The Half-Dead City and other Twisted Tales (Inactive)

Game Master aptinuviel

The second book of the Mummy's Mask Adventure Path

The Archeological Discoveries, or loot.

Panic Level: 16


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Erei:
These are ghost scorpions. They are poisonous.

Scorpion Initiative: 1d20 + 0 ⇒ (20) + 0 = 20

Round 1 Scorpion Initiative: 20

The rooms are cramped with so many creatures and steel waving around, but the scorpions all rush forward, each moving to a different target. The first attacks Setesh, whipping its tail forward.

Tail: 1d20 + 2 ⇒ (8) + 2 = 10

The second breaks to the side to attack Micah.

Tail: 1d20 + 2 ⇒ (12) + 2 = 14

The third pounces down the center of the chamber to attack Nevai, snapping its claws and whipping its tail around wildly

Claw: 1d20 + 2 ⇒ (5) + 2 = 7
Claw: 1d20 + 2 ⇒ (9) + 2 = 11
Tail: 1d20 + 2 ⇒ (8) + 2 = 10

Setesh, if you roll higher than a 20 for initiative, feel free to take an AoO on this Scorpion as it moves past you.

Almathea's splash of acid strikes the scorpion leaping forward at Nevai just as it steps back to whip its tail again.

Leto Initiative: 1d20 + 8 ⇒ (9) + 8 = 17

Round 1 Leto Initiative 17

Leto also lets loose with a flurry of arrows into the scorpion attacking Nevai. Both arrows find their target despite the whirlwind of activity.

Longbow: 1d20 + 3 + 1 - 4 ⇒ (13) + 3 + 1 - 4 = 13 Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Longbow: 1d20 + 3 + 1 - 4 ⇒ (16) + 3 + 1 - 4 = 16 Damage: 1d8 + 1 ⇒ (3) + 1 = 4

The scorpion seems dazed and sluggish, its blood leaking out on to the sand and the acid steaming through its shell. However, it is still standing.

There is a scorpion engaged with Setesh, Micah, and Nevai. The one fighting Nevai looks on the verge of collapse. Take your round 1 actions. Please make sure to note what round your action is taking place as well as your initiative.


Human* Slayer/Magus 3

round 1; initiative 5

With a flourish of his cutlass, Micah slashes at the scorpion attacking him...

cutlass: 1d20 + 6 ⇒ (4) + 6 = 10, for: 1d6 + 4 ⇒ (5) + 4 = 9
hmm... the die roller does not appear to favor Micah... my three d20 rolls so far have been 2, 1, and 4...


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

These things are...poisonous. Ghost scorpion I think it is called?

Round 2 - Initiative 13

Erei will fire at any unengaged scorpion.

Crossbow: 1d20 + 2 + 1 - 2 ⇒ (14) + 2 + 1 - 2 = 15
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Buffs: +1 attack/damage (morale) to all members of the Southern Osirion Trading Company (Flagbearer)

Just a note there so that people don't forget that they get the buff just from me holding my flag.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Round 1, initiative 16

Bolstered by those fighting around him Nevai swings his khopesh down in an attempt to finish off the one that attacked him.

"Mind the tails. They have a sting which is exceptionally painful. I've seen one take down a full grown camel before."

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Human* Slayer/Magus 3

well, Erei's buff puts me up to 11 to hit... though that still seems unlikely to hit...


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5.

Setesh attempts to squash the bug at his feet...

Heavy Mace: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13, for 1d8 + 6 + 1 ⇒ (6) + 6 + 1 = 13 damage.

...but is unable to get quite the wind-up on his swing that he needed.


Nevai splits the scorpion nearly in two. The ichor from its body dripping from his sword. Erei's shot goes wide and Micah's swiftly moving blade chips a scorpion's shell, but doesn't penetrate. Setesh slams his mace down into the creature in front of him with a sickening crunch. It lies unmoving for a moment seemingly dead, but then one leg spasms and it slowly finds its footing as its tail swings back and forth.

Round 2: Scorpion Initiative 20

One scorpion lies in ruins at Nevai's feet. The second staggers to the side and whips its tail out at Setesh, then skitters back away from him towards the exit. 5-foot step out of melee.

