The Way to a Dusty Death (Inactive)

Game Master Chainmail

The Half-Dead City
(1 of 6): In Wati, the half city, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city’s vast necropolis in search of the nation’s lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a rival adventuring group intent on keeping one tomb’s treasures for themselves. At the same time, the heroes learn that a potent artifact, potentially capable of animating the dead, has been stolen from the tomb. Can the adventurers defeat their rivals, or will they join the undead defenders of the city’s necropolis?
current map
1st floor map


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Search Rakal, Glumly, Asaran, Sunjeet: 4d20 ⇒ (7, 16, 15, 14) = 52
Glumly points out a secret door leading out of the chamber. He seems to have talents similar to Rakal for finding hidden doors. "I like this architecture. Notice the dissimilarities in the stone here concealing a secret door."

A secret door is on the east wall of the chamber.

Map is updated--Glumly in F13 on sheet 2


Male Human Ranger (Divine Tracker/Trapper) 4

Asaran nods and rubs his throat, "I didn't, though I'm glad to be in the company of dwarves who do."

He then looks at the stone again, finally seeing the outline the dwarf pointed to and nods to himself, At least I'm not wholly blind.... Studying the thing, he asks, "Can you find the mechanism to open it? And can someone check to see if it's trapped?"


Asaran's perceptive eyes had barely missed the construction.

your search rolls:
Search same order: 4d20 ⇒ (3, 1, 11, 12) = 27

Looking at the door, no one sees anything nefarious. It seems a simple push in door according to both dwarves.

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

"Let us proceed then..."

After gathering the valuables from the prior room, Sunjeet pushes open the secret door.


Glumly casts a light spell on his spear as he pushes the door with his amazingly well crafted spear as Sunjeet helps out from closer.

Before reading the spoiler--please decide what is in each hand--the dwarf has two hands on his spear with a light on it.

Opening the Door!!:

To your horror, a horde of beetles and silver cockroaches oozes through the door and attempts to move over you. Like a pestilent black tide, a ravenous horde of thousands of tiny, clacking cockroaches washes over everything in its path.
If you are not holding the scarab shield, you take 1d6 ⇒ 4
Glumly calmly spits out a cloud of cockroaches from his mouth and channels aid from the Lady of Graves healing 1d6 ⇒ 6
The biting and festering sores disappear as a cleansing healing takes all your injuries away--this dwarf has a powerful friend!!
ORDER
Asaran
Rakal
Sunjeet
SWARM OF COCKROACHES AND BEETLES!!

Glumly seems concerned about the state of his beard as he looks to you and grunts: "I'm doing my job, now you do yours!!"

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

Whip and shield in hands. If the scarab shield is a heavy shield, would be using it... if it is light I would not.


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

I would have the scarab shield as is a light shield

Rakal calls the others to back away from the swarm. As they do he backs off as well and hurls a vial of alchemist fire, "There is another one as well if someone wants to through it, otherwise cover it is oil and light it on fire"

Knowledge Nature: 1d20 + 3 ⇒ (15) + 3 = 18
Ranged Touch: 1d20 + 1 ⇒ (20) + 1 = 21
Ranged Touch Confirm: 1d20 + 1 ⇒ (20) + 1 = 21
Alchemist Fire Damage: 2d6 ⇒ (5, 1) = 6 9 Damage and burns for another round


Swarm save: 1d20 ⇒ 15
The swarm of bugs manages to bypass the enchanted shield, and Rakal is beset by roaches and silverfish.

He steps to the side and hits the swarm with a burst of well targeted flame and man bugs die. The residue of burning oil lands on the party, but the residual healing energy of Pharasma lingers, and it burns off as if you were protected by a thin, divine residue.

Reforming, the swarm tries to bite and sting.
Swarm save: 1d20 ⇒ 16
Undeterred by the shield again, they devour you for 1d6 ⇒ 4
Glumly again channels the power of his deity.
channel: 1d6 ⇒ 5
All the bites and sting go away, and a faint residue clings to you.
Rakal: 1d20 ⇒ 171d6 ⇒ 2
Rakal throws his fire again, and many a bug dies. Once again, there is enough healing energy to keep the oil from burning you. The swarm dissipates in a cloud of magic, unable to continue to harass you.

You find yourselves with no residual damage thanks to Pharasma, and Glumly can only say.
"Wow, that was f*&^ing awesome!!!"

Fast forwarded along - two channels and two alchemist fires expended in that encounter


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

That was our only 2 alchemist fires we have, hopefully it is the last swarm for now too!

