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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The last of the dolls stops moving. Falling apart between Micah's strike and Almathea's magic.

Appraise DC 20:
Each mask in the hallway is gold-plated and worth 75 gp.

---
Now that the dolls are destroyed, you get a better look at the next room.

A table displaying a three-dimensional diorama occupies much of the north side of this room. Three shields with different designs are displayed upon a rack against the east wall, while various weapons hang from another rack along the south wall. Arrayed around the room are five small chests and a clay urn.

With a sculpted landscape, the diorama depicted an ancient battle between the city of Wati and an unidentified enemy. The rack to the east proudly displays three shields. The shield on the right is a light wooden shield identical to the shields carried by the soldiers in the diorama. It bears Ancient Osiriani hieroglyphs that spell the name “Akhentepi,” marking those soldiers as under the command of Akhentepi. The light wooden shield on the left does not appear to be Osirian in origin.

Knowledge (Geography) DC 12:
The shield is similar in style to those used by tribes in the Mwangi Expanse far to the south.

The center shield is unusual in that it is a light steel shield shaped like a scarab; it matches the one borne by Akhentepi in the engravings on the doors in the previous areas. The rack on the south wall holds
a composite shortbow, a khopesh, and a spear.

---

After methodically searching the room you find no traps. Most of the arms and armor on the racks are mundane items, but Akhentepi’s khopesh and spear are both masterwork weapons. The composite shortbow (STR +2) is also masterwork and still serviceable, but its string has deteriorated, and must be replaced before the weapon can be used. The light steel shield shaped like a scarab is also of masterwork quality.

The chests are of good craftsmanship but less ornate than the one found in the last room. None of the chests are locked or trapped, but each has been sealed with wax. They contain a sack with a 100 gp and 42 sp, and several scroll tubes holding papyrus records, private memos, expense ledgers, speeches, and private correspondence. Among the papers are discussions regarding the unfinished tomb of Akhentepi’s mistress which seems to be located further in this tomb. There is little else of interest in the papers, but to a collector or Osirionologist, these documents should be worth some gold if undamaged.

Appraise DC 20:
The documents are worth 250gp.

The clay urn is also sealed with wax and contains some sort of oil.

Appraise DC 20, Alchemy DC 15:
The liquid is nard, an expensive, oily perfume, worth 75 gp.


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 no one else wants to claim them, I wouldn't mind using the masterwork khopesh and scarab shield, as I'm currently actually using a regular khopesh and light steel shield. If a dedicated frontliner wants them, by all means, go ahead.

"Is anyone else still injured? I can tend your wounds before we press on if so. Who knows what manner of hidden dangers are still hidden within," Nevai asks, as he glances around the room. As his eyes fall on the armaments of Akhentepi, and he goes to take a closer look. "These items seem to be in pretty good shape. If no one else minds, perhaps I could use them for now, in case we run into any more aggressive defenses? We can sell them to collectors before we part ways again, of course," Nevai says as he carefully examines the weight of Akhentepi's khopesh, and the intriguing design of his scarab shield.


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)

"Whew. I am glad that is over. They may have been small, but they were certainly tenacious!"

Appraise: 1d20 + 3 ⇒ (18) + 3 = 21.

"Each of the masks in the hallway is gold-plated, and likely worth 75gp each."

Appraise: 1d20 + 3 ⇒ (20) + 3 = 23.

"Those documents are probably worth 250gp in total."

Appraise: 1d20 + 3 ⇒ (3) + 3 = 6.
Craft(Alchemy): 1d20 + 8 ⇒ (9) + 8 = 17.

"Ah! That oil is nard, a type of perfume, and would be worth about 75gp."

Setesh then nods to Nevai.

"I am still slightly injured. I have no objection to you using those items."


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

"Hold up a moment and allow me to cast a spell to detect any magic upon weapons."

Thea casts her spell and looks at the weapons and shield.


Spellcraft DC 18:

The Scarab Shield
This +1 light steel shield is fashioned in the shape of a scarab beetle—a creature that functions as a psychopomp for Pharasma, guiding the souls of the departed into the afterlife. Scarab shields are especially favored by archaeologists and tomb raiders for the protection they grant against guardians and vermin frequently found in ancient ruins and forgotten tombs.

