Lucendar's Mummy's Mask Campaign - The Necropolis awaits! (Inactive)

Game Master Lucendar

Initiative:
Enemies: [dice]1d20+2[/dice]
Alzaar: [dice]1d20+3[/dice]
Anka: [dice]1d20+1[/dice]
Kakra: [dice]1d20+2[/dice]
Jalal: [dice]1d20+2[/dice]
Rhade: [dice]1d20+1[/dice]


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Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Hama Enb Taantulazz...
Alzaar wiggles his fingers at the chakram absentmindedly, his eyes all over the place, scanning the room for anything dangerous.
Cast light on the lantern, and take 20 on perception for a total of 25 to check the area out for traps or anything else of interest.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Rhade assists, by casting Light on the chakram. "I can carry the lamp, if you want. I'm not going to be lugging any weapons, so I should have one hand free at least at all times. That'll keep you weapon swingers free to do what you do best."


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"But before you run around and wreck things, remember the three rules we were given earlier. Also, just take a look around this place and consider we are the first group in years that has seen the inside of this ruin. This is loving history, and we are apart of it. Appreciate it!"

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

"ضوء" Kakra utters a single word and her shield glows like a torch.

Kakra will be towards the front, she has the highest AC I believe.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar will take point, and stay fifteen feet in front of the group so he can keep his eyes open for danger. He speaks the same incantation he did earlier, this time casting his light spell on a small stone and holding it out in front of him.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

"It seems we shall not be wanton for light." He smirks, taking his place in the front of the group. He hefts his shield before him, but does not draw any weapon. "I shall protect the group if something happens. And my forefathers shall protect me."

He squints his eyes down into the room and slowly walks in. He takes in the ancient stone wheel and the carvings on the wall. His eyes try to read the ancient script.

Perception: 1d20 + 1 ⇒ (5) + 1 = 6

Is there writing in Ancient Osirion? Also, do we know if Akhentepi if human?


I play that it takes 2 minutes to search a 5x5 section if you take 20. Thus, in a room this size, it takes Alzaar 24 minutes to search the whole room. That's fine now but keep in mind when spellcasters cast mage armor or spirit shield, for example, and it lasts 1 hour. Then, taking 20 means that spell may only cover 3 rooms at this rate.

Assuming the party waits 24 minutes for Alzaar to clear the room... Alzaar finds no traps. Then the rest of the party enters and looks around.

Jalal sees there are hieroglyphs on the walls in Ancient Osiriani and with the engravings, they describe the life of the tomb’s enshrined occupant, Akhentepi, a celebrated human military commander who presided over the troops garrisoned in Wati prior to the city’s downfall. The hieroglyphs warn, “Akhentepi’s tomb is well defended, and those who defile it tempt the wrath of the gods.” An additional warning advises, “The only thing the Lady of Graves despises more than the grave robber is the unsuccessful grave robber,” followed by a final admonishment to “Turn back while you can.”

1d20 ⇒ 12

Jalal identifies the spiral on the stone wheel as the symbol of Pharasma, and recognizes that two of the carved faces in the room’s corners depict Pharasma as well. He does not recognize the other two stone faces.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Will a Know. History help identify anything else, DM? Know. History 1d20 + 7 ⇒ (14) + 7 = 21


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar attempts to identify the other two statues as well with a knowledge history check.

The room is clear. he looks at the hieroglyphs, reading the ancient language quickly and chuckling to himself. Those warning sound ominous enough... I wonder if we can just tell the dangerous stuff we're allowed to be here? Let's identify these statues and see if they have any clues as to what we can expect later...
He says the last part thoughtfully, as he looks over the statues to see if they strike up any memories of things he learned whilst sneaking into various schools and temples as a youngster.

Knowledge History: 1d20 + 6 ⇒ (17) + 6 = 23


Knowledge (religion) applies.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Knowledge Religion: 1d20 + 2 ⇒ (14) + 2 = 16


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

If Rhade is able to reach the hieroglyphs, he does so, rubbing his tiny hands over the pictures. This is truly living history!

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

religion: 1d20 + 4 ⇒ (10) + 4 = 14

Kakra examines the statues for religious figures.