Rakal addresses Glumly, "If not for you, that fight could have been lethal. You divine powers are appreciated. Now, let us see what is in this chamber."


Male Human Ranger (Divine Tracker/Trapper) 4

Asaran says, "Hopefully any other deadly creatures are more vulnerable to my blade."


You push into what you believe is the final chamber of Akenti!


Male Human Ranger (Divine Tracker/Trapper) 4

Asaran says, "It's too bad the halfling isn't here to see this."


A sarcophagus covered in gold leaf rests on a raised stone platform in the center of this chamber. The casket’s cover is carved the likeness of an adult man with his arms crossed over his chest, and covered in thick coat of dust. Two ornate chests sit beyond the dais in the northeast and southeast corners, and between them stand two large funerary urns. The sole exit is a door to the west, which you came from.
The mummified body of Akhentepi is interred in this room along with many of his riches. The door to the chamber is unlocked and free of traps, as are the two well-constructed, though dusty, chests beside the dais. The urns are made of bronze and appear to have once contained leaves or incense, but now hold nothing more than ashes and dust.

those opening sarcophagus and chests:
Inside the sarcophagus, Akhentepi’s mummified corpse wears an exquisitely crafted gold funerary mask worth 500 gp. One of the chests contains Akhentepi’s armor (see page 60), the magic suit of padded armor he wore in life. The other chest holds a disintegrating cloth sack filled with 500 gp, as well as a small, well-preserved darkwood coffer. Inside the coffer is a potion of darkvision, a potion of lesser restoration, an ornate lapis and carnelian pendant, and an assortment of carnelian, lapis lazuli, and turquoise semiprecious stones.

those opening sarcophagus and chests with an Appraise DC 20:

Inside the sarcophagus, Akhentepi’s mummified corpse wears an exquisitely crafted gold funerary mask worth 500 gp. One of the chests contains Akhentepi’s armor (see page 60), the magic suit of padded armor he wore in life. The other chest holds a disintegrating cloth sack filled with 500 gp, as well as a small, well-preserved darkwood coffer worth 50 gp. Inside the coffer is a potion of darkvision, a potion of lesser restoration, an ornate lapis and carnelian pendant worth 70 gp, and an assortment of carnelian, lapis lazuli, and turquoise semiprecious stones worth a total of 55 gp

Glumly looks around. "I respect the dead, but this guy is probably loaded. As long as we leave his body inside, we should be good. At least that is my story and I'm sticking to it!! Somebody better help me check it for traps."


Male Human Ranger (Divine Tracker/Trapper) 4

Asaran suggests, "Take the extra time to get it right... And we can all assist.. A few extra sets of eyes can't hurt.. "

Perception (Aid Another): 1d20 + 5 ⇒ (12) + 5 = 17

Suggesting a take 20 on that...


In the final burial chamber, behind the dais appears a metallic statue of a massive cobra. This one is intent on ambushing the tomb robbers checking the tomb for traps.

Glumly1d20 + 1 ⇒ (6) + 1 = 7
Sunjeet1d20 + 2 ⇒ (14) + 2 = 16
Asaran1d20 + 2 ⇒ (15) + 2 = 17
Rakal1d20 + 1 ⇒ (20) + 1 = 21
Iron Cobra1d20 + 3 ⇒ (18) + 3 = 21

The Iron cobra jumps on 1d4 ⇒ 4 Rakal and attempts to bite him.
bite vs ff/damage: 1d20 + 5 ⇒ (14) + 5 = 191d6 + 1 ⇒ (2) + 1 = 3
It hits and injects the venom of the black adder into Rakal!! 3 damage and DC11 save vs poison using FORT

The mechanical snake has been filled with poison and can inject it when it bites!!

Fail DC 11 FORT:
Dwarves can't fail poison can they CON damage until save: 6d2 ⇒ (2, 2, 1, 1, 2, 2) = 10

Order
Round 1
Rakal

Iron Cobra
Party
Iron cobra

All but Rakal are still looking for traps. Glumly says: "Bitin a dwarf, with poison. What an insult!!! How do we fight these metal contraptions?"

Map updated

Glumly says: "This one is for the treasure boys. Bury me here if I fall, this is my destiny!!"


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

Fort Save vs Poison: 1d20 + 4 + 4 ⇒ (9) + 4 + 4 = 17

Rakal takes the bite, but his shrugs off the wounds as he calls out to Anubis to aid him in the battle.

Cast Divine Favor and activate Judgment of Protection.

