Krystallos: Shibbati

Game Master JGray

Long sealed away, the necropolis of Shibbati will soon be opened. A lottery is being held to determine which adventuring companies can explore which sections of the dead city. Will you find secrets? Treasures? Or just your deaths?

The Krystallos wiki

The Shibbati section

Roll20 Battle Map

Current Init Order
Skeletons: 16
Gil: 15
Lilia: 12
Dorian: 7
Seeker: 7


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Male Human Urban Barbarian 1

"Yeah, that's right." says Gil in response to Tobias' systematic analysis of his background "Though it's a little unsettling how quickly you seemed to recall all that."


Male Human Investigator (Empiricist) 1

Tobias shrugs at Gil, "It's a writer's job to remember."

-Posted with Wayfinder


Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

Lilia’s knowledge is basic (for an Amazonite) :)


Male Human Brawler (Exemplar) 1

Bastion nodded taking all the information in and speaking up, " Bravo, it seems we are all well acquainted now. And it would be rude not to state information on your Commanding Officer. I Am one skilled in many martial talents and have been trained in gladiatorial combat. As such I am flexible. Expect me to be on the front lines but also to be able to guide your strikes to the most efficient path. I have had many years as a Soldier, I am confident in my capability. As such I now give you all the Order to Relax and enjoy yourselves. We shall meet on the morrow. You are dismissed! "

Bastion raised himself from his seat and moved to a small bag in the corner where he took a bottle and proceeded to drink it straight from the source.


4th of Diamond, year 54 of the Age of the Great Invasion

Overhead, the Sky Turtle shimmers in flame as the heat pours down upon the city of Shibatti. Your group, along with all the others who entered in the lottery, reports to the gates of the necropolis to await their opening. A Cleric of Opal, though not Sebti the Crocodile herself, once more reminds you of the rules. This time, she speaks in Amethystish so all may understand.

Remember How This Came to Pass. The necropolis is sacred ground and must be treated as such. Every Slave's Hut is a Memorial. Willful vandalism and destruction will not be tolerated. Honor the Departed. Do not disturb the dead any more that you must.

Having spoken her words, the gates are opened. A detachment of six well-armed men from the Host of Bones leads you through the empty, sand covered streets. The buildings around you are ancient and crumbling with vivid colors long since blasted away by heat and sand. Occasionally you catch glimpses of movement in the space between the buildings or in the empty windows of the buildings themselves. Other adventurers seeking treasure? Natural animals who have made the necropolis a home? Or perhaps the undead, peering out to see who has disturbed their sanctuary.

You are led into a collection of stone monuments. Deceptively small pyramids and blocks jut up from the ground in a seemingly random collection. This is, essentially, an ancient Shibatti cemetery. You are in a boneyard within a necropolis.

The leader of the Host of Bones contingent that escorts you points to one tomb in particular. Your tomb. He reminds you to remember the rules and then the guardians retreat in an orderly fashion to the boneyard entrance.

A rectangular stone mausoleum sits apart from the others in this boneyard. The trunks of a few dead trees poke out of the sand around the tomb and a hot breeze blows through the desiccated branches. A set of massive, ten foot tall stone doors are affixed to the northern side of the structure, beneath a facade bearing the likeness of a Citrinic kobold. They seem to have no obvious hinges or handles. Windblown sand has heaped up in piles around the crypt, partially burying the doors that lead within. Ancient Citrinic hieroglyphs are carved upon the doors.

For characters who can read ancient Citrinic or Linguistics DC 15:
The writing on the tomb door is simple. It gives a name: Akhentepi, a date of birth that translates to the 136th year of the Age of the Injured Turtle and a date of death that translates to the 190th year of the Age of the Injured Turtle. That places his death some 11 years before the Plague of Madness struck the city and 360 years before the present year.

Knowledge (Engineering) DC 10 or Perception DC 15:
The doors are on concealed hinges and swing open outward, not inward. There are traces or mortar around the seams and jamb of the door that have since crumbled (or been chipped away). That indicates that this tomb was meant to be sealed permanently and not intended to be opened again.

If on the Knowledge (Engineering) check for the last spoiler you rolled a 15 or higher or if you rolled a Perception 20 or higher in that spoiler:
There are scrapings in the crack between the door that are indicative of a crowbar being jammed inside


Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

Perception: 1d20 + 3 ⇒ (18) + 3 = 21
"the doors seem to open outward and are not meant to ne opend. Hmm... Prying them open doesn't seam to work" Lilia points at the scrapings
" any idear how to open them?"
She gives Gil and Tobias a questioning look.


