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?

Loot list


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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.

As Surubi crosses the hallway 'he' doesn't notice anything dangerous, and nothing really unnerving beyond the way the eyes feel like they follow 'him' as he moves. Then again, maybe it's just due to 'his' own paranoia about being seen and recognized by the people from 'his' past.


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

"I know that gnomes are rather courageous beings, but I have to admit that I'm a little spooked right now. To be sure, let me see if there are any magicks .."

And the gnomes wiggles his fingers and ends the motion with a deep sigh. Apparently this lets him see active magics.

60ft range, should cover the hallway. If there's anything, he'll try to study it. If not, he'll assist the others in finding traps or other deadly contraptions.
Knowledge Arcana if applicable: 1d20 + 5 ⇒ (11) + 5 = 16
Perception: 1d20 + 5 ⇒ (4) + 5 = 9


Morana just beams, her body rotating as they walk so that she can see as many of the creepy eyes as she can. "Fascinating!" she says.


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 mentally catalogs the murals and scenes of battle. you never knew when you might find a historian to sell such information to. He did not let himself get distracted though, and scanned both floors and walls as he walked, trying to spot any indications of a trap.

perc: 1d20 + 6 ⇒ (19) + 6 = 25


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 well-trained eye easily spots a pressure plate at the end of the hall filling the space in front of the opposite doors. The feeling of the watching eyes comes from the fact that the eyes are actually small tubes loaded with darts, that would fill the chamber if anyone were to step on the plate.


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

"If only we had a bag of rocks and a gnomish push-o-pole .. !"


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

If Brennan just tells people to back up, Surubi will comply. If Brennan tells the party that there's a trap, Surubi will do the following:
"Mister Gigglephizz, please go with Lady Morana back to the room behind us; maybe see if the dead person's sachel has anything that withstood the test of time inside. I will work with Mister Darkblade to remove the danger." Surubi opens the pouch at 'his' waist and removes a small leather roll. Unrolling it reveals a varied set of thin metal wires and tools. "This one is ready to proceed."


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

Knowing that there are times where you must listen, Gustar moves back into the other room and seeks shelter around the corner. He silently mouths a prayer to Brigh, hoping that science and skill will be on their side.


Indeed. Sorry I haven't been around much for substantive gameplay posts. I'm definitely following along, I'm just about 5% lost on visualizing where we are, 50% without anything to contribute with my abilities, and 45% busy with real-life and prioritizing my other games.


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

"Hanging out in this hall while we try and disable this trap would be a bad idea. If I screw this up, you might not want to find out the painful way." Brennan lay down on the floor before the pressure plate, and pulled out his tools.

Probably should have gotten a new set before we came down here. These have more than a little wear on them.

He set to work on the plate, but knew he was in trouble when one of his rakers snapped and his hand hit the plate a little too forcefully.

disable: 1d20 + 8 ⇒ (1) + 8 = 9 And here come the ones


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

"I may be able to assist. I've worked with some traps." Surubi says lying down next to Brennan. 'He' lays out the leather roll of tools and begins to select a few of them to work with.

'He' is so startled when Brennan's arm slaps down hard on 'his' hand over the pressure plate that 'he' barely deflects the blow away from springing the trap. "Uh, Mr. Darkblade, this one understands words better than blows. Last time I was about to open the door without letting you look; but what was so wrong this time that you risked triggering the trap to stop me?"

Not getting much of a coherent reply, Surubi continues working on the trap.

Disable Device: 1d20 + 8 ⇒ (16) + 8 = 24


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.

Aid another house rules for the save. I wasn't sure how I was going to adjudicate since Suru said he was going to assist Brennan. Then I remembered that when aiding, the base is who got highest. So luckily Brenann's 1 was to assist, therefore not setting it off.

Brennan sets about working on undoing the mechanisms that will trigger a hail of darts, with Suru nearby to assist. Lucky for him that the local was there, since he slipped up really badly, an amateur move. If it weren't for Suru's limb unintentionally intercepting his misplaced hand, he surely would have pushed down enough to trigger the whole thing. In the end, Suru had already applied appropriate pressure to lock the plate in place, and sufficiently turned it into nothing more than a large uneven tile.


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 grimaced at his slipup, but at least Surubi wasn't incompetent. "Thanks for that, shades. Blasted tools should have been replaced before we came. What a rookie move!"


Morana calls over to the pair of trapsmiths as they work and she hears a couple of soft clicks. "Everything alright over there? Are you done disarming the traps that defend this sacred burial site?"


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

"Tell ya what, sister. Why don't you and that fancy armor of your walk over here and test it out?"