Once per day on command, a scarab shield grants its wielder a +2 sacred bonus on saving throws against fear and death effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect as a swift action for a burst of healing energy. The wielder loses the saving throw bonus, but is healed of 1d8+3 points of damage.

In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder’s space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder’s space and attack the wielder normally. If the save fails, the swarm instinctively avoids the space occupied by the wielder, completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day.


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)

Alright, I have put together a 'loot' page, reflecting the current 'dibs' various people have stated. Please let me know if anyone wants to claim anything else. Currently, we have two unidentified potions.

The link to the loot page is listed on my profile.


The loot list has been added to the campaign tab. Thanks!


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

"All right, gather up then and we'll give it one more go." After getting everyone close together, Nevai whispers a short prayer of thanks to Horus, then releases another wave of healing energy from his raised holy symbol.

Channel Energy: 1d6 ⇒ 3

Status:
AC 16, T 10, FF 16, CMD 13
HP: 10/10
Channel Energy: 4/7
Spells (1st): remove fear, remove sickness, endure elements(D)
Active Spells: None


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)

"Thanks Nevai - I feel fully recovered. Let's see what else this place holds for us..."

He then moves to the doors on the opposite side of the cat-mummy chamber, and continues to slow, careful process of looking for traps.

Perception 'Take 20' = 30.


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

spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27

Almathea hangs back while Setesh looks for traps and talks to Nevai. "The weapons are mundane, but that shield is magical. It is a Scarab Shield, crafted to resemble the insect sacred to Pharasma. It will provide more protection that what it looks like, it will aid you in resisting fear and death effects and can aid against swarms once a day."

Shield again:
The Scarab Shield
This +1 light steel shield is fashioned in the shape of a scarab beetle—a creature that functions as a psychopomp for Pharasma, guiding the souls of the departed into the afterlife. Scarab shields are especially favored by archaeologists and tomb raiders for the protection they grant against guardians and vermin frequently found in ancient ruins and forgotten tombs.

Once per day on command, a scarab shield grants its wielder a +2 sacred bonus on saving throws against fear and death effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect as a swift action for a burst of healing energy. The wielder loses the saving throw bonus, but is healed of 1d8+3 points of damage.

In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder’s space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder’s space and attack the wielder normally. If the save fails, the swarm instinctively avoids the space occupied by the wielder, completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day.


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)

Tracking sheet updated. That's a useful little shield ;-)


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

"Wow, it seems that its attractive design is surpassed by its function. This man had good taste and good sense."

New status update, for reference.

Status:
AC 17, T 10, FF 17, CMD 13
HP: 10/10
Channel Energy: 4/7
Scarab Shield (save bonus): 1/1
Scarab Shield (swarm protection): 1/1
Spells (1st): remove fear, remove sickness, endure elements(D)
Active Spells: None


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 agree Nevai! Forms follows function in an exquisite way here! If you don´t mind i would take that bow. It´s really beatyfull and i think i could use it if i replace the string. I have some with me!


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

Appraise 1: 1d20 + 9 ⇒ (16) + 9 = 25
Knowledge (Geography): 1d20 + 4 ⇒ (3) + 4 = 7
Appraise 2: 1d20 + 9 ⇒ (3) + 9 = 12
Appraise 3: 1d20 + 9 ⇒ (8) + 9 = 17

Erei waits, just watching the searching.


It has been over five hours since you walked through the gates into the Necropolis and it already feels like a long day. Even without the light of the sun you guess it's close to noon. Between the dust in the air, the heat, and all the activity the adventure so far has been exhausting. However, after the excitment of the last battle you forge ahead.

I'm going to slow down a bit and give Micah a chance to post. As a note, while I put up a bunch of things that can be rolled, you're welcome to ask any questions about the things in the room or ask if other rolls would be appropriate. I try to put as much as possible into my posts so as not to slow you down, but try to give each other a chance to post before moving on. (I know that can be difficult sometimes because of posting times, but I just wanted everyone to keep it in mind.)

Next trap...I mean, room, will be up in the morning.


Human* Slayer/Magus 3

Micah politely refuses any of the weapons or shields and busies himself reviewing his footwork from the previous battle while his burlier compatriots gather up the spoils. "Thank you," he says with a nod as Nevai's channeled energy restores him to full health.


