Lucendar's Mummy's Mask Campaign - The Necropolis awaits! (Inactive)

Game Master Lucendar

Initiative:
Enemies: [dice]1d20+2[/dice]
Alzaar: [dice]1d20+3[/dice]
Anka: [dice]1d20+1[/dice]
Kakra: [dice]1d20+2[/dice]
Jalal: [dice]1d20+2[/dice]
Rhade: [dice]1d20+1[/dice]


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Alzaar, Kakra..? You know I don't have to remind you to act. You know it's your turn.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

Well, could I possibly do this before our paladin moves out of range?

CLW: 1d8 + 2 ⇒ (5) + 2 = 7

Kakra gathers up divine energies and moves up to Gorguk and places her hand firmly on his back. "We cannot have you falling today." She says with a smile as the energies flow into the paladin.

Expend Hide from Undead for CLW, shouldn't provoke since the casting would be done outside of threatened area and her last square would be the only one threatened.


Alzaar delays.

The giant ogre is hit by both the paladin and the elf and has severe wounds. He screams in anger, "This is for Shadow!" He pulls back his club and brings it down on the paladin's head, who through divine intervention, deflects it off his shield and armor, so that the blow does no damage, though his shoulder is strained from the effort.
Attack: 1d20 + 7 ⇒ (14) + 7 = 21...just missed!
Party is up!


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar deftly untangles his whip from the carcass of the dog and sends it after the legs of the giant.

Move action to move within the reach of the whip, then trip.

Your wickedness ends here, monster!
Trip Attempt: 1d20 + 5 ⇒ (8) + 5 = 13

Sorry! I think Paizo are my post, because I posted something very similar to this yesterday.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Gorguk continues to attack the gant with the aid of Jalal. By Sarenrae, strike true Jalal and he will fall!

Power attack 1d20 + 2 + 3 + 3 + 1 + 2 - 1 ⇒ (18) + 2 + 3 + 3 + 1 + 2 - 1 = 28 for 1d6 + 2 + 3 ⇒ (4) + 2 + 3 = 9
Threat confirm 1d20 + 2 + 3 + 3 + 1 + 2 - 1 ⇒ (12) + 2 + 3 + 3 + 1 + 2 - 1 = 22 for 1d6 + 2 + 3 + 2 ⇒ (4) + 2 + 3 + 2 = 11 2 of which is fire damage


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Lookit Gorguk with the crit!! There's our pally!

Rhade tries with yet another blast of acid, cursing the giant's great reach which cared him from trying to reposition himself.

RTA 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12

Damage 1d3 ⇒ 2


Gorguk appears to have regained the favor of his goddess, as he plunges his scimitar into the ogre's chest and heart, killing the creature instantly! It collapses to the floor, the sound of its corpse hitting the floor echoing through the house.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"There are some really bad nasties in this place! How is everyone doing...do we we need to take our spoils back to town, or is everyone okay?"" He casts Detect Magic to scan the place.


Rhade you're still on the first floor, remember? No magic here. Do you search the second floor?


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Lol, I fogot they've been coming right for us here! Yeah, lets go to the second floor, if there's no objection.


You venture upstairs and quickly come to the conclusion that the ogre made the 2nd floor his "lair", so there are no other dangers in the house. You do find the mangled parts of children's bodies. On a chewed off child's hand, you find a ring inscribed "To Akar from Panhet, Love, Mother.”

You also find:

Large darkwood box (locked) - worth 100 gp
Locked bronze chest


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Basic Knowledge check on Panhet. 1d20 ⇒ 12 That makes a 20, if Know. History is useful. That name seems familiar.

"Alzaar, I believe your expertise could be used on these particular lockboxes."


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar thinks for a moment, trying to remember if he had ever heard the name before, and then eyes the lockbox appealingly before gingerly checking it for traps.
Indeed my friend, this shouldn't pose to much of a problem.
Knowledge History: 1d20 + 6 ⇒ (10) + 6 = 16
Knowledge Local: 1d20 + 2 ⇒ (16) + 2 = 18

Take 20 on perception and Disable Device, just to make sure. Rolls of 27 and 32, respectively. Same deal with the chest.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Knowledge, History: 1d20 + 4 ⇒ (3) + 4 = 7
Knowledge, Local: 1d20 + 4 ⇒ (13) + 4 = 17

Jalal tries to remember if he's ever heard of the name Panhet or Akar. "Well, the ogre deserved his death for this." He casts a detection spell.

Cast Detect Magic


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Finally Gorguk was able to land a telling blow and make his comrades appreciate his presence. All of the suffering and doubt went away as it seemed that Sarenrae was even rewarding the paladin's tenacity by causing the blade to flicker with flame as it dealt the death blow to the giant. Gorguk wipes the blade clean as he gives his praises to Sarenrae and focuses on the surrounding scene. He goes through the giant's belongings seeing what can be put to use and also if there are any personal effects that need to be returned to their proper owners.

