its threatened area. But by my own table rules, once the turn is over it's too late, and I had already taken Gustar's turn.

Andrei moves up to stand beside Suru, as he swings at the large sandling with his greatsword. Despite its sluggish movements, Andrei's strike couldn't quite pierce the earthen nature of the creature to whisk away any of its being.

Miss from Natural Armor

Morana, in her summoned suit, moves forward with longspear in hand. She stands behind Andrei, and jabs at the thing from above and behind. From her vantage point, she is able to force a hard thrust right through the 'head' of the serpentine sandling. It's not at its most effective, but it's hard enough to do some harm.

Move to O7, attack with longspear 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16, damage 1d8 + 4 ⇒ (8) + 4 = 12

Incensed by the strike right to its head, and frustrated by the water that made it sluggish, the sandling strikes back at Morana with all its might. The thing hits hard and fast, and she is forced to quickly sacrifice some of her own life to keep a hold of her eidolon's form on this plane.

Attack, bite 1d20 + 5 - 1 - 1 ⇒ (16) + 5 - 1 - 1 = 19, damage 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13

Moving to the top of the stairs, excited actually see an earth elemental in the flesh... or earth, as it were. Z'ael moves up to stand beside Gustar, but is aghast when he sees the thing bite into Morana and her shiny armor so hard. He decides to try and blast it with one of his acid rays. There is just too much going on, and between his excitement, anxiety, and concern over attacking an element of his own bloodline, maybe even a distant cousin his shot goes to far off.

Move to P8, Ranged touch against sandling 1d20 + 2 - 4 - 4 ⇒ (1) + 2 - 4 - 4 = -5

Round 2:
Brennan - 3 damage, 5' to Q8, ready action
Surubi - Fighting Defensively move to P6, miss
Gustar - Move to O8, Cast Create Water
Andrei - Move to O6, Miss
Morana - 4 #9# damage Move to O7, hit Sandling #used Fused link#
Sandling - 7 damage, Slowed Hit Morana
Z'ael - Move to P8, miss with Acid Ray


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Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Intro For The Newcomers:

Up to now:
The three of you had all signed on with, and been a part of, one of the groups gaining entry into the Necropolis. The location you had been given was a small winery near the northwest corner of the inside of the Necropolis. At first the search had been uneventful, but as your group made its way into the wine cellar itself, you had interrupted what appeared to be a small group of dark folk gathered in secret meeting. The Mwangi savage in your party didn't heed the warnings and attacked them, while the devoted holy warrior of Iomedae had refused to leave him. Your group fought as long as they could, but once those two dropped, it was time to break away and make a run for it. In the ensuing chase through the building they caught the Halfling in your party and he went down under their blades. The three of you just managed to make it out of the building, and got lucky that they didn't feel like chasing you long through the streets. You were able to find a small stone structure, with its doors left open, to duck inside and catch your breath. Peering out the door, you can hear and see signs of them looking for you, and you may have to wait them out in here. You might as well get familiar with your environment.

1d20 + 8 ⇒ (15) + 8 = 23

This rectangular room is empty save for some engravings and fixtures upon the walls, and an immense stone wheel against the south wall. The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The ten foot tall stone wheel to the south is engraved with the large spiral of Pharasma and is set in stone tracks in the floor and ceiling, which is likely how it has been rolled aside to allow entrance to the darkened chamber beyond. The hieroglyphs on the walls are Ancient Osiriani.

Ancient Osiriani:
They describe the life of the tomb’s enshrined occupant, Akhentepi, a celebrated military commander who presided over the troops garrisoned in Wati prior to the city’s downfall. The hieroglyphs warn, “Akhentepi’s tomb is well defended, and those who defile it tempt the wrath of the gods.” An additional warning advises, “The only thing the Lady of Graves despises more than the grave robber is the unsuccessful grave robber,” followed by a final admonishment to “turn back while you can.”

Religion DC 10:
The two carved faces in the corners to the south depict Pharasma.

Religion DC 20:
The two carved faces in the corners to the north depict Anubis, the ancient Osirian god of burials and mummification.

Also, each of you roll Perception.

The book said that the DC to recognize the spiral of Pharasma is DC 10. I disregarded that. I think just about anyone can recognize the spiral of Pharasma, unless she is rare in the region.


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

Malik stumbles into the chamber panting from his group's flight from the Mwangi natives. He quickly enters to allow his companions through the open door, surveying his surroundings as he tries to inhale and exhale deeply, calming himself.

Perception: 1d20 + 2 ⇒ (10) + 2 = 12

Knowing his companions know Osiriani, he does not bother to translate the warning text, but edges ever deeper into the chamber, fear of the savages spurring him on.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Real quick, the Mwangi was the party's barbarian. It was Dark Folk that killed the rest of your party (the barbarian, paladin, and rogue).At my RL game, so a bigger post may have to come tomorrow.


