Gypsies, Tramps and Thieves - Mummy's Mask (Inactive)

Game Master Dolarre

80's style fantasy adventure in the Mummy's Mask!


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Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

Graxzos winces as he pulls the dart from the hallway out of his arm, and peers into the next room between Tinder and Rasim. "Eh, let em be useful, I say...seems a mite pointless to kill summat just to have it stand in a tomb no one will see...." He shrugs.

Perceptiob check for the next room!


The open doors reveals a short flight of stairs down. 10ft wide and extending only 5ft before they end at what seems to be standard issue double stone doors. The walls are plain and the doors lack decoration of any kind.

Perception DC25:

Almost imperceptibly, the sound of the scraping of the stone door across the floor seems to last a half-second longer than the door is actually moving.


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

Should we assume any time you put a perception check in a spoiler we should roll ourselves?


Yep


Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

Hmmmm...literally can't roll high enough, so I guess I'll just aid someone with sharper eyes. HP updated too!

Graxzos peers into the room, though without actually crossing the threshold. "I don't see nothin' that looks too bad...what about you guys?"

Perception: 1d20 + 4 ⇒ (11) + 4 = 15 Aid successfully given to anyone who wants to take point...though not sure if you can do that with Perception. If not, I just see nothing.


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

Might as well stick with our plan xD. Although can we really aid one another on this particular check?
Perception Aid-Another: 1d20 + 5 ⇒ (6) + 5 = 11Good thing I did lol.


No aid another on this one. This is a passive perception check. Nor take 10 or 20. Something happened you didn't expect. You noticed or didn't. I think only two of you have a chance on this.


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

Well I had a "chance" it's simply a 1/20 chance xD lol


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Rasim shakes his head. "I don't see anything either, I'll check the steps and door." He moves very slowly onto the steps, looking carefully for pressure plates, trip wires, holes or anything else out of the ordinary that could indicate another booby trap. If he finds the steps clear, he will proceed to the door.

Okay, to save in game time I'm going to take 10 on the steps for traps, and the door for traps for 17 each. Then if you assists can roll twice we should be able to beat DC 20 on each one and cross our fingers.

One reason to make this our standard operating procedure that the DM just rolls for us by default is to save real life time and repetative posts. I don't want to have to post this same thing every single time we go into a new room or spot. This is what kills dungeon crawls in PBP in my experience. So far everyone has been posting enough to keep things moving (which is great ^_^) but I feel like the SOP would help keep it that way.


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

Zanac steps carefully after Rasim, eyes peeled for anything dangerous. Assuming nothing is fine he will head towards the far door behind Rasim.

As per usual Zanac will assist on the regular perception.


Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

Graxzos pokes his head in, as well, and sniffs at the air. "Bloody stone smells funny," he mutters to himself.

Also assisting!


Hey I love standard operating procedures. I used to do OSHA compliance inspections. Let's do it!

Okay, SOP for approaching a new door is Rasim takes 10 perception, with rolls from Zanac and Graxzos for assist, rolled by GM for the 5ft square in front of the door then the door itself.

Signal this by posting "Standard door check" by any of the three. I will interrupt and disregard if there are any impediments which would provide a penalty to the roll if they are perceptible.

Anything else (changing out people, order of checks, anything different than that must be stated explicitly.

All agree?

Oh, and you discover nothing of interest on or before the door at the bottom of the stairs.


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

Works for me.

"Looks like...a very short and semi pointless stairway to me." Zanac says as he steps forward towards the next set of doors. "Missing their usual engraving of that man though. Wonder why?" he mused aloud.


Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

"Hmmmmm. Who gives a shake of Shelyn's fanny why?" Graxzos grumbles. "If there's no traps on the doors, let's press onward, shall we?"

He doesn't put his hand on the doors, though, eyeing them warily.


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9

Rasim nods and opens the doors at the bottom of the steps.

Sounds good to me.


Male Gnome Summoner/1 | HP: 8/8 | AC: 17(Tc:14,Ff:13) | Init:+3 | Perc: -2 | F/R/W: +0/+3/+0 | Low Light Vision

Byron cautiously follows, keeping an eye on Sebti while taking more notes on the wall and the room.

Byron will try to be at the back of the group using any excuse,like stopping to take notes, which he diligently keeps up on. I have also decided to leave the first trap alone, instead placing an Arcane Mark on top of it to ID it later.

0042B patiently followed those in the front, tools ready.


