DM Talomyr's The Lost City

Game Master Talomyr

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Female Half-Orc Fighter 2 (Soldier) HP 20/20 | AC 18 | Initiative +2 | MOV 30ft | Saves: STR +5, DEX +1, CON +4, INT/WIS: +1, CHA +0 | Perception +3 | Conditions: none
Skills:
Athletics +5, Intimidation +2, Nature +3, Perception +3, Survival +3, Stealth Disadvantage

I tend to default to left. That'd be my choice, but if someone feels really passionately about another choice...


I'm left-handed so I always tend to go left to right :)


Female Half-Elf Warlock (DJinni Pact) 3 HP 23/23 | AC 13 | Initiative +2 | MOV 30ft | Saves: STR +0, DEX +2, CON +1, INT/WIS: +4, CHA +6 | Perception +3 | Conditions: none

"We should start with the left!" Baheera says, more emphatically than one would expect.


Left is clearly the most rational option.


Male Forest Gnome Rogue 3| AC: 15 | HP: 23/23 |PP: 11 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+6 (1d6+4)

Still clearing grit from his eyes and sinuses. Tek nods.

"Left is bine bith be." He says still a bit stuffy.


Goblin Caves Side View | Lost City Map | Roll20 Maps

Having focused on the left-most cylinder, Tekumbray and Silas begin their examination. While the pair search the area an errant gust of wind nearly blinds and chokes poor Tekumbray rendering his ability to search nearly non-existent for the moment.

Fortunately for the pair, the same gust that kicked up the dust revealed a thin wire to Silas's keen eyes. Following the wire he sees one end cleverly concealed, running into the bottom of the door and the other end runs along the joining of two stone slabs in the floor to the western wall where he sees an arrangement of four holes in the wall.

Silas:
Your best guess is that if you open the door without doing something about this situation, something - likely darts or the like - will come flying out of the holes and strike whomever opens the door.

DM Rolls:

Perception - Baheera: 1d20 + 2 ⇒ (9) + 2 = 11
Perception - Meebo: 1d20 + 0 ⇒ (8) + 0 = 8
Perception - Myev: 1d20 + 3 ⇒ (7) + 3 = 10
Perception - Silas: 1d20 + 5 ⇒ (4) + 5 = 9
Perception - Tekumbray: 1d20 + 5 ⇒ (16) + 5 = 21
Perception - Utsuri: 1d20 + 3 ⇒ (12) + 3 = 15

Second Checks:
Perception - Tekumbray: 1d20 + 5 ⇒ (12) + 5 = 17
Perception - Utsuri: 1d20 + 3 ⇒ (6) + 3 = 9

While Silas and the other contemplate what to do next in regards to the trapped door and/or the other cylinders, Tekumbray manages to regain his composure enough to notice a faint hissing sound in the chamber. Moments later Utsuri notices the sound too. It would seem the sound is coming from the corners of the room.

While seeking out the sound, Tekumbray notices a concealed trapdoor in the floor of the chamber.

Hissing sound is coming from the blue circles on the Roll20 map. Location of the trapdoor and the dart trap (green box) have been marked as well.


Female Half-Orc Fighter 2 (Soldier) HP 20/20 | AC 18 | Initiative +2 | MOV 30ft | Saves: STR +5, DEX +1, CON +4, INT/WIS: +1, CHA +0 | Perception +3 | Conditions: none
Skills:
Athletics +5, Intimidation +2, Nature +3, Perception +3, Survival +3, Stealth Disadvantage

"Find anything, guys?" Myev is poking around the hall, but not having a lot of luck with anything interesting.


"These holes are talking." the monk informed Myev. Utsuri approached the hissing hole, giving it a big sniff.

Air or poison?


Goblin Caves Side View | Lost City Map | Roll20 Maps

Utsuri take 1 point of damage.


"*cough cough* Stop breathing you fool," Basho called from the mirrored creature's chest "...these intrusive vapors are not purified."

Utsuri turned to the group in alarm, their normally bluish reflective surface momentarily flashing a cerulean green...one nostril was much larger than the other, and their face seemed paralyzed - no, it wasn't biological. All space and time had mercifully halted for the creature.