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

Looking through the crack in the doorway and relieved to see thier pursuers heading in a differnt direction, Chephren turns back to his group.

"I think we are safe for the moment. Now I wonder who's tomb this is? Take a moment to check yourselves for injuries, while I look at these hieroglyphs." he says, as he walks over to the hieroglyphs to look closer at them.

Linguistics,Osiriani: 1d20 + 0 ⇒ (20) + 0 = 20
I am assuming I can use Linguitics this way, as Ancient Osiriani is the base for Osiriani.

Religion: 1d20 + 5 ⇒ (18) + 5 = 23

Perception: 1d20 + 4 ⇒ (12) + 4 = 16 +1 to detect haunts/incorporeal creatures


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

Linguistics: 1d20 + 7 ⇒ (12) + 7 = 19

"Malik believes that we have stumbled upon another party's hunt, based on the open door and this curious rolling door that has been opened. Malik suggests that we proceed cautiously, perhaps to warn the other party of these Dark Ones that brought such woe unto our fellows?"

Malik has calmed down significantly, applying his logic to the situation. He had hardly known those other members of their party, and although their loss saddened him, they were but strangers. He had lived in Wati all his life, and these Dark Ones troubled him. Still, he wasn't about to go back out there right now, so he might as well delve deeper here. Perhaps this group would welcome some help...


Male Elf Alchemist (Crypt Breaker) 1 (AC: 17 [T: 15 /FF: 12]; HP: 7/9; F+2, R+6, W+2; Init: +4; Perc: +8

Elneiros moves quickly into the chamber, pausing for a moment to catch his breath and to briefly check for any injuries.

"I do not believe I have suffered any serious injuries. I agree with Malik we should proceed with caution. Our only real choice is to proceed farther. I for one do not wish to revisit the ones who have killed the others of our group. I will check around for any left over traps the previous group who entered here may not have triggered."

Perception (To locate traps): 1d20 + 9 ⇒ (14) + 9 = 23


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Newcomers:
One thing I forgot to account for is expenditure of resources. Assuming you at least tried to help your last party, could I ask that you each mark off the following to show for it?:
Chephren - 1 HP, and 1 channel
Elneiros - 1 HP, and 2 bombs
Malik - 1 HP, and 2 Acid Darts

Each of the newcomers takes time to calm themselves and take stock of their new surroundings. One thing above all else is evident, and that is the sound of a battle coming from some distance beyond the room past the rolling circular door. It seems the interior of this tomb extends further than the exterior would lead one to believe. Given the acoustic and somewhat hollow details of the sounds, they are coming from a shaft or tunnel that is funneling them into the upper chambers.


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

"The hieroglyphs say that this is a tomb of Akhentepi, a great military leader from this very city Wati, or at least before the cities downfall." Chephren turns to another section of hieroglyphs and points to a few of the lines before continuing. "This section says that the tomb is well defended and defilers will invoke the wrath of the gods."

"You should recognize these faces also," as he holds up his own darkened holy symbol, "the Tomb Guardian, Anubis, and the Lady of Graves, Pharasma."

"Do you hear that? It sounds as if the team assigned to this tomb, has encountered something. It may be more Dark Folk... I would not wish to see more killed to those creatures like our friends were. So maybe we should go see what is happening, although I would still suggest caution."

Chephren starts moving down the tunnel sealthfully, if Elneiros give a signal that all is clear of traps.

Stealth: 1d20 - 1 - 10 ⇒ (1) - 1 - 10 = -10
Well that Nat 1 came fast

@Aardvark DM - What is the light source, if any in the tomb? If there is none, Chephren will get out his Ioun Torch and activate it. Thanks for that extra 40gp.


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

Malik is not at all keen to investigate the sounds of combat after his last disastrous encounter. Pangs of guilt and an ultimately good persona win out and he follows Chephren into the tunnel, trying to move stealthily as well.

Stealth: 1d20 + 2 ⇒ (17) + 2 = 19


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Chephren, there is only dim light coming in from the cracked doorway. The next room is dark, so yes you will need the Ioun Torch. I will add more in a few hours.

Brennan, it's your turn back in group 1.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Newcomers, from now until you meet up with the others you will be known as Group 2.

Group 2:

After Elneiros' cursory examination of the first chamber, the three of you move on towards the next room via the quarter-moon shaped opening left by the wheel having been rolled aside. Chephren, and his ever-circling light source, leads the way. He doesn't get too far in, however, before he is forced to stop abruptly for his own safety.

Beyond the opening is a square room, starkly devoid of any markings or adornment. In the center of the chamber’s floor, a square shaft drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a length of rope with a loop tied roughly every five feet dangles from the piton into the darkness of the shaft. The room is roughly twenty feet to a side, with the pit filling the center, a railless five foot walkway around it.