Rasim puts his shoulder to the doors and with a hiss of a broken seal they swing open to reveal another 20ft square room. The air flowing from the doors tastes dull and lifeless in your lungs. A brightly painted chariot sits in the center of this chamber facing west. Beyond the chariot, covering nearly the entire north wall, 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 10ft wide open hallway leads to the east. You can see two golden masks hanging on the northern side of the corridor (you will need to step into the room to see if there are more), one of Pharasma and one of Abadar. The floor has scraps of straw covering it to a depth of a few inches. The straw is dry as tinder and looks to have lain undisturbed for hundreds of years.

Byron:
Ding-a-ling-a-ling . . . . your alarm goes off.


Male Human Necromancer HP (3/8)
Stats:
AC/Touch/Flat 12/12/10 | Fort/Ref/Will +2/+2/+2 | Init +2
Skills:
Appraise +8, Diplomacy +7, Know Arcana +9, Know History +9, Know Nobility +11, Know Religion +10, Linguistics +8, Spellcraft +8 | Perception +0/Sense Motive +0

"Well, from what I can see back here, adding to my already intense paranoia, it seems like anything in this room could be trapped. That chest, the straw on the floor could cover up some kind of pit or switch or tripwire, and looks particularly flammable to boot, the shields, those masks - hang on a second..." Orcen peers from the safety of the doorway. "...Is it just me, or is it particular peculiar that's the first sign of Abadar here in this tomb? Very strange."


Orcen Faust wrote:
"Well, from what I can see back here, adding to my already intense paranoia, it seems like anything in this room could be trapped. That chest, the straw on the floor could cover up some kind of pit or switch or tripwire, and looks particularly flammable to boot, the shields, those masks - hang on a second..."

I know, right! It's great!


Male Gnome Summoner/1 | HP: 8/8 | AC: 17(Tc:14,Ff:13) | Init:+3 | Perc: -2 | F/R/W: +0/+3/+0 | Low Light Vision

Byron quickly turned, sprinting for the entrance. Careful to avoid the pressure plate.

0042B stopped the group. "-Declaration- Danger, Danger team 5! Alert triggered at temple entrance. Byron on route, assistance may be required.."

The robot turned, its numatic legs pushing it into a sprint.

I couldn't help but insert the lost in space refrence.

Byron whispered to Sebti

whisper to Sebti:
"I have detected activity at the rope. I saw you pull something out earlier, is it a means of communication... or perhaps it is a Phylactery of Faithfulness?"


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9

"We deal with that first," Rasim says, running after Byron. He's also careful to avoid the pressure plate from the trap they passed earlier. While moving he draws a stack of shuriken from inside his clothes.


Male Human Necromancer HP (3/8)
Stats:
AC/Touch/Flat 12/12/10 | Fort/Ref/Will +2/+2/+2 | Init +2
Skills:
Appraise +8, Diplomacy +7, Know Arcana +9, Know History +9, Know Nobility +11, Know Religion +10, Linguistics +8, Spellcraft +8 | Perception +0/Sense Motive +0

"Wait, wait, wait, wait, wait, don't rush all the way, or else you might trample over a second pressure pad!" Orcen speaks out to them as they rush off. He sighed quietly, taking his time to follow them back - the alarm was good, but he doubted they could actually get there on time to deal with whatever was going on there.


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9

It's like 50' away if I'm not mistaken. We've gone through the entryway, one hallway, and then across a room. We've barely gone anywhere yet since we've been being so careful.


Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

Graxzos draws his pistol and heads for the entrance as quickly as he can. "Don't get yerself killed, Byron!" he bellows. "Don't engage anything ya can't see!"


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

Zanac turns around as everyone starts sprinting back the way they came. Taking a quick look around the room he sighs and quickly follows until they reach the main room where he melds into the shadows until the danger is ascertained.

If a stealth check is required I'll roll one but for the time being just assume Zanac keeps out of sight of the hole unless something comes down/someone shouts a warning of some kind


The team turns and rushes back. Move 30 characters can make it to the rope in a double move (Rasim, Orcen, Zanac, Tinder). Move 20 can make it in two, or they can run and lose dext to AC on the round you arrive.

Remind me who has light up so I know if you are moving in the dark. Everyone roll initiative so I know who gets there first. Byron, you can have a 'surprise round' of extra movement because you got the alarm signal. You may choose to arrive first automatically if you run, or arrive with the move 30 characters in normal initiative order with your dex to AC intact.

Sebti allows all of you to pass, then follows the last party member.


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9

Initiative: 1d20 + 4 ⇒ (20) + 4 = 24

No light source here.