The southern doors swing open easily to reveal another short set of stairs leading down to two more heavy stone doors. Like the short corridor to the north, it is untrapped. After a short, thorough search, you open the doors at the bottom of the stairs.

---

A massive mirror stretches across the southern wall of this chamber, flanked by two statues. The statue to the east depicts a tall, gaunt woman in a flowing, hooded gown, holding an hourglass. The figure to the west is that of a jackal-headed man carrying a scepter or staff in his hand. Stone double doors, standing slightly ajar, lead to the east and west. A third set of double doors exits the room to the north. Torch holders sculpted in the shape of bird skulls are built in each corner, and a thin layer of dust covers every surface.

Map updated.
---

The eastern statue is obviously the goddess Pharasma and the other seems similar to another depiction you've seen here in the tomb.

Knowledge (Religion) DC 20, Setesh, and Nevai:
The other statue depicts Anubis, the ancient Osirian god of burials and tombs.

A methodical search of the room reveals no traps.

Survival DC 15:
There is evidence of tracks in the dust between the east and west doors.

Survival DC 20:
The tracks belong to an animal of the vermin type.


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

Survival: 1d20 + 5 ⇒ (8) + 5 = 13
Worst guide ever, right? I guess his knowledge is limited to just the paths between desert oases that he's traveled most of his life.

"Ah, Anubis. It's good to see proper respect given and burial rights observed."


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.

"Well, this is an ancient tomb; the worship of the Old Gods was quite mainstream at the time..."

Survival: 1d20 + 1 ⇒ (5) + 1 = 6.

1d2 ⇒ 2

He then heads for the Eastern set of doors, again taking his time.


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

Knowledge (Religion): 1d20 + 8 ⇒ (17) + 8 = 25
Survival: 1d20 ⇒ 9

Erei will walk around and take a look at all of the torch holders.

I don't know about proper respect, but hey, I'm not Osirion so I guess it just means less to me.


Anyone peering into the mirror sees themselves (and the rest of the party) reflected back—along with the likeness of someone you can only assume is Akhentepi, as he is depicted elsewhere throughout the tomb: a human man with bronzed skin in his forties, wearing white ceremonial robes and a headdress. The reflected images appears stern and disapproving, regardless of your actual facial expression.

Detect Magic:
The mirror has a faint illusion and transmutation aura.


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 looks into the mirror, seeing the frowning Pharao and looking around himself.
What kind of foul magic is this? Is there a ghost somewhere? We should be careful not to trigger any curses!
He traces Desnas wings over his heart to protect himself.


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 of course pause to detect magic upon the mirror. "Well, this is certainly an interesting magical effect. Just imagine how many museums would love to give their visitors access to a mirror that allows them to see their reflections with that of such an ancient historical figure."

Almathea looks around the edges of the mirror, trying to find out how attached it is to the wall. "I do hope it won't be too difficult to move it from the tomb without doing any damage to it. There is no telling what that would do to the magical effect."

Then, out of curiosity, Thea will check the statues to see if they are solid pieces and if the hourglass or rod are removable.


Leto and Almathea, go ahead and roll a Fortitude save. Anyone else that decides to examine the mirror may roll one as well.


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 would definitely look to see the man interred here.

Fortitude: 1d20 + 3 ⇒ (6) + 3 = 9


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 looks at the mirror doubtfully.

"It looks like it might be fixed to the wall. Even if it isn't, though, getting it up that shaft outside would be an extremely difficult undertaking..."

Fort: 1d20 + 4 ⇒ (11) + 4 = 15.

He then returns his attention to the Eastern exit.


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

Fort: 1d20 ⇒ 4


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

Fort save: 1d20 + 4 ⇒ (4) + 4 = 8

Uh what´s going on there, you felt that too?


Leto, Nevai, and Almathea all feel a stinging pain in their forehead as Ancient Osiriani hieroglyphs spelling the word "thief" are etched into their skin.

Each of you takes 1 hp of damage. These hieroglyphs function as the brand spell.


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

Ouch!
Leto cries out in pain and grabs his forehead as the glyph appears there.

What? How is that even possible!