Female Half-Elf Warlock (DJinni Pact) 3 HP 23/23 | AC 13 | Initiative +2 | MOV 30ft | Saves: STR +0, DEX +2, CON +1, INT/WIS: +4, CHA +6 | Perception +3 | Conditions: none

"I think we need to choose and enter one of these door before whatever has that is fills the room." Baheera says, with a hint of both fascination and excitement in her voice.


Goblin Caves Side View | Lost City Map | Roll20 Maps

Anyone who is proficient in investigation, please give me a roll.


Male Forest Gnome Rogue 3| AC: 15 | HP: 23/23 |PP: 11 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+6 (1d6+4)

When Utsuri literally turns green and warns of toxins in the air, Tekumbray quickly reties his scarf over his mouth. It had kept the worst of the sand from his lungs, he could only hope it will slow the toxin's infiltration into his system.

With a greater sense of urgency stoked by the incoming gas, Tekumbray checks the newly discovered trapdoor for locks and traps before trying to flip it open.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18


Female Rock Gnome Artificer 1 (Sage Background) HP 10/10 | AC 16 | Saves: Str -1, Dex +2, Con +4, Int +5, Wis +0, Cha +1 | Perception +0, darkvision 60 ft| Speed 25 | Spell DC 13, Spell Attack +5

Sorry for not posting over the weekend, a big chunk of my free time got absorbed watching Stranger Things, lol

Meebo tries to figure out if there is a way to stop the gas, or determine what is going on with these doors or the trap door Tek is inspecting.

Investigation: 1d20 + 5 ⇒ (17) + 5 = 22


HP 6/17| AC 18/16 | Wis +5, Cha +3 | Perception +5, darkvision 60 ft| Speed 25 | Spell DC 13, Spell Attack +5

Stranger Things and switching over to Google Fiber ate me alive. I am here!

"Be careful, there are holes for darts there. I think we need to do something first before opening the door so that they don't pop out." Silas explains, looking at the others. As a mist begins to come out and Utsuri turns from brilliant silver to an aged-coppery green, the cleric's face pales.


Goblin Caves Side View | Lost City Map | Roll20 Maps

Meebo:
Based on the rate of entry of the gas and the fact that you've managed to prop open both the door to the chamber and the door to the ruin itself, you suspect that unless you are standing directly over one of the holes, the gas will provide little danger. If for some reason that door to this chamber would close, that could be a very different situation.

Frantically, Tek searches the previously concealed trapdoor for traps and finds none other than door itself. The door opens downward and upon further inspection, seems to be tied to the latch on the right-most bronze cylinder.

Kicking at one end of the trapdoor opens it, revealing another level some fifteen feet below, but no ladder to go down. Peeking inside of the trapdoor and glancing back toward the directions of the cylinders, you see three ladders - each corresponding with one of the bronze cylinders on your current level.

What would you like to do?


Male Forest Gnome Rogue 3| AC: 15 | HP: 23/23 |PP: 11 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+6 (1d6+4)

Tekumbray pokes his head into room below. "Looks like those cylinders each have a ladder inside that leads down below. About a fifteen foot drop from here." He looks around for any sign of danger or potential threats.

"We've already run into two potential traps. Whoever built this place sure didn't want visitors." He says getting back up from the floor and unwinding his rope from his pack. The casual remarks being a rough attempt to cover up his growing jitters. "I don't trust those things." He says pointing an unsteady finger at the metal cylinders. "To easy to go in, get stuck, and be turned to mush, gassed, or fried by some runic wizard's trap. If there's a way around, I say we use it."

He suppresses a shiver and looks a bit pale as the memory of Gregor, Knight of the Blue Moon, flashes across his vision. The boiling, oozing sickening brown, red, and yellow remnants of the brawny warrior flowing out of that chamber beneath Vizier Lar Shan's tomb in Sokkar. The sound of the knightly armor clattering to the floor echoing in his mind along with the remembered image that gleaming, acid polished steel glittering in the flickering torchlight as Tekumbray screamed in horror.


