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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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 ⇒ (7) + 5 = 12.
Fort: 1d20 + 5 ⇒ (15) + 5 = 20.

Setesh groans.

"I feel like I have been on an all-night bender, with fermented embalming fluid..."


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

You three look gross. Perhaps you should visit a temple... Where you´ve been last night?


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

As Tunar comes to meet up with everyone he groans, whether from his hangover or the newly formed sores on his body, is a mystery even to him.

"I was out having myself a much needed drink, my personal supply of ale wasn't quite up to the task... and you aren't exactly sunshine either." Tunar grumbles back at Leto, wincing slightly at his headache. "What are these from? It was the magic of the tomb, right? That blasted place."

Will finish leveling up tomorrow. Still pondering my feat.
Fort Save: 1d20 + 6 ⇒ (1) + 6 = 7 I blame the hangover. :)


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

"Let's have a look at you all then. How do you feel? Any strange symptoms? Tongue out please. Hmmm..."

Heal: 1d20 + 7 ⇒ (9) + 7 = 16


The three characters afflicted will receive a +4 competence bonus on their next save, if it comes to that.

You believe that the three are afflicted with some sort of infection from the undead cats. Setesh seems worse than the others. With his symptoms you think he might be suffering from two separate infections.


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

"It looks like you three caught something from the pack of cats. You'll need some rest for your bodies to naturally fight it off. I'd advise taking it easy so you can recover.

"Setesh, you seem to be in even worse shape. Perhaps your mutating chemicals interacted with whatever infection is afflicting you three."


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

Fort Save: 1d20 + 2 ⇒ (6) + 2 = 8

This...whatever it was...I need some ability to recover from the effect of the cats. I already feel my mind and body tiring.

Will also finish leveling a bit later!


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

Probably it was the cats. Told you they contract diseases. I say we bring you to a temple. Best take a cape or something to hide this stuff, we don´t want some folks on the streets think you caught something in the necropolis...then go to the temple of Pharasma for help.


You're confident that in the bustling streets a cloak would be more than enough to cover them up and sneak them into the temple. There are no shortage of people in Wati, at all times of day, covering themselves to avoid the elements.


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, you seem to be pretty knowledgable about alchemical items and remedies. Do you think you feel well enough to make some antiplague to help everyone recover more quickly? Directly excising the diseases is unfortunately beyond my grasp." After spending the morning tending the aches and pains of the afflicted, Nevai went down to the inn's dining room and motioned Leto over to join him for some late breakfast.

"While I'm tending the sick, do you think you could run a few errands? Talk to Micah, and see what you two can find out about our next venture. When, where, that sort of thing. Also, if you can, please stop by later this afternoon and I'll have a list of things I need from the market; I just need to find the spare time to make the list. I'll be trying to keep our friends off their feet, but somehow I doubt they'll be willing to take the rest their bodies need."


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.

"That is certainly something that I should be able to whip up; I had to make rather a lot of it in my former career... when applied topically, it helped to limit decay during the early stages of mummification."

Craft(Alchemy): 1d20 + 13 - 1 ⇒ (16) + 13 - 1 = 28.


Edit: My apologies, I misread the craft time for alchemical objects. It'll take five days to finish one dose with that roll. Do you still want to go that route?

For the others, let me know what you're doing during the day. I'll assume Micah (and anyone that wants to join him) handles the selling and buying of what anyone needs. If you make any purchases let me know. Anything you can afford should still be available.


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

Mundane crafting rules are strange. Perhaps it's better to just buy a few doses for now, and you can start working on stockpiling useful medicines and such for the future?


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)

Okay. I am nominally saving-up for Full Plate, so I will limit my purchases to two silver holy symbols - one for Irori, the other for Anubis.


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

"I'll pass on the temple, already have had enough magic to fill me a lifetime. I'm sure some mundane aid will suffice."