Male Human Urban Barbarian 1

I can read normal Citrinic, is that sufficient?

Knowledge Engineering: 10 + 6 = 16

Gil scans the door carefully. Up until this point he's been out of his element, but now...now they were in his area expertise.

"Someone has tried to get in this door before. Eh, nothing we can do about it I guess."

Before doing anything the Barbarian takes out a small piece of charcoal and notes the entrance to the tomb on a small piece of parchment hanging from his neck.

After that he draws the Throwing Axe from his belt and jams the blade in along the same path as the crowbar, attempting to gently pull open the door.


Normal Citrinic uses something more akin to modern Arabic script. Ancient Citrinic uses hieroglyphics. You can probably understand it spoken but not written.

Gil, make me a strength check, please.


Male Human Urban Barbarian 1

1d20 + 5 ⇒ (5) + 5 = 10 +1 morale bonus on the roll. I assume it's still not enough.

"Ugh. It's heavier than I expected. Can someone lend me a hand?"


The DC to open the door with the sand piled in front of it is a 30. The DC to open the door with the sand cleared away and with the help of a tool like your axe is a 20.


Male Human Urban Barbarian 1

So even with a +2 to from each other player we still don't make the 30 or the 20. Someone else will have to roll.

"Stupid door..." mutters the Breaker. Instinctively he reaches for his hammer but stops, remembering the rules that were being constantly reiterated. "Fine." he sighs and gets down onto his knees and starts clearing away the sand, sliding the axe back into his belt.


Male Human Swashbuckler 2, HP 18, Init +4, Perception +0, Panache 3.5, speed 30, Acrobatics 9, Nobility 3, Barrister 4, Saves 2/7/0, AC 19/14/15, Rapier (18-20) +6 (1d6+1)

"I don't think I'll be much help pulling the door open with so much sand in the way. Here, I'll start moving the sand away."

With that, Dorian puts away his rapier, gets on his knees, and starts moving the sand away with his hands.


You're allowed to reroll, Gil. This sort of check you can do as often as you like. Though some aid from another would be useful.


Male Human Urban Barbarian 1

I'd still need to roll a 16 to get it at this point, so I'd like to get some Aid Another actions over here.

"Right, let's try this again" says Gil as he gets back to his feet and brushes the dust from his pants. Once again he takes out his axe and starts trying to wedge the door free. "Anyone want to lend a hand?"

Strength (DC 20): 1d20 + 4 ⇒ (11) + 4 = 15


Male Human Swashbuckler 2, HP 18, Init +4, Perception +0, Panache 3.5, speed 30, Acrobatics 9, Nobility 3, Barrister 4, Saves 2/7/0, AC 19/14/15, Rapier (18-20) +6 (1d6+1)

Dorian will help.
I'll do this ten times. Gil should use anything >= 10 as a +2 to his roll. But, they should be used in order.

strength check to aid (DC 10): 1d20 + 1 ⇒ (6) + 1 = 7
strength check to aid (DC 10): 1d20 + 1 ⇒ (11) + 1 = 12 success
strength check to aid (DC 10): 1d20 + 1 ⇒ (14) + 1 = 15 success
strength check to aid (DC 10): 1d20 + 1 ⇒ (7) + 1 = 8
strength check to aid (DC 10): 1d20 + 1 ⇒ (3) + 1 = 4
strength check to aid (DC 10): 1d20 + 1 ⇒ (13) + 1 = 14 success
strength check to aid (DC 10): 1d20 + 1 ⇒ (17) + 1 = 18 success
strength check to aid (DC 10): 1d20 + 1 ⇒ (15) + 1 = 16 success
strength check to aid (DC 10): 1d20 + 1 ⇒ (6) + 1 = 7
strength check to aid (DC 10): 1d20 + 1 ⇒ (1) + 1 = 2


That's a total of 17. You need two more people to help to bring it up to 20.


Male Human Investigator (Empiricist) 1

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

Tobias scans the door for any sign of a trap.

"The writing is just Akhentepi's epitaph, nothing too interesting or important."

Tobias watches Gil and Dorian wipe away the sand from the door then attempts to help Gil gain leverage.

Aid: 1d20 + 1 ⇒ (12) + 1 = 13

-Posted with Wayfinder


Tobias, you're one hundred percent sure the door is not trapped. You also add +2 to Gil's strength check. That's 19. You need one more hand to push it over the edge.


