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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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 waits, checking to see if the others were able to get all the way to the bottom safely, before chancing a go. "Im not sure this is the best idea," the gnome gulps, as he prepares to head down.

If a five will do the deed, Rhade will take that, giving him a nine. If not, Climb check...1d20 - 1 ⇒ (13) - 1 = 12.


Okay not to bog down the thread with 8+ Climb checks each (per RAW) or killing your characters with a 6d6 drop (LOL!), I will rule that any character with ranks in Climb (such as Anka) knows how to knot a rope and with all the rope you have you tie it together so it reaches the floor (making the DC 5). On top of that, you can take 10, so while slow and tedious, no one risks their lives and dies 5 mins into the AP! :)

You descend into another 4x4 room, so your Light spells illuminate the room completely. Mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors in the west wall of this square room. The figure is depicted wearing padded armor, with a scarab-shaped shield on the arm facing the viewer, and a raised khopesh held aloft in the other. A crumpled humanoid body lies directly in front of the doors. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body.


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

Hold here. I smell a trap. Both literally and figuratively.
On this one, Alzaar will take 20, considering there's a body and all.


Two minutes later, Alzaar does not notice anything suspicious about the corpse. It is mostly skeletal, with a thin layer of desiccated tissue. Does he touch it?


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

Nope. He ain't that dumb. He's also percepting the walls, ceiling, and floor, to see what might have cut the man down.


Heal check is appropriate skill to determine cause of death.


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

While Alzaar is checking the corpse, Jalal puts his armor back on. "A body down here? Perhaps he owned that rope. That would be a long time to be trapped here."


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'm surprised the figure hasn't sprung from the wall to attack us. The scarab is a motif of Pharasma, it is likely a guardian of some kind."

Anka casts Detect Magic and scans the corpse and figure from as far away as possible (30, I believe).


It's a 20x20 room so 20' is as far as you can be. When I said 4x4 before, I meant squares. Anka detects no magic on the corpse.


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

Can anyone determine what killed this man? I have not the skill to know...

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

"If I had to guess, I'd say he fell." Kakra says, looking back up.

Heal (Untrained): 1d20 + 2 ⇒ (15) + 2 = 17 She however takes a closer look at the body to reevaluate that guess.


Kakra identifies the body as that of a male human or half-elf who obviously died down here. Both of the body’s legs are broken from a fall from a great height, and the unfortunate man apparently crawled to the doors before he expired.

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

"His legs are broken, he fell, as I suspected." She looks away from the body and back at the others. "How long he has been down here I could not say, but considering how long these tombs have been closed..."


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

"Unlicensed grave robber, it would appear. Hard to have much sympathy for that. The Lady of Graves wouldn't be pleased by such behavior." Never one to overlook possible help, the gnome Detects Magic about the corpse and room in its entirety, seeing if there might have been anything unexpected waiting for them.


Unlicensed? And where's your license, Mr. Poshment? LOL! No magic is detected in the room. Who moves to open the doors, since you're all so deathly afraid of the undead *ahem* I mean, dead body on the ground?


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

Well, it seems this is all to see here, let me check the door out and we can move on.
Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Alzaar gingerly steps around the body, taking care not to touch it in case it was killed by a poison trap, and checks the door out for traps and/or locks.


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

Just out of curiosity, will there be maps for this adventure? I post from my phone almost all of the time so I can't edit them to move my character. I usually just put very descriptive posts about how/where I'm moving and ask someone very nicely to move my character for me. :)


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'm the same, Alzaar. I post from my Ipad and Iphone about 75% of the time. DM has always been kind enough to move my token for me before. I consider us licensed, DM! The loettery chose us and gave us permission, if not an actual license, lol!


LOL, Rhade! Alzaar, I usually post maps when there's combat involved and I move you according to your post. This tomb is empty and abandoned, right? So I wouldn't worry about maps. ;)

Alzaar checks the door quite carefully and finds no traps on it. However, it does appear to be stuck so a Strength check is needed to open it.


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

Ok, no worries, I was just curious. It doesn't matter to me either way, I've played plenty of games both with and without maps. :)

Alzaar puts his back into the door, trying to open it.
Strength Check: 1d20 + 1 ⇒ (5) + 1 = 6

Hercules, Alzaar is not....


The door strains but does not open. DC 10 to open.


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

Strength Check: 1d20 + 3 ⇒ (17) + 3 = 20

Jalal grips the door and moves it easily.


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

Only because I loosened it, friend. Alzaar quips with an embarrased grin.


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

"Be alert! There's no telling what might be buried down here as tomb guardians."


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 laughs. "I will let you loosen the next one then too!" He peers into the darkness and motions for Alzaar to go first. "After you, my friend."

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

"Anything buried down here is likely dead by now, what is there to worry about?" Kakra asks as she follows.


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

"Some things don't age or need to breathe. Other things could be preserved by magic. There are numerous obstacles that could be present down here, I'm afraid."


The doors open, revealing a ten-foot-wide corridor 35' long (though your light spells only give off 20' of light, Jalal and Rhade's low-light vision enables them to see all the way down the hall without concealment). The walls of this corridor feature bas-relief carvings of great battles. Armies with spears and shields clash at the direction of generals, while other leaders direct troops from chariots that are ruthlessly overrunning their enemies. Engraved stone double doors stand at the opposite end of the hallway.


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 stays fifteen feet ahead of the group, slowly making his way down the hallway and staying wary of danger.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10

I'll go first, just stay a bit behind me in case something nasty happens.