Assuming the detail about the trapdoor being linked to door 3 is passed on...

"The folly well known is the safest path." the monk conveyed enigmatically, before walking over and opening it...fully expecting it to trigger the trapdoor in the floor.


Female Rock Gnome Artificer 1 (Sage Background) HP 10/10 | AC 16 | Saves: Str -1, Dex +2, Con +4, Int +5, Wis +0, Cha +1 | Perception +0, darkvision 60 ft| Speed 25 | Spell DC 13, Spell Attack +5

"Could we take a rope down through the trap door, instead of using the weird tube ladders?" Meebo went and looked down through the opening. She couldn't see anything Tek hadn't already pointed out, though.

perception: 1d20 ⇒ 8


Goblin Caves Side View | Lost City Map | Roll20 Maps

Utsuri opens the rightmost door, revealing the ladder to level below, and on cue, the trapdoor opens fully.

Meebo takes a look down below and sees a similar room to the forty-foot square room you find yourselves in currently. Beyond the three ladders, there are three stone doors in the room, one to the east and two to the west. A number of clay jars and various bits of broken machinery - pulleys, gears, levers, and such litter two of the corners of the room

Just as Meebo is about to pull head back up from the hole, three points of flickering orange illumination come into being from the backs of three two-foot long beetles, crawling out of the machinery bits on the ground.

What would you like to do? If you are dropping down the open trapdoor, let me know how you're going about it?
Tie a rope and climb down? - Give me an Athletics check.
Just jump down? - Give me an Acrobatics check.
Step across the opening and climb the ladder of the right-most cylinder down? - Give me an Acrobatics check to do so without falling in the open trapdoor.
Something else entirely?
If you head down, I will switch the visible map on Roll20.


Female Half-Elf Warlock (DJinni Pact) 3 HP 23/23 | AC 13 | Initiative +2 | MOV 30ft | Saves: STR +0, DEX +2, CON +1, INT/WIS: +4, CHA +6 | Perception +3 | Conditions: none

Sorry about the delay

Investigation: 1d20 + 3 ⇒ (18) + 3 = 21


Utsuri mentioned "This thin line of music wire seems to be what links door and floor. Perhaps cutting the link would allow us to pass safely."

If the others allow, the monk closes the trapdoor firmly before severing the wire with a quick katana slice...finally trying the door again and hoping this time the trapdoor doesn't open. And lets us circumvent the acrobatics check to get past?

If so, Utsuri glances up the tube to see if the ladder goes both up and down, and even sits on the edge of the floor putting a bit of weight on the rungs to see if they are sturdy.


Goblin Caves Side View | Lost City Map | Roll20 Maps

I'll wait to see if there are objections to your stated action before saying what happens there. The ladder is on the far side of the bronze cylinder and only goes down.


Male Forest Gnome Rogue 3| AC: 15 | HP: 23/23 |PP: 11 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+6 (1d6+4)

"Hold a second." Tekumbray says to Utsuri before he can cut the wire. The gnome then takes a small stake that used to keep the tents in place before they all blew away in the sandstorm. A bit of work with a small hammer and pliers and he has a hooked stake that he drives securely into a seam in the stone near the trap door. Creating a bit of slack in the wire, the nimble fingered gnome detaches it from the hook on the trapdoor, loops it a few times to around the stake and finally secures it with the hook.

"There. That should keep anything else from triggering if the tension is completely released from the wire." He says, returning his tools carefully and precisely back into the small leather case.

Thieves Tools to Disable Trapwire: 1d20 + 7 ⇒ (19) + 7 = 26


Female Half-Orc Fighter 2 (Soldier) HP 20/20 | AC 18 | Initiative +2 | MOV 30ft | Saves: STR +5, DEX +1, CON +4, INT/WIS: +1, CHA +0 | Perception +3 | Conditions: none
Skills:
Athletics +5, Intimidation +2, Nature +3, Perception +3, Survival +3, Stealth Disadvantage

Myev is anxiously watching - this is not under her umbrella of expertise and it unsettles her to feel so out of control of the situation. "Nice work, guys." She says with some reverence in her tone.