Male Human Brawler (Exemplar) 1

Posting in a bitcomp acting up


Male Human Brawler (Exemplar) 1

Using roommates computer; this is annoying

Bastion moved over and pulled up to assist the strong man

Aid: 1d20 + 5 ⇒ (5) + 5 = 10


Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

Lilia moves over and atempts to use her stenght to assist the others.

aid: 1d20 ⇒ 18


Slowly, as the entire party throws their weight into the effort, the door moves. Once it has moved a scant few inches, hands can be shoved into the crack to gain better leverage. After several minutes of working together, pulling and heaving, the door drags through the sand and opens enough to allow entrance to the tomb. The door drags into the sand and closing it will now be almost as much of an effort as opening it was.

The fiery light of the Sky Turtle filters into the now open tomb to reveal a rectangular room empty save for engravings upon the wall and an immense stone wheel set on tracks to form a barrier preventing entrance to the next room, set against the south wall. The air is stale and a layer of dust and sand covers the floor, crunching beneath your feet. All four walls bear sunken-relief engravings and hieroglyphs while small stone kobold faces are affixed to the walls at about shoulder height (for the average kobold) in each corner. The stone wheel is engraved with a large spiral.

The chamber you just opened is represented on the map over at Roll20. The link to the Roll20 site is in the campaign information at the top of the thread.

You can take ten on these knowledge checks but not twenty if you plan on spending a large amount of time in this chamber.

Knowledge (Religion) DC 10:
The spiral on the stone wheel is an ancient Citrine symbol representing Opal, the Totem of Death and the Mind.

Knowledge (Religion) DC 20:
One stone mask represents Rahoru the Bright-shining, the first pharaoh of the ancient Citrine Kingdom and Icon of Citrine. Every pharaoh after the first was also named Rahoru and tradition held that the current pharaoh on the throne was the reincarnation of the original and, thus, a living Icon. The second stone mask represents Ausar the Green-scaled, an Icon of Opal who developed the funeral and mummification rites of the Ancient Citrine kingdom. (An Icon is a living being who, upon passing on from this world, was elevated to be a celestial servant of the Totems. They are often prayed to in place of Totems and asked to intercede with a Totem on the supplicant's behalf. Think of Saints in the Catholic tradition).

Knowledge (Engineering) DC 10:
The stone wheel was obviously meant to be rolled in place once the tomb was sealed and not moved again. It will take a concentrated effort to move it and is better moved from the right side (as you are facing it) than the left. It will help if you can hammer handles, such as pitons, into the wheel.

Understanding Ancient Citrine:
The hieroglyphs on the walls are a series of warnings. The first warns that Akhentepi's tomb is well defended, and those who defile it tempt the wrath of the Totems. The second warns that The only thing the Totem Opal despises more than a grave robber is an unsuccessful grave robber. and the last warning reads Turn back while you can.

What will you be doing in the chamber?


Male Human Urban Barbarian 1

Upon entering the antechamber Gil takes the opportunity to start denoting the dimensions and characteristics of the room on his parchment, quickly making shorthand notes in charcoal. Once satisfied with his measurements he puts a hand on his hip and speaks up:

"Alright, this'll make a good staging point. If you have anything you don't want to carry inside, leave it here. Once we get inside if anyone gets separated try and make your way back to this room."

With that he moves over to the large stone wheel and starts examining it.

Knowledge: Engineering (DC 10): 10 + 6 = 16

"Hmmm, looks like it'll be a real pain to move without damaging it. No getting around I suppose..." The Breaker then rolls up his sleeves and grips the wheel with his bare hands, trying to roll it out of the way.

Strength: 1d20 + 4 ⇒ (15) + 4 = 19


The wheel begins to give but it will require more muscle than even the mighty Gil can bring to bear by himself.


Male Human Brawler (Exemplar) 1

Bastion moves up and does so as well, clearly seeing the man having difficulty " Private Gil allow me to assist you in this task. It is not above me to get my own hands dirty "

Strength: 1d20 + 4 ⇒ (16) + 4 = 20


Male Human Urban Barbarian 1

*huff* *huff* "Thanks"


Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

"I stand corrected, it could be pried open, lets hope we were the first to manage that"

Rolling her shoulders she moves to help moving the wheel.

