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


401 to 450 of 3,304 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Human* Slayer/Magus 3

for whatever it's worth... You can't actually game the system by previewing rolls in one post and then trying again in a second post- once a roll is generated (even in preview mode) it stays your next roll of that die until you use it (even if that's 20 posts later)


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)

@Game Master Listener: Fair enough. In the spirit of fairness, here is the roll, but I am going to assume we wait for people to identify stuff/reposition before I actually do it.

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


As noted, it's perfectly fine if back-and-forth conversations hold off rolls, or if someone misses a call for a roll, or if there ends up being some other reason why a roll gets delayed a few posts. It'll happen and I'm not worried about it too much (and am, in fact, happy to encourage witty banter and other conversation!) I just wanted it out there that there shouldn't be a bunch of extra unnecessary splits of posts before a roll. (If that makes sense.) Thanks!

I'll hold off giving the results of the disarm attempt till everyone is done, just let me know whenever you actually want to do it.


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

"Based on how well the last room went for us, I'm going to just go ahead and stand back... here by the door. And perhaps forcibly hold this door open this time. I never thought I'd be unhappy to see water..."


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 grimaces.

"Well, at least this time we know that there is a trap, and can plan accordingly..."


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

Throwing in an untrained appraise: 1d20 + 4 ⇒ (14) + 4 = 18

And can I take 10 on spellcraft to determine it's worth in place of an appraise?

"It wouldn't hurt to assume that each room will have at least one trap in it. So far it doesn't look as if anything has been removed from the tomb, so it must have a fair amount of effective and fatal traps."


You're welcome to take 10 on the spellcraft check for the Silversheen. Anyone else can make an appraise check if they'd like.


Human* Slayer/Magus 3

appraise: 1d20 + 0 ⇒ (14) + 0 = 14


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Leto is indeed at 1hp.

I´m afraid i have to ask for someone looking at my arm before we proceed. That sarcophagus hit me rather badly there.


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

Almathea looks over to Setesh. "I suppose we are ready for you to disable the trap and open the door. I must say that I am rather eager to find the real tomb and hope this door leads us there.. I have never seen one undisturbed before and I have my hopes up for this one."


Setesh's attempt to disarm the magical trap fails, but he does manage to not set it off.


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)

"Hmmm... It would appear that this is a difficult trap, but it is not outside the realms of possibility that I could disarm it... Shall we rest here for the night, or would the Consortium like me to try again?"


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

"I think that we should rest here for the night. A good night's rest might help you to successfully try again and give us the resources to deal with whatever happens if you aren't."


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

"Did we find any way out of here? I'd prefer not to sleep in a tomb until I intend to stay in one permanently, and I'd like to check on Skyblazer if possible. If not, I'm sure he'll manage on his own, and we could definitely use the rest. Are we sure it's safe here now?"


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 shrugs.

"Relatively safe. The trap is on the door, not the room - unless one of us sleepwalks and tries to open it, we should not be in danger from it. We have also cleared-out all of the tomb up to this point; we have left no guardians behind us, so we should not be concerned about something stumbling upon us."


Human* Slayer/Magus 3

"I could definitely use a good night sleep, and unless we go all the way back to the inns it might actually be safer to sleep down here than outside up there..."


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 nods.

"Agreed. We're basically in a fortress here."


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

"We can still choose to take turns keeping watch throughout the night if people are worried about anything sneaking up on us down here. It really is no more dangerous that going all the way back out and sleeping out in the open near the tomb and there is no way I'm wasting the time to go all the way back to an inn."


With whatever watches you put together the "night" passes uneventfully. The day of searching the tomb was long and tiring. Even with the creepy surroundings, and the distant sounds of dripping water, it's easy to find sleep.

There are some scratching sounds and shuffling of loose stones echoing from the secret passageway. With some investigation it seems that several beetles are still in the walls, but none venture forth into the passageway itself and after a short time they seem to have all retreated further into the small tunnels and the sounds cease.


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)

Alright, so we all regain 1hp overnight.

In the morning, Setesh is feeling a bit stiff, but at least he slept deeply, and well - he had been surrounded by the silence of the tomb, after all.

"Nevai, before we get started, may I once again have the Guidance of Horus?"

Once everyone has adopted their preferred position in the room, Setesh once again tries to disable the trap, his heart in his mouth as he does so...