If Tek's thing handles the trap, she'll head down via the ladder now that it's...whatever semblance of safe anything can be in here :P


Goblin Caves Side View | Lost City Map | Roll20 Maps

Utsuri is just about to slash at the cord connected to the trapdoor when Tek stops him.

A few brief seconds later, the trapdoor is closed again and this time permanently barring any other intervention.

With the trapdoor secured, Myev begins to head down the ladder into the now glowing chamber below. With sound and vibration coming from the ladder, the beetles begin to move to the base of the ladder.

I suspect you can assume Meebo shared what she saw when she looked down.

Roll20 Map switched. Myev you are currently 10 ft above the floor level.


Female Rock Gnome Artificer 1 (Sage Background) HP 10/10 | AC 16 | Saves: Str -1, Dex +2, Con +4, Int +5, Wis +0, Cha +1 | Perception +0, darkvision 60 ft| Speed 25 | Spell DC 13, Spell Attack +5

Pulleys, gears, and levers? In some lost forsaken ruins? She wanted to scrounge through all that stuff so badly her fingers itched. She watched Tek's work with an approving grin. "Not bad, Tek. Not bad at all!."

"Myev, look out for those beetles! We should try killing them from up here, before we go down." The impatient gnome flipped on her flamethrower, which emitted a high pitched whine, closing one eye as she took preliminary aim...right past her friend's upturned face.

Can Meebo get line of sight on the green beetle without flambé-ing Myev? Will roll in case the answer is yes, disregard if it'd hurt her.

fire bolt: 1d20 + 5 ⇒ (6) + 5 = 11
damage I'm sure it didn't do because of a miss: 1d10 ⇒ 6


Female Half-Elf Warlock (DJinni Pact) 3 HP 23/23 | AC 13 | Initiative +2 | MOV 30ft | Saves: STR +0, DEX +2, CON +1, INT/WIS: +4, CHA +6 | Perception +3 | Conditions: none

"I can blast them from up here!" Baheera volunteers. "I just need to move to where I can see them."


Female Half-Orc Fighter 2 (Soldier) HP 20/20 | AC 18 | Initiative +2 | MOV 30ft | Saves: STR +5, DEX +1, CON +4, INT/WIS: +1, CHA +0 | Perception +3 | Conditions: none
Skills:
Athletics +5, Intimidation +2, Nature +3, Perception +3, Survival +3, Stealth Disadvantage

"I can just drop on one of them after you all have gotten a swing in..." Myev will stare down at the beetles until one is in range, and, once everyone has had a shot at them from afar, she'll drop onto one of them and try to stomp one.
...if there's one still alive after everyone who wants to has gotten a hit in. I'm assuming she wouldn't be able to pull her hammer out and slam down onto one, haha.


Goblin Caves Side View | Lost City Map | Roll20 Maps

With the trapdoor now closed and Myev on the ladder the only beetle that you have a shot on from above is green.

Meebo sends a burst of flame down the ladder, nearly taking Myev's eyebrows in the process, but does not hit the beetle.


Sadly I don't have a ranged attack option at the moment. If green is eventually taken care of and Myev advances, Utsuri will follow her down and take the Dodge action.


Female Half-Elf Warlock (DJinni Pact) 3 HP 23/23 | AC 13 | Initiative +2 | MOV 30ft | Saves: STR +0, DEX +2, CON +1, INT/WIS: +4, CHA +6 | Perception +3 | Conditions: none

Moving into position to see the glow from the beetle, Baheera unleashes another violet blast of pure eldritch energy.

Eldritch blast: 1d20 + 6 ⇒ (16) + 6 = 22
Force: 1d10 ⇒ 6 +2 Thunder


Male Forest Gnome Rogue 3| AC: 15 | HP: 23/23 |PP: 11 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+6 (1d6+4)

Tekumbray moves around the opening trying to see if he can get a shot at the beetle below. Unfortunately he completely misjudges the narrow window and angle. The arrow shatters harmlessly against the stone floor below.