Strength: 1d20 ⇒ 16


Male Human Investigator (Empiricist) 1

"You might want to actually take a look around before just getting straight to turning switches and levers."

"These walls are full of warnings and curses, maybe ease up on that dial until we take a look around?"

Take 10 on both knowledges for a minimum of 20 with inspiration.

-Posted with Wayfinder


Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

"You Are right, I was overcome by my excitement. I should treat this tomb like the swamp back home"
Lilia softly curses(in Amazonite), steps back from the weel and takes a look around the room.
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
can I use spellcraft to check if the curses on the wall are ?
If I can use this roll, otherwise ignore it

Spellcraft: 1d20 + 7 ⇒ (12) + 7 = 19


Lilia:
After careful examination of the room, you can determine that none of the hieroglyphs have any actual mystical significance. If these are curses, they are toothless ones with no magic behind them. There's no indication that the words are anything but warnings.

With Gil and Bastion both pushing against the wheel it begins to move, rolling to the side and revealing open space - another room - behind it. It is hard to see into that room because you have reached the limit of how much light the outside sun can provide. You are sure, however, that there is some sort of large pit in the center of the chamber.

I've updated the map to show you what you can see of the room beyond the stone wheel. The red arrow indicates the space you can move through from your present chamber into the next one, should you choose. Basically, a five foot by five foot space has opened that links the two chambers together.

Stealth and Perception checks:
Scorpion Stealth Check: 1d20 + 8 ⇒ (13) + 8 = 21
Bastion Perception Check w/ penalty for being distracted: 1d20 - 2 ⇒ (11) - 2 = 9
Dorian Perception Check: 1d20 + 0 ⇒ (18) + 0 = 18
Gil Perception Check w/ penalty for being distracted: 1d20 + 0 ⇒ (3) + 0 = 3
Lilia Perception Check: 1d20 + 3 ⇒ (12) + 3 = 15
Tobias Perception Check: 1d20 + 5 ⇒ (12) + 5 = 17

Initiative checks:
Scorpion initiative: 1d20 + 0 ⇒ (16) + 0 = 16
Bastion initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Dorian initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Gil initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Lilia initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Tobias initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Everyone becomes engrossed with their tasks - moving stone wheels and examining hieroglyphs. No one notices as a scorpion the size of a dog scurries through the open door and into the chamber. The scorpion's shell is translucent, making it possible to see muscle tissue, veins and the working organs hidden underneath.

Combat: Surprise Round

Only the scorpion acts.

Scorpion sting attack on Tobias: 1d20 + 2 ⇒ (8) + 2 = 10

The scorpion attacks quickly as it steps through the door, tail lashing forward. Fortunately, though his back was turned to the scorpion his masterwork chain shirt still does its intended job. The tip of the stinger becomes fouled in the chain links and yanks backwards, freeing itself.

Combat: Round 1

Scorpion claw attack on Tobias: 1d20 + 2 ⇒ (3) + 2 = 5
Scorpion claw attack on Tobias: 1d20 + 2 ⇒ (12) + 2 = 14
Scorpion sting attack on Tobias: 1d20 + 2 ⇒ (1) + 2 = 3

The scorpion skitters to the side and continues to assault Tobias, finding him the most convenient of targets. Aware of the monster, this time, Tobias can aid in his defense. Between fancy footwork and his chain shirt the scorpion's claws and poisoned stinger find no flesh to rip and pierce.

Initiative order is in the campaign info at the top of the thread.

An image of the battle as of the start of Round 1


Male Human Swashbuckler 2, HP 18, Init +4, Perception +0, Panache 3.5, speed 30, Acrobatics 9, Nobility 3, Barrister 4, Saves 2/7/0, AC 19/14/15, Rapier (18-20) +6 (1d6+1)

Just paying attention to all the action of turning the door, and listening to Bastian bark out orders has left Dorian somewhat inattentive.

Now that the beast has attacked, he springs into action. Dorian will take a five foot step (SW) and attack the cruel beast.

Rapier and damage: 1d20 + 5 ⇒ (8) + 5 = 131d6 + 1 ⇒ (6) + 1 = 7


Male Human Urban Barbarian 1

Round 1

At first he was too preoccupied to notice the scorpion slipping in through the entrance. Once it became wrapped up with trying to tear at Tobias was when he finally caught wind of what was happening.

