Black Tom's Mummy's Mask

Game Master Black Tom

Treasure-finding and high adventure under the desert sun.


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Male Human (mostly) Ex-cleric and Grumpy Cat

None of you is taken by surprise (except Duriel who is busy watching Luuther) so there is no surprise round.

As you wait for Luuther to finish searching the room below, suddenly a giant scorpion the size of a large dog sneaks in through the open doors. Its translucent carapace provides an unwelcome view of its internal organ as it rushes up to Haydar and stings him for 2 points of damage (and a Fort save vs poison).

You are all up. I don't think we'll need a map. Two of you will be able to flank it, so you can choose any two.


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Poison save: 1d20 + 5 ⇒ (14) + 5 = 19


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur tries to hit the scorpion with an arrow.

to hit: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5
dmg if hits: 1d6 ⇒ 6

and though she puts a lot of power in the shot, it flies off in the wrong direction and misses.


Duriel allows the others to get in their hits before he attacks.

GM, I rolled the attack roll and it is a miserable miss aka 1"


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

I realize Inmir should be last but I will post my action now just in case I am AFK again when the action gets around to me

Inmir gasps in horror as the giant scorpion suddenly rushes in and stings Haydar. Pharasma save us! he cries out. His eyes narrow with determination and he steps in to flank the monstrous creature with Haydar and stabs at it with his spear.

Attack: 1d20 - 1 + 2 ⇒ (7) - 1 + 2 = 8

Alas, his spear skitters off the scorpion's carapace.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

Attack BbS: 1d20 + 6 - 4 + 1 ⇒ (8) + 6 - 4 + 1 = 11

The mulling of bodies throws off his aim as his bolt goes just past the scorpion

-Posted with Wayfinder


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Flurry with flank
1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24...threat
Confirmation: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Damage: 1d8 + 3 ⇒ (4) + 3 = 7 or 2d8 + 6 ⇒ (5, 8) + 6 = 19
2nd attack: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Male Human (mostly) Ex-cleric and Grumpy Cat

The battle is chaotic, but Haydar manages to shrug off the poison and then destroy the scorpion with two devastating blows.

You get 33 xp each for the fight.

Down below, Luuther declares the room safe.

Luuther:
Apart from discovering that there are no traps or secret doors in the room, you note that the corpse is carrying two vials of alchemist's fire that have miraculously remained unbroken.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir leans on his spear and bows his head in a brief prayer of thanks to Pharasma. Lady of Graves, we give thanks that in your divine grace we gained victory in this challenge. Speed our hands and bolster our hearts in the challenges to come, we entreat you.

Then a slightly quizzical expression crosses his face and he walks back to the door to the first room. Extending his spear into that room, he looks about for a moment before rejoining the group.

What I am wondering about is where the scorpion came from. Has anything new in the first room opened up to unleash its many legged fury upon us or is the only way in through the front doors? If so has that changed at all? The impression I had was of only a very narrow gap created by the rock stopping the doors from closing, so does it look open enough for the scorpion to have got in that way?


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

it could have dug its way in. Or was deep under the sand and our footsteps woke it up =^^=

-Posted with Wayfinder


Male Human (mostly) Ex-cleric and Grumpy Cat

It came in through the doors. I'm sorry if I got you wrong but my understanding was that a stone large enough to keep the doors open would leave the doors enough ajar to let the scorpion in. Small misunderstanding, no mystery.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

No problem - clearly the stone was just a bit bigger than I was picturing. It wouldn't have to be all that big to let something the size of a dog through after all.

Inmir returns to the group, although making a point of not standing too near the hole in the floor.

So, there appears nothing behind us... I suppose our only way forward is down.

At this he glances towards the hole and looks distinctly uneasy...

So then, how do we go about getting down there. We can't all be lowered down on a rope like Luuther, can we? Please tell me someone has some magic to waft us all safely down. He smiles at his last comment, clearly meant as a joke but with an undertone of tension to it.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Using the rope i believe is the only way down." he shrugs
"I'll go down first"

-Posted with Wayfinder


"I'll hold the rope. The gods know you eat too much."


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

"What is happening up there? Is everyone OK? I thought I heard the sound of combat".

Luuther walks to where the rope overhangs, and looks up.

"It is safe down here for now, and there are other ways to go".


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"I can climb down next.... I'm not a good climber tho, so be ready to catch me if I fall. "


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"With pleasure my dear" he smirks as he begins to climb down

-Posted with Wayfinder


Male Human (mostly) Ex-cleric and Grumpy Cat

Despite your misgivings you all manage to climb down safely and find yourselves in front of a pair of double doors which Luuther claims are not trapped. They are the only way out of the room other than the shaft.

