DM Brainiac's Sky King's Tomb

Game Master Brainiac


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HP 106/106 | AC 21 | F +14 R +12 W +14 | Perc +14 (Ini +16) | 4th: 3/3 3rd: 2/3, 2nd: 3/3, 1st: 3/3 DC 26 speed 20 ft | focus 2/2| Hero 2 | Active Conditions:

"I'm sure he'll have quite the story to tell, and hopefully he's learned a valuable lesson."

Gig doesn't know what this trial entails, but he's sure it's quite unpleasant.


Female Dwarf Druid Delver 8 - HP 106/106| AC 26(28) | F +15 R +15 W +16 | Perception +16 | Focus 2/2 |Hero Points 3|

"Yeah! Right! By the way, what all exactly's in the gauntlet?"


Male Dwarf Hero Points: 3/2 Investigator 8 AC 26 (+2 Traps)| hp 106/106| Saves F+14 R+16 W+15 (+2 Traps) | Percep(M) +16 (+2 Traps) | | Status: Exploration mode Investigate, Search

Uhe is seem taking copious notes as the Investigator begins to Pursue A
Thief? Nice. Let's go find the little bugger!

Any Recall Knowledge for this sweet sounding Gauntlet.

Once the party is ready to enter this sweet sounding Gauntlet, the Investigator drinks some vials.
Antitoxin
Antiplague


"The gauntlet used to be mining tunnels, but the Blacknoon claimed them and converted them into a nasty maze. I’ve heard it’s got traps and secrets—maybe some monsters you’re better off avoiding—but I’ve never been in there. Best you pack plenty of lights and snacks."

You make your way over to the entrance to the Blacknoon Gauntlet. The gauntlet is dark and damp, with walls scarred by millennia of chisels and picks. Patches of fungi litter the ground, occasionally disrupted by a past applicant’s footprint.

The site is a confounding maze of traps and other challenges. Mapping every twist and turn makes for tedious gameplay, so charting the PCs’ process functions as an infiltration.

CONFOUNDING PASSAGES (OBSTACLE)

The Blacknoon Gauntlet is a tangle of passageways, and it’s easy to become hopelessly lost.

Infiltration Points 2 (group); Overcome DC 14 Cave Lore, DC 15 Survival, DC 17 Perception


HP 116, AC 25, F+18, R+15, W+14 | Female dwarf kineticist 8

Brijetta immediately begins having second thoughts when she hears about the traps and monsters, but then her mind flashes back to hear fearless uncle, and she steels her resolve. Still, she stays toward the back as the group progresses in search of poor Fazil.

Perception (trained): 1d20 + 4 ⇒ (20) + 4 = 24

Despite that, it's almost like something's guiding her through the area as they pick their way through.


Male Dwarf Hero Points: 3/2 Investigator 8 AC 26 (+2 Traps)| hp 106/106| Saves F+14 R+16 W+15 (+2 Traps) | Percep(M) +16 (+2 Traps) | | Status: Exploration mode Investigate, Search

Uhe is seen Mapping every twist and turn makesing for tedious enjoyment for the Investigator!
My dear! Have you noticed the surgery of precision that these formations of these passages, paths and even this particular part up there....

The excited dwarf maps every step they take. Every move they make....

Cave Lore(T) DC 14: 1d20 + 7 ⇒ (15) + 7 = 22


Brijetta leads the way unerringly through the tunnels.

PAINFULLY OBVIOUS TRAP (OBSTACLE)

There’s a visible tripwire, obvious seams in the floor, and projectile launcher ports, suggesting that this trap was made by an amateur or that the real trap is hidden nearby. Fortunately, spotting the second trap enables you to vault over or squeeze past its trigger plate, helping each other across.

Infiltration Points 3 (group); Primary Overcome DC 16 Perception; Secondary Overcome DC 17 Acrobatics, DC 17 Thievery, or DC 18 Athletics

When overcoming this obstacle, the PCs must first earn at least 1 Infiltration Point with the Primary Overcome skill, which lets the PCs identify the real trap. Any subsequent checks can be attempted using the Primary or Secondary Overcome skills.