Male Gnome Sorcerer(EE)-1 | HP:7 AC:13 - T:13 - FF:11 | Fort:+1,Ref:+2,Will:+2, +4 vs illusions,Fear,Despair | Perc:+3, lowlight | init:+2 | CMB:-1 CMD:11

Oh, Mr. Brennan, I don't think that would be a good idea at all. Ms. Morana might get hurt. I would definitely advise against anyone purposely triggering the trap, no matter what kind of armor they wear. There could be a pot of acid that drops from the ceiling. I don't think Ms. Morana's armor would protect her from that... do you? There's no telling what fiendish desserts were left by the craftsmen who built the these tombs.


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

Not having much to offer towards the current situation, Andrei leans against the doorway and watches the trapsmiths at work.


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

"Friendly banter aside, you should really check out the doors while you're at it! Diabolical minds designed this tomb so we best be prepared!"


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

"You are correct, Mister Gigglephizz, care is warranted; though protecting the peace of the dead from grave-robbers is hardly diabolical..." Surubi examines the door, taking care to avoid putting 'his' head in front of the eyes on the image of Akhentepi.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10

'He' looks over the door, rubbing 'his' still red and puffy eyes from time to time. "It appears safe, now that the pressure plate is fixed in place; still, Mister Darkblade, you are far better at noticing things than this one--perhaps you should take a look as well."


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

"Sure, throw me a sop after that debacle with the pressure plate. Shades, I'm gonna start thinking you're sweet on me."

Brennan looked the door over with a careful eye, taking his time about it.

perception: 1d20 + 6 ⇒ (7) + 6 = 13


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

A sharp intake of breath and a quick blush follows Brennan's comment, then a scowl and Surubi turns back to the door. 'He' waits for Brennan to finish looking it over, then opens it.
Assuming it's not locked and there is some obvious method for opening it.


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.

The door opens to a square room, twenty feet to a side. There are a set of stone double doors exiting the chamber to the north and south. 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.

A map to come later


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

"Spooky! These animals have been watching over the tomb of their master for Pharasma knows how long. Should we implement a security protocol? First, try to detect any magicks and poisons, then use more mundane means to detect traps and only then barge in?" Not one to waste time, the gnome then wiggles his fingers and tries to discern if there is any magick hanging or lingering in the room.

Knowledge Arcana if applicable to study the magicks.: 1d20 + 5 ⇒ (15) + 5 = 20

What animals are they and just how big are they? *laughs*


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 is not able to find any magic auras within the room itself, but with a brief focus on the animals, can fairly easily determine that they were likely once cats.


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

In real world egypt, cats had religious significance, perhaps they do here?

Knowledge:Religion: 1d20 + 7 ⇒ (3) + 7 = 10


Walking into the new room, Morana just frowns. "Seems we've invaded the crypt of small-town-nice dad, who just wanted his cats to keep him company." She walks into the room, her magically booted feet clomping on the floor. "I wonder if they were alive when they were mummified..."

You know what would be super cool? Finding something other than an empty room! Although maybe that's the point of this adventure. We waltz into an empty crypt and come back out demanding a refund.


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

"Err... Lady Morana..." Surubi starts to say as Morana walks into the room, then stops and instead looks in earnest around the room for any traps.
Perception: 1d20 + 5 ⇒ (19) + 5 = 24

If no traps are noticed:
After looking around a bit, Surubi joins Morana in the room to get a closer look at the tapestry, the doors, and especially the cats.

Knowledge Religion ONLY to see if the cats are undead: 1d20 + 2 ⇒ (10) + 2 = 12
Perception: cats: 1d20 + 5 ⇒ (13) + 5 = 18
Perception: north door: 1d20 + 5 ⇒ (16) + 5 = 21
Perception: south door: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: tapestry: 1d20 + 5 ⇒ (13) + 5 = 18

If no traps detected around the tapestry:
Knowing that tapestries are often used to conceal secret doors, Surubi looks behind this one.
Perception: behind tapestry: 1d20 + 5 ⇒ (16) + 5 = 21

After looking behind the tapestry Surubi joins Morana in approaching the cats to look at them.

"Of a very well-to-do small-town-nice dad who was once a mighty warrior and commander..." muses Surubi. At Morana's last words, 'he' shoots her a horrified glance and stammers, "No, no, it is not possible to mummify living beings!"


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

The gnome adds his perceptive gaze to Surubi's effort, helping the man with his search for any and all traps.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13 > +2 for Suribi = 26 perception.