Since this is your first corridor, I am going to need the marching order and will apply it for all future references. Alzaar, followed by Jalal, then Anka (?), Rhade, and Kakra? You can be side by side too since most of the corridors in this dungeon are 10' wide.


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

"Gladly. If you set any traps off, we'll know its not safe!"


Since no one objected to my proposed marching order, I will stick with that.

Alzaar approaches the doors on the western side of the hallway 15' ahead of the party. When he reaches the doors, however, he fails to notice the pressure plate on the floor and an audible Click is heard, right before volleys of darts fly from the wall and fill the corridor, striking at the entire party, staining the walls with the party's blood!

Attack vs. Alzaar: 1d20 + 12 ⇒ (15) + 12 = 27
Attack vs. Jalal: 1d20 + 12 ⇒ (17) + 12 = 29
Attack vs. Anka: 1d20 + 12 ⇒ (14) + 12 = 26
Attack vs. Rhade: 1d20 + 12 ⇒ (4) + 12 = 16
Attack vs. Kakra: 1d20 + 12 ⇒ (4) + 12 = 16
Everybody except Kakra takes 1d8 + 1 ⇒ (4) + 1 = 5 damage.


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

"Oh yes, and traps. Sometimes traps can last for virtually forever.". Rhode was picking the dart out of his left thigh as he added this particular note, continuing his prior conversation.


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

+12 to hit? Holy shit this place is cruel.

Anka hisses and steps backward, tugging darts from her skin. "With traps like that, we may be exploring one room per day."

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

"At least the trap wasn't poisoned." Kakra says, examining the others, and letting life energies flow from her body.

Channel to Heal: 1d6 ⇒ 6


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

Wowsers. +12 to hit and no save either! This place is lethal...

Alzaar is daydreaming of his parents, and how the riches he'll gain from this venture will finally be enough to move them out of the hovel on the docks, and into the real city, when he hears the click. He looks up, his eyes wide with panic, when the darts hit him full on in the chest, with enough force to stagger him.
Oof! Aaarrggh! he cries when his body registers the pain. After a second, he pulls the darts out and looks back at the party, just in time to receive the blessing of the cleric.
Ahhh, my thanks, Kakra. That trap was more cleverly hidden than I expected. I know one of the tricks these builders liked to use, though, so it should be easy to spot next time. Thankfully, whatever poison they used is long expired, or this conversation would saiid more like the dying moans and sighs of an exploration party...


Kakra's divine energies heal the party completely.

Alzaar heard the trap reset. Is he going to disable it or try and jump over it?


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

Disable Device: 1d20 + 8 ⇒ (1) + 8 = 9

After the healing takes place, Alzaar goes back to the pressure plate, and pulls out a leather pouch full of various tools and shaped pieces of metal. He starts to slowly, gingerly, take the trap apart.
After it fired, I heard the trap reset. Let me see if I can disable it so we can pass freely. he says as he inserts a piece of copper wire into the mechanism.

You've got to be kidding me.... This dice roller HATES this guy.


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 winces as he picks the dart out of his skin. "The builders were clever. We will likely face many more things like this as we continue deeper."

"Can we make it through, Alzaar?"


I will assume the party backed out of the hall into the shaft room when Alzaar started disarming the trap.

Unfortunately, he drops the copper wire and inadvertently triggers the plate again, releasing more darts! Since he is aware of this mistake, he drops flat to the ground quickly and the darts pass harmlessly over him.

Attack: 1d20 + 12 ⇒ (1) + 12 = 13...lucky!

Want to try again?


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 tries one more time on the trapped floor tile, wiggling the wire back in and wedging the pressure switch in place.
Disable Device: 1d20 + 8 ⇒ (10) + 8 = 18


You wedge the wire back in but it's not going to hold. Try again?


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

Lol, you can do it, Alzaar! And its clear that the writer of this module wants all characters to die!

"Be careful up there, Alzaar. Perhaps there is another way around."

Or you could keep pressing it until it runs out of darts!


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 sighs in frustration and then chuckles.
I've never seen this kind of craftsmanship before, the failsafes are incredibly complex. It might take me a moment longer...
Disable Device... Again: 1d20 + 8 ⇒ (19) + 8 = 27

He takes one of the darts from the trap, and wedges it under the pressure trigger, and loops the wire back around it, so that it stays elevated long enough for the party to cross without being shot at. I hope...


Alzaar skillfully disables the mechanism, rendering the pressure plate obsolete. Open doors?


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

Once everyone is back in marching order and ready to go, Alzaar will open the doors.


You open the doors to another 20x20 square room. A faded tapestry hangs on a wooden frame on the opposite wall of this chamber. Faded and delicate, the tapestry depicts a middle-aged man, accompanied by a woman and two children, with a small estate in the background. To either side of the tapestry are two small pedestals, upon which sit two dead and preserved animals. Stone double doors exit the chamber to the north and south.

DC 15 Knowledge (Local):
You can infer that the family is probably interred somewhere else and that this tomb was prepared much later, most likely after Akhentepi’s continued successful military career.


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 Local: 1d20 + 2 ⇒ (8) + 2 = 10


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

Anka approaches the tapestry and pedestals after Alzaar checks the room. "This is likely Akhentepi and his family or possibly another part of his family buried here as well. I suppose they buried the pets in here with them as..guardians of some sort." She'll turn on detect magic and scan the area.


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, Local: 1d20 + 4 ⇒ (13) + 4 = 17

"The family shown here is probably buried somewhere else. I think this is just a place to celebrate their life. Perhaps this is his mother and father."

Does it bear any resemblance to Akhentepi

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