Tail: 1d20 + 2 ⇒ (1) + 2 = 3

The final scorpion flails wildly at Micah then skitters back with its friend. Also a 5-foot step back towards the exit.

Claw: 1d20 + 2 ⇒ (5) + 2 = 7
Claw: 1d20 + 2 ⇒ (2) + 2 = 4
Tail: 1d20 + 2 ⇒ (9) + 2 = 11

Round 2: Leto Initiative 17

Leto also lets loose once again with a flurry of arrows into the scorpion retreating from Micah. And yet again, both arrows find their target, pinning the scorpion to the wall. It twitches a moment before going still.

Longbow: 1d20 + 3 + 1 + 1 - 4 ⇒ (18) + 3 + 1 + 1 - 4 = 19 Damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Longbow: 1d20 + 3 + 1 + 1 - 4 ⇒ (12) + 3 + 1 + 1 - 4 = 13 Damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Only one scorpion remains and it is staggering its way to the exit. It is currently unengaged.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh charges forward to engage the remaining scorpion.

Heavy Mace: 1d20 + 4 + 1 + 2 ⇒ (6) + 4 + 1 + 2 = 13, for 1d8 + 6 + 1 ⇒ (7) + 6 + 1 = 14 damage.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Round 2 / Init 18

Almathea tosses another glob of acid at the fleeing scorpion.

ranged touch attack: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d3 ⇒ 1


Almathea's splash of acid goes wide but Setesh rushes forward and slams his mace down onto the scorpion, squashing it like the over-sized bug that it is. Dust has been kicked up in the two chambers and it 's now difficult to breathe, but the fight is over and the remains of three scorpions are at your feet.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Is it possible to extract poison from any of the scorpions?


The poison can easily be extracted with a Knowledge (Nature) or Craft (Alchemy) DC 10. You would then have the reagents to use Craft (Alchemy) to put it in a form that you can use on your weapons (or in whatever other form you preferred.) There is, of course, the standard 5% chance of poisoning yourself when extracting it without poison use.

Knowledge (Nature), Craft (Alchemy) DC 10:
The statistics for the poison are as follows: injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Str damage; cure 1 save.

This poison would require a DC 13 Craft (Alchemy) check to make and the standard crafting rules apply, though you'd already have the raw ingredient, so the cost would, of course, be waived.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Craft(Alchemy): 1d20 + 8 ⇒ (19) + 8 = 27 1d100 ⇒ 25.
Craft(Alchemy): 1d20 + 8 ⇒ (2) + 8 = 10 1d100 ⇒ 81.
Craft(Alchemy): 1d20 + 8 ⇒ (8) + 8 = 16 1d100 ⇒ 18.

With a bit of work, Setesh manages to extract the poison glands from each of the scorpions.

How much poison from each scorpion?

He then takes the bodies outside, dumping them a decent distance from the entrance.

"After all, we don't want to attract more predators..."


You manage to extract enough material to make 7 doses of Ghost Scorpion poison.


Human* Slayer/Magus 3

While Setesh sets to work extricating the glands Micah sheathes his cutlass. "Well, that was hardly worth stopping for was it... Let's get back to seeing what scared someone enough to cut that rope."


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"I'm more interested in seeing if anyone has looted this tomb. As old as it is, there is certainly a chance of it. With any luck we will find only the dessicated remains of whoever used that rope. These little scorpions gave us no trouble, surely we can handle anything else in here just as easily."

Almathea pulls her own rope and piton out of her backback and goes to work at measuring out 60 feet of rope and securing it up for her party to descend down the shaft.


The rope falls to the ground below with a faint slap. It's quickly secured and should make your decent much simpler.

Go ahead and give me an order of descent. Mostly I just need to know who the first few people down are and if you're doing anything other than climbing down.


Human* Slayer/Magus 3

if you've got enough rope it may be worth tying knots in it... That'll make it easier to climb back up if we're encumbered, or in a hurry...


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"Why don't we have Setesh and Micah head down first, since you two are a bit quicker than I am, and will have an easier time on the rope. I'll follow along after that, and Almathea and Erei can follow us after we make sure there aren't any nasty surprises waiting to jump out at us down there."