Cast Defensively: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20 DC 17

HP 8/11 AC 19
Effects Judgment of Protection, Divine Favor


The cobra attacks. It misses Rakal with his defenses up.
1d20 + 3 ⇒ (3) + 3 = 6

Party to go all 4


Male Human Ranger (Divine Tracker/Trapper) 4

Asaran draws his falcata and takes a small step to the north, trying to split the strange metallic snake's attention with the dwarf who shares his fate. He feints once with the blade, then brings it quickly down on a cross-stroke, catching the beast with a solid blow.

Falcata: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 (+2 flanking) -- Threat
Confirm: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 Probably not.

Normal Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Plus Crit Damage, if we're lucky: 2d8 + 6 ⇒ (8, 6) + 6 = 20


Asaran strikes the construct and leaves a few scratches. Asaran knows the creature resisted some of his damage. The creature is quite well protected, as much as a mailed knight.


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

Heavy Pick with Divine Favor and Flank: 1d20 + 2 + 1 + 2 ⇒ (16) + 2 + 1 + 2 = 21
Damage: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8

Rakal swats at the snake, trying to pierce its tough metal hide.

HP 8/11 AC 19
Effects Judgment of Protection, Divine Favor


Rakal puts more dents in the iron than the ranger and Glumly shrugs and stabs it with his spear.
spear/damage: 1d20 + 4 ⇒ (11) + 4 = 151d8 + 3 ⇒ (2) + 3 = 5
He misses in the confusion, failing to penetrate armor. The cobra goes after Rakal again, trying to bite. Glumly cheers as Rakal dodges. "That's it, dodge those iron fangs!!"
bite: 1d20 + 3 ⇒ (10) + 3 = 13

ORDER
Sunjeet
Entire Party

Iron Cobra

Damage to cobra = 4


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

"It got me once unawares, but it won't find me easy prey"

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

With a twinkle in his eye, Sunjeet grins as he feels his luck begin to flow. He lashes out with his whip, striking at the metal cobra with uncanny precision.

Scorpion Whip: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

"Keep it busy Rakal, we will take it apart - joint by metal joint!"

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

Not sure if I should be going twice in a row since I wasn't online during the flurry of activity over the weekend. If so, luck off and here is another attack, with luck lingering.

Scorpion Whip: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 5 ⇒ (3) + 5 = 8


yes 2 attacks for you
Glumly threatens and casts to bless the group. It enables the second whip strike to hit the construct and tear a chunk out.
+1 to hit 10 rounds

cobra: 1d20 + 3 ⇒ (5) + 3 = 8

Rakal dodges another bite.
order
Asaran x2
Rest of party


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

Since we are only chipping away at it anyways and I am available to post

Heavy Pick with Divine Favor and Flank and bless: 1d20 + 2 + 1 + 2 + 1 ⇒ (10) + 2 + 1 + 2 + 1 = 16
Damage: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6

HP 8/11 AC 19
Effects Judgment of Protection, Divine Favor, bless

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

Sunjeet continues to lash at the metal serpent with his whip, the glint of luck remaining in his cocksure grin.

Scorpion Whip: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 5 ⇒ (5) + 5 = 10


Male Human Ranger (Divine Tracker/Trapper) 4

Asaran winces as his blade vibrates from hitting the metal thing and not penetrating deeping, then swings again... "It seems to resist weapon strikes," he growls.

Falcata: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 for 1d8 + 3 ⇒ (1) + 3 = 4

Asaran swings again while the serpent is focussed on Rakal, shouting, "Anubis, give me strength!"

Falcata: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 for 1d8 + 3 ⇒ (6) + 3 = 9


The strikes of Asaran continue to have little effect. Glumly strikes with his spear and misses. He curses: "If I find the gnome that built this, I'm givin' him a beatdown!!"
attack/damage: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 3 ⇒ (5) + 3 = 8

The cobra moves to the wall and strikes at Rakal.
att: 1d20 + 3 ⇒ (7) + 3 = 10

The battle rages on.

Order
Rakal
Asaran
Sunjeet
Glumly

Cobra

Glumly waits to see if his healing is needed. Note:flanking will be harder now the cobra is along the wall.


Male Human Ranger (Divine Tracker/Trapper) 4

I think we can both 5' step to maintain it.


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

Rakal moves into position to flank (if possible)and continues to chip away at it.

"Aye give me a piece of that gnome as well!"

Heavy Pick with Divine Favor and bless: 1d20 + 2 + 1 + 1 ⇒ (19) + 2 + 1 + 1 = 23
Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

HP 8/11 AC 19
Effects Judgment of Protection, Divine Favor, bless

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

Sunjeet takes a step to the south and lashes again at the iron serpent. 5'step south.