Tunar spends some some time shopping with Micah before going back to the Inn for drinks, downing an Antiplague at some point Maybe, see below
Tunar is going to spend 100 gold and purchase two Antiplagues and if Micah can find one a Cloak of Reistance (+1). So total of 1100.
So if I take it now (the Antiplague) does that give me another save today or two tomorrow?


You can have another today or two tomorrow, either is fine. I'll let you decide. You need to make the save twice in order to get over the disease anyway.


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

Alright, well I'll go for one today then.
Fort for Disease(?): 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14


Just as a note, it would only cost 150gp to get Remove Disease cast by the temple. So, let me know how everyone's going to deal with the diseases and what non-diseased people are doing in the meantime.


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

I'll have Micah pick up a cloak of resistance +1 for me. Something suitable for the open desert, since that's where I'll be heading back to my family's caravan after our adventures are complete.


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 hang out with Micah while he handles the buying and sellings. She'd like to improve her understanding of what these type of items go for on the open market. She'll also buy a couple flasks of alchemical fire for dealing with those pesky swarms. A scroll of Knock could be useful too.

Almathea will also hunt down a wizard to two to learn a couple spells from. Command Undead and Summon Monster II.


You easily find a wizard available and willing to let you borrow their spellbook.

Anyone else? You have three sick individuals. As far as I'm tracking, Setesh is still spending five days to make a dose of Antiplague. Tunar went and bought some. And Erei...I don't know what Erei is doing. Is there something people are waiting on? I'll let you try organizing yourselves with what's left of the weekend, but tomorrow I'll push on. I think we've spent enough time 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

Leto will stock up on arrows and blunt arrows, buy a new healing potion, 2 antiplague potions and 1 antitoxin.


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

Almathea will also check in at the Temple. She'd like to report the undead and creatures that they found hiding.

Also, buying two anti-plagues isn't very cost efficient. That's a hundred gold for maybe being able to cure yourself vs just another 50 for a definite cure.

As for spending 5 days doing nothing, Thea would not really be okay with that while we watch the other groups go in and out each of those days.


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)

I'll stop making anti-plague. Let's get back to the dungeon ;-)

@Almathea: Remove Disease doesn't guarantee disease removal - it just allows you to make a caster level check versus the DC of the disease; if successful, the disease is cured.

After another day of rest...

Fort: 1d20 + 5 ⇒ (20) + 5 = 25.


Given you'd be buying the casting of the spell from the temple, it would be reasonable to expect that the cost of the spell covers the cost of a successful casting of the spell. This may not be true everywhere you go, but it does not hurt to ask. Now, if your plan was to get a potion or scroll, sure, that would be more problematic. (And cost more.)

Also, Setesh, you still need two Fort saves. You need two consecutive saves for each of the diseases to beat them. And you don't need to make saves until I ask for them anyway. But I'll definitely let you keep that roll. Can't be wasting 20's!

With that said, if the plan is to rest another day and *not* go to the temple, let me know and I'll have you all roll your Fort saves in the morning. I'll also need a Heal check from Nevai. If you'd like to do anything before then, including buying more antiplague, let me know.


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

I agree with GML that I'd be paying for a successful casting. Not for them to try and fail. So that's why I considered it guaranteed.

During her trip to the Temple, Almathea will of course draw and ask about our next lot. She will invite any member of the group that is interested to join her for that. She is rather eager to see what they will get next and hopes for a more lucrative and less dangerous tomb.


The Grand Mausoleum stands before Almathea, as large as ever. Two priests greet you at the entrance and usher you to the same office as before. The priest rises from her seat again as you enter,

Peace be upon you, please come in, come in. Her smile is welcoming as she waves her hand to welcome you into the room. The Southern Osirian Trading Company, I see you were successful? The priest is quite curious about what the location you covered was and anything you learned. If you are at all willing, she continues to question you for nearly two hours before realizing that she should give you your next token. You know...I'm sure the temple would be willing to pay for an account of this...Pentheru and his life. Not directly, of course, but perhaps a collector and friend of the temple might be contacted? But, I understand if you're in a rush to head to your next destination. This final token will be your last.