Are you going to open them? Marching order and other arrangements?


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

mid to back of the group =^^=

-Posted with Wayfinder


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Middle or back too plz


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Once Inmir's feet are finally safely on the floor of the room below he sinks to his knees and bows his head in a prayer of thanks. Once he has done with that he rises to his feet again.

Then he touches the head of his spear and murmurs The Lady of Graves brings light in the darkness simply renewing the Light spell. Then he says to the group Would someone else like something spelled to shed light? It is probably no bad thing to have two or more of us carrying light.

If someone asks for it he will cast light on an item for them too

Then he will move to the dead body. Kneeling down beside it, he will turn the body over and arrange it's limbs in an appropriate funerary fashion presumably crossed on his chest. Poor soul. What a dreadful way to die. Alone and in the dark down here. Still there is hope yet in the afterlife. Then the cadence and tone of his words changes slightly and it seems clear that he has shifted into something more studied - a prayer for the dead... Lady of Graves. See this man. Judge his life kindly. Calm his fears and send him on his way, not to the Boneyard, but to his just and proper rest in the arms his god.

That done, he will rise and remain standing by the body.

Is the rest of the unlucky thief's rope down here with the body?


Male Human (mostly) Ex-cleric and Grumpy Cat

The rope has rotted away, but he is carrying a hammer and pitons.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur watches Inmir's treatment of the thief's body with interest and even a little awe at the priest's respect for even a potential scoundrel's remains. When he's done arranging the body and says a prayer, she stands quietly to show similar respect.

When it's over, she says to Inmir, "You are a good man to treat all folks with such respect. If i die, I can but hope you are there to pray for me as well."

Then she goes to inspect the doors as well, looking for the means to open them. I know they're not trapped, but are they locked? and how do they open?


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir looks serious at Fleur's words.

We must all face her judgement in our time. Given the gifts of your birth it is likely that I will face my judgement long before you face yours. However, the adventuring path is an uncertain one. Rest assured, if you should be taken from the world early, it will be my honor to pray to the Lady of Graves on your behalf.

Then suddenly, he smiles, as if at a joke. How my teachers would laugh to hear me sound so serious. But we can hope that you have many years yet in this world. And before she must pass judgement on you in the next world, Pharasma can help you in this one.

With that he reaches out and touches a single finger to Fleur's forearm and says Pharasma I entreat you, lend your divine guidance to my friend.

Fleur gets a +1 competence bonus on a single attack roll, saving throw, or skill check taken in the next minute.


Male Human (mostly) Ex-cleric and Grumpy Cat

The doors are not locked and can be pushed open with a Str 10 check.


Strength Check 1d20 + 4 ⇒ (10) + 4 = 14

Duriel pushes the door.

Note I did not use the kick in the door style of play lol


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Haydar binds the wound from the scorpion. He stays close to Inmir and the light.


Male Human (mostly) Ex-cleric and Grumpy Cat

The doors swing open and reveal a ten-feet wide (and 35 feet long) corridor The walls 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.

The doors at the other end are the only visible exit. How do you proceed?


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur examines the reliefs from the doorway for historical significance and workmanship, and finally for traps... then the first 10' area for traps... if none, she'll start walking down the hallway, watching for traps... if and when she finds one, she'll use the guidance bonus to disarm it.

perception: 1d20 + 7 ⇒ (16) + 7 = 23


Male Human (mostly) Ex-cleric and Grumpy Cat

Fleur does indeed find a suspicious-looking pressure plate right before the second set of doors. Roll to disarm, please.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

disarm: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9

oh my... I have a bad feeling about this.


Male Human (mostly) Ex-cleric and Grumpy Cat

You wisely opt to stay out of the corridor while Fleur tries to disarm the trap, and are proven right when suddenly the walls shift ever so slightly to reveal a number of arrow slits and release a barrage of darts into the corridor.

Fleur is hit for 4 points of damage before the holes close and calm is restored.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"Well that could have gone better... "

Fleur tries to determine if it will trigger again or if it was a one-time thing before proceeding to the door to check it as well.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir gasps as the seemingly empty hallway is suddenly filled with flying darts. His eyes widen as just as quickly it returns to seeming perfectly safe. He looks at Fleur, concerned. Are you alright Fleur? he asks.
He will attempt a Heal check to ensure she is showing no signs of being poisoned in addition to being perforated

Heal: 1d20 + 3 ⇒ (20) + 3 = 23

Once Fleur has determined that the trap will not trigger again, he will move up and renew the Guidance spell upon her to aid her with checking the door, but otherwise will trail along about ten feet behind her so as not to get in the way.