Scorpion Whip: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 5 ⇒ (4) + 5 = 9


Male Human Ranger (Divine Tracker/Trapper) 4

Asaran follows his fellow Anubian and again lashes out with his blade, "Anyone know of a better way to kill it then our blades? I think it's dulling my falcata."

Falcata: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11


The cobra continues to dodge all the attacks and slip to the corridor outside.
Glumly stabs with his spear as the cobra swipes at RakalGlumly/Cobra: 1d20 + 3 ⇒ (13) + 3 = 161d20 + 3 ⇒ (15) + 3 = 18

Glumly misses and the cobra connects.
bite: 1d6 + 1 ⇒ (2) + 1 = 3
DC 11 Fort save vs poison
Seeing his fellow dwarf hit, Glumly reaches to heal Rakal. He casts before he closes and avoids an attack from the cobra
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 The healing energy is minimal.

The cobra strikes at Rakal again when given the chance. Glumly shrugs after healing Rakal and swings ineffectively at the armored creature.
cobra: 1d20 + 3 ⇒ (8) + 3 = 11

Glumly: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 3 ⇒ (7) + 3 = 10

ORDER - x2 means two actions to speed things along
Rakal x2
Asaran x2
Sunjeet x2

Cobra


Male Human Ranger (Divine Tracker/Trapper) 4

Asaran does his best to follow the metal snake, trying to keep position with his dwarven companion, lashing out with his heavy blade...

Falcata: 1d20 + 4 ⇒ (20) + 4 = 24 Threat.
Confirm: 1d20 + 4 ⇒ (5) + 4 = 9 Not so much.
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

He curses again as his weapon vibrates from hitting the metallic beast, then lashes out again.

Falcata: 1d20 + 4 ⇒ (20) + 4 = 24 Threat.
Confirm: 1d20 + 4 ⇒ (15) + 4 = 19 ooh, maybe...

Regular Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Plus Critical Damage - I hope: 2d8 + 6 ⇒ (8, 2) + 6 = 16

x3 crit weapons are your friend against damage resistance.

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

Sunjeet exerts himself again, feeling his luck continue to flow as he bears down with his scorpion whip, trying to work at the chinks in the iron serpent's armor.

Scorpion Whip: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Scorpion Whip: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d6 + 5 ⇒ (5) + 5 = 10


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

GM, the 18 would have missed with my Judgement of Protection on!


The combined onslaught destroys the iron monster. Ichor leaks out of the smashed hulk. Asaran points out it is venom.

You search and find amazing treasures to bring back to town. Confident you have explored the tomb, you are more confident in your abilities.

Rakal notices he yelled, but the last bite was divinely deflected. Glumly states: "That was all me and my old LADY OF GRAVES! "

level up to 2!! pfs style for hp


Searching the funeral chamber:
Inside the sarcophagus, Akhentepi’s mummified corpse wears an exquisitely crafted gold funerary mask. One of the chests contains Akhentepi’s armor --a magic suit of padded armor he wore in life. The other chest holds a disintegrating cloth sack filled with 500 gp, as well as a small, well-preserved darkwood coffer. Inside the coffer are two potions, an ornate lapis and carnelian pendant, and an assortment of carnelian, lapis lazuli, and turquoise semiprecious stones.

Appraise DC 20:
Inside the sarcophagus, Akhentepi’s mummified corpse wears an exquisitely crafted gold funerary mask worth 500 gp. One of the chests contains Akhentepi’s armor --a magic suit of padded armor he wore in life. The other chest holds a disintegrating cloth sack filled with 500 gp, as well as a small coffer worth 50gp, an ornate lapis and carnelian pendant worth 70 gp, and an assortment of carnelian, lapis lazuli, and turquoise semiprecious stones worth a total of 55 gp.

Perception DC 17:

Potions are darkvision and minor restoration

Spellcraft DC18:

This suit of +1 stanching padded armor is of traditional Osirian design, consisting of a quilted cuirass of lightweight, breathable linen; a linen kilt; and a teardrop-shaped groin guard of stiffened linen. Besides its anti-bleeding properties, Akhentepi’s armor grants its wearer a sense of impending danger. Once per day as a free action when the wearer attempts an initiative check, the wearer can add a +3 insight bonus on that initiative check. Worth is 2000gp+

On the trip back to the Temple of Pharasma, the group runs into the attractive Velriana and her crew and they stop Glumly and block his way. "Glumly, you better not Keep the Sanctuary of the Erudite Eye from us. Tell Sebti, she better let us at it."

She fixes you with a glance. "You wannabees better let me know if you get the Erudite Eye. If you don't, you will regret it."