"No time to play with the wildlife" says the Barbarian. Gripping his hammer in his off-hand he moves with agility unbecoming of his size, swiftly closing the short gap between himself and the scorpion:

Gil: Full-Round Action to Charge. Drawing Earth Breaker as part of the Charge Action.
Gil: Activating Power Attack. Acrobatics check to avoid AoO.

Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 2d6 + 9 ⇒ (3, 5) + 9 = 17

He brings his main hand to bare on the Earth Breakers handle and delivers a titanic overhead blow to the scorpion.


Gil, I don't believe you provoked an attack of opportunity there.

Gil's hammer comes down hard on the scorpion. The chamber echoes with the crack as the creature's exo-skeleton isn't so much broken as shattered. Goo splatters to either side, staining the floor and the feet of those nearby.

Needless to say, the scorpion is no longer moving. No longer anything. Gil the breaker has broken the bug.

Combat Ends. Resume normal RP/exploration.


Male Human Urban Barbarian 1

Always helps to be safe and roll it anyways.


Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

"Yay we won!! Can I examine it,..., I will examine it. ⌒.⌒ "

Lilia examines the scorpion, it is a exicting specimen whith its translucent skin.

Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Knowledge(Nature): 1d20 + 7 ⇒ (5) + 7 = 12

One of the most usefull things the scorpion has is its venom, Lilia will try to extract as much as she can.

Craft(Alchemie) or whatever is used to extract poison from a Creature: 1d20 + 7 ⇒ (17) + 7 = 24

She also takes pices of its shell (for research).


Male Human Urban Barbarian 1

Rolling his shoulders, Gil puts his hammer away once again.

"Someone strike a torch before we go any further. Are you alright Tobias?"

"Master Raphiel, do you want to close this door for now?" he asks, motioning to the entrance of the tomb that the scorpion just came through.


Male Human Investigator (Empiricist) 1

"Yes I'm fine Gil. What an interesting creature."

Knowledge Nature: 1d20 + 9 + 1d6 ⇒ (12) + 9 + (1) = 22

"I agree with Gil, I'd like to avoid getting stung in the ass in the future. "

-Posted with Wayfinder


Tobias:
The creature is a ghost scorpion. A relatively normal, if very large, scorpion. The average specimen is three feet long and has an additional three feet of tail and tend towards 45 pound in weight. This one seems a bit smaller than that. They are normally nocturnal so this scorpion was likely either confused or desperate for a meal. The poison it carries renders the muscles weaker but is unlikely to incapacitate a full sized adult person. As poisons go it is relatively weak. The Taviston Guide to Adventurous Dining suggests they are decent eating if cooking over an open flame, especially with hot spices.

Lilia: Extracting poison from the scorpion will require a Survival check, DC 13. Failure by 5 or more means you have poisoned yourself. If you succeed you harvest 1 dose + 1 dose for every 5 you beat the check by. The Craft (Alchemy) check you made will allow you to preserve the poison for future use once you've harvested it. The process will take roughly ten minutes.


Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

" I would like to extract some of the scorpions poison for later use, if we have time, it might come in handy, Sir" says Lilia to Bastion, after finishing her examination of the scorpion, collecting scorpion shell pieces for four or five goggles and cleaning her hands of scorpion goo using the sand.

Assuming he said yes
Survival to extract poison: 1d20 + 3 ⇒ (1) + 3 = 4
Failing missearbly the knife slipps, cutting her hand while removing the poison gland, spilling poison over the wound, Lilia curses like a sailor (still in amazonite) at the sorpion, it's family line and cursed tombs in general.

Fortitude(DC13): 1d20 + 1 ⇒ (20) + 1 = 21


Ten minutes of time is gone assuming this happens but, fortunately, your Amazonite toughness comes in handy and you suffer no ill effects. Your Fortitude Save is a +3, btw. You got a 24 not a 20. The poison gland is, unfortunately, ruined.


Male Human Investigator (Empiricist) 1

Tobias continues to look at the scorpion as Lilia begins her extraction of the poison. Peering over he shoulder and murmuring to himself. After a fee seconds he seems satisfied with his analysis and says aloud,

"Ghost Scorpion, bit small for its species. Not sure what it was doing scurrying about this time of day, these things are nocturnal hunters. It must have gotten behind the wall a few days ago and has struggled to find food since, was desperate to find a meal, thought I might be it. "

Looking down at Lilia's progress he continues, "Careful by the way, Ghost scorpion venom is a paralytic and isn't really meant for hunting prey as large as us, but it could still cause some nasty fatigue if left untreated. "

-Posted with Wayfinder


Female Human(Amazonite) Alchemist 1; HP 13/13 ; Init +3; Perception +4 ; AC 15; Spells: cure light wounds, 'open spellslot' Bombs:7/7

Lilia clamly raises her injured hand to her mouth, sucking out the mixture of poison and blood, spitting it into a vial she had prepared for the poison (no reason to waste it, if it could still be used for reaserach later). After cleaning the wound with some water from her waterskin, the wound turns out to be quite shallow, just a large scratch, she gives it a lick, closing of the wound against the air and disinfecting it using her own lightly poisonous spit.