Nevai puts his shield away and takes 10 for 9. If Nevai is unable to brace against a wall on the descent, he suggests knotting the rope first since climbing isn't exactly his strongest area of expertise.


The wall of the shaft is smooth, and seemingly deliberately so, in order to keep it from being scaled easily. However, with a rope secured at the top, you can descend quickly and easily, bracing against the wall. You make a few knots along the length, with most near the bottom just in case you need to get out quickly.

Climb DC 0 for knotted rope and bracing against the wall. If you end up needing to exit quickly the Climb DC for the first ten feet (before you reach the shaft in the ceiling) will be DC 5. Either way it's a pretty simple climb.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh, with a nod to the others, heads down the rope first.

Climb 'Take 10' = 9.


It's a long climb down, but not too difficult. You make your way down into the small room below.

---

Mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors in the west wall of this square room. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. A crumpled humanoid body lies directly in front of the doors. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body. The square shaft in the ceiling leads straight back up to the surface.

A map has been added to the Campaign Tab.
---

From this perspective, the purpose of the shaft rooms becomes evident—they’re deathtraps without a mechanism. Creatures that descend the shaft without a reliable means to climb back out are effectively trapped, permanently. The opening in the center of the ceiling is 10 feet up with no adjoining walls, making it next to impossible to climb back out without a well-secured rope at the top of the shaft, flight, or magic.

The body in front of the doors is mostly skeletal, with a thin layer of desiccated tissue.

Heal DC 12:
You identify the body as that of a male human or half-elf who obviously died down here. Both of the body’s legs are broken from a fall from a great height, and the unfortunate man apparently crawled to the doors before he expired. The body appears to have been here for decades, at least.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Very wary, Setesh takes his time searching the room for traps.

Perception 'Take 20' = 30.

Once satisfied that there isn't an active death-trap, he cautiously investigates the corpse.

Heal: 1d20 + 1 ⇒ (19) + 1 = 20.

"Hmmm... in life, this was a male human or half-elf - note the narrower pelvic brim, and larger muscle attachment points along the shoulders and hips. Both of his legs are broken, most likely from a fall from a great height, but that did not kill him - the poor man was able to crawl to the doors before he expired. In the dry environment of the tomb, his is partially mummified, so time of death is difficult to determine, but I would say he has been here for decades, at the very least."

Anything interesting on the body? :-)


You find no traps and the heavy stone doors appear to have no locks.

The corpse’s gear has suffered decades of rot and rust and is mostly unusable, though a thorough search yields a couple of metal pitons and a usable hammer, as well as two vials of alchemist’s fire that have remained miraculously unbroken.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Erei will just follow the group, keeping an eye out but letting those more interested in doing so lead the search.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Again making use of his trusty crowbar, Setesh attempts to lever open the heavy stone doors.

Strength: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26.


The door, while heavy, is easily opened revealing a corridor.

---

The walls of this ten-foot-wide corridor feature bas-relief carvings of great battles. Armies with spears and shields clash at the direction of generals, while other leaders direct troops from chariots that are ruthlessly overrunning their enemies. Engraved stone double doors stand at either end of the hallway.

Map has been updated.
---

Perception: 1d20 + 10 ⇒ (3) + 10 = 13

The engravings on the insides of both sets of doors resemble those in the first area, except that the man depicted is older and riding in a chariot. He carries the same scarab shield, but his other arm points at his own reflected depiction on the opposite door.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Once he reaches the bottom, Nevai readies his shield and khopesh again, then follows Setesh.


Human* Slayer/Magus 3

it looks like Setesh is planning on an assist?

When Micah gets to the bottom he stands around nonchalantly, as if climbing ropes were old hat for him. When Setesh begins to work open the door he grabs an open space to attempts to help.

aid other (take 10): 10 = 10


The +2 for Setesh is from his crowbar. As noted, the doors are heavy, but these are much easier to open. DC 10 Strength check. The doors at the end of this next hall look similar in size and structure.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Once down the rope, Almathea will pay great attention to the bas-reliefs carved onto the walls and doors. "Hmm, all the war scenes certainly make sense. Surely a homage to person laid to rest here and likely depicting actual battles that he was in. I wonder how much trouble it would be to eventually get a group of stonemasons down here to take apart the walls so that they may be sent to Universities for scholars to study?"