When she leaves, Glumly spits and says: "That B*&%!!"

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

As she walks away, Sunjeet adds says quietly "I will give her something in her eye..." Turning to the group he adds, "Let us get our loot to market, and make preparations to continue our efforts. I for one would like to beat Velriana to her goal, and take the glory for ourselves."


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25

"I cannot tell what the potions are, but this armor is interesting. This armor has the traditional Orisian design, but it has a couple of interesting properties. First it protects better than typical padded armor, but it also will close up cuts enough so you won't bleed out. In addition it appears to help aid someone react quicker to danger, but I think it has a limited use. After using it you may have to wait a day before the magic has built back up enough, but hopefully there isn't more than one case a day where the danger is bad enough you need it. Look at the spoiler if you want the mechanical parts"

Glumly wrote:
When she leaves, Glumly spits and says: "That B*&%!!"

"Yeah I know! Humans! No offense...." he says looking at Asaran.


Sebti gives you words of praise: "Well done, what did you discover?" Glumly produces his notes on the tomb, the position of the remains, and the ingenious trap that locks doors and floods the room.

Just before the evening meal, Sebti calls the companies together and presents your new ruin to explore. You have drawn an older family estate that has been in ruin for years--the Pantheru Estate.

An Osiron collector offers 2200 gp for the armor from the tomb. Glumly says: "I think I can get Sebti to match that offer. Does anyone want it? I think it is too light for me."

Glumly adds: "We must at least buy some ale at the Tooth and Hookah and drink to the family of spear chucking charioteers that gave us all the loot."


Male Human Ranger (Divine Tracker/Trapper) 4

Asaran shakes his head, "None taken. Humans killed me the second time. "

Asaran says, "I also prefer something a little heavier. I think sale and using the funds for better gear is the best course of action... Though honoring the dear and ourselves with a drink is also a good idea."

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

Checking potions and anything else Rakal missed

Spellcraft w/ luck: 1d20 + 8 ⇒ (6) + 8 = 14
Spellcraft w/ luck: 1d20 + 8 ⇒ (17) + 8 = 25
Spellcraft w/ luck: 1d20 + 8 ⇒ (10) + 8 = 18


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

I am good with selling the armor. I have the scarab shield at the moment. I am ok with keeping it as it has a couple nice side powers, but otherwise I am ok with selling that as well if we need the money for other things.


Male Human Ranger (Divine Tracker/Trapper) 4

*dead, not dear. Been getting autocorrected to death the last two days...


You head to the estate on the next day. Sebti has assigned you the Pentheru Estate as your crypt to explore.

Sandstone walls ten feet high enclose this estate, affording those who once lived inside some privacy. A two-story stone house is visible beyond the walls, adjoining the rear wall of the property. In the center of the estate’s southern wall stands a pair of tarnished bronze gates hanging partially open. A pair of statues flanks the gate. Hieroglyphs are carved into the wall at eye level to the left of the gate.

The hieroglyphs read “House of Pentheru” in Ancient Osiriani. The statues depict two men with a regal bearing and dressed in loose, short robes and traditional Osirian head cloths. Asaran and Rakal points out small hieroglyphs on the statues’ bases that identify the figures as Pentheru the Elder and Pentheru the Younger. The bronze gates are decrepit and appear to have been broken open long ago.

As you approach the outer courtyard....
Dust and sand cover the ground of this small courtyard. To the east and west stand pairs of columns, once brightly painted and now bleached from the sun, which support stone archways leading to other section of the property. Tarnished bronze gates hang open under both arches. To the north, a small flight of steps leads up to a pair of ornate doors in the south wall of the house between another set of columns.
The wind has obliterated any tracks or signs of passage in the courtyard, giving the impression that no one has entered the grounds in years.


You recall your treasure division and look at your common items:
light scarab shield +1, 10cold iron arrows, two vials of silversheen, potion of darkvision, potion of lesser restoration
3790 gp was split into four equal shares (947.5gp). Glumly took his share with the promise of future adventures if his schedule permitted it.
Purchasing a wand of CLW from the church for 750gp (250 gp from the original three) left their shares at 697.5gp.

Your new member joined, and you would estimate they were relatively well equipped (1000gp standard starting WBL).


Before departing, you go to the market to sell the magic shield. Unlike the armor, with great historical significance, it is pointed out that the shield has limited utility. Also many treasures have been sold. An offer of 1840 gold pieces is given to you by the largest merchant there and you doubt you will get a better one.

On the positive side, the very same merchant has an enchanted greatsword for sale for 2100 gold.

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