And as they do so, he can't help but notice the darned mummified cats. Who would do such a thing? Creepy! Spooky! Silly! Get an artist to make a painting, a statue or anything that does not involve the preservation of a dead body!

Knowledge Religion to see if there's anything undeadish about the cats: 1d20 + 9 ⇒ (5) + 9 = 14


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 glances at Morana as the woman bustled into the room, but didn't say anything. If she was out to get herself killed, that was her problem. Still...

perception: 1d20 + 6 ⇒ (11) + 6 = 17

I swear Surubi, I might as well rolled up a fighter.


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.

Most of the fears and concern can be allayed once everyone that examines the mummified pets realizes that there is no threat there.

The tapestry itself is a portrait of Akhentepi, his wife, and two children, depicted standing before their family home. Those who have paid particular attention to the tapestry can discern several symbols
and hieroglyphs.

Linguistics DC 10:
The glyphs suggest that Akhentepi’s family befell some tragedy, possibly murder or sickness, and he was left widowed.

If you got the Linguistics check...

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.

Much to the dismay of those looking for something out of the excursion beyond a history lesson about one of the city's former generals, this room has nothing more to offer. There are no signs of traps, treasure, or threats needing to be vanquished, nor can anything of the sort be heard through the doors to whatever lies beyond.

For future refernece, if you are rolling a knowledge untrained (I don't think it happened here, but just in case), could you note that with the roll so I know to apply the cap of 10? As I understand, only Gustar can roll them untrained higher than 10.


Knowledge (local): 1d20 + 6 ⇒ (5) + 6 = 11

Not even having enough learning to garner the history lesson that this room offers, Morana frowns. "How much of this place do you think is left? Surely there's...something."

Frustration reigns in her head. She had been told that adventuring was the height of adventuring. Is this all that was supposed to happen? Was this...normal? This experience was so...hollow.


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 ignored the tapestry, after a certain cynical appraisal, and moved to the northern door. He inspected it carefully, then moved to the southern door to do the same.

N perception: 1d20 + 6 ⇒ (1) + 6 = 7

S perception: 1d20 + 6 ⇒ (20) + 6 = 26

0_o really?!? Apparently I think the northern door is a wall and I can see straight through the southern one as if it were glass.


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

Well, to be fair, you've percepted WAY better than I have up until that 1 on the disarm roll. =p
"Mummified pet guardians are normal for tombs like this. This one has seen such things before."

Linguistics: 1d20 + 1 ⇒ (8) + 1 = 9 +1 for knowing Ancient Osiriani? =p Kidding of course.

"Take a look at these hieroglyphs in the tapestry, Mister Gigglephizz and Mister Breccia - do you recognize them at all?" Surubi points out the symbols 'he' noticed.
that's pure rp, since neither of you has linguistics - but you did bill yourselves as knowledgeable about ossirian history, art, etc.

Having gleaned nothing from the tapestry, Surubi asks "Which door should be opened first?" 'He' walks over to the northern door.

Move to B3


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

"Ah, yes. Yes yes yes. I see.." the gnome mutters as he talks to no one in particular. Perhaps it is a voice in his head he's talking with. "Apparently Akhentepi's family were the victims of murder or sickness. Perhaps both. We have been told that a great plague ravaged this part of Osirion. Many theories I have, few things I can prove. What I am sure of, however, is that his family is buried here, but most likely only after Akhentepi had a succesful career. It seems common enough, to have your bones lifted out of your grave and put in a nicer one. Not that you'd care by then, but still, a nice enough gesture."

Linguistics: 1d20 + 3 ⇒ (12) + 3 = 15
Knowledge History: 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.

Gustar, Linguistics is a trained only skill. Unlike Knowledges, where you can cap at DC 10 untrained, or in your case no cap from the Feat you took.

Even with Brennan's examination of both doors, nothing much can be discerned. In fact he gets the feeling that the northern is false for how little sound can be heard beyond. The southern one at least offers that slightest of hollowness beyond.


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

nothing on my knowledge check?

Andrei notices Morana's frustration and smiles gently. "I council patience, good woman. I trust that all will be revealed in time."

To Gustar's soliloquy, Andrei opines "There is a finality in death for the body, but the spirit moves onward. Those who have unfinished business upon this world at times rest not easy and become tainted. While such gestures may seem odd to the living, a such a nod to the departed may be repaid tenfold in peace."


