The Half-Dead City and other Twisted Tales (Inactive)

Game Master aptinuviel

The second book of the Mummy's Mask Adventure Path

The Archeological Discoveries, or loot.

Panic Level: 16


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Everyone acts before the creatures so far, so I'll give a description of what you see when you go through the gates so you can do your first round actions. Remember to note what round your action it happening on and your initiative when you post an action. Thank you!

---
As the gate swings open the smell of blood and death and rot assaults your senses. An absolutely massive centipede rises up from what used to be a large tiled pool in the southwest corner of the yard. But now the mashed up remains of several...people...have formed a mix of blood and sand in the pool. You realize, with horror, that the sound of mud was the centipede crushing the bodies and rolling over them as it was feasting. A second centipede almost covered by sand rises up in the yard and beats its double tail against the ground in anger. The chittering is almost deafening and echoes throughout the silent necropolis.

The rest of the western side of the estate forms an L-shaped yard mostly given to sand, sun-dried earth, and the ancient husks of dead trees. Stone benches line the walls of the yard, and a short flight of steps leads between a pair of pillars to a set of stone doors in the west side of the house. At the north end of the yard stands a squat stone building with columns at every corner.

Map has been updated.
---

The two centipedes are Huge. The first takes up the entire northern section of the "pool" and is 45 feet from the gate. The second is north of the first centipede and against the building wall. The pool, while disgusting, is not difficult to move through.

Knowledge (nature) would be appropriate.

Tunar:
These are Giant Whiptail Centipedes. You know they are poisonous and they tend to whip around quickly in order to knock attackers down, hence their name.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Before the gate opens:
Leto tries to silently move into position next to the gate, bow ready. Even if his comrades don´t worry, he would be ready and possibly unheard!
As soon as the gate opens, he moves into point blank reach.

Round 1
What a nasty surprise! Truly disgusting! How could they gather so many bodies? Let´s end this!

Leto shoots the Centipede in the pool.
Assuming +1 from the bard is up, if not i wait on that. Attack = BAB, DEX, WF, MW, PB, Bard, Rapid Shot; Damage = 2STR, 1PB, 1 Bard.

FoA 1: 1d20 + 6 ⇒ (3) + 6 = 91d8 + 4 ⇒ (6) + 4 = 10
FoA 2: 1d20 + 6 ⇒ (15) + 6 = 211d8 + 4 ⇒ (2) + 4 = 6
FoA 3: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 4 ⇒ (2) + 4 = 6


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Two Huge centipedes!? This is going to be painful :-/

Round 1, Init 18:

Throwing caution (and probably his life) to the wind, Setesh charges forward.

MW Cold Iron Heavy Mace: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23, for 1d8 + 6 + 1d6 ⇒ (1) + 6 + (1) = 8 damage.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Initiative: 1d20 ⇒ 14


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Round 1, Going at Initiative Count 22
Tunar shouts out:
Mind their tails, they like to trip, and they're poisonous!
Tunar works his adrenaline up letting the fury of battle overtake him. Raging, stat bar reflects this (parentheses reflect non-raging HP).

Tunar rushes forward to meet the nearest centipede head on, letting out a whooping war cry as he rushes forward, raising his sword above him and then bringing it down furiously. Charging as a full-round action. AC during the turn is 14 (not reflected in stat-bar).

Greatsword w/Power Attack: 1d20 + 9 - 1 + 2 ⇒ (20) + 9 - 1 + 2 = 30
Crit Confirm: 1d20 + 9 - 1 + 2 ⇒ (1) + 9 - 1 + 2 = 11
Greatsword Damage: 2d6 + 9 + 3 ⇒ (1, 2) + 9 + 3 = 15


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Round 1
Init 23

Almathea will shoot at the most injured creature.

attack: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
damage: 1d8 + 1 ⇒ (4) + 1 = 5


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Knowledge (Nature): 1d20 + 4 ⇒ (16) + 4 = 20

Round 1 - Initiative 6

Erei will heft his flag-bearing longspear and move forward. Assuming he can reach by the time he acts, he'll stand behind Tunar and attempt to stab the nearest living creature with the reach weapon.