Take 20 since that is going to take just as long as the chest to open.

Responding to Rhade's questions. I am out of the healing that Sarenrae provides to me yet I am fully healed thanks to Jalal and Kakra. I am ready to continue onward and finish the exploration of this place. If we run into any further problems though we are going to need to either finish it quickly or leave to finish this in the morning.


Alzaar does not notice any traps on either chest. Will post results later what's inside


Jalal and Alzaar recognize the name of Panhet as a local family of merchants in Wati.

Disable Device: 1d20 + 8 ⇒ (7) + 8 = 15
Alzaar opens the bronze chest, but much to his dismay, he fails to notice the crossbow that goes off when he breaks the tripwire! A bolt hits him in the chest. He notices the tip is coated in poison, which he thankfully pulls out, before the poison can enter his bloodstream!

Attack: 1d20 + 15 ⇒ (3) + 15 = 18..hit
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Fort save vs. poison: 1d20 ⇒ 13

Treasure inside:
20 small gold ingots with a seal (History or Nobility check?)
Each ingot is worth 25 gp.

Inside the darkwood box:
Jewelry worth 35 gp
Strand of freshwater pearls worth 280 gp

What now? The mausoleum is the only part of the house to be explored.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Was there anything on the giant that could be salvaged? Gorguk was looking while they inspected the chests

Know nobility 1d20 + 4 ⇒ (16) + 4 = 20

Gorguk sees Alzaar take a hit from the bolt but seems well enough off except for the blood trickling down his chest. Kakra, Jalal, any chance you can heal him?

Gorguk takes position wherever he is needed as it seems there is only 1 location left to explore unless the courtyard has further surprises.


You find 150 gp on the ogre.
The seal on the ingots is that of gthe Keleshite sultan who governed Osirion at the time of the Plague of Madness, 2215 years ago.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Gorguk gives a low whistle as he actually recognizes something of import. Hey guys, did you see that symbol on the ingots. It looks like they are over 2200 years old.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal inspects the gold ingots and nods to Gorguk. "Yes, I think you're right. Around the time of the Plague of Madness. Which makes sense of course."

"Perhaps we should bring these out for the day. We've done good work. We can have these appraised and then set out for the mausoleum in the morning."


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

I took 20 and still missed the trap? Holy crap, this ap is bruuuuutal. I'll have a real post up a little later, I'm cooking breakfast right now.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"Yes, a trip back to town makes sense, I think. We can get everyone healed up, have a spot of breakfast, and come back after we get a nice few hours of shut eye. We've done good work today. We've found some nifty treasures, if I do say so myself."


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

As long as we are not under any time constraint to finish this up today then I see no reason why we should not go back and rest up. If there is another drawing though tomorrow for another site then we would need to press on today to finish what we started.

Not really sure on the campaign setting here as far as the timing of stuff. Do we know if we have time to rest and recover or not?


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

I think it is set up so that we have plenty of time, within reason. Lucendar can confirm for us, though.


There is no time limit to clear out the mansion. 2-3 days is normal.

The party heads back to the city with its treasures. Anything you guys want to do in town that needs rping or do you want to fast forward till the next day? I like to GM at your pace.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

No need to RP it out for me but...

Gorguk will try and find a shrine or temple to Sarenrae and spend some time there after the long day. He will let those more knowledgeable worry about the goods and treasures found as they mean little to him. They are a means to an end even if the history behind them may be interesting. The fact that the relics are being cared for and not sold to the highest bidder (at least to his knowledge) makes him feel better as well.

That night he goes back to check on his previous companion to see how he was faring and hopefully on the mend. After spending some time there he goes to get his own rest to be ready in the morning.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal offers to take the items to the church for cataloging and then for sale. "The Church may be interested in the ancient gold."

That evening, Jalal relaxes back at the inn, sharing stories of theogre and his giant pet. He mentally notes how other groups are doing, checking to see if there's any sign of them.

Jalal has 2 healing spells left if anyone needs them.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

Kakra has no issue in letting the others deal with the treasures and do whatever it is they do to turn them into money that can be spent.

Kakra has three channels left so no one should not have full hp in the morning hopefully. Other then regaining her daily spells and channels, Karla has little to do in town.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Rhade will spend a bit of the afternoon telling some tall tales with any of the "friendlier" groups who want to talk and drink. He takes one of the ancient coins, so he can show the others just how rare and old the coins seem to be.

Im cool with fast forwarding through to get back in the morning.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

same


The party hears Mad Dog and most of his Dog soldier crew met an untimely end at the hands of a scythe trap in a buried temple, that killed 3 of the group and 2 dogs, including the leader. The two survivors have quit exploring. As always, the party gets bombarded by questions from the other adventurers and the female bard barbarian. Everyone is impressed that the source of the child kidnappings and murder met a grisly end at the party's hands and many free drinks are offered at the Hookah. The night passes and in the morning, everyone gets back to exploring, promising to meet over a drink at night. You head back to the manor.