Male Half-elf (Chelaxian) Magus (Bladebound) 1 | HP 13/13 | AC 15, Tch 11, FF 14 | CMD 15 | Fort +4, Ref +1, Will +2, +2 vs. ench. | Init +1 | Perception +2 | Sense Motive +0

Satinder has light cast on his falcata.

Satinder spins around as 0042B calls its warning. Those darts hurt, I cannot afford to risk falling so early in our journey. I must proceed with caution... Satinder rushes after the others to find the source of the alarm. He makes a conscious effort to maintain a safe distance from the font lines, taking up position behind Graxzos, Rasim, and Zanac.

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

No light source, but low-light vision so a nearby light source should be plenty for me

Initiative: 1d20 + 4 ⇒ (14) + 4 = 18


Male Human Necromancer HP (3/8)
Stats:
AC/Touch/Flat 12/12/10 | Fort/Ref/Will +2/+2/+2 | Init +2
Skills:
Appraise +8, Diplomacy +7, Know Arcana +9, Know History +9, Know Nobility +11, Know Religion +10, Linguistics +8, Spellcraft +8 | Perception +0/Sense Motive +0

Orcen has his torch light and is holding it in one hand. He will be hanging back with Sebti, seeing as he's in no rush to see what he's considering to be a lost cause.


Male Gnome Summoner/1 | HP: 8/8 | AC: 17(Tc:14,Ff:13) | Init:+3 | Perc: -2 | F/R/W: +0/+3/+0 | Low Light Vision

Byron sprints forward, magically glowing torch in one hand. Hoping to get to the rope before whoever arrived at it manages to get to the bottom.

Judging by the set-up I'm going to assume they are probably already at the bottom but Byron doesn't know that, and he is a big kid out on an adventure. He might also be assuming he can reason with them.So yes, he will forgo his AC to sprint in and possibly get mutilated,though if he sees (perception check) anything ahead (scary enemies) he will change his mind due to fear.

inititive: 1d20 + 3 ⇒ (7) + 3 = 10


Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

Graxzos charges full-speed ahead (what, he's impulsive), his short legs pumping as he slides his goggles down over his eyes and cocks his pistol.

I'll also make perception check if necessary and run! Grax doesn't have a light source at the moment.

Initiative: 1d20 + 3 ⇒ (17) + 3 = 20


Initiative order.

Rasim
Graxzos
Zanac
Byron
???
Tinder
Orcen
0042B

Alright, first round is only Byron and 0042. Byron you rush into the bottom shaft room slightly ahead of your 'mom'. You arrive to see the room unchanged. The rope still hangs down, apparently secured from above. But it is swaying back and forth, though there is no wind in the room.

okay Byron and 0042B take an action. Then ???? (Heh. . . .)


Male Gnome Summoner/1 | HP: 8/8 | AC: 17(Tc:14,Ff:13) | Init:+3 | Perc: -2 | F/R/W: +0/+3/+0 | Low Light Vision

Byron watches the rope, realizing that it probably means someone is on their way down. It could be anything. Perhaps even another team who had gotten rid of their handlers or more priests here to make the 'grave-robbers' disappear. Byron didn't fear loosing the rope, 0042B could always become something to fly it back up into place.

Whoever it was probably assumed that they would be catching them off guard. Byron thought that would be to his advantage to keep them believing that.

Quickly he willed his merger light spell away, before he came in range of the rope. Rearming the trap as he retreated.

Byron made his way out of sight of the hallway.

0042B quietly relayed Byron's message to the rest of the team. The words came out of 0042B's mouth sounding almost exactly like Byron's voice but in a worbally and distorted manor. "There may be enemies coming down the rope right now. -Byron- have rearmed the trap, if someone with a spell that could set it off would get ready, we may be able to set it off several times before the can reach our end."


Male Human Necromancer HP (3/8)
Stats:
AC/Touch/Flat 12/12/10 | Fort/Ref/Will +2/+2/+2 | Init +2
Skills:
Appraise +8, Diplomacy +7, Know Arcana +9, Know History +9, Know Nobility +11, Know Religion +10, Linguistics +8, Spellcraft +8 | Perception +0/Sense Motive +0

"...your master seems rather paranoid, don't you think?" Orcen ironically comments. "That's a terrible idea. You don't attack someone indiscriminately, and you don't let them blunder into a trap when they've done you no harm. That said, do feel free to keep a hand on weapons should things get hazardous."

With that said, Orcen steps over to the side of the door of the hallway, waiting and listening. There's no need to rush in like a bunch of fools. Taking a moment to listen to conversation would help things out tremendously in identifying their intentions.


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9

Rasim also waits in the dart hallway, just inside the doorframe from the entry chamber. He presses himself against the wall and holds perfect still, ready to attack anything hostile that comes in.