Since Brijetta passed the first obstacle on her own, I'll make Uhe's roll Perception, so he spots the second trap. Mal, Cricket, and Gig may still act for the first infiltration round.


HP 106/106 | AC 21 | F +14 R +12 W +14 | Perc +14 (Ini +16) | 4th: 3/3 3rd: 2/3, 2nd: 3/3, 1st: 3/3 DC 26 speed 20 ft | focus 2/2| Hero 2 | Active Conditions:

Gig follows nervously down the tunnel, hoping to keep out of trouble.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7


Female Dwarf Druid Delver 8 - HP 106/106| AC 26(28) | F +15 R +15 W +16 | Perception +16 | Focus 2/2 |Hero Points 3|

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Mal grabs Giggikam by the back of his collar and bodily hauls him back a few paces. "Gig! What in blazes are you doin'?! If you're not gonna watch your feet, shift on to the back!"


Mal is unable to grab Gig before he accidentally steps on the pressure plate. A volley of darts flies out of the wall at him, scoring a critical hit!

Dart Volley: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 3d4 ⇒ (4, 1, 3) = 8

16 piercing damage to Gig.

Gig is badly hurt, but Mal is able to guide him past the trap. Examining the four darts stuck into the bard, you can see they each bear a special makers' mark. In addition, one of the darts is a +1 dart.

Highhelm Lore DC 12, Dwarf Lore DC 14, Society DC 15, or Crafting DC 16:
The maker's mark is a variant of Clan Molgrade’s seal, a major Highhelm clan best known for smithing expertise.

DEAD THIEF (OPPORTUNITY)

A short ways past the dart trap, the passage moves along a deep ravine. A dwarf's body is crumpled precariously on a ledge partway down the ravine. He wears studded leather armor etched with runes and a backpack. You might be able to recover the body, but if you're not careful, it will tumble down out of reach!

Overcome: DC 15 Acrobatics, DC 16 Athletics, DC 18 Reflex save

On a failure, you only manage to snag your choice of either the thief's body or his backpack before the other tumbles into the ravine's inaccessible depths. On a critical failure, you are unable to retrieve either.


Male CG human fighter 1 | HP: 13/13 | AC: 14 (14 Tch, 10 Fl) | CMB: +5, CMD: 15 | F: +4, R: +4, W: +2* | Init: +4 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: none.

Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26

Cricket, who has been quiet for the moment, deftly moves towards the body, showing expertise in navigating in such terrain. "This place is deadly alright..."


HP 116, AC 25, F+18, R+15, W+14 | Female dwarf kineticist 8

Lore (Highhelm) (trained): 1d20 + 4 ⇒ (19) + 4 = 23

"Oh, we've seen this mark before. It's like Clan Molgrade’s seal. That makes sense, since they're known for their smithing expertise. All the forges say how much they like working with them..." Brijetta observes.


Cricket easily retrieves the dead thief and can claim his gear. He wears studded leather armor etched with a shadow rune and a pair of moonstone earrings (worth 4 gp total) in his left ear. His backpack contains an infiltrator’s elixir, a soapstone carving of a goat (worth 8 sp), and 37 sp.


HP 106/106 | AC 21 | F +14 R +12 W +14 | Perc +14 (Ini +16) | 4th: 3/3 3rd: 2/3, 2nd: 3/3, 1st: 3/3 DC 26 speed 20 ft | focus 2/2| Hero 2 | Active Conditions:

"How interesting." Gig mumbles at Brijetta's observations on the dart that was recently pulled out of him.

He takes Mal's advice, staying toward the back and humming a little tune to himself to help his wounds close.

Cast sooth
healing: 1d10 + 4 ⇒ (2) + 4 = 6


Female Dwarf Druid Delver 8 - HP 106/106| AC 26(28) | F +15 R +15 W +16 | Perception +16 | Focus 2/2 |Hero Points 3|

Mal carefully examines each dart for debris etc. before carefully selecting the proper salves for Gig's wounds.