She reaches over into the urn and pulls out a wooden token. Interesting, I believe this is... She looks down and flips through her ledger, Yes...a temple. She licks her finger and turns the page.We believe it was a temple dedicated to Nethys, though perhaps originally Thoth. The records are quite unclear. Here, we have prepared a map, as per usual.


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

Erei will join Almathea at the temple. He's more interested in finding someone to cast Remove Disease directly than he is in chatting, at least for the time being.


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 will just take 10 on heal for 17. If anyone is still diseased and has more than 1 point of ability damage, I can clear up the ability damage via lesser restoration from the wand I have if needed and we can push on with the exploring the temple.


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 isn't going to have magic cast on him, unless it's of necessity. In this case, he's willing to pay for the Antiplagues rather than deal with anymore troublesome magic than he has to. Also, IIRC ability damage heals naturally at 1 point per stat per day. So for the moment, going to let things ride and see if Tunar can heal up without unnecessary magics. Oh and Tunar doesn't have anything specific he's going to do. Likely to go visit with his parents and then go for more drinks once his headache has gone away.


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

Almathea can't hide her excitement at having drawn a temple for their last lot. A temple to a god of magic? Not to mention the same deity that I worship? This must surely be a sign a good run. I wonder what sort of magical items might have been left behind?

"Thank you priestess. Perhaps after this next run we will have more time to sit down and give a fuller account of our adventures for either a collector of such things or for the temples own records."

Thea will wait with Erei while he finds someone to cast Remove Disease upon himself. Then head off to find the rest of the group.

Thea will happily wave the map at the others when she meets back up with everyone.

"We got a good one this time I think. The priestess said it's a former temple dedicated to Nethys."


Erei is easily able to find a priest available to cast spells. They request a donation, but claim to not require it. Though, given the motherly nature of the priest, along with her rambling, you get the sense that this "request" is much less of a request than it sounds like.

Normally citizens donate one hundred and fifty gold for a spell like this. But it's quite alright if you can't pay. We deal with all kinds here, rich and poor. Aren't you one of those adventurers? She continues to ramble as she treats your wounds.

CL check: 1d20 + 5 ⇒ (11) + 5 = 16


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

"Sounds like you managed to get something perfect for your expertise. A deity that mixes divinity with the arcane can inspire his followers to exceptional feats of magic. I'm glad we'll have someone knowledgeable about that sort of thing as we explore."


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

Erei smiles and nods, playing his part, but making the smile just overly wide enough to imply that he finds this charade ridiculous. Yes, I have prospered greatly due to the generosity of this town and I would be more than happy to give back to it.

He then digs for the 150 gp and either passes it to the priest or places it in a donation tray if one is available.


The old priest continues to dote on Erei, never breaking character. He is ushered from the room once they determine he's been cleansed of the disease. Come back again, child. We're always happy to serve.

The night passes easily for most of you. Tunar feels a bit itchy, but it seems likely that his affliction will pass in the morning. Setesh seems to be getting better. He's still a little itchy, like Tunar, but his fever is also going down.

Second Day
Setesh, you already passed the Fort save for your first disease. You'll need a second one tomorrow to finish it off but no more damage today. You have 1 point of ability damage remaining from yesterday but have healed the second overnight. Tunar and Setesh, I'll need a Fort Save DC 13 in the morning. You both passed your first test yesterday, so a second one today means you've kicked it.

Strength Damage: 1d2 ⇒ 1
Wisdom Damage: 1d2 ⇒ 2


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 ⇒ (14) + 5 = 19.

Setesh wakes up in the morning, feeling like his fever has broken.


Given Nevai's treatment you also have no current ability damage.

Nevai is confident that Setesh's rash, at least, will go away. It might be uncomfortable until the skin clears up, but the splotches certainly don't look like they'll be spreading. Now that his fever has broken, he should recover fine.