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

Almathea sighs and pulls her veil down over her forehead a bit more. "Well, that was rather annoying, but it could have been something worse."

spellcaft to id: 1d20 + 8 ⇒ (4) + 8 = 12


Almathea:
The spell itself acts like brand. You believe the mark will last about five days. Anyone looking into the mirror for longer than a few moments will be affected.


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 reaches up and tenderly touches the torn skin on his forehead. "Well that was rather unpleasant, but I suppose not unwarranted. I probably wouldn't want people poking around in my tomb either, but this is authorized by the church of Pharasma. Hold still a moment, we don't want this to become infected by anything nasty down here."

Channel Energy: 1d6 ⇒ 3

Status:
AC 17, T 10, FF 17, CMD 13
HP: 10/10
Channel Energy: 3/7
Scarab Shield (save bonus): 1/1
Scarab Shield (swarm protection): 1/1
Spells (1st): remove fear, remove sickness, endure elements(D)
Active Spells: None


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

"Well, at least this will likely just last around 5 days or so. Not too bad, all things considered. I suppose we will have to see about getting that spell removed before we can properly display the mirror anywhere."


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

That might be for the better. 5 days can be a long time. But who knows, it might be an interesting lesson on old Pharaos tricks.


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 smiles wryly.

"It would be an interesting 'souvenir' for visitors to the museum to take home with them..."

Still going for the Eastern doors :-)


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

Yes something like Feel like a real adventurer working for the Pathfinder Society! I can see the Blakros Museum in Absalom buying this!

Lol!


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

Erei shrugs, Perhaps this is a good sign that we should take even more care moving these things in the future.


The doors to the east open easily.

---
Pillars line the walls of this rectangular chamber, interspersed with stone jackal heads extending from the walls. A stone altar, covered in a layer of dust, sits at the eastern end of the room.

The map has been updated.
---

Knowledge (history/religion) DC 15, Setesh:
Akhentepi’s body was embalmed (along with those of his cats and slaves who were buried in the tomb with him), and the final mummification rites and interment rituals were performed in this chamber. From here, the bodies were carried to their respective resting places before the tomb was sealed.

Knowledge (religion) DC 20, Setesh and Nevai:
The altar is dedicated to the ancient Osirian god Anubis, patron of embalmers and guardian of tombs, and the funerary masks on the walls depict him

Survival DC 15:
There are tracks in the dust.

Survival DC 20:
The tracks belong to an animal of the vermin type. Possibly large beetles or spiders.

Rolls:

Stealth: 1d20 + 10 ⇒ (15) + 10 = 25

Almathea: 1d20 + 9 ⇒ (13) + 9 = 22
Erei: 1d20 + 4 ⇒ (4) + 4 = 8
Leto: 1d20 + 8 ⇒ (4) + 8 = 12
Micah: 1d20 + 0 ⇒ (3) + 0 = 3
Nevai: 1d20 + 5 ⇒ (17) + 5 = 22
Setesh: 1d20 + 10 ⇒ (2) + 10 = 12

Everything is quiet and still in the room.


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

know history: 1d20 + 10 ⇒ (20) + 10 = 30

Thea moves around the room, running a finger across the alter.

"Fascinating. This is the very room where Akhentepi's body was embalmed before being carried down to its final resting place in the tomb. Too bad there is no mirror in this room to reflect images of the rites and rituals associated with mummification and burial."


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

Survival: 1d20 + 5 ⇒ (9) + 5 = 14

"That's interesting indeed. Perhaps if we can find some of the tools that were used for the mummification process it will help us understand the process."


Human* Slayer/Magus 3

Looking around the sparse room with a slight scowl, Micah asks, "How much do you think a mirror that harms viewers would really fetch? Moving it would be a challenge but so far our coffers aren't exactly running over in here..."

As people begin searching and examining various parts of the room, Micah begins kicking up some dust as he continues to kill time by fencing imaginary opponents.


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 to Almathea.

"Agreed. That altar over there," he says, nodding in its direction, "is also dedicated to Anubis."

Survival: 1d20 + 1 ⇒ (14) + 1 = 15.
Survival: 1d20 + 1 ⇒ (11) + 1 = 12.

"Hey look! There's tracks in the dust... I wonder what made them?"

He then moves forward to carefully explore the room.