The hieroglyphs are within reach. Unfortunately, neither Kakra nor Alzaar recognize the religious figure depicted in the stone statues.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

"These figures, I do not recognize them, but they must be of someone important to be down here. This Akhentepi was an important figure, so it would make sense that these figures are -or were- important as well." She pauses for a moment, and then if the statues are within reach, suggests. "Does anyone have some sort of parchment, perhaps we should place some paper over these statues and copy their impression into them." Failing that she will also suggest that someone with paper sketch out a likeness of the figures which they could not identify.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Knowledge, Religion: 1d20 + 4 ⇒ (17) + 4 = 21

Jalal translates the writings he sees for the rest of the group. He tries to remember all the faces of the old gods and the new. "It seems like there will be several guardians or traps within. Hopefully Pharasma will bless this endeavor as well as she has kept other out for so long."


Jalal recognizes and identifies the likeness of Anubis, the ancient Osirian god of burials and mummification. Closer examination of the faces also reveals them to be decorative torch holders, such that when torches are placed within them, a corona of flame surrounds the deities’ heads.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Ah, I'm glad you recognized them Jalal. I've only faintly heard of the ancient gods.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Rhade scans the room, looking for any notations or pictograms of sphinxes as well, while the group was occupying themselves.

"I always carry writing supplies, my good lady. Never know what you might need to preserve for future events!"


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

"Interesting that this has Anubis as well as Pharasma. This must have been a time where both gods were recognized." Jalal looks around the room again.

"Alzaar, do you know what that wheel device might do?"


The stone wheel against the south wall is 10 feet in diameter and 6 inches wide, and weighs more than 5000 lbs. It appears the wheel can be rolled to either side along its track. Up to four characters can help roll the wheel.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Let me study it for a moment, and see what I can figure out.
Knowledge Engineering: 1d20 + 2 ⇒ (20) + 2 = 22

EDIT:Put the wrong modifier on there. I put my dungeoneering modifier by accident.


Alzaar: Turning the stone wheel should provide a clue as to how to proceed.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Lol, I hadn't refreshed my page, so I didn't see your post before I rolled my knowledge check. So, I guess with all my expansive engineering knowledge, I am certain it is a door.

Lets roll this wheel I the side, and see what it reveals. It follows that track, just there.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"I'd suggest I sit this one out. Pushing heavy wheels is not my strong suit. I'll keep sketching while the remainder of you try to get that wheel rolled."


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Strength Check: 1d20 + 1 ⇒ (5) + 1 = 6

By the time this is over, Alzaar is going to have a hernia...


Actually, Strength checks are not required for the wheel, just a combined Strength score.

Between Alzaar and Jalal, the two of you struggle but you manage to push the wheel, revealing an approximately 5-foot-wide opening in the south wall. Now the million dollar question for the most under-equipped party ever: do you have pitons or some other way of holding the wheel in place and keeping the door open? :)


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

As the weak mage, I choose to not answer that question, lol. Everyone else had to carry heavy things like shovels, pitons, rope, etc. I'll draw neat pictures on my parchment, haha.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

Perhaps I could use my rope to tie the wheel down?


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Actually, rope and pitons came in my rogue's kit. Score!

Alzaar secures the wheel in place with some of the pitons from his pack.
How many does it take? I have ten.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

I believe Mr. Na'Keth has some pitons, like a good rogue skill character.


Sweet! Three pitons are needed to wedge the door open.

The next room is 4x4 square room, which takes Alzaar another 24 minutes to clear of traps.

This square room is starkly devoid of any markings or adornment. In the center of the chamber’s floor, a square shaft 10' wide 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.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

Kakra looks around for a pebble, casts light on it, and drops it down the shaft, when the light stops moving, can she still see it?


Yes, the pebble lands and she deduces the drop is about 60' down.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

Looking down the shaft, Kakra turns back to the others and asks, "So, who is going down first? Assuming of course that the rope is safe."


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal moves over to the piton and inspects it and the rope. He tries to see how long the rope and piton may have been there. He tugs on the rope to test the strength. "Hold a moment."

Perception: 1d20 + 1 ⇒ (18) + 1 = 19


The rope immediately crumbles in Jalal's hand as soon as it is handled. Been awhile!