Longspear: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Active Effects: Flagbearer (+1 morale to attack/dmg)


Round 1

Almathea's crossbow fires out with perfect timing just as Tunar crashes through the gate almost as if she knew what was coming. Th bolt strikes solidly into the centipede as it rises up in anger. Tunar's attack slams into the creature and ichor pours out of it in a relentless rush. Setesh's attack adds to its pain and shortly after Leto's arrows bury themselves deep into the creature.

Initiative 15
The creature recoils in pain, lashing about almost blindly at Tunar.

Bite: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 2d6 + 7 ⇒ (3, 3) + 7 = 13
Poison: 1d4 ⇒ 1 Fort Save DC 17, or 1 Dex Damage.

The second centipede cautiously moves back, and strikes out at Setesh from a distance. The creatures appear to have a 15ft reach.

Bite: 1d20 + 8 ⇒ (1) + 8 = 9

Dismayed by missing its mark, it lashes out with its twin tail.

Tail Slap: 1d20 + 3 ⇒ (3) + 3 = 6

Erei moves up, though isn't within range to attack just yet. Though given his position, his Flagbearer effect will reach both the group in melee as well as the ranged attackers.

Just waiting on Nevai's action. The first centipede is almost dead, so please put in alternate actions should it be dead by the time your action happens on round 2.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Round 1, Initiative 14

Noting the creature's considerable size, Nevai decided to cautiously advance and attack the creature that attacked Setesh.

Draw a dagger on the move and throw it from 20 feet away. Taking an AoO from these guys looks like it will be too costly.

Dagger: 1d20 + 1 + 1 - 2 ⇒ (7) + 1 + 1 - 2 = 7, Damage: 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Round 2:

Leto shoots as many arrows as necessary on the first centipede if still standing and then moves forward to see the second, or moves untill he can shoot the second. Guess no PB range, but flag bonus.

1 Shot: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 3 ⇒ (7) + 3 = 10

FoA if more shots: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 3 ⇒ (8) + 3 = 11

Take this you filthy beast! I won´t let you crunch my friends!


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Assuming Leto drops the injured one...

Round 2, Initiative 18:

With a gulp, Setesh moves around to a flanking position, and readies an attack.

i.e. Waiting for a flank. Yes, I know this will provoke, but *somebody* has to...

MW Cold Iron Heavy Mace: 1d20 + 6 + 2 + 1 ⇒ (16) + 6 + 2 + 1 = 25, for 1d8 + 6 + 1 + 1d6 ⇒ (7) + 6 + 1 + (2) = 16 damage.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Round 2, Initiative 22
Ah! Got some fight in yer do yah, good! Wouldn't be any fun if yer didn't.
Fortitude Save: 1d20 + 9 ⇒ (18) + 9 = 27

Conditional:

If the first is dead, Tunar will use Acrobatics to try and move to the second critter, moving in such a way as to promote flanking.
Acrobatics: 1d20 + 3 ⇒ (20) + 3 = 23

Greatsword w/Power Attack: 1d20 + 9 - 1 + 1 ⇒ (7) + 9 - 1 + 1 = 16
No flanking bonuses counted in that if they are to be had. I do have the Flagbearer bonuses added though.
Damage: 2d6 + 9 + 3 + 1 ⇒ (3, 6) + 9 + 3 + 1 = 22

Tunar then starts to ease up a bit and slowly release the adrenaline in his body.
Ending Rage so gaining the fatigued condition. But, since I Have the Community Minded trait, the actual Morale Bonuses from Rage will persist for another 2 rounds.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Round 2 - Initiative 6

Erei will motion for the ranged members of the party to move up slightly in order to stay near the flag. He'll then continue to press forward, trying to stay behind Tunar and still stab the nearest living centipede.