It's probably someone invisible climbing down the rope. Thus the swaying without seeing anything on it and the alarm up top having gone off.

Take 10 on stealth for a 19.


Eidolon Golem HP: (9/11) / F:+3 / R:+1 / W:+2 / AC:15 / Sense motive:+3 / Darkvision, link, share spells

Byron groaned. He didn't like being called the blood thirsty one. He didn't tend to be paranoid but this was so obvious.

0042B walked with Orcen, quitly stating "-Mission Parameter- We are to go to our designated area to recover artifacts, we were to not interfere with another team, we were the only ones who were supposed to have access."

0042B stops as soon it gets past the pressure plate."-Statement-If they are a threat I will set off this trap immediately, with you in it or not. I will not let that danger near my baby.

0042B will ready an action to do that very thing.


Male Half-elf (Chelaxian) Magus (Bladebound) 1 | HP 13/13 | AC 15, Tch 11, FF 14 | CMD 15 | Fort +4, Ref +1, Will +2, +2 vs. ench. | Init +1 | Perception +2 | Sense Motive +0

Keeping pace behind the others, Satinder follows Byron’s lead, willing his light spell away. He maintains position just inside the door, relieved that caution is being taken as the party inspects the source of the alarm.

Since Satinder acts after our “guests”, I will update his actions accordingly. If the newcomers are hostile he will most likely cast shield and move into a tactically defensive position.


Byron jumps back again past the door beyond the pressure plate (it will take a few rounds and a roll vs. disable device - no take 10 - to get it working again; do you still want to do that?) Rasim and Tinder are just outside the first chamber peering in. Orcen is with 0042B just outside the hall. Sebti is a few steps behind him out of sight from the double doors. Graxzos and Zanac tell me where you are. Byron and Tinder turn off their light. The only light is from Orcen hand back in the chamber beyond the trapped hallway. It is difficult to see anything, and anyone in the dorrway will be backlit.

The rope waves back and forth as everyone takes a breath to see what happens next.

Roll Perception

DC 15:
You here the tapping of something organic against stone from the direction of the ceiling.

DC20 (+5 with lowlight or darkvision):
You see bits of dust and chips of stone slip down the shaft to the floor

DC25 (+5 with lowlight or darkvision):
You see a vague insectoid form, maybe three feet across, slip out the shaft and into deeper darkness in a corner.

Rasim, Graxzos, Zanac, Byron all may take an action.


Male Half-elf (Chelaxian) Magus (Bladebound) 1 | HP 13/13 | AC 15, Tch 11, FF 14 | CMD 15 | Fort +4, Ref +1, Will +2, +2 vs. ench. | Init +1 | Perception +2 | Sense Motive +0

Perception: 1d20 + 2 + 5 ⇒ (17) + 2 + 5 = 24

Whispering: "Debris is falling, I think something is coming, or has already arrived." Satinder says as he peers intently into the dimly lit room, readying his falcata in front of him.


Male Human Necromancer HP (3/8)
Stats:
AC/Touch/Flat 12/12/10 | Fort/Ref/Will +2/+2/+2 | Init +2
Skills:
Appraise +8, Diplomacy +7, Know Arcana +9, Know History +9, Know Nobility +11, Know Religion +10, Linguistics +8, Spellcraft +8 | Perception +0/Sense Motive +0

Perception: 1d20 ⇒ 7

"So because another team followed us gives us the right to kill them for it. Well, that's certainly a wonderful example you're setting," Orcen comments to the mechanical summon. "Course, it may not be them. Could be the undead, or vermin, or something living here that should not exist. The point being that we don't know," Orcen tells them, before lighting a second torch.

"So how about we find out?" He asks, before tossing that torch down the hallway, hoping to illuminate whomever - or whatever - has come down.


Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

Graxzos takes up position just inside the door (NOT in the dart hallway, he reminds himself firmly), and watches the torch sail down the hallway. "Put yer light out, princess," he growls softly back at Orcen. "Don't want us all to be sitting ducks."

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Graxzos cocks his head. "They ain't climbin' with metal...that's the sound of summat fleshy. Bare-hand climber...or somethin' nasty." He glances at the others. "If it's some kind o' critter, it's like to try to gut us. Whatcha think? Call out to see if we get a friendly response, with weapons ready?"

Ready an action to shoot anything I don't recognize that moves toward us without giving us a warning. Also, any chance someone who's followed this better than I have could sketch up a map? It's just hard when we're all running around to keep track of the sequence of rooms and who's in which.