Male Human (mostly) Ex-cleric and Grumpy Cat

Fleur takes another look at the trap and decides that it will not trigger again. Unfortunately she is wrong. On the bright side, she has the good sense to drop to the floor as she hears the ominous click and the dart passes harmlessly over her.


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

"Perhaps it would be best for us to double check each other, and use assistance to disarm the traps going forward. It would probably be just as effective, and a lot less painful... for you anyway". The dwarf then laughs at his own joke.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

If you want, Inmir can cast Guidance on both Fleur and Luuther for those checks. It's only +1 but at our level that could make a difference.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"It seems this is going to happen more than once... perhaps you should try to disable it, Luuther, and I will assist."

She crawls backward off the plate and assists Luuther with Inmir's guidance.

assist disable, dc 10: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26

NOW I roll high... sigh


Standing a few feet away from the trap disarming action.


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

"Hmmm... Let me see here".

Luuther steps up to the trap, to see if he can disarm it.

1d20 + 12 ⇒ (7) + 12 = 19 Disable Device (+1 Trapfinding, +2 Assistance)

"I have seen similar traps, but never one just like this. It must be of an archaic design. There, that might have done it".

The Dwarf then decides that he should be the trial subject this time.


Male Human (mostly) Ex-cleric and Grumpy Cat

By the combined efforts of Luuther and Fleur (and some determined fiddling) you eventually manage to disarm the trap, making the corridor safe for all.

100 xp each for this feat

Since you know that the door is safe, you simply push it open to emerge in the next room. 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 east. Since you enter from the east, that means that there are exits to the left and right.

Examining the tapestry:

Linguistics 10:
Several symbols and hieroglyphs suggest that Akhentepi’s family befell some tragedy, pssibly murder or sickness, and he was left widowed.

Knowledge (local) 15:
The family is probably interred somewhere else. This tomb was prepared much later, after Akhentepi’s continued
successful military career.

Crude map


Hefting his axe, Duriel guards against any intruders from the left passage.

"Haydar, guard the right passage."


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

know local dc 15: 1d20 + 8 + 1d6 ⇒ (13) + 8 + (2) = 23

"It seems his family, perhaps those shown on the tapestry, are interred elsewhere. I guess they predeceased him since he went on afterward to continue a successful military career. This tomb apparently was built long after their demise. I wonder why they all died so young, but apparently my memory fails me on that matter," Fleur says while examining the tapestry.


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Haydar moves to guard the passage, temple sword in hand, glad the priest's light covers the room. He relies on his senses to protect him from dangers, as he looks around the room.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

sorry folks. Was busy few days...

-Posted with Wayfinder


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

Talin stays in the middle. His crossbow loaded and ready. Traps were expected. Anything else. Best be prepared

-Posted with Wayfinder


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Linguistics: 1d20 + 2 ⇒ (14) + 2 = 16

Inmir stands looking at the tapestry, holding his spear up to it so the glowing tip can better illuminate the heiroglyphs.

You are quite right Fleur. This suggests that Akhentepi’s family went to face Pharasma's judgement long before he himself did. Some sort of tragedy seems to have befallen them, although the exact nature of it isn't clear. What is clear is that Akhentepi was left alone. Poor man. I wonder how much their deaths drove him in later years.


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

"Whoo Hoo! Let Jing determine which path we take... and his most humble servant would be most pleased to lead the way.

1d2 ⇒ 1 Heads 1 Right, Tails 2 Left.

1d20 + 4 ⇒ (9) + 4 = 13 Perception (+2 if stone, +1 if trap)

"So Right it is".


Male Human (mostly) Ex-cleric and Grumpy Cat

Jing has spoken. Let's move on.

The door opens onto a short stairway that leads to another set of doors. Luuther declares them safe too and you enter another small room (20 feet square).

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, and a set of stone double doors leads south.

Since you enter through the doors the hallway to the east is the only visible exit.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

As the group moves in to the room, Inmir moves to the center, standing next to the chariot so his light can cover the most of the room. Looking at the skins on the canvas, he observes It would seem that Akhentepi was something of a hunter as well as a soldier.

Knowledge (History): 1d20 + 6 ⇒ (19) + 6 = 25 He looks closely at the chariot, trying to determine if it was of the sort used in war or for other purposes, such as racing.

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