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal turns to the group with the remains of the rope in his hand. He begins chuckling. "I doubt that would have held your weight, Kakra!" He grabs the piton and tries to pull on that too.


It is quite rusty. It may be best to use a new piton.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

It's probably best we use my climbing gear. We at least know it won't fall apart on us. Haha!

With that, Alzaar begins driving a new piton in near the old rusted one, and securing his rope to it. When he's done, he picks up his light pebble and begins to climb down.

I'll scope the are out and let you know if it's safe or not, be ready in case there's anything nasty...


Does the character with no ranks in Climb really want to go first? :) It will require Climb checks.


Gunsmoke Mystic 12
Stats:
Hp: 64/64 | AC 29, Tch 20, FF 21 | F: +9, R: +16, W: +17 | CMD: 26 | Init +10, Per: +25, SM: +20[/spoiler\ [spoiler=Skills]Acrobatics +23, Knowledge (Arcane) +17, Profession (Sailor) +17, Stlth +17

Wow not even 24 hours and so many posts to read through! Awesome.

"Do we really need to spend nearly a half hour looking through each room? We'll never get anywhere at this pace."

At some point while waiting for Alzaar to search for traps, Anka grows bored and pulls out two torches. She'll light them and place them in the Anubis statues. If nothing happens after 1 minute, she takes them out and buries the end in sand so she can use the torches again in the future.

Instead of taking 20, making just take 10? Assuming its a dungeon crawl, there will be dozens of rooms. Even not assuming that, do all the PC's have the patience to sit and wait for a half hour doing nothing while Alzaar searches?

"I have a rope and some pitons. Let me set a rope up for us."
Anka will pull out a piton and rope, hammering it into the floor and setting up a way for the party to descend.

We're not doing too bad for items! We lacked shovels but we had crowbar, pitons and rope! And light!

Edit: Alzaar Ninja'd me T_T


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

If the party wants I can just roll for perception, it's up to you guys. GM, the rope should make the climb checks pretty easy, but if someone else wants to go, that's cool.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

"Well, I may have to leave my armor behind when I go down anyway, or going down not wearing it at lest." Kakra notes, looking around the room.

Are there any other obvious exits to the room that we are currently in? Also, I have a -5 climb in armor with my shield, yikes.


Gunsmoke Mystic 12
Stats:
Hp: 64/64 | AC 29, Tch 20, FF 21 | F: +9, R: +16, W: +17 | CMD: 26 | Init +10, Per: +25, SM: +20[/spoiler\ [spoiler=Skills]Acrobatics +23, Knowledge (Arcane) +17, Profession (Sailor) +17, Stlth +17

Its only a DC 5 to descend a rope if there is a wall to brace against.

"Take your time going down, Kakra. Let Alzaar and I go first. It will likely take less time for you to descend slowly than it would for you to take your armor off, descend, and put it back on. Although the decision is, of course, up to you."

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

And it's only 30 seconds to remove my armor, and 2 minutes to put it back on if I have help, failing a DC 5 climb and falling 60 feet because I rolled poorly would not be fun. However, unless I get my gear down first, I would still have nearly the same armor check by having a medium load.

"I think I will take my chances with removing the armor, if someone can assist me."


Gunsmoke Mystic 12
Stats:
Hp: 64/64 | AC 29, Tch 20, FF 21 | F: +9, R: +16, W: +17 | CMD: 26 | Init +10, Per: +25, SM: +20[/spoiler\ [spoiler=Skills]Acrobatics +23, Knowledge (Arcane) +17, Profession (Sailor) +17, Stlth +17

"I'll help you out before I descend."

Anka has a +7 climb bonus, she'll go before or after Alzaar. If it matters, I think he wanted to go first still so we can do that. 1d20 + 7 ⇒ (7) + 7 = 14


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

I'll go first and scope the room out while you help her.

Climb: 1d20 + 1 ⇒ (5) + 1 = 6

Woot. Passed by one point. I hope.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

You can almost always take 10. I would suggest it for checking for traps in rooms too.

Jalal removes his shield and armor, following Kakra's advice and waits until Alzaar and Anka get to the bottom before beginning his climb down.

Climb, take 10: 10 + 5 = 15


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Yeah, taking ten sounds good from here on out.

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