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

"Lady Morana, there could easily be more something than we can handle behind any of these doors! The fewer traps and monsters spoil our enjoyment of art and history here, the better!" Visibly less frazzled now (by Morana's walking into an unchecked room, and by the idea of live mummification), Surubi realizes 'he' needs to stop preaching and diffuse Morana's frustration somehow. As Brennan, done looking over the northern door, walks over to look at the southern one, Surubi puts her hand on the handle of the northern door, glances over at Morana to get her attention, sings out "Ta-da!" as operatically as 'he' can, which is not very, and opens the door.

perform-comedy: 1d20 ⇒ 6


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

Ah, ok. I somehow thought it was like knowledge skills: anyone can attempt DC10s or lower!


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.

Sorry Andrei, and I even meant to address it.

Andrei considers the implications of cats in a tomb, but it's not related to any of the common deities he is familiar with. It could be an Osirian thing, they had a whole cabal of different deities they followed.

As Suru opens the door, with much less of a positive response than 'he' had hoped, he looks in to see why. The only thing there is a ten foot square hallway, dominated by a set of stairs leading down to another pair of stone double doors.


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

With a sigh, Surubi shrugs off the off-key anticlimactic incident, and looks into the hallway and down the stairs, as far as Gustar's magical light allows.

That is, if Gustar's light is still on or freshly renewed - otherwise, we can only see what Brennan is shining his bullseye lantern at, which is currently the other door.

Perception into new space, mostly for traps: 1d20 + 5 ⇒ (20) + 5 = 25 Woo! +10 more for the 20 makes 35!

"Mister Darkblade, could you look into this hallway, before Lady Morana goes searching for traps with her boots?"

Thought--Brennan, you and Surubi probably can/should assist each other on perceptions for traps, so we get best+2 instead of just best OF 2 that we've been taking so far?


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

"If it helps, I can cast a blessing of light on one of your items, Surubi. Hand it to me and I'll see to it!" If (s)he prefers the light stays centralized on the gnome instead, he'll refresh the duration of the blessing and follow her.

Ain't the houserule that if 2 or more people search, you simply use the highest result and all the others that succeed at a 10+ assist? .. :)


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

Sort-of? I think it is "Aiding the best, when aiding another on skills or ability checks the highest roll is the base, all others are aiding." But that means if we aren't aiding each other, but explicity working separately then it doesn't work that way... Certainly we, as players, have every incentive to work together that way for the benefit, but I can imagine characters (as opposed to players) wanting to NOT work with 'that guy' either for failure of trust or other reasons.

I just had the realization that we hadn't been saying we aid each other, but instead were each making our own perception rolls and was (am?) concerned that e.g. Brennan and I were making separate rolls.


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 ain't exactly the 'work and play well with others' type. The only time he's likely to assist or ask for assistance is with moving heavy things and the like. Fighting's another story.

"No signs of traps on the south door either." He looked with interest into the northern corridor, noting the stairs. "Do we really want to head down before fully scouting this level?"


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

"Seeing as that we entered this room of divergence in a straight line from the entrance - or exit, depending on how you look at it - it is safe to assume that the other side will also see us down. Still, to make this theory a fact, we should check the door for traps and open it. In short, I concur, Brennan."


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

Yes, Brennan does come across as a bit uncooperative - thanks for the clarification - just wanted to make sure we weren't losing out for no good reason - rp is very good reason.

Assuming Surubi doesn't see anything noteworthy in the hallway beyond the north door:
Surubi nods to Brennan and Gustar, closes the north door, and walks over to the south door.
"Thank you for keeping up that light, Mister Gigglephizz. This one can carry its source, if you prefer."


Morana crosses her armored and gauntleted arms at the slight and huffs a little bit before she resolves to simply stand in the center of the room with the dead cats while her "so much more skilled" compatriots do all of the required work.


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

After the trap-finding contingent declares the area free from immediate danger, Andrei walks to each door and spends a moment contemplating the two paths.

Lady of Prophecy, Lady of Destiny, guide your faithful blade to its mark. Set your hound on the trail of corruption!

Closing his eyes and withdrawing from the world around him, Andrei reaches his senses out and searches for any taint of evil down each corridor.

Detect evil, 60 foot range


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 opens the southern door.


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.

Andrei tries to look past each door to see if evil lies beyond, but he sees no sign of it. Finally, Brennan decides to go ahead and open the door to the south. What he finds is not really a surprise, especially to Gustar, who had guessed correctly. It is another set of stairs leading down to an identical set of double-doors as the ones at the bottom of the steps to the north.


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

"Fair enough. North it is, then." Brennan moved to the stairwell leading down to the doors in the north. Checking his footing as he went, he moved down to the double doors and inspected them as well.

perc: 1d20 + 6 ⇒ (10) + 6 = 16

perc: 1d20 + 6 ⇒ (8) + 6 = 14

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