DMummy's Mask

Game Master Elmdorprime

Evil Looms. Cowboy Up. Kill It. Get Paid.

Slave Trenches


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Map Undead M Railroad Engineer 13

The next morning dawns clear and perfect, waiting for you to embark on your first expedition.

The necropolis is livelier than it has been in many years, but the stillness is such that you can hear every movement you make through the streets.

Eventually you come to the place designated on the instructions from the Pharasmans.

A rectangular stone mausoleum sits alone in what appears to have once been an actual cemetery. The trunks of a few dead trees poke out of the sand around the tomb, and a hot breeze whistles through their desiccated branches.

A set of massive stone double doors is affixed to the northern side of the structure, beneath a facade bearing the likeness of an Osirian man. Windblown sand is heaped around the crypt, partially burying the doors that lead within.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth passes out the flasks then takes a look at the door.

1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20 Percep to find traps


Male Halfling Bard 3; HP 22/22; AC: 14, Flat:13; Touch: 12; ATK Bonus: +5 ranged +3 melee, Fort: +3 Ref: +6 Will: +5; Perception (9), Stealth (+12), Disable Device (+11)

Connor takes the flask and also looks around for traps.

1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Hmm, I havent being to this parts before. Albus mumbles storing the acid flask.


Map Undead M Railroad Engineer 13

The doors are remarkably solid, and what you can see is covered in hieroglyphs that aren't immediately familiar to those who speak Osiriani.

Optional Role: Linguistics

Perception 15+

Spoiler:
You don't see any traps, however you do notice that the doors - 10 feet tall and made of solid stone - appear to be designed so that they swing outwards.

To get a better look you'll need to clear the sand away from the entrance.

Perception 20+

Spoiler:

There are also telltale traces of mortar along the seams which indicate they weren't meant to be opened. But you can tell that at some point a tool was inserted into the seam between the doors.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

It appears that someone has been through here before...

Linguistics 1d20 + 7 + 1d6 ⇒ (6) + 7 + (5) = 18 using an inspiration


Map Undead M Railroad Engineer 13

You try, but you can't really make out the hieroglyphs.

Rameth

Spoiler:

As the scholar of the team, feel free to take 10's and 20's while your party brute forces the door or digs out the door - the door should take about an hour of work so it's not like you don't have time to look through things.

You're also the only one with Osiriani so it's important for you to read tomb warnings.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

DM:
Ah in that case I will do a take 20 for a 27


Map Undead M Railroad Engineer 13

Rameth

Spoiler:

On the doors you see the dates of Akhentepi's life - born 2416 AR and dead in 2488 AR, which means he died before the Plague of Madness hit the city.

I'll let the 20 stand until you get into the Tomb itself, after that you'll have to roll again.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

So it seems that our friend here died before the plague of madness hit. Not sure what that means we will find inside.


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

Azubah closely reads the engraving on the doors, squinting hard as he does. "I am afraid that I do not understand anything of it."

Linguistics
1d20 + 4 ⇒ (7) + 4 = 11

If anyone should be looking at Azubah's feet he would notice a curious phenomenon. The sand around his feet moves away as if being pushed by intermittent breezes until he is standing in a small depression. The oracle himself seems either unaware of it or unconcerned.


Male Halfling Bard 3; HP 22/22; AC: 14, Flat:13; Touch: 12; ATK Bonus: +5 ranged +3 melee, Fort: +3 Ref: +6 Will: +5; Perception (9), Stealth (+12), Disable Device (+11)

I agree with Rameth, it would appear that somebody has been through here, but I wonder why somebody would have taken the time to seal the doors so thoroughly? Should we proceed?


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Of course we should and we will.

Rameth pulls out a flask and takes a swig, well one of your musky types yank that thing open!

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

"Bah, we just better get a refund if some bugger already looted our crypt.. "

The surly dwarf takes the offered vial of acid and nods in thanks.

"Lets have at it then. Ready for me to open it?. "

str : 1d20 + 3 ⇒ (12) + 3 = 15


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth draws a dagger and a club and nods


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

"Yes, I am ready." Azubah grips his morning star in a ready pose and stands just to the side of the crypt's outer corner.


Map Undead M Railroad Engineer 13

Dwalindor strains at the door but they don't budge even with his impressive efforts.