Longspear: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Active Effects: Flagbearer (+1 morale to attack/dmg)


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

ranged attack: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
damage: 1d8 + 1 ⇒ (3) + 1 = 4

Almathea fires her crossbow at the second centipede.


Nevai throws a dagger that hits hilt first and bounces off the hard chitin of the creature.

Round 2

Almathea's crossbow bolt goes wide, but Tunar's attack finishes the work his first attack started, cleaving the creature almost in two. Ichor and blood mix on the ground as Tunar springs quickly on to the next monster. Setesh hops and slides his way around the side of the centipede narrowly avoiding the creature's maw.

Attack of Opportunity: 1d20 + 8 ⇒ (8) + 8 = 16

His strike cracks the centipede's chitin and nearly tears away several plates on the creatures back as it spins trying to avoid another attack. Leto moves up and lets and arrow fly that buries itself deep in the creature's body.

The centipede gives off a sound akin to a roar and slams its maw down on Setesh,

Bite: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14
Poison: 1d4 ⇒ 3 Fort Save DC 17, or 3 Dex Damage.

And spins trying to knock Tunar to the ground, hitting the barbarian but failing to knock him off his feet.

Tail Slap: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d3 ⇒ 2 Non-lethal
Trip: 1d20 + 12 ⇒ (1) + 12 = 13

Erei comes up behind Tunar and thrusts his spear at the creature, failing to land a solid blow.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Round 2

"To be honest, that's not bad for the first time I've ever thrown a dagger. Fortunately, I'm a bit better with a proper sword in hand."

Following Tunar and Setesh's lead, Nevai closes on the remaining centipede and steps into the nearest flank.

Mwk Khopesh: 1d20 + 5 + 2 + 1 ⇒ (18) + 5 + 2 + 1 = 26, Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

"I'll patch you up after this creature is dealth with."

Status:
AC 17, T 10, FF 17, CMD 13
HP: 17/17
Channel Energy: 7/7
Scarab Shield (save bonus): 1/1
Scarab Shield (swarm protection): 1/1
Spells (1st): bless, burning disarm, lighten object, calm animals(D)
Active effects: Flagbearer


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Fort: 1d20 + 5 ⇒ (1) + 5 = 6.

Setesh winces as he feels the poison pumping through his veins.

Nevertheless, he gamely presses his attack!

MW Cold Iron Heavy Mace: 1d20 + 6 + 1 + 2 ⇒ (14) + 6 + 1 + 2 = 23, for 1d8 + 6 + 1 + 1d6 ⇒ (6) + 6 + 1 + (3) = 16 damage.

"G-guys? A little healing would be wonderful if you can spare it - this thing packs quite a punch!"


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Round 3 - Initiative 6

Erei will once again attempt to stab the living centipede.

At least this tomb robbing never gets boring!

Longspear: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Active Effects: Flagbearer (+1 morale to attack/dmg)


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Round 3-Initiative 22
Is that all yar got your legginess, I didn't even feel it!

Tunar swings his sword at at the remaining centipede.
Greatsword w/Power Attack: 1d20 + 8 - 1 + 1 + 2 ⇒ (6) + 8 - 1 + 1 + 2 = 16
Counting flanking
Damage: 2d6 + 7 + 3 + 1 ⇒ (6, 6) + 7 + 3 + 1 = 23

Active Effects: Fatigued (3 rounds), Lingering Rage Morale Bonuses (1 Round), Flagbearer


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Round 3
Init 23

ranged: 1d20 + 4 - 4 + 1 ⇒ (15) + 4 - 4 + 1 = 16
damage: 1d8 + 1 ⇒ (3) + 1 = 4

Almathea tries her luck at sending an arrow at one of the creatures again.

same as before first, if dead, then the other one


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Round 3, Initiative 16:

If there is something left standing, Leto will try to get a full attack in, moving 5 feet or as necessary.