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

Once we know about the temple, can I gather information to see if anyone else has been in that area? Not necessarily directly, but share tales of our adventures, and talk about where others had been, if they went close to our next location, ask them more info about the surrounding buildings. That sort of thing.

If so, Diplomacy (Gather Info): 1d20 + 6 ⇒ (1) + 6 = 7

Apparently no one wants to talk to the man tending the sick.

The next morning:

"Fortunately, it looks like you're all on the mend. Luckily, I've picked up a few things here and there, tending to the various illnesses a traveling caravan tends to pick up. You'd be amazed at how often my youngest manages to find himself covered in strange muck, which inevitably results a new rash, fever or spots spreading among my caravan. I'm sure we'd have been cast out by now if it weren't for my skill in treating them," Nevai chuckled as he boiled the cloths he had been using to tend to the sick. After declaring the sick well enough to go out again and giving them a stern warning to try not to strain themselves, Nevai packed up his gear and waited for everyone to be ready to head to the temple.


It appears that either all of the groups are out in the necropolis again, or haven't yet returned. And, of course, no one else in town is willing to admit to ever having set foot inside the place.


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

Almathea is quite eager to get going in the morning, wanting to see the ancient temple.

"Should we leave at least a small handcart by the entrance of the temple this time. You know, just in case we find a lot this time?"


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

Fort Save: 1d20 + 7 ⇒ (17) + 7 = 24
Tunar meets back up with the group, still scratching slightly, but feeling much better as he admires his new cloak.

In Response to Almathea
"That's not a bad idea, I don't really feel like having to drag any more giant vases about. So what's so special about this temple?"

While talking Tunar does some basic stretching to limber up.


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

"Well, given that it is a temple dedicated to the god of magic, who knows what wondrous items could have been left behind in everyone's rush to leave? Plus it certainly sounds a lot more historically interesting that just an ordinary tomb and who knows what the current temples in town would pay for artifacts from a long unreachable temple? Plus, since it is a temple and not a tomb, perhaps there will less undead creatures residing in it."

"Also, as a follower of Nethys myself, I am just rather excited to see an ancient temple dedicated to him."


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

"If you'd like we can rededicate the temple to him. Holy water is good for simple annointments, but I'm guessing a god of magic would prefer something a bit flashier. Perhaps a full consecrate spell? I could prepare it myself, but my power comes from Horus, not Nethys. If you wanted, you could probably pick up a scroll from the active temple to Nethys in town, and I can cast it on your behalf?"

Would something like that be appropriate? I assume I could use a scroll from Nethys to consecrate his temple? Specifically, there's a line in the consecrate spell that says you can't consecrate an area with a fixture to a different deity than your own. I know I can't use my own spells to consecrate it, so I'm wondering if a scroll written by a cleric of Nethys would work.
Kn. Religion: 1d20 + 5 ⇒ (7) + 5 = 12

"Also, I'm not terribly certain we'll find less undead there. After all, Nethys venerates all magic, and necromancy is no less magic than any other school."


The temple has been lost for several thousand years. A consecrate spell only has a 20-ft radius. So it would be useful for restoring a room of a temple, but you aren't sure how large this particular place is. Also, its not like anyone will be coming out to use it anytime soon. So even if restored temporarily, it will quickly be lost to time again.

On a side note, so far you've run into very little undead in the necropolis. (In fact, a handful of skeletons, a swarm of corrupted cats, and...that's it.) Maybe you've been lucky, or maybe there are just far more varied dangers to be found than simple undead. ;)

Spoiler:

Stealth: 1d20 + 4 ⇒ (3) + 4 = 7

Almathea: 1d20 + 11 ⇒ (5) + 11 = 16
Erei: 1d20 + 6 ⇒ (19) + 6 = 25
Leto: 1d20 + 10 ⇒ (4) + 10 = 14
Nevai: 1d20 + 5 ⇒ (10) + 5 = 15
Setesh: 1d20 + 12 ⇒ (18) + 12 = 30
Tunar: 1d20 + 7 ⇒ (8) + 7 = 15

The sun beats down on the lonely, silent streets of the necropolis. Dust and sand now cover the once-bustling streets, and buildings that were once homes and shops are gradually disintegrating into rubble after centuries of neglect. Scattered throughout the ruins is the occasional palm tree or shrub, kept alive by the broken remnants of a long-abandoned irrigation system.

