Shisumo's Untitled Campaign (Inactive)

Game Master Shisumo


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Q'urtaz barrels out of the passageway just instants before another hail of darts fills the hall. Another follows, then another, and another. Only after the trap has triggered ten times in total does the barrage finally cease.

And you now have 70 darts for your spoils. Also, overcoming (?) the trap earns each of you 150 XP.


Medusa pirate ♥️♥️♥️♥️☀️☀️

Well. Hardly a resounding success, but we are still alive, yes? Illuria slides gracefully forward to the end of the hallway, stopping short of the pressure plate.


Male Human Bard (Arcane Duelist) 2 [ HP 15/15 (0 NL) | AC 17 Tch 13 FF 14 | Fort +1 Ref +6 Will +2 | CMD 17 | Init +3 | Perc -1 | Effects: None]

Take a few minutes to bundle the darts and ready them at the entrance.

What? They are artifacts that have protected this vault well in the centuries since they were created. That is worthy of respect.


Bes looks up as the oread leaps into the chamber, then returns to studying the carvings on the while while the others gather darts.

"We are ready to proceed," Bes informs the group. "Slurk, it would please us if you checked the other door for additional deterrents."


Warpriest 1 [ HP 9/9 (0 NL) | AC 18 Tch 10 FF 18 | Fort +3* Ref +0* Will +5* | CMD 13 | Init +0 | Perc +8 | Effects: None]

When the boulder-that-is-a-man comes to a stop, he stands somewhat sheepishly and bows in Slurk's general direction. "It seemed prudent to move with haste. My apologies, small one."

He takes a moment to utter a quiet prayer to Anubis, hovering his hand over the puncture wounds in his 'skin'.

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6


Gunslinger 1 [ HP 5/12 (0 NL) , 2 Str dmg | AC 17 Tch 14 FF 14 | Fort +3 Ref +5 Will +2 | CMD 12 | Init +3 | Perc +8 | Effects: None]

"Erm, yes, yes, Slurk look for more traps. Maybe even turn them off this time." At last, Slurk reaches the door at the end of the hall and searches it for more traps.

Taking 20 on Perception nets me a 28, DM.


The door and hallway appear to be free of other surprises. The door is heavy enough that it does not open without effort, however.


Gunslinger 1 [ HP 5/12 (0 NL) , 2 Str dmg | AC 17 Tch 14 FF 14 | Fort +3 Ref +5 Will +2 | CMD 12 | Init +3 | Perc +8 | Effects: None]

"Safe," Slurk calls back to the group. "Heavy though. Rock man open?"


Medusa pirate ♥️♥️♥️♥️☀️☀️

Come, Q'urtaz of Stone. Let us apply the strength of flesh to this ancient rock.

Illuria again puts the powerful muscles of her tail to use to move the stone door.

Strength: 1d20 + 2 ⇒ (14) + 2 = 16


Male Human Bard (Arcane Duelist) 2 [ HP 15/15 (0 NL) | AC 17 Tch 13 FF 14 | Fort +1 Ref +6 Will +2 | CMD 17 | Init +3 | Perc -1 | Effects: None]

Ashar passes forward the crowbar and readies his scorpion whips, in case their is something unfriendly.


Warpriest 1 [ HP 9/9 (0 NL) | AC 18 Tch 10 FF 18 | Fort +3* Ref +0* Will +5* | CMD 13 | Init +0 | Perc +8 | Effects: None]

Q'urtaz tries to aid the medusa in moving the door.

Strength: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 including equipment bonus from crowbar


The door opens quite easily to Illuria and Q'urtaz's efforts.

The chamber beyond is a twenty-foot square. As the door opens, your eyes fall first on a faded tapestry hanging on a wooden frame on the western wall. 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 east, the latter being the doors you have just opened.


Male Human Bard (Arcane Duelist) 2 [ HP 15/15 (0 NL) | AC 17 Tch 13 FF 14 | Fort +1 Ref +6 Will +2 | CMD 17 | Init +3 | Perc -1 | Effects: None]

Grand! We are sure to learn more of the man to whom this tomb is devoted here.

Ashar cranes his head from behind the others to see all he can, but wisely steps aside so that other, more observant members can see.

perception: 1d20 - 1 ⇒ (14) - 1 = 13


Warpriest 1 [ HP 9/9 (0 NL) | AC 18 Tch 10 FF 18 | Fort +3* Ref +0* Will +5* | CMD 13 | Init +0 | Perc +8 | Effects: None]

Q'urtaz studies the room from his standpoint (using darkvision as necessary) before stepping aside for others to peer in.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


Medusa pirate ♥️♥️♥️♥️☀️☀️

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Illuria's hair casts about, studying the chamber as well.


Gunslinger 1 [ HP 5/12 (0 NL) , 2 Str dmg | AC 17 Tch 14 FF 14 | Fort +3 Ref +5 Will +2 | CMD 12 | Init +3 | Perc +8 | Effects: None]

Like the rest, Slurk peers into the room, and as he does, his tail droops. "No gems yet," he mutters dejectedly. "Probably just more deathtraps."