FoA1: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 3 ⇒ (8) + 3 = 11
FoA2: 1d20 + 5 ⇒ (16) + 5 = 211d8 + 3 ⇒ (8) + 3 = 11
FoA3: 1d20 + 5 ⇒ (16) + 5 = 211d8 + 3 ⇒ (1) + 3 = 4

If within 30 feet, add +1 to attack and damage from PBS please. Should only 1 shot be possible, add +2 to attack please.


Arrows fly and weapons crash down into the centipede. Ichor streams out of the now twitching carcass and the necropolis is deathly silent again. The smell of the massive dead insects mixed with the blood and crushed bodies of their prey is almost unbearable.

1d4 ⇒ 2
Setesh: Fort Save DC 17, or 2 Dex Damage.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Erei will cast prestidigitation to clean himself up and then look around.

Well that was special. Everyone that was bitten doing alright?


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"Setesh, let me take a look at that wound," Nevai says as he clambers past the hulking centipede body.

Take 10 Heal to treat poison on Setesh. Total = 17.

"Anyone that's injured, I can patch you up in a moment with the wand we just bought. Go ahead and gather up."

@GM For out of combat healing, would you like me to roll out every wand charge, or is an average of 5hp/charge acceptable?


I'm fine with average if that's what you all prefer. Rolls don't bother me either.

Setesh, after that Fort save you'll be fine. Either you'll pass it or Nevai's treatment will fix the issue.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Cool deal. Average values are just easier so we don't end up in a case of posting 14 die rolls and such at higher levels.

Also, for treating poison, if the heal check meets the DC of the poison, it just gives +4 competence on the saving throw. Need the neutralize poison spell to instantly negate it (with a successful caster level check).


Doh, you're right! Ah well, so much for my memory. I knew I should have checked it again before posting. Well, hopefully Setesh will be alright after this roll then!


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Fort: 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22.

"Feeling a bit weak, but I think the worst of it is over..."

He then turns to regard the bodies with a calculating look in his eye.

Can I harvest the poison? If so, how many doses would I get from each body?


Roll Craft (alchemy) twice and I'll let you know. :)


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

3 wand charges on Setesh, and assuming he accepts, 3 wand charges on Tunar to bring you both up to full. Did anyone else get hit?


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh nods his thanks to Nevai.

"Much obliged. That centipede hurt!"

Craft(Alchemy): 1d20 + 11 ⇒ (5) + 11 = 16.
Craft(Alchemy): 1d20 + 11 ⇒ (4) + 11 = 15.


You can remove one dose from each. the properties of the poison are: injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 1 save.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Great :-)

Once his harvesting is complete, Setesh moves to conduct a search of the area that the centipedes were occupying.

It isn't like this is a dungeon, so Setesh will only 'Take 10', for a 21 on Perception.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

With his companions healthy again, Nevai walked around to inspect the pit where the centipede had been feasting. "It looks like perhaps some other explorers came too close to the house here."

Are the body parts in the pit people?


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Almathea lets the guys go look at the pit while she peers inside the open gates.

I'm sure the pit is full of something disgusting, so I shall wait right over here...


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Who knows if those are only explorers? I got the feeling this part of town wasn´t so sealed off and closed as was claimed....

Leto takes a closer look at the disgusting site, searching for clues of identity and what exactly is in there.

Perception: 1d20 + 9 ⇒ (11) + 9 = 20


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Tunar shakes himself off, his heavy breathing starting to retur to regular levels. He pulls a small waterskin of ale out of his belt and uses it to clean his mouth before spitting it back out, with it a bit of fluid from the centipedes.

"Well, that was a fun little scrap. I learned two things, you lot seem fairly capable, impressively so even; and that I don't think I'll be adding those creatures to my diet... They taste rather aweful.

He follows this with another sip of ale.

At the offering of the healing, Tunar looks like he is about to refuse then he notices the rather unpleasant gash that is bleeding profusely from his shoulder.

Aye, I suppose it be foolish to turn it away. My thanks Nevai.


The pile is disgusting and most of the carcasses within are that of other large insects and some unknown creatures. However, there are at least three recent crushed bodies of what look to be humans, or at least humanoid.