She will continue to follow the group as they go through each set of doors.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Just to save time, unless anyone has any strong objections, whilst in dungeon complexes like this, Setesh will 'Take 20' on Perception to search for traps.

Setesh raises a warning hand.

"Before we move on down the corridor, let me sweep it for traps."

He then slowly and methodically moves forward, doing just that.

Standard Operating Protocol: Perception 'Take 20' = 30.


Human* Slayer/Magus 3

technically, that takes 2 minutes for every 5' square... So you're heading down the hallway very slowly. (ooc)That doesn't bother me any (though IC I might get impatient from time to time), it may become a concern at some point though if we have buffs running that are ticking away 20-30 minutes at a time...


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Yes, but at present we don't, so I see no harm in it. Later on, if we have buffs, I will 'Take 10', but I won't then take responsibility for any traps we set off ;-)


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

This is an ancient tomb that is likely full of deadly booby-traps, Thea is more than willing to take all the extra time needed to make sure we won't be suddenly squashed by a falling 2 ton ceiling block. :)

Almathea stays near the back and is sure to give Setesh plenty of room to clear the hallway ahead of them. Hopefully enough to also be out of the range of anything he might accidentally set off during his sweeping.....


From your thorough search of the walls and floor just beyond the door you become convinced that there is a trap somewhere in this hallway. It takes nearly a half hour of meticulous searching to reach it. A pressure plate on the floor in front of the western doors. You are sure that should the plate be depressed, darts (or some other projectile) will shoot out from the walls over the length of the corridor.

You may go ahead and roll to disable (or take 10) if you like.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"Excellent work finding that, I never would have even noticed. If you don't mind, I'll cheer you on from back... here." Nevai calls out, as he retreats to the previous room.


Human* Slayer/Magus 3

"Yeah, well done," Micah agrees distractedly as he moves back and forth in the chamber before the hallway, practicing some of his swordplay footwork.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

"Nevai, can you bestow the Guidance of Horus upon me before I tackle the trap?"

Assuming the answer is yes...

Setesh takes his time disabling the trap.

Disable Device 'Take 10' = 18. If that doesn't work...

Disable Device: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"Of course. Horus guides you," Nevai intones as his fingers emit a faint hum before touching Setesh on the shoulder.

Cast guidance on Setesh.


Setesh doesn't manage to disable the trap on his first attempt, but after a moment, and with the blessing of Horus, he clears the plates and makes them safe to walk over.

The doors to the next room, while heavy like the last set, also open easily.

---

A faded tapestry hangs on a wooden frame on the western wall of this chamber. Faded and delicate, the tapestry depicts a middle-aged man, accompanied by a woman and two children, with a small estate in the background. To either side of the tapestry are two small pedestals, upon which sit two dead and preserved animals. Stone double doors exit the chamber to the north, south, and, of course, to the east.

Map will be updated this evening when I get home.
---

Linguistics DC 10:

You can discern several symbols and hieroglyphs that suggest that Akhentepi’s family befell some tragedy, possibly murder or sickness,
and he was left widowed.

Knowledge (Local) DC 15:

You can infer that the family is probably interred somewhere else and that this tomb was prepared much later, after Akhentepi’s continued
successful military career.

The animals on the pedestal are mummified cats, and probably Akhentepi’s former pets.

Knowledge (Religion or History) DC 10:

They were strangled and then mummified so they could accompany their owner to the Boneyard and his soul’s final destination.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Knowledge(Religion): 1d20 + 3 ⇒ (13) + 3 = 16.

Setesh nods knowledgeably when he sees the mummified cats.

"They were probably put down and then mummified so they could accompany their owner to the Boneyard, and his soul’s final destination."

He then conducts a careful search of the room...

Perception 'Take 20' = 30.

...if he finds nothing untoward, he then heads through the doors to the north.


Human* Slayer/Magus 3

After Setesh's explanation of the purpose for the cats' mummification, Micah adds "Must not have been able to afford a plane shift spell..."

While Setesh begins searching for traps and the like Micah looks behind the tapestries for any secrets they conceal, then checks how difficult the wooden frames would be to remove and asks Almathea if they'd be worth recovering...