Perception: 1d20 + 8 ⇒ (9) + 8 = 17


The two animals in the corner are mummified cats. The tapestry appears a portrait of Akhentepi, his wife, and two children, depicted standing before their family home. Sharply stylized hieroglyphs line the edges of the image.

Linguistics, DC 10:
You discern several symbols and hieroglyphs that suggest that Akhentepi’s family befell some tragedy, possibly murder or sickness, and he was left widowed.

If someone makes the above roll and shares the info, Knowledge (local) DC 15:
It is likely that the family is interred somewhere else and that this tomb was prepared much later, after Akhentepi’s continued successful military career.


Medusa pirate ♥️♥️♥️♥️☀️☀️

Linguistics: 1d20 + 4 ⇒ (1) + 4 = 5

Umm, take 10?


Warpriest 1 [ HP 9/9 (0 NL) | AC 18 Tch 10 FF 18 | Fort +3* Ref +0* Will +5* | CMD 13 | Init +0 | Perc +8 | Effects: None]

Linguistics untrained?: 1d20 + 1 ⇒ (18) + 1 = 19

Not peaking until I know if it can be used untrained.


Nope.


Warpriest 1 [ HP 9/9 (0 NL) | AC 18 Tch 10 FF 18 | Fort +3* Ref +0* Will +5* | CMD 13 | Init +0 | Perc +8 | Effects: None]

Nice roll, wasted. Not peaking.


Medusa pirate ♥️♥️♥️♥️☀️☀️

Well, I'm sure those hieroglyphs aren't important anyway, since they're obviously not Ancient Osiriani. Let's explore this chamber. She moves in.


The north and south doors await your decision.


Medusa pirate ♥️♥️♥️♥️☀️☀️

I fancy the south doors, for no particular reason. Any signs of traps, little one? Illuria inquires, and studies the doors herself.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8


Gunslinger 1 [ HP 5/12 (0 NL) , 2 Str dmg | AC 17 Tch 14 FF 14 | Fort +3 Ref +5 Will +2 | CMD 12 | Init +3 | Perc +8 | Effects: None]

"Let Slurk check," the kobold says back, checking the door out for anything that might kill him.

Taking 20 again, DC 28.


Male Human Bard (Arcane Duelist) 2 [ HP 15/15 (0 NL) | AC 17 Tch 13 FF 14 | Fort +1 Ref +6 Will +2 | CMD 17 | Init +3 | Perc -1 | Effects: None]

While Slurk checks things out, Ashar beings sketching the room, especially the hieroglyphs.


To the best of Slurk's ability to tell, the only things nearby that might kill him are already in the room with him.


Gunslinger 1 [ HP 5/12 (0 NL) , 2 Str dmg | AC 17 Tch 14 FF 14 | Fort +3 Ref +5 Will +2 | CMD 12 | Init +3 | Perc +8 | Effects: None]

"Door is safe," Slurk replies, making room for the stone man to come forward.


Warpriest 1 [ HP 9/9 (0 NL) | AC 18 Tch 10 FF 18 | Fort +3* Ref +0* Will +5* | CMD 13 | Init +0 | Perc +8 | Effects: None]

The oread will move up to the door and see if he can identify the catch.

"You are sure? You said the last door was safe, too..."


The door is not locked and shifts easily when Q'urtaz tests it.


Warpriest 1 [ HP 9/9 (0 NL) | AC 18 Tch 10 FF 18 | Fort +3* Ref +0* Will +5* | CMD 13 | Init +0 | Perc +8 | Effects: None]

Exhaling a breath he didn't realize he was holding, the oread looks to assure himself the others, especially Bes, are ready and presses gently to open the door slightly. About an inch at first, then peek through and listen.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27


The door reveals a short set of stairs beyond, and another pair of doors at the bottom. The staircase is silent and unoccupied.


Warpriest 1 [ HP 9/9 (0 NL) | AC 18 Tch 10 FF 18 | Fort +3* Ref +0* Will +5* | CMD 13 | Init +0 | Perc +8 | Effects: None]

Pushing the door open the rest of the way, Q'urtaz makes a point of looking at the surface of the steps, expecting the dust to be undisturbed. He will be troubled if it is not...

Motioning to the little scout, Q'urtaz says, "It appears clear."

Does no one have ranks in Linguistics? Just checking before we leave the room.


The dust remains undisturbed.

Bes has the skill, but remains badly distracted by real life. Rolling: 1d20 + 7 ⇒ (14) + 7 = 21

"These heiroglyphs denote the tragedy of our host's family, which died before he did," Bes observes idly.


Warpriest 1 [ HP 9/9 (0 NL) | AC 18 Tch 10 FF 18 | Fort +3* Ref +0* Will +5* | CMD 13 | Init +0 | Perc +8 | Effects: None]

Thanks - I hope things are going OK for Bes' handler.