Shortbow Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 3 ⇒ (1) + 3 = 4


Goblin Caves Side View | Lost City Map | Roll20 Maps

Baheera blasts one of the beetles into oblivion. Tek is about to take a shot, when he realizes he doesn't have a line on the other two that were seen while the trap door was open.

Silas, doing anything before Myev drops down and triggers initiative?


HP 6/17| AC 18/16 | Wis +5, Cha +3 | Perception +5, darkvision 60 ft| Speed 25 | Spell DC 13, Spell Attack +5

Silas takes a moment to pray for Myev's safety before the half-orc drops down into combat, his hand brushing against her back as he does.

I will cast Guidance on Myev. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Keep in mind, that can also be for Initiative.


Goblin Caves Side View | Lost City Map | Roll20 Maps

DM Rolls:

Initiative - Baheera: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative - Meebo: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative - Myev: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative - Silas: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative - Tekumbray: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative - Utsuri: 1d20 + 3 ⇒ (18) + 3 = 21

Initiative - Beetles: 1d20 + 0 ⇒ (12) + 0 = 12

Initiative Order - Bolded may act.
Utsuri
Myev
Baheera
Tekumbray

Beetles
Meebo
Silas

Under the circumstances, I assume Myev will not be expending her guidance. Utsuri, Myev, Baheera, Tekumbray are up. All but Myev and the beetles are still up on the entrance level to start the encounter. I have simply moved your tokens to the 2nd map for expediency.

Myev lands with a thump, turning to regard the beetles while her companions still remain on the floor above. The beetles begin moving in the direction of what they hope will be their next meal.


Utsuri rushed down the ladder, planting their feet on the ground below in a defensive posture. Basho whispered "Mmm...zenkutsu dachi..."

Dodge action. If I can, will position 2 squares diagonal south-left of Myev.


Female Half-Orc Fighter 2 (Soldier) HP 20/20 | AC 18 | Initiative +2 | MOV 30ft | Saves: STR +5, DEX +1, CON +4, INT/WIS: +1, CHA +0 | Perception +3 | Conditions: none
Skills:
Athletics +5, Intimidation +2, Nature +3, Perception +3, Survival +3, Stealth Disadvantage

Myev bares her teeth at the beetles after she lands, then takes a step forward and swings her maul at the beetle in front of her (blue!).

To hit, with Guidance: 1d20 + 1d4 + 5 ⇒ (7) + (3) + 5 = 15
Damage, Bludgeoning: 2d6 + 3 ⇒ (5, 3) + 3 = 11


Goblin Caves Side View | Lost City Map | Roll20 Maps

Utsuri climbs down the ladder and takes up s defensive position behind the half-orc warrior. Myev raises her maul and brings it down splattering beetle guts across the chamber.

Baheera and Tek are up, only red remains.


Female Half-Elf Warlock (DJinni Pact) 3 HP 23/23 | AC 13 | Initiative +2 | MOV 30ft | Saves: STR +0, DEX +2, CON +1, INT/WIS: +4, CHA +6 | Perception +3 | Conditions: none

Baheera once again takes aim from above, firing another blast of eldritch energy from above.

Eldritch blast: 1d20 + 6 ⇒ (13) + 6 = 19
Force: 1d10 ⇒ 2 + Thunder 2


Goblin Caves Side View | Lost City Map | Roll20 Maps

No clean line of sight from above. Would you like to go down the kadder?


Male Forest Gnome Rogue 3| AC: 15 | HP: 23/23 |PP: 11 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+6 (1d6+4)

Tek scampers down the ladder and snaps off a shot at the big beetle while staying well behind Myev and Utsuri.

Shortbow Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Sneak if Flanked: 1d6 ⇒ 4


Female Half-Elf Warlock (DJinni Pact) 3 HP 23/23 | AC 13 | Initiative +2 | MOV 30ft | Saves: STR +0, DEX +2, CON +1, INT/WIS: +4, CHA +6 | Perception +3 | Conditions: none

Edit

Baheera follows, climbing halfway down before unleashing a blast with one hand.