I hope this works...

Disable Device: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25.


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

"With the night's rest I can tend your wounds once more. Please gather around."

Channel Energy x2: 2d6 ⇒ (3, 2) = 5

And once more for good measure...
Channel Energy: 1d6 ⇒ 2

"How does everyone feel now?"

Cast guidance on Setesh again before he tries the trap.

Status:
AC 17, T 10, FF 17, CMD 13
HP: 10/10
Channel Energy: 4/7
Scarab Shield (save bonus): 1/1
Scarab Shield (swarm protection): 1/1
Spells (1st): remove fear, remove sickness, calm animals(D)
Active effects: Flagbearer


Human* Slayer/Magus 3

"Much better," Micah answers as he finishes knocking the morning dust from his clothes, "Thank you."


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 nods his thanks.

"I am fully healed; thank-you!"


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

Almathea moves to the back of the room, opposite the door as Setesh prepares to open up the door. Just in case...


Setesh manages to disarm the trap and the stone wall slides open. A long corridor lies ahead with a single unlocked door at the end. After a thorough search you find nothing in the hall and no traps on the door. It opens easily.

---
A sarcophagus covered in gold leaf rests on a raised stone platform in the center of this chamber. The casket’s cover is carved the likeness of an adult man with his arms crossed over his chest, and covered in thick coat of dust. Two ornate chests sit beyond the dais in the northeast and southeast corners, and between them stand two large funerary urns. The sole exit is the door you entered through.

Map is updated.
---

You all hear what sounds like metal sliding along stone as not one, not two...but three metal snakes slide around the dias in response to the door opening.

Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Knowledge (arcana) would be appropriate.


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

know arcane: 1d20 + 10 ⇒ (16) + 10 = 26

init: 1d20 + 6 ⇒ (16) + 6 = 22


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 ⇒ (12) + 3 = 15.


These creatures resembles small, metallic cobras. Their bodies are made of overlapping iron plates, and their eyes are pinpoints of red light.

Almathea:
The snakes are iron cobras. They have a poison that is administered through their bite. They are difficult to damage with normal weapons (DR 5/-) (though elemental attacks work perfectly well.) And they are also slightly resistant to some spells (SR 13).


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

Initiative: 1d20 ⇒ 15

Round 1

"Metal snakes... delightful. Any chance that this metal variety is less poisonous than their fleshy cousins out in the desert?" Nevai asked as he advanced on the closest snake, khopesh at the ready.

Mwk Khopesh: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12, Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Status:
AC 17, T 10, FF 17, CMD 13
HP: 10/10
Channel Energy: 4/7
Scarab Shield (save bonus): 1/1
Scarab Shield (swarm protection): 1/1
Spells (1st): remove fear, remove sickness, calm animals(D)
Active effects: Flagbearer


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 grimaces.

"In this place? I highly doubt it."

He then dances around to a flanking position, and takes a swing at one of the cobras.

Mace: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26, for 1d8 + 6 + 1d6 ⇒ (1) + 6 + (4) = 11 damage.

Crit Confirmation: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21, for 1d8 + 6 ⇒ (3) + 6 = 9 *ADDITIONAL* damage.


Human* Slayer/Magus 3

initiative: 1d20 + 4 ⇒ (19) + 4 = 23

Micha moves forward with Nevai, drawing his cutlass as he goes. When they enter the fray he steps to one side of his old friend to get a clear swing...

cutlass: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10, for: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10


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

Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Knowledge (Arcana): 1d20 + 4 ⇒ (4) + 4 = 8

Erei will take a shot from his crossbow at the most injured one, then pick his flag back up.

Crossbow: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
Damage: 1d8 ⇒ 7

Active Effects: Flagbearer (+1 morale to attack/damage)


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

"Those are Iron Cobras and they are indeed poisonous. Try your best not get bitten by them. Their tough iron scales also makes them a bit tough to damage."

round 1
init 22

ranged touch attack: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
damage: 1d3 + 1 ⇒ (3) + 1 = 4

Thea attempts to fling a small blob of acid at the snake closest to her.


Initiative (Leto): 1d20 + 8 ⇒ (5) + 8 = 13

Leto lets fly with two arrows into one of the snakes. One finds it's mark.