Most of their gear is destroyed beyond recovery, but you find a few notable items amongst the remains. A small bag, left relatively unharmed, holds 50' of spider silk rope (only slightly damp from the blood and ichor) and a very finely made compass. A mastercraft longsword lies near the bodies. It's badly chipped (broken), but it could be repaired. Finally, you find a broken scroll case. Most of the scrolls have fallen out and lost amid the other debris, but two remain along with a slim piece of wood. Oddly, you find no money pouches near the remains.

Appraise DC 20:
The compass is worth 50gp.

Read Magic or Spellcraft DC 21:
The scrolls are Comprehend Languages and Detect Secret Doors.

Spellcraft DC 16:
The wand is Lesser Restoration. Though it appears to have only seven [7] charges left.

Perception DC 20:
You think you recognize the remains as one of the other adventuring parties. A group of three soldiers from Cheliax. Their black and red cloaks, despite being soaked in blood are still distinctive. One remains in relatively good shape.

Detect Magic:
Beside the scrolls and wand described above, one of the cloaks appears magical. A spellcraft DC 20 check reveals it to be a Cloak of Resistance +1.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Appraise: 1d20 + 7 ⇒ (20) + 7 = 27.
Spellcraft: 1d20 + 8 ⇒ (9) + 8 = 17.
Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22.
Perception: 1d20 + 11 ⇒ (13) + 11 = 24.

"Looks like that Chelish adventuring party came here, and at least some of them met their end. This cloak looks like it is in pretty good nick."

Rifling through the items on the bodies, Setesh pauses thoughtfully a couple of times.

"This compass would be worth about 50gp, and this looks like a Wand of Lesser Restoration. I am not sure what the scrolls are. Does anyone want to do a quick Detect Magic sweep?"


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"These scrolls are comprehend languages and detect secret doors. Almathea, would you like to hold on to these? They may come in handy."


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Appraise: 1d20 + 10 ⇒ (4) + 10 = 14
Perception: 1d20 + 5 ⇒ (11) + 5 = 16

Erei will also cast both read magic and detect magic.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

I think these here were those three soldiers from Cheliax we met earlier at the Inn. The black and red of their clothing is distinctive. Poor fellows, nobody deserves such a fate. Not even Chelaxians.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

"Agreed. Being turned to slurry by a pair of overgrown vermin is definitely not how I want my life to end... but I think it is time to move on. Shall we explore the other exterior side now, before moving on to the central building?"

Assuming that there are no objections, Setesh will then move to do exactly that.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Sure, want me to lead the way or who wants to go first?

If Leto leads, he will go slowly and watch out for any signs of further vermin, traps or other dangers.

Perception: 1d20 + 9 ⇒ (17) + 9 = 26


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Erei raises his hand, I'm a Chelaxian. Something of a noble in fact. Just so you know.

He otherwise continues on with the group, letting them take time to search.

Edit: Oh, and that cloak is magical. Don't know what it does, but it is magical.


Go ahead and roll stealth and perception checks if you're planning on being quiet heading on to that side of the estate.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Thea will hold onto the scrolls and takes a look at the cloak.

spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22

"The cloak appears to be one that give the wearer aid in resisting effects."


The cloak is soaked in blood and other...things. It is otherwise fine, though it could use a good cleaning. Despite its filth, you can tell that it is a flat black cloak with an elaborate red and gold design on the trim.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Nevai tucked the wand into his belt before following his companions, allowing Setesh to take the lead.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Stealth (ninja cleric, so sneaky): 1d20 - 4 ⇒ (5) - 4 = 1


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh wrinkles his nose.

"Well, it sounds like it will be a useful item... but we should probably clean it before someone wears it..."

He then takes point with Leto, moving to explore the grounds on the other side of the building.

Stealth: 1d20 - 4 ⇒ (1) - 4 = -3.
Perception: 1d20 + 11 ⇒ (19) + 11 = 30.

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