Q'urtaz waits for Slurk to investigate the path ahead.


Once Bes shares the Linguistics info, the Knowledge (local) roll becomes available, if anyone has that...


Male Human Bard (Arcane Duelist) 2 [ HP 15/15 (0 NL) | AC 17 Tch 13 FF 14 | Fort +1 Ref +6 Will +2 | CMD 17 | Init +3 | Perc -1 | Effects: None]

KO Local: 1d20 + 4 ⇒ (15) + 4 = 19


Copying from above: It is likely that the family is interred somewhere else and that this tomb was prepared much later, after Akhentepi’s continued successful military career.

Slurk takes a couple long minutes to look over the stairs and next set of doors and concludes that they are safe as well.


Gunslinger 1 [ HP 5/12 (0 NL) , 2 Str dmg | AC 17 Tch 14 FF 14 | Fort +3 Ref +5 Will +2 | CMD 12 | Init +3 | Perc +8 | Effects: None]

"Door was safe, rock man," Slurk replies. "Corridor was trapped. Rest of this is safe too."


Warpriest 1 [ HP 9/9 (0 NL) | AC 18 Tch 10 FF 18 | Fort +3* Ref +0* Will +5* | CMD 13 | Init +0 | Perc +8 | Effects: None]

Chuckling, Q'urtaz apologizes, "Too true. Let us see what lies ahead."

He moves up to the door and listens before trying this one, too.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


Male Human Bard (Arcane Duelist) 2 [ HP 15/15 (0 NL) | AC 17 Tch 13 FF 14 | Fort +1 Ref +6 Will +2 | CMD 17 | Init +3 | Perc -1 | Effects: None]

Ashar prepares his scorpion whips and moves in behind Q'urtaz.


Medusa pirate ♥️♥️♥️♥️☀️☀️

Illuria remains a silent figure in the back, swaying slightly as she stays alert for danger.


Q'urtaz hears nothing beyond the door.


"Well?" Bes intones, unaware of the several levels of irony to her impatience.


Just assuming Q'urtaz will go ahead and push this door open too.

The room at the bottom of these stairs is very similar to the previous in both size and shape. A massive mirror stretches across the southern wall of the chamber, flanked by two statues. The statue to the east depicts a tall, gaunt woman in a flowing, hooded gown, holding an hourglass. The figure to the west is that of a jackal-headed man carrying a scepter or staff in his hand. Stone double doors, standing slightly ajar, lead to the east and west. A third set of double doors exits the room to the north, where Q'urtaz even now stands. Torch holders sculpted in the shape of bird skulls are built in each corner, and a thin layer of dust covers every surface.

The statue of the woman is Pharasma, the jackal-headed man of course is Anubis.


Warpriest 1 [ HP 9/9 (0 NL) | AC 18 Tch 10 FF 18 | Fort +3* Ref +0* Will +5* | CMD 13 | Init +0 | Perc +8 | Effects: None]

Q'urtaz steps carefully into the room and immediately to the side, looking around.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22


Medusa pirate ♥️♥️♥️♥️☀️☀️

Illuria checks her appearance in the mirror, and straightens her veil. Then she moves to appraise the statues. She eyes them with a critical look, of one who is an expert in the field. To make such statues and then to bury them with the dead. It seems... wasteful.

After shaking her head to clear it of such thoughts, she goes back to studying the mirror, and more importantly, if by looking at the room in the mirror yields any clues.

Perception, if necessary: 1d20 + 6 ⇒ (7) + 6 = 13 +1 to spot hidden traps or creatures in the area.


Gunslinger 1 [ HP 5/12 (0 NL) , 2 Str dmg | AC 17 Tch 14 FF 14 | Fort +3 Ref +5 Will +2 | CMD 12 | Init +3 | Perc +8 | Effects: None]

Slurk creeps into the room behind the snake lady and the rock man, minding his step as he enters the room. Slurk gives the statues a once over, both for traps and for anything valuable to steal. Once he's finished, he heads towards the eastern doors and peeks down the hallway.

Since we're not pressed for time, Perception 28 on the room.


Male Human Bard (Arcane Duelist) 2 [ HP 15/15 (0 NL) | AC 17 Tch 13 FF 14 | Fort +1 Ref +6 Will +2 | CMD 17 | Init +3 | Perc -1 | Effects: None]

Ashar steps in quietly keeping his whips ready, about 10 feet back from Slurk at any given time. Ready to leap to his rescue, just like in the stories.


Illuria:
As you look into the mirror, you see yourself, along with the other members of your party, reflected back — along with a human man with bronzed skin in his forties, wearing white ceremonial robes and a headdress. The man looks to be standing right behind you, face stern and disapproving. In fact, all of the other members of your group appear to be looking at you with similar expressions.

Q'urtaz's and Slurk's examinations of the room both produce one noteworthy fact: the presence of tracks in the dust that covers the floor. Additional information requires use of the Survival skill. Nothing else seems to stand out beyond the obvious, however.

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