Attack: 1d20 + 4 + 1 - 2 ⇒ (19) + 4 + 1 - 2 = 22 Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
1d20 + 4 + 1 - 2 ⇒ (16) + 4 + 1 - 2 = 19

Micah, Erei and Nevai all fail to hit the lithe snakes, but Setesh dances into the room and smashes one, sending bits of metal flying. The metal snake lies unmoving. Almathea's acid splashes against one of the snakes and eats away at its metal skin.

---

Round 1: Initiative 5

The two remaining snakes slide forward and bite. One tries to strike Setesh and the other attacks Micah.

Bite: 1d20 + 3 ⇒ (18) + 3 = 21
Damage (Setesh): 1d6 + 1 ⇒ (1) + 1 = 2 Fort DC 11, otherwise: 1d2 ⇒ 1 Con damage

Bite: 1d20 + 3 ⇒ (20) + 3 = 23
Damage (Micah): 1d6 + 1 ⇒ (1) + 1 = 2 Fort DC 11, otherwise: 1d2 ⇒ 2 Con damage


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 2: Initiative 15

"Nice work," grunted Nevai as he stepped into a flank with Setesh.

Mwk Khopesh: 1d20 + 4 + 1 + 2 ⇒ (3) + 4 + 1 + 2 = 10, Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

"I uh... set it up for you," Nevai coughed.

Status:
AC 17, T 10, FF 17, CMD 13
HP: 10/10
Channel Energy: 4/7
Scarab Shield (save bonus): 1/1
Scarab Shield (swarm protection): 1/1
Spells (1st): remove fear, remove sickness, calm animals(D)
Active effects: Flagbearer


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

Round 2 - Initiative 17

Erei will reload his crossbow and pick his flag up.

Active Effects: Flagbearer (+1 morale to attack/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 22

Almathea throws yet another glob of acid at the same snake.

ranged touch attack: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
damage: 1d3 + 1 ⇒ (1) + 1 = 2


Nevai's attack misses the small snake as it slides by and Almathea's acid sears even more metal from the injured snake.

Round 2: Micah, Initiative 23
Fortitude save, DC 11: 1d20 + 4 ⇒ (8) + 4 = 12

Shaking off the poison, Micah slashes away at the snake that tried to bite him. His attack seems to do at least some damage.
Attack: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Round 2: Setesh, Initiative 15
Fortitude save, DC 11: 1d20 + 4 ⇒ (12) + 4 = 16

Setesh tries to take advantage of Nevai drawing the attention of the snake and strikes down again, but misses the swiftly moving metal construct.

Attack: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Round 2: Leto, Initiative 13
Leto lets fly with two more arrows at the injured snake, neither of which find their mark.

Attack: 1d20 + 4 + 1 - 2 ⇒ (11) + 4 + 1 - 2 = 14
Attack: 1d20 + 4 + 1 - 2 ⇒ (9) + 4 + 1 - 2 = 12

---

The snake attacking Micah looks badly burned and nicked, but continues to fight, snapping at his ankle and biting down hard.

Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (2) + 1 = 3 Fort DC 11, otherwise: 1d2 ⇒ 1 Con damage

The second snake snapes at Setesh's knee again, coming away with blood.

Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 ⇒ (5) + 1 = 6 Fort DC 11, otherwise: 1d2 ⇒ 2 Con damage


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)

Round 3:

Setesh, feeling quite woozy, nevertheless struggles to take a swing at one of the remaining snakes.

Fort: 1d20 + 4 ⇒ (10) + 4 = 14.

Mace: 1d20 + 4 + 2 + 1 ⇒ (12) + 4 + 2 + 1 = 19, for 1d8 + 6 + 1 + 1d6 ⇒ (4) + 6 + 1 + (6) = 17 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 3
init 22

Almathea throws another glob of acid while hoping that her group can take out the snakes before they poison everyone.

ranged touch attack: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
damage: 1d3 + 1 ⇒ (1) + 1 = 2


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

Round 3 - Initiative 17

Seeing that the snakes are apparently causing an issue, Erei starts to sing.

Active Effects: Flagbearer (+1 morale to attack/damage), Inspire Courage (+1)


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)

So, add +1 to Setesh's hit and damage ;-)


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 3: Initiative 15

"Don't let a little snake bite do you in now," Nevai said as he released a wave of healing energy.