So what's the light source and party order to go down the spooky mausoleum?


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

How about Alzaar, Gorguk, Kakra, Rhade and Jalal? Light spell cast on Gorguk's blade should suffice. If not, cast it on something Alzaar is packing instead. How is that for everyone?


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Also, DM, I'm going to switch out a spell known if you don't mind. Switching Color Spray for Mage Armor. Thinking it'll be hairy down there, so I will have Mage Armor and Burning Hands prepared.

As the group stands before the mausoleum, the gnome casts Mage Armor steeling himself for exploration.


Rhade Poshment wrote:

Also, DM, I'm going to switch out a spell known if you don't mind. Switching Color Spray for Mage Armor. Thinking it'll be hairy down there, so I will have Mage Armor and Burning Hands prepared.

As the group stands before the mausoleum, the gnome casts Mage Armor steeling himself for exploration.

Sounds good to me.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

During the evening, Jalal breaks away from the group to try to find the Panhet family of merchants. If he can find someone, he shows them the ring, trying to spare the most grisly details.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Gorguk rests comfortably and in the morning does his daily devotions to Sarenrae. Once completed with that he joins the others for the trek back to the site they were at yesterday. Should Jalal have sold the items found yesterday then Gorguk would ask to spend some quick moments in the city to purchase a new weapon. If I can upgrade my weapon to one that handles a little nicer I might have a better advantage in combat. After yesterday's debacle with the flying heads I am looking for any advantage I can get right now.

Purchase MW scimitar if possible...please let me know and deduct if from my share of the loot please.

When the topic of the light spell is brought up Gorguk responds, I can see well enough in the dark as it is so I have no need of the light. However if you want me to still carry it I will.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

"I can cast a light spell too. I can cast it on my sword."


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar sighs after trap hits him.
Every damn time.... The people here were experts at trapping things. Ah well, at least I don't feel any poison.

He pulls out all of the valuables, showing them to the party before placing them in backpack and belt pouches for any who offer to carry a share.
I agree. Heading back to town for the night will keep us better prepared for whatever lurks in the mansion. No need to be tired if we have the opportunity to rest.

When they return he is saddened by the news of the Mad Dogs.
A drink, to the Dog Soldiers, and their bravery in the necropolis! he exclaims and raises a glass when the subject comes up, and spends the rest of the evening dramatically telling stories of what happened during the day.

He eventually retires for the night, and readies himself for the next day of adventuring in the morning.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal casts a light spell on his sword. "Alzaar, let's see what this tomb holds."


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Is this game still going? It's been a while since anyone has posted...


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

I hope so but I think we are just waiting for the mausoleum update?


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Were just waiting for Lucendar. He'll be back fairly soon, I'm sure. He usually takes time around the holidays to recharge, iirc.


Thank you for your patience.

You descend down the stair of the mausoleum. You see a stone altar sits upon a raised stone platform in the center of this square room. Caryatid columns carved in the likenesses of male and female figures with their arms crossed over their chests and khopeshes or ankhs in their hands stand at each corner of the platform. Empty torch holders are built in all four of the room’s corners. A stairway descends to the north.

You are not surprised when a pallid humanoid creature, wrapped in wispy strips of skin, with bits of detritus and a sour stink clinging to it, walks into the room, a menacing glint in its eyes.

Initiative:
Enemy: 1d20 + 3 ⇒ (6) + 3 = 9
Alzaar: 1d20 + 3 ⇒ (19) + 3 = 22
Gorguk: 1d20 ⇒ 3
Kakra: 1d20 + 2 ⇒ (3) + 2 = 5
Jalal: 1d20 + 2 ⇒ (1) + 2 = 3
Rhade: 1d20 + 1 ⇒ (11) + 1 = 12

Alzaar and Rhade are up first! The creature is medium sized; don't let the size of token on map fool you.

Combat Map


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

DM, I assume with the raised platform in the middle that Rhade doesn't have line of sight to fire off an Acid Splash. If he can, here is my Ranged Touch and possible damage. RTA 1d20 + 3 ⇒ (12) + 3 = 15. Damage 1d3 ⇒ 2. If I can't attack, then Rhade will move 10' north and 10' to the right to start to close distance.


Rhade's acid strikes the creature, who curses in some unknown language in pain. Alzaar is up!

SR check: 1d20 + 2 ⇒ (19) + 2 = 21..success!


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar steps to the left of the raised platform, staying out of range of the creature, but close enough to bring his whip to bear, and then lashes it out at the monster's feet.
Once it goes down, don't let it up!

Trip: 1d20 + 5 ⇒ (19) + 5 = 24

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

Throwing this out there now, Knowledge Religion: 1d20 + 4 ⇒ (7) + 4 = 11


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Good idea Kakra...

know religion check 1d20 + 4 ⇒ (10) + 4 = 14


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Knowledge, Religion: 1d20 + 4 ⇒ (17) + 4 = 21

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