Readied Attack, Pistol: 1d20 + 4 ⇒ (19) + 4 = 23 20' range increment, so adjust final result as needed
Readied Attack Damage: 1d8 ⇒ 7


Male Gnome Summoner/1 | HP: 8/8 | AC: 17(Tc:14,Ff:13) | Init:+3 | Perc: -2 | F/R/W: +0/+3/+0 | Low Light Vision

Perception Byron: 1d20 + 3 ⇒ (11) + 3 = 14
Perception 0042B: 1d20 + 5 ⇒ (6) + 5 = 11

Though Byron couldn't see anything, and 0042B wasn't looking for it, he had to trust the dwarf.

"If you want to know what a creature does then look at the attributes it develops. I have never seen a herbivore develop extreme camouflage."

Can I cast Jury-Rig to get the trap working? It specifically is supposed to work for broken weapons but I was wondering if it can also be used on objects? Also I know it isn't broken so this is a stretch. If not then Byron will cover himself with that other bottle of vermin repellent, he did here the word critter.


Eidolon Golem HP: (9/11) / F:+3 / R:+1 / W:+2 / AC:15 / Sense motive:+3 / Darkvision, link, share spells

0042B, turned with lightning speed, getting to work on the trap.

Let's disable device again. Would the check be lower if we were just trying to set the trap off and not fully rearm it? If so then do that, set it off as quick as possible and if able have it stuck.

"-Program initiated- Stay at your own risk -designation- Orcen. We were all made clear of the rules, prior knowledge to prevent errors. This must be an assumed outcome for invaders."


Male Catfolk Ninja(Scout)/1 | HP: 8/9 | AC: 18(Tc:14,Ff:14) | Init:+4 | Perc: +5 |Snse Mtv: -1| F/R/W: +0/+6/-1

If I'm remembering the layout of the place there was the room with the hole in the top, a door to a hallway with another door at the end, and then the room with traps everywhere. The dart trap was in the hallway and the hallway wouldn't provide sight line up into the hole, so Zanac would have moved forward into the room with the rope hanging down into it in an attempt at seeing what was coming in. On the off chance no one with an active light followed him he will light and toss a torch into the center of the room before melding back into the shadows probably on his next round.

Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
Perception: 1d20 + 5 + 5 ⇒ (12) + 5 + 5 = 22 +5 perception, +5 low-light

As various bits and pieces of stone and debris fell into the room, Zanac heard the sound of something very much living make its way into the room they had first rappelled down into. Turning around he saw the golem and gnome working on re-enabling the trap and with a hushed curse he quickly got out of the line of fire to the side of the door, melting into the shadows of the various flickering lights with his katana out and ready.


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9

Please don't attack the party, Byron. If you set that dart trap off with us in the hallway, I'm going to try to kill you. There is absolutely no need for that. Your eidolon and you are perfectly capable of performing actions that won't harm the rest of the party. I'd ask that you show us that consideration.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

"I can't see anything..." Rasim mutters, staying in the doorway.


Male Human Necromancer HP (3/8)
Stats:
AC/Touch/Flat 12/12/10 | Fort/Ref/Will +2/+2/+2 | Init +2
Skills:
Appraise +8, Diplomacy +7, Know Arcana +9, Know History +9, Know Nobility +11, Know Religion +10, Linguistics +8, Spellcraft +8 | Perception +0/Sense Motive +0

For the record, Orcen is NOT in the hallway. He's standing in the tapestry room, off to the side of the door leading into the hallway.


HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9

I sketched the layout of the lower level here, for those that can't visualize it.

Edit:Put people's avatar's on there so we can be more clear about positioning. Just drag your little picture around. It's not to perfect scale, but it's pretty close.


Male Dwarf (Pahmet) Gunslinger (Pistolero) 1
Quick Stats:
| HP 11/12 | AC 16[/17], Tch 13, FF 13[/14] | CMD 16 | Fort +4, Ref +5, Will 0 | Init +3 | Perception +4 | Sense Motive +0

"Byron!"Graxzos calls hoarsely down the passage, not shifting his eyes off the end of the hallway, "Yer machine is doin'...somethin'...to the...thing...we found in here! Either tell it to quit, or you lot need to get back here sharpish! راسم، والخروج من القاعة!"

Osiriani:
"Rasim, get out of the hall!"

Thanks for the map, Rasim! Helps a ton. Moved my avatar to where he should be. :)


[ooc]I should not be at that end of the hall. We were all given the same check and I don't think we needed to walk up directly to the rope to see it. In fact actions wise I'm not sure if any of us had the speed to make it to the end of that hall this round. GM please advise.[ooc]

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