Channel Energy: 1d6 ⇒ 5

5 ft. step to provide the flank for Setesh if necessary.

Status:
AC 17, T 10, FF 17, CMD 13
HP: 10/10
Channel Energy: 3/7
Scarab Shield (save bonus): 1/1
Scarab Shield (swarm protection): 1/1
Spells (1st): remove fear, remove sickness, calm animals(D)
Active effects: Flagbearer


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Round 3: Leto, Initiative 13

Leto fires at the injured snake again, obviously disgruntled about missing so often.

FoA: 1d20 + 4 + 1 + 1 - 2 ⇒ (17) + 4 + 1 + 1 - 2 = 211d6 + 3 ⇒ (5) + 3 = 8
FoA: 1d20 + 4 + 1 + 1 - 2 ⇒ (10) + 4 + 1 + 1 - 2 = 141d6 + 3 ⇒ (5) + 3 = 8


Round 3: Micah, Initiative 23

Fortitude save, DC 11: 1d20 + 4 ⇒ (20) + 4 = 24

The poison doesn't seem to slow Micah at all as he swings away at the snake. While his attack seems to do far less damage that would be indicated by the grace of the attack, it still manages to disable the construct.
Attack: 1d20 + 6 + 1 + 1 ⇒ (14) + 6 + 1 + 1 = 22 Damage: 1d6 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12

Micah smashes down on the remaining metal snake breaking open its armor. Leto's arrow finds the opening and the snake lies still.

Nothing else seems to be moving in the room.
---
After a methodical search you find no other traps in the room and nothing is locked.

Appraise DC 20:
The gold leaf on the sarcophagus is worth 100gp if carefully removed, but it will take almost two hours to do so.

A sarcophagus covered in gold leaf rests on a raised stone platform in the center of this chamber. The casket’s cover is carved the likeness of an adult man with his arms crossed over his chest, and covered in thick coat of dust. Two ornate chests sit beyond the dais in the northeast and southeast corners, and between them stand two large funerary urns.


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 sighs in relief when both constructs finally stop moving.

"Well done, everyone!"

He then begins to carefully search the room.

Perception 'Take 20' = 30.

Appraise: 1d20 + 3 ⇒ (14) + 3 = 17.


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

Almathea looks over everything in the room, but does not touch or open anything until Setesh has looked it over first.

"I wonder if this is the true burial chamber this time."


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 ⇒ (12) + 9 = 21

Erei points to the leaf that covers the sarcophagus, not actually touching the thing. This looks like it would be worth about a hundred gold if we were to pull it off, but I think it might take two to three hours to take off. Still, unless we are in a rush, this leaf isn't doing anyone any good sitting here.


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

Make sure you track the +5 healing from my channel in round 3.

"I agree Almathea. Traveling the sands did not prepare me for such traps and misdirections."


One of the chests contains Akhentepi’s armor, a well-crafted suit of padded armor that he obviously wore in life.

Detect Magic (Spellcraft DC 22):

Akhentepi’s Armor: This suit of +1 stanching padded armor is of traditional Osirian design, consisting of a quilted cuirass of lightweight, breathable linen; a linen kilt; and a teardrop-shaped groin guard of stiffened linen. Besides its anti-bleeding properties, Akhentepi’s armor grants its wearer a sense of impending danger. Once per day as a free action when the wearer attempts an initiative check, the wearer can add a +3 insight bonus on that initiative check.

The other chest holds a disintegrating cloth sack filled with 500 gp, as well as a small, well-preserved darkwood coffer. Inside the coffer are two potions, an ornate lapis and carnelian pendant, and an assortment of carnelian, lapis lazuli, and turquoise semiprecious stones.

Appraise DC 20:

The darkwood coffer is worth 50gp.
The ornate lapis and carnelian pendant worth 70 gp
The assortment of carnelian, lapis lazuli, and turquoise semiprecious stones worth a total of 55 gp.

Perception DC 17, Spellcraft DC 18, Craft (Alchemy) DC 18:
The first vial is a potion of darkvision.

Perception DC 16, Spellcraft DC 16, Craft (Alchemy) DC 16:
The second vial is a potion of lesser restoration.

1 to 50 of 3,304 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Half-Dead City and other Twisted Tales All Messageboards

Want to post a reply? Sign in.