| Arduino the Lesser |
Arduino crosses his arms and waits.
| Alistair Cooper |
round 4 (I think)
Cooper continues his help (or what he can do)
str check: 1d20 + 1 ⇒ (5) + 1 = 6
| Arduino the Lesser |
Arduino reluctantly rolls up his sleeves and helps.
Aid another on strength check
1d20 - 2 ⇒ (12) - 2 = 10
| Alistair Cooper |
Cooper continues to help where he can
unfortunately I don't have any magic to help us along with this but I can try and pick up the pace
str check: 1d20 + 1 ⇒ (17) + 1 = 18
| GMEDWIN |
Ijen 1d20 ⇒ 20
The platform stays still this round.
Round 5
The panthereon continues 1d20 + 7 ⇒ (18) + 7 = 25
Ancient Osiron
She then pulls a piece of parchment from out of her throne and summons a 7ft tall Osirion man made from stone.
Torsk
|
does a wall if force prevent dispel magic and other such spells? Dispel the buddy lol? What exactly are we doing, stacking stones to alter base level? Am I able to lift the stone slab preventing escape? Does anyone have silence to nullify the owners commands?
strength: 1d20 + 8 ⇒ (14) + 8 = 22
| GMEDWIN |
You are trying out strength the panthereon and crush it to death with the ceiling, you cannot lift the veinstone thats preventing you from leaving due to its perfect placement, however you can destroy it. DC28 Break or you can hit it with weapons or some other spelly thingy...
| Alistair Cooper |
Cooper still assists using some of his luck to help him.
str check: 1d20 + 2 ⇒ (4) + 2 = 6
| GMEDWIN |
Through the help of aid another from everyone... Torsk is able to shatter the stone slab and the group make it out of the chamber.
The pharoah shakes her head in disgust at your group and says,
Ancient Osirion
You run back to the where the Golem was and after waiting a little bit, you see the platform return. Up or Down
| Arduino the Lesser |
"That took awhile! Up I guess."
| Arduino the Lesser |
Arduino heads straight ahead.
| Arduino the Lesser |
Arduino opens the door to the right.
| Arduino the Lesser |
Arduino grins. "Hello..."
Arduino raises his hand and scans the spyglass.
Detect Magic
| Arduino the Lesser |
Take 10 on K. Arcana and Spellcraft to identify: 17 and 17
| Arduino the Lesser |
"Is anyone here skilled with locks and tricks?"
| Alistair Cooper |
Cooper steps behind Arduino. I've been on the recieving end of numerous tricks and traps in my day, learned a thing or two about them as well. why do you ask?
| Alistair Cooper |
Cooper will take a look through the telescope but first will examine it for any traps that may be present.
find some traps: 1d20 + 12 ⇒ (6) + 12 = 18
disable device: 1d20 + 19 ⇒ (12) + 19 = 31
before removing any lenses Cooper will look through the telescope to see if there are any new revelations observed.
disable device to remove the lense: 1d20 + 19 ⇒ (6) + 19 = 25
Torsk
|
Torsk will keep a lookout for anything else out the the ordinary in the room or simply to protect them from anything wanting to intrude on their investigation.
perception: 1d20 + 10 ⇒ (14) + 10 = 24
| Arduino the Lesser |
Presuming Alistair doesn't melt into goo or anything similar, Arduino looks through the telescope as well.
| Alistair Cooper |
Alistair seemed intrigued by the vision through the scope he is starteled at Ijen's question.
huh? Oh what I saw. strange really, some sort of violet planet or maybe a moon. I don't really know much about that stuff though. anyway as you can tell it isn't trapped.
He gets up and pffer the chair to anyone else that cares to see.
anyone else want to look?
| Ijen Harper |
Let's see how much crap that lift can haul and go back to the mummy. Unless I'm missing something, that was the only other exit. Ijen thinks for a moment, that does make one wonder where the other parties went...
| Alistair Cooper |
Cooper has been fascinated with this telescope. then Ijen shows him the door.
Cooper heads over to check it out.
many times the ancients would create traps to test the mettle of those that dared to enter.
Cooper checks the door for traps:
looky for traps: 1d20 + 12 ⇒ (13) + 12 = 25
disable if there is one: 1d20 + 19 ⇒ (17) + 19 = 36
| Alistair Cooper |
Cooper makes some motions with his hands over the doorway. checking various things. thn performs a eries of light knocks and apparently random locations along the door edges.
I removed the traps now to see if we can open this doorway.
He then checks to see if the door is locked, if not he tries to open the door.
| GMEDWIN |
As Cooper opens the door he sees a a black sarcophagus etched with hieroglyphic numbers, which stands upright in the center of the
room, facing the doorway.
In the room you see Ankana just opened the sarcophagus as you are opening the door, revealing a mummified corpse which has become completely
desiccated over the passing millennia.
Initiative: Cooper 1d20 + 4 ⇒ (1) + 4 = 5, Ijen 1d20 + 7 ⇒ (16) + 7 = 23, Torsk 1d20 + 2 ⇒ (8) + 2 = 10, Arduino 1d20 + 3 ⇒ (2) + 3 = 5, Ankana 1d20 + 4 ⇒ (4) + 4 = 8, Numbers
1d20 + 5 ⇒ (16) + 5 = 21
Round 1
Ijen, Numbers, Torsk, Ankana, Cooper, Arduino
| Ijen Harper |
Now how in a sand flea's hind tit did she get here? Ijen moves into the room and stands to one side, allowing her companions to come in after her. She casts protection from evil on herself.
Sorry, took longer than expected to recover from a trip to mexico.