Dwalindor, I'm assuming you're using your crowbar to try and open the doors, correct?

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

The dwarf looks at the stubborn door.

"Must be stuck. Feel free to help, but this time I will get it."

He digs out his crowbar and tries again...with a bit of rage.

"Rrraaarrrrr!"

str+bar: 1d20 + 3 + 2 + 2 ⇒ (16) + 3 + 2 + 2 = 23


Male Halfling Bard 3; HP 22/22; AC: 14, Flat:13; Touch: 12; ATK Bonus: +5 ranged +3 melee, Fort: +3 Ref: +6 Will: +5; Perception (9), Stealth (+12), Disable Device (+11)

Sumak withdraws one of his daggers from his belt and readies himself for the tomb to be open, expecting anything to come out. His eyes, betraying his stoic appearance, show shear glee, reminiscent of a child on their birthday awaiting presents and cake.


Map Undead M Railroad Engineer 13

The doors swing open after Dwalindor's heaving the crowbar, an audible groan escaping the stone doors. You can see there aren't any handles on the inside of the door - clearly the tomb was never meant to be opened.

Sunlight streams into the room in front of you for the first time in years, and you can see dust and sand swirl through the distrubed air.

Inside, the rectangular room is empty save for some engravings and fixtures upon the walls, the pair of heavy stone doors to the north you opened and an immense stone wheel against the south wall. The air is stale and the dus and sand lay thicker on th southern part of the the room.

You do see engravings and hieroglyphs covering all four walls and stone faces are affixed to the walls at about shoulder height in each corner.

The stone wheel to the south is engraved with a large spiral and set in tracks in the floor and ceiling.

Rameth

Spoiler:

The hieroglyphs warn "Akhentepi's tomb is well defeneded and those who defile it tempt the wrath of the gods."

Underneath you see a smaller group of glyphs that state "The only thing that the Lady of Graves despises more than the grave robber is the unsuccessful grave robber, turn back while you can."


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

"Aroden will see us to victory here."


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Whelp, here is the warning folks. "Akhentepi's tomb is well defeneded and those who defile it tempt the wrath of the gods." though these smaller glyphs here say "The only thing that the Lady of Graves despises more than the grave robber is the unsuccessful grave robber, turn back while you can."

do those seem to be made by someone else? more recently perhaps

Rameth seems utterly unconcerned, he screws the cap back on his flask and puts it away.


Map Undead M Railroad Engineer 13

The smaller heiroglyphs seem to have been made at the same time as the original glyphs. One of the builders seems to have had a dry sense of humor.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth carefully enters the room, then he moves over and examines the wheel

take 10 on perception

Well lets get this thing started.


Map Undead M Railroad Engineer 13

You take a closer look at the stone wheel and see the tracks that should allow it to be moved, although there does not appear to be any sort of locking mechanism.

The spiral on the stone wheel is vaguely familiar as are two of the carved faces in the corner (roll Knowledge: Religion to identify).

Obviously you need to move the wheel, and there is enough room to allow up to four of you to try to push the wheel aside.

You don't notice any traps or other features in the simple antechamber.


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

Knowledge (Religion)
1d20 + 4 ⇒ (20) + 4 = 24

Azubah closely examines the carved faces to see if they are in any way familiar to him.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 6 + 1d6 ⇒ (16) + 6 + (2) = 24 religion

Rameth steps next to Azubah and looks at them as well


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

"Fascinating isn't it, that they would put such detail into their tombs?"


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Just realised that I never picked Albus languages, sorry. Doing so now.

Never though the priests had a sense of humor. Angel Eyes says looking at the hieroglyphs and then enters the room. I think it will take all of us to move that wheel. He walks to it and position himself to be ready to push with th others.

Aid Another Str: 1d20 + 3 ⇒ (10) + 3 = 13


Map Undead M Railroad Engineer 13

Azubah and Rameth

Spoiler:

Two of the masks represent Pharasma, as does the spiral on the stone wheel, but two of the masks represent Anubis - ancient Osirian god of burials and mummification.

Closer examination reveals them to be decorative torch holders, such that when torches are placed with them a corona of flame surrounds the deities' heads.

Albus as you push you feel a give in the wheel. However without more help not even your prodigious strength can use the cleverly designed capstone.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

The dwarf will lend his back to the pushing.