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Knowledge (Local): 1d20 + 4 ⇒ (18) + 4 = 22
Knowledge (Religion): 1d20 + 8 ⇒ (13) + 8 = 21

Yeah, it also looks like the rest of the family is probably somewhere else. This looks like a newer construction...probably a bonus given as a celebration of Akhentepi’s military conquests.


The wooden frames are solid enough that when you move them carefully, they do not break. But you can tell that removing them from the tomb will be next to impossible without destroying them. The tapestries themselves are delicate and faded to the point that very little information remains. You're sure that someone would be interested in these, but they probably aren't worth much in gold.

---

It takes another half an hour to search this room. There are no traps or and nothing appears hidden. The doors to the north open easily. Beyond them is a set of stairs that descend to another set of doors. After methodically searching the stairs and the new doors, you again find no traps and the doors open easily.

Map is updated.
---

A brightly painted chariot sits in the center of this chamber. Beyond the chariot, a large canvas stretches between two stone columns. The skins of several animals—antelopes, great cats,and crocodiles—now faded and deteriorated with age, are tacked to this canvas. A wooden chest, lacquered white and trimmed with gold inlay, sits in the southeast corner. In each corner of the room a small stone shield is molded into the masonry at shoulder height. An open hallway leads to the east.

---

It takes a while to search this room, though nothing appears to be moving in the hallway or other room to interfere. After a thorough search you discover that the chest in the corner has a trap but there is nothing else...at least on this side of the short hallway.

---

Time has still taken a toll on the chariot, such that using it as a vehicle would be dubious at best (though a make whole spell would fully restore it). The animal skins have no real value as they've been ravaged by time. The shield devices in each of the corners are the same type of torch holders that you've seen throughout the tomb.

Appraise DC 20:
The chest is beautiful, and if undamaged, is worth 200 gp as an art piece. The chariot might also be worth something, though it would have to be disassembled and its reconstruction would be difficult. But if done, it might be worth 100-150gp.

---

There is a short hallway leading into the next room. The room itself appears to have several chests, some sort of diorama on a table, and weapons on a rack on the wall. Four funerary masks hang on one wall of the short hallway, staring down as if in judgment at anyone who would stand in the corridor. The first mask depicts Pharasma, a likeness that you've seen all over the city of Wati.

Knowledge (Religion) DC 10:
The second mask depicts Abadar.

Knowledge (Religion) DC 20:
The third and fourth mask depict Sekhmet and Osiris.

Perception: 1d20 + 10 ⇒ (10) + 10 = 20
An initial scan from the first room reveals no traps in the hallway or next room.


Human* Slayer/Magus 3

GM note:
I'm not a worshipper of Abadar in any significant capacity anymore (sorry, I haven't had a chance to edit my background)


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Appraise: 1d20 + 9 ⇒ (7) + 9 = 16
Knowledge (Religion): 1d20 + 8 ⇒ (9) + 8 = 17

Mask number two is Abadar. Don't know what the last two are, Erei says as he looks around, letting those more inclined do the searching.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Appraise, longshot: 1d20 ⇒ 15
Kn. Religion (max 10): 1d20 ⇒ 8

Yeah, that sounds about right. Someday I'll have (more diverse) skill points. Maybe...

"These items are interesting to be sure, and I may be able to help repair them tomorrow. Best not to touch too much now, since it looks so fragile."

Could mending fix the damaged items (obviously slower of course)?


Mending would fix any damages that you might do to them in moving them (short of them disintegrating), but these items are several millennia old. There's only so much that can be done to restore them. You believe the chariot could be made to work again with the Make Whole spell, though even in its current state it would be worth something to a collector. The issue is that you'll need to take it apart and put it back together again outside the tomb, which Mending and Make Whole don't do. That would require a Craft (Carpenter) or Profession (Driver) check.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Appraise: 1d20 + 3 ⇒ (20) + 3 = 23.

"That chest is beautiful, and if undamaged, I reckon that it would be worth 200 gp as an art piece. The chariot might also be worth something, though it would have to be disassembled and its reconstruction would be difficult. But if done, it might be worth 100-150gp."

Setesh then turns his attention to the trapped chest.

Disable Device: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29.

Assuming that works, he will then 'Take 20' to unlock it.

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