Chephren has little time to contemplate his next move, because his entrance into the room seems to have angered a sizable scorpion that has taken up residence in a once dark corner of the room. The thing strikes out at him with the stinger on its tail, as if it had been ready to defend itself from whatever was coming toward it. The tip jsut managed to make it through the man's defenses, only for being caught unaware, but he was at least able to get it from going too deep. Still, there was a sting to it that was more than what was delivered by the stab itself.

Suprise round:
Scorpion attacks Chephren 1d20 + 2 ⇒ (11) + 2 = 13, damage 1d3 ⇒ 1 plus make a DC 13 Fort save or take 1 Str damage.

Initiative:
Chephren 1d20 + 2 ⇒ (14) + 2 = 16
Elneiros 1d20 + 4 ⇒ (8) + 4 = 12
Malik 1d20 + 4 ⇒ (2) + 4 = 6
-------
Scorpion 1d20 ⇒ 10

Round 1:
Chephren - 2 damage
Elneiros - 1 damage
Scorpion -
Malik - 1 damage

Normally, the map would be linked in my name, but until you all meet up, I will have to put yours in the thread.
MAP

Due to the way the door opens, the only opening is between E4 and F4. So currently you would have to pas the scorpion to enter the room.


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

Round 1

"Ouch!! Careful something is in here." exclaims as he looks down at the source of his pain.

Fort: 1d20 + 3 ⇒ (7) + 3 = 10

Feeling his legs weaken slightly, he quickly regains his wits after the surprise of a scorpion attack, Chephren swings his flail at the vermin.

Lt Flail: 1d20 + 1 ⇒ (20) + 1 = 21
Damage, Lt Flail: 1d8 + 1 ⇒ (3) + 1 = 4

Crit Conf., Lt Flail: 1d20 + 1 ⇒ (15) + 1 = 16
Crit Conf., Damage, Lt Flail: 1d8 + 1 ⇒ (5) + 1 = 6

He then takes a step back so his allies can see the scorpion better.
5' step to F5

Edit: Now back a bit from the vermin, Chephren takes a quick look at the scorpion for any markings that might reveal the type of scorpion so he can treat the venom later.
Kn Nature, Untrained: 1d20 + 0 ⇒ (2) + 0 = 2

---------------------------------------------
On Going Effects:Scorpion venom, Fort DC13, 1 Str damage;


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

If the scorpion is still alive, Malik will take a 5' step up and right to D5 to create distance between himself and the arachnid, calling on his innate conjuring abilities to summon a bolt of acid. He throws this bolt at the scorpion.

Ranged Touch: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Dangit, need to start paying attention. Redact until after the scorpion's turn, if it still lives.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Group 2:

Much like the speedy slapping of a biting insect when felt, Chephren reacts with a hard swing to the back carapace of the arachnid. There is a loud crunch, and a high-pitched noise from the creature, but the bug isn't quite squished yet. In the heat of the moment, all he knows is that a scorpion of an undetermined kind stung him, and he hit back harder in return.

Round 1:
Elneiros - 1 damage
Scorpion - 10 damage
Malik - 1 damage

Chephren - 2 damage, 1 Str damage Crit scorpion, 5' to F5

Not at home, no map update.


Male Elf Alchemist (Crypt Breaker) 1 (AC: 17 [T: 15 /FF: 12]; HP: 7/9; F+2, R+6, W+2; Init: +4; Perc: +8

Elneiros moves to get a better look at the scorpion, taking time to study the creature that just struck his group mate.

Know Nature: 1d20 + 9 ⇒ (4) + 9 = 13

Moves to E5


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Brennan came back out into the main hallway, hoping to get a clear shot at the thing, but the others were blocking the way. He held a dagger loosely in his hand looking for an opening.

Is that little space next to the snake open landeding? Could I move in there, taking an AoO (or tumbling to avoid one)?


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Group 2:

Elneiros, knowledge checks are not actions, so with your 5' step you still have a move and standard you could perform if you so chose.

Elneiros recognizes the particular breed of scorpion, with its translucent carapace, as a ghost scorpion. They are nocturnal hunters, so it likely entered the tomb for the shade and darkness. Like most scorpions, their poisonous stinger is used to drain the power of the enemy to make it harder to escape their deadly grip.

Group 1:

Brennan, yes, the space beside it is crumbled tomb walls that have left a gap large enough to stand and fight in.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Heeding Gustar's advice, Surubi frowns and carefully restores 'his' bastard sword to the scabbard on 'his' back. 'He' utters a brief prayer of gratitude for the water that splashes 'him' and slows the monster. A quick, smooth, well-practiced movement later, Surubi is halfway around the sandling, threatening it with the morningstar that now swings easily in 'his' hands. "This one will distract it from behind!" Surubi calls out.

Standard action sheath the bastard sword. Move action: 5' step to Q-5 while drawing a morningstar.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Second move action to take Surubi's place at P6

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