"Pff. Magic's fine an' all, but if you don't get those wounds cleaned you're gonna be much the worse off for it."

Treat Wounds (Medicine): 1d20 + 7 ⇒ (19) + 7 = 26
Healing: 4d8 ⇒ (3, 8, 1, 2) = 14


HP 106/106 | AC 21 | F +14 R +12 W +14 | Perc +14 (Ini +16) | 4th: 3/3 3rd: 2/3, 2nd: 3/3, 1st: 3/3 DC 26 speed 20 ft | focus 2/2| Hero 2 | Active Conditions:

"Thanks, Mal!" Gig smiles at the delver. "I'm really out of my element down here. Sort of shocking, considering how much of dwarven history played out in tunnels like these."


Male Dwarf Hero Points: 3/2 Investigator 8 AC 26 (+2 Traps)| hp 106/106| Saves F+14 R+16 W+15 (+2 Traps) | Percep(M) +16 (+2 Traps) | | Status: Exploration mode Investigate, Search

Uhe smiles at the ease in which Gig....
That looks like it smarts a bit. Can I see one of these, if you’re done holding on to it, that is?

Assuming that Gig is indeed done with a dart, the Investigator take it our to better study.
Crafting(T) DC16: 1d20 + 7 ⇒ (3) + 7 = 10

Shrugging, the dwarf hands the dart back to Gig.
Probably poisoned.

DEAD THIEF (OPPORTUNITY)

Uhe begins examining the corpse!

A bit less agile than Cricket, the dwarf stops.
The plot thickens.

He glances at Gig, making a not so good sigh....


Female Dwarf Druid Delver 8 - HP 106/106| AC 26(28) | F +15 R +15 W +16 | Perception +16 | Focus 2/2 |Hero Points 3|

Mal quickly shakes her head at Uhe's diagnosis.

"Don't worry 'bout it."


You continue on your way...

DEATH TRAP (COMPLICATION)

Successes 1; Overcome DC 14 Cave Lore or DC 18 Perception

The PC at the front of the group attempts the check to overcome this complication. The second PC can also attempt to overcome it, though the check DCs are increased by 2. If both fail, the first PC triggers the trap!


Male CG human fighter 1 | HP: 13/13 | AC: 14 (14 Tch, 10 Fl) | CMB: +5, CMD: 15 | F: +4, R: +4, W: +2* | Init: +4 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: none.

Cave Lore: 1d20 + 5 ⇒ (12) + 5 = 17

Cricket motions the others to stop as he examines something curious. "Hum... another trap? And a deadly one!"


Indeed, Cricket spots the trap, designed to inflict a series of compounding misfortunes. A spring-loaded hammer would swing down at the victim, knocking them off balance and forward into two other snares: a spigot that spews acid, plus a barbed wire whirligig that rends the legs. The ranger is able to guide you past the trap safely.

Once you do so, a kobold with green and silver scales cautiously peeks out from behind an outcropping ahead. He matches the description of Fazil. "Stay there! Who are you?" he demands hesitantly.


Male CG human fighter 1 | HP: 13/13 | AC: 14 (14 Tch, 10 Fl) | CMB: +5, CMD: 15 | F: +4, R: +4, W: +2* | Init: +4 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: none.

"We are friends of Ussa and were sent here looking for a kobold named Fazil." Cricket says somewhat smiling. "We were told this fellow Fazil is a good hearted one, but believes there is a short path to a good life by risking his life."


The kobold snickers. "Yeah, that sounds like something Ussa would say. I'm Fazil!"

He scampers out from his hiding spot and smiles at you. "Sorry about the trap! I ran into some xulgaths a while ago and thought they might still be after me. I must admit, I got a bit turned around in all these tunnels, but now that you're here, we can team up!

"I've been making a map, see? I think we are very close to the center of the gauntlet. Then I can get a Blacknoon coin of my very own and prove my worth to the guild! And I'm sure there will be riches aplenty that you could also recover. Let's do it! With our talents combined, there's no way we can fail!"