"On the count of three...or was it two?"

str: 1d20 + 3 ⇒ (6) + 3 = 9


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

Azubah informs the others of what he discerned from examining the carved icons. Read the spoiler.

What are we using for a light source?


Map Undead M Railroad Engineer 13

Between Albus and Dwalindor, the capstone moves away from the entrance however as soon as you let up pressure you feel the stone start to move back into place.

You need some way to secure the stone or else it will seal the tomb from the outside world.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth places two lit torches behind the masks


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Albus is keeping light cast on a ring in his right hand also.
We are going to have to jam this thing open. Angel Eyes says dismayed when the capstone closes back.


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

"There must be some loose stones around that could block the wheel, if not in here, then perhaps outside."

Azubah will search for appropriate rocks inside the crypt and outside near buildings that are close by.


Unnamed

Rameth looks closely at the stone looking to see if there is a catch built in, after all the builders must have had a way out


Map Undead M Railroad Engineer 13

If anyone has Knowledge (engineering) you can roll a check at DC 10, otherwise roll Intelligence at DC 15


Male Halfling Bard 3; HP 22/22; AC: 14, Flat:13; Touch: 12; ATK Bonus: +5 ranged +3 melee, Fort: +3 Ref: +6 Will: +5; Perception (9), Stealth (+12), Disable Device (+11)

Sumak is gleeful when Azubah shares the information, The thought of finding artifacts of a lost god!
Indiana here I come! shouts Sumak before he goes off to help Azubah find something to block the boulder

Perception: 1d20 + 8 ⇒ (11) + 8 = 19
INT: 1d20 ⇒ 5

I wont be able to post for the rest of the day, I have a long day of clients, and will try to post tonight again, please DMPC me if needed. Thank you


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Can we make that check untrained? Usually you can do untrained to 10

Int +inspiration 1d20 + 1d6 + 3 ⇒ (8) + (3) + 3 = 14


Map Undead M Railroad Engineer 13

I don't have the books in front of me, but this is a simpler task so I'd say yes in this case. If you need to collapse a castle with a single catapult, not so much.

1d100 ⇒ 82 Probablility of finding appropriate material to wedge wheel, over >50 finds the item.

You find a piece of sandstone that should, at least for now, wedge the wheel in place. Most likely the builders had something they used like this as well.

The square room beyond the capstone is starkly devoid of any markings or adornment. In the center of the chamber’s floor, a square shaft drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of rope dangles from the piton into the darkness of the shaft.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

In that case my roll is an engineering roll so I made the 10 :)

Did anything happen when the torches were placed?

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

"Super. Now, do we need to find something sturdy? I do not want to get stuck down here."

Dwalindor looks thru his pack for a spike or anything of use.


Map Undead M Railroad Engineer 13

Nothing you see or hear happened when you lit the torches.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth takes one of the torches and extinguishes it and carries the other, carrying a club in the other hand.

Once the stone is secured Rameth gestures to Dwalindor Care to take the lead muscles?

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

"Aye, let's go. "

Dwalindor grabs his axe and hooks to his back as he grabs the rope to climb down.

take 10 if possible .


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth drops the torch down to see what happens when it hits. He will follow taking 10 also.


Map Undead M Railroad Engineer 13

Are you using the rope secured to the spike that was in place or securing your own rope? If your own rope, how are you securing it and are you knotting the rope (remember an unknotted rope is DC 15 to ascend/descend, while knotting it is DC 5)?

The torch falls for a few seconds and burns at the end of a long, vertical shaft. You estimate it's about 60 feet down to the next room.


Male Halfling Bard 3; HP 22/22; AC: 14, Flat:13; Touch: 12; ATK Bonus: +5 ranged +3 melee, Fort: +3 Ref: +6 Will: +5; Perception (9), Stealth (+12), Disable Device (+11)

When Sumak hears the torch hit the floor he makes a loud gulping noise.

That seems like quite a long drop, especially if one would fall. Sumak leans close to the edge and peers down, before he gives a quick shiver and steps back.

So who wants to go first? Sumak asks as he attempts to hide his shaky voice.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

well it was probably dumb, but we were using the, existing rope, i mean unless it looked really dangerous or old. Though I got the impression it seemed like a good normal rope. I also though ta rope was DC 10, that not being the case then we would probably tie two ropes together, knot them and attack that to the something in the room and lower that down.

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