As you pass through a series of ruined buildings you notice several men peeking out behind some of the rubble within one of the buildings. They duck behind the debris seemingly hoping that none of you noticed them. Rocks fall from the second floor of a nearby building and you see a man step back suddenly from up above.

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

Six raggedly dressed thugs pop up from the rubble and aim longbows in your direction aiming at each member of the party. They don't seem to be pleased that you are unsurprised. Almathea, you may take an action in the surprise round. No one is surprised by the sudden popping up of the archers. I've rolled damage based on characters being flatfooted if the 21 beats their initiative. If your initiative beats theirs and the roll would have missed you, note it in your post.

Round 1: Initiative 21
Almathea: 1d20 + 4 ⇒ (5) + 4 = 9
Erei: 1d20 + 4 ⇒ (9) + 4 = 13
Leto: 1d20 + 4 ⇒ (16) + 4 = 20
Crit Confirm: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 ⇒ 1
Nevai: 1d20 + 4 ⇒ (8) + 4 = 12
Setesh: 1d20 + 4 ⇒ (2) + 4 = 6
Tunar: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 ⇒ 7

They are surprisingly inaccurate.

Initiative 6

Three men from up above drop nets down on Almathea, Erei, and Leto.

Almathea: 1d20 + 4 ⇒ (9) + 4 = 13
Strength Check: 1d20 + 1 ⇒ (13) + 1 = 14
Erei: 1d20 + 4 ⇒ (6) + 4 = 10
Leto: 1d20 + 4 ⇒ (14) + 4 = 18

Almathea is entangled. Make an opposed Strength check. If successful you can move at half speed. If unsuccessful you can only move within the limits of the rope attached to the net. Given it's ten feet above you, that isn't much.


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)

Initiative: 1d20 + 3 ⇒ (9) + 3 = 12.

Setesh chases after the guy that just tried to shoot him.

Double move, I guess...?


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

Initiative: 1d20 + 8 ⇒ (12) + 8 = 20

FoA PS: 1d20 + 3 + 4 + 1 + 1 - 1 ⇒ (2) + 3 + 4 + 1 + 1 - 1 = 101d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
FoA PS: 1d20 + 3 + 4 + 1 + 1 - 1 ⇒ (16) + 3 + 4 + 1 + 1 - 1 = 241d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
FoA: 1d20 + 3 + 4 + 1 + 1 - 1 ⇒ (5) + 3 + 4 + 1 + 1 - 1 = 131d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
FoA: 1d20 + 3 + 4 + 1 + 1 - 1 ⇒ (14) + 3 + 4 + 1 + 1 - 1 = 221d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

BaB+WIS+WF+MW-DA; +1 PBS if <= 30 feet, +1 attack ki flurry

Leto shoots the guy holding Almatheas net.

And others should he drop!

Pesky thieves and slavers! Think you can ambush us?


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: 1d20 ⇒ 9

As the arrows started flying, Nevai moved towards cover and drew his crossbow, then fired a shot at Leto's target.

Crossbow: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10, Damage: 1d8 + 1 ⇒ (2) + 1 = 3


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

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Tunar growls as an arrow finds its place in him. Before moving after the scoundrel that shot him, drawing his Greatsword as he moved.
"Come here you bloody fool, shoot me will yah!"
Double Move.


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

Round 1 - Initiative 13

How far up are the guys with nets? Can they be hit with a reach weapon?

If the enemy holding Almathea is attackable, Erei will attempt to stab him with his longspear. If not, he will move to keep just behind Tunar and Setesh.

Longspear: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

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


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

Ah forgot that flagbearer. Not sure if it scores a thrid hit with PBS, but makes a difference on the damage^^

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