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 smirks and says, "Probably Micah, with all his prancing around, flailing his sword about like an adolescent boy that found a couple minutes alone."


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

Knowledge (Religion) 1: 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge (Religion) 2: 1d20 + 8 ⇒ (11) + 8 = 19

Survival: 1d20 ⇒ 2

If the tracks point off in a direction we haven't gone, I suspect that they aren't ours. But I am far from a tracker, so Setesh, if you see the tracks, please, cautiously, lead on. We can worry about collecting treasure when we aren't at risk of being outdone by some other interloper.


Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

You hear some scratching sounds behind the pillars and look up to the ceiling to see six tan-colored creatures that look like ten-legged spiders. Oversized jaws grind together slowly beneath beady eyes.

Surprise Round: Initiative 22

The four spider-like creatures rush out of their hiding places to attack those in the room.

The first drops down and takes a bite at Almathea.

Attack: 1d20 + 4 ⇒ (1) + 4 = 5

One jumps out and snaps at Nevai as he examines the dust, sinking its fangs into his leg.

Attack: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d6 + 2 ⇒ (4) + 2 = 6

One drops down behind Setesh, finding its mark.

Attack: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 Damage: 1d6 + 2 ⇒ (2) + 2 = 4

The last pounces at Micah as he dances in the dust, also striking its target.

Attack: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Four small creatures are attacking you in this room. Knowledge (nature) would be appropriate.

Round 1: Initiative 22

The Solifugid continues its attack on Almathea.

Bite: 1d20 + 4 ⇒ (7) + 4 = 11
Claw: 1d20 + 4 ⇒ (5) + 4 = 9
Claw: 1d20 + 4 ⇒ (12) + 4 = 16 1d3 + 2 ⇒ (1) + 2 = 3

The spider-like creature skitters around and attacks Nevai again.

Bite: 1d20 + 4 ⇒ (6) + 4 = 10
Claw: 1d20 + 4 ⇒ (13) + 4 = 17 1d3 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 4 ⇒ (9) + 4 = 13

The third presses its assault on Setesh.

Bite: 1d20 + 4 ⇒ (12) + 4 = 16
Claw: 1d20 + 4 ⇒ (8) + 4 = 12
Claw: 1d20 + 4 ⇒ (16) + 4 = 20 1d3 + 2 ⇒ (1) + 2 = 3

The last continues to attack Micah.
Bite: 1d20 + 4 ⇒ (5) + 4 = 9
Claw: 1d20 + 4 ⇒ (6) + 4 = 10
Claw: 1d20 + 4 ⇒ (18) + 4 = 22 1d3 + 2 ⇒ (2) + 2 = 4


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 ⇒ 10

Nevai lets out a pained grunt of surprise, then reaches out to his deity for aid.

Channel Energy: 1d6 ⇒ 2

Still wounded, he draws his khopesh and takes a cautious step away from the creature to avoid being surrounded.

Status:
AC 17, T 10, FF 17, CMD 13
HP: 3/10
Channel Energy: 2/7
Scarab Shield (save bonus): 1/1
Scarab Shield (swarm protection): 1/1
Spells (1st): remove fear, remove sickness, endure elements(D)
Active Spells: None


Human* Slayer/Magus 3

Round 1, initiative: 1d20 + 4 ⇒ (10) + 4 = 14

Micah lets out a small chuckle when the ambush is sprung... ha, the jokes on you, I'm already armed and ready... however, two quick, surprisingly accurate, strikes quickly wipe the smile off his face. He strikes back at the creature attacking him and then shifts 5' toward Nevai in the hopes of receiving some healing.

cutlass: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12, for: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9


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)

Gasping in surprise, Setesh attempts to beat the tar out of one of the things.

Heavy Mace: 1d20 + 4 ⇒ (4) + 4 = 8, for 1d8 + 6 ⇒ (4) + 6 = 10 damage.


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

1d20 + 6 ⇒ (12) + 6 = 18
Surprise Round
Init: 18

Almathea shrieks: "Spiders!" and then throws a globe of acid at the one that tried to bite her.

ranged touch: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d3 ⇒ 2

Round 1
Init: 18

Almathea tries to take a 5 foot step away from the spider and tosses another globe of acid at it.

ranged touch: 1d20 + 3 ⇒ (2) + 3 = 5

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