After cleaning her mouth with some water she replies to Tobias, "luckily my own venom is paralytic as well, that seems to help, as I feel no ill effects"


Male Human Brawler (Exemplar) 1

Bastion strikes a torch and held it aloft analyzing the scene and giving an almost satisfied smirk at Tobia's narrowly avoided encounter. " Negative, to our knowledge that entrance is the only way in and OUT of this tomb, as such if we were to close it we also seal our fates if the worst were to happen that is tactical suicide. We need to ensure safe retreat in any situation such as this. So your Request Private Taviston is DENIED. Surely you'll learn how to deal with surprises now that you have had a brush with death. "

Bastion looked over the creature with curiosity but waved off any deep thought on the matter. " Private Aconite, you have my permission. " watching the Amazonite carefully until inevitably she seems to fail an looks no worse for wear. He looks back to Tobias " And if you are so worried about a scorpion what I am about to tell you next should e more alarming. Private Taviston, you are relegated to scouting ahead, assisted by Private Odalis. I'm sure possibly deadly traps must be closer to your comfort. The rest of the company shall proceed after you once the coast is clear, in the meantime I shall be securing these doors." Bastion said with a commanding voice


Male Human Urban Barbarian 1

"Leave it to me" says Gil. He turns to Tobias and continues: "If it's not too much trouble can I get you to handle a torch while we go? Swinging this hammer around has a tendency to occupy all of my attention."


Male Human Investigator (Empiricist) 1

Tobias will take the torch from Bastion before falling in behind Gil.

"Whatever makes you comfortable big guy."

I can't reliably move my character while at work either like Dorian but I can access roll20 just fine while on mobile so I can see the battlefield. Is it possible you share control of Tobias with Gil? Tobias will follow behind him giving him a 5 foot space between the two of them.

-Posted with Wayfinder


Male Human Urban Barbarian 1

You got it bud. I'll move us into the visible portion of the next room


The torch flickers, casting shadow upon the walls as Gil and Tobias squeeze into the next chamber. It seems to be a mirror of the first in size and shape but lacks any ornament. The walls are stark and bare, as is the floor and even the ceiling. There is but one thing in this room. In the center of the chamber is a square shaft that drops down into darkness. A faint, musty odor rise 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 dangle from it and runs down into the darkness below. The shaft runs deep enough that your torch's light does not illuminate the bottom.

Knowledge (Engineering) DC 12 or Climb DC 15:
What you can see of the shaft's sides are smooth and have a perfect vertical plumb. No handholds. No ladders. This is superior craftsmanship. This shaft was intended to be impossible to climb.

I've added a green square on the map to represent the piton.


Male Human Urban Barbarian 1

Knowledge: Engineering: 10 + 6 = 16
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

The small size of this room came as somewhat of a shock compared to the massive door that it had been hidden behind. Regardless, Gil followed Bastions instructions and started checking for traps around the room, though he does so without much enthusiasm. Instead he has preoccupied himself with once again updating the map hanging around his neck. He moves carefully around the pit towards the rope, intent on checking it and the piton for any signs of degradation.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


The piton bears the mark of a forge that went out of business some ten years ago. Both it and the rope are old but, perhaps due to the dry desert air, serviceable. However, when Gil pulls the rope up he discovers only seven feet of it remains. It has obviously been cut by a sharp blade.


Male Human Investigator (Empiricist) 1

Tobias curses when he sees the rope lifted by Gil.

"I can tell already that I don't very much care for this tomb."

Tobias will edge closer to the pit but only close enough to where he can look down it and careful to avoid stepping too close.

Then he will set his pack down and pull out a small bag.

"I should have brought a better sort of portable light. I'm going to make note of this for tomorrow."

Then he tosses the small bag he pulled out down the pit.

Flash Powder down the pit to see when it explodes and guess how deep down the pit goes.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

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