Goblin Caves Side View | Lost City Map | Roll20 Maps

Baheera climbs down the ladder and blasts the last remaining beetle, splattering it against the wall, ending the threat before it could really begin.

After the "fight" the remaining folks from above come down into the chamber below.

The flickering light in the chamber begins to fade follow the deaths of the beetles. Looking around you see that you are in a forty-foot square chamber with two stone doors to the west and one to the east. The chamber has a number of pulleys and gears strewn across the floor of the eastern side of the chamber and several clay pots.

What would you like to do?


HP 6/17| AC 18/16 | Wis +5, Cha +3 | Perception +5, darkvision 60 ft| Speed 25 | Spell DC 13, Spell Attack +5

"Well done everyone. Good fight." Silas quietly whispers to them all, making his way towards the eastern door. With a whispered prayer, his amulet begins to glow with light as he examines the door for anything unusual or out of place upon it.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Utsuri was somewhat enthralled by the creatures, even once they were on their backs oozing out something certainly not potable...

"What is it, master?" the blade asked of itself.

A different voice from the heart answered "Elytra...a sheathe of the wings. This pair conceals the second, more delicate nature." leaving a pause, to see if his student caught the analogy. "An entity of both strength and mobility...but when bound by the walls of man, such advantages are rendered quite useless. They could never reach their perfect self within such confines."

Utsuri's mind cleared, as Basho's wisdom brought the monk to a supreme focus...not one that shut off the rushing noise of the self, but rather embraced it. Danced upon it. Left it for other concerns more pressing to the spiritual realm of tsukumogami.

Uchuu no umi wa, ore no umi. the sea of space was their sea.

Are these the old school kind where the gland could be used as a light source?

Nature: 1d20 + 1 ⇒ (3) + 1 = 4


Female Rock Gnome Artificer 1 (Sage Background) HP 10/10 | AC 16 | Saves: Str -1, Dex +2, Con +4, Int +5, Wis +0, Cha +1 | Perception +0, darkvision 60 ft| Speed 25 | Spell DC 13, Spell Attack +5

Meebo ignored any signs of further danger and made a beeline to the northern scrap pile, poking through the gears and parts with keen interest, seeing if any of it looked like something she could use to build with and wondering what it used to be for. Was this a big machine that was destroyed? A trash heap? Something else?

Investigation: 1d20 + 5 ⇒ (10) + 5 = 15


Male Forest Gnome Rogue 3| AC: 15 | HP: 23/23 |PP: 11 | PI: 13 | Inspiration: No | Shortbow: 1d20+5 (1d6+3) |Shortsword: 1d20+6 (1d6+4)

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Tekumbray walks over to the door opposite of Silas and does a similar check for traps, locks, or other hidden dangers. But as luck would have it, the gnome is looking directly at the cleric when his light spell flares to life. Eyes watering and blinking as red spots dance in his vision, he isn't really able to distinguish much except the location of the wall when he bumps into it.


Female Half-Elf Warlock (DJinni Pact) 3 HP 23/23 | AC 13 | Initiative +2 | MOV 30ft | Saves: STR +0, DEX +2, CON +1, INT/WIS: +4, CHA +6 | Perception +3 | Conditions: none

Baheera is distracted by the discordant self-conversation of Utsuri, the half-elf getting caught up in trying to make sense of any of it.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4


Female Half-Orc Fighter 2 (Soldier) HP 20/20 | AC 18 | Initiative +2 | MOV 30ft | Saves: STR +5, DEX +1, CON +4, INT/WIS: +1, CHA +0 | Perception +3 | Conditions: none
Skills:
Athletics +5, Intimidation +2, Nature +3, Perception +3, Survival +3, Stealth Disadvantage

Myev feels a little out of her element now that the combat is over. She keeps her maul unstrapped and easily accessible, just in case, and moves over near Meebo. She is most interested in determining what these weirdly-shaped urns are--she looks them over carefully, without touching them, trying to get a feel for what they might be.

Investigation: 1d20 + 1 ⇒ (5) + 1 = 6

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