Male CG human fighter 1 | HP: 13/13 | AC: 14 (14 Tch, 10 Fl) | CMB: +5, CMD: 15 | F: +4, R: +4, W: +2* | Init: +4 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: none.

"Nice to meet you, Fazil. I'm called Cricket." He says, offering his hand.

"Very well, riches aplenty, uhn? Proving your worth to the guild? Good, good." Cricket nods. "Suppose, they would not mind you being lost here for a couple days and then only leaving the gauntlet because five other fellows decided to give you a hand?" He asks in a way to let the kobold reach his own conclusions.


Fazil shrugs. "I'm sure they don't care how I get a coin, so long as I get one!" he declares confidently.


Male CG human fighter 1 | HP: 13/13 | AC: 14 (14 Tch, 10 Fl) | CMB: +5, CMD: 15 | F: +4, R: +4, W: +2* | Init: +4 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: none.

Cricket shrugs and shakes his head, showing some doubts. "Say you have an accident, uhn? Nasty business. A blade slashes your gut and you are on the brink of life. You'll need someone to patch you up nice if you are to see another day."

"Would you rather have six somewhat unskilled people poking your insides, or a single skilled one? Both will cost the same." He asks, raising his eyebrow. "I'm old, and to me, I'm pretty sure I'd rather hire a single skilled fellow to make a one-person job than a crew of novices."

He shrugs again. "But I'm old and you are new. Perhaps it makes sense in this new world... I think, young Fazil, that if you can't beat the gauntlet on your own, you should rethink this whole business."

Diplomacy: 1d20 - 1 ⇒ (1) - 1 = 0


HP 116, AC 25, F+18, R+15, W+14 | Female dwarf kineticist 8

Brijetta hesitates. She certainly hadn't planned to help Fazil get his coin -- but if that's the only way to get him to leave, maybe they have to? Would that make them all members of the thieves guild? She tries to think what her uncle would say about that idea...


HP 106/106 | AC 21 | F +14 R +12 W +14 | Perc +14 (Ini +16) | 4th: 3/3 3rd: 2/3, 2nd: 3/3, 1st: 3/3 DC 26 speed 20 ft | focus 2/2| Hero 2 | Active Conditions:

"Being a made thief would certainly make an interesting story. I'm sure you can get us through this," Gig gestures to Cricket, Uhe, and Mal.


Male Dwarf Hero Points: 3/2 Investigator 8 AC 26 (+2 Traps)| hp 106/106| Saves F+14 R+16 W+15 (+2 Traps) | Percep(M) +16 (+2 Traps) | | Status: Exploration mode Investigate, Search

Just a bit earlier...

Uhe takes out his note book, ink and quill.
... A spring-loaded hammer would swing down at the victim, knocking them off balance and forward into two other snares: a spigot that spews acid, plus a barbed wire whirligig that rends the legs. Simply brilliant!

A kobold says hello

At the appearance of the Kobold, Uhe looks at him. He looks at the trap. He looks at the Kobold.
Seems a bit like ancestral profiling to me, but ok.

The Investigator raises an arched eyebrow at the mentioning of them joining a Thieves'Guild.
Guild, huh. I joined a Guild once in my younger days. It was an accident actually. I thought that they were just giving those wet T-shirts away.


Fazil bristles at Cricket's chiding. "Well, I'm going to finish what I came here to do! I'm going to get one of those coins. You guys can come with me if you want, or you can turn around and go home."

The kobold moves to continue deeper into the gauntlet...


HP 116, AC 25, F+18, R+15, W+14 | Female dwarf kineticist 8

"We can't let him go off by himself!" Brijetta declares and moves to follow Fazil.


Female Dwarf Druid Delver 8 - HP 106/106| AC 26(28) | F +15 R +15 W +16 | Perception +16 | Focus 2/2 |Hero Points 3|

"Hey now! Ain't no one ever said a word 'gainst cooperation that weren't foolish. We've got your back li'l fella."

Her brow furrows. "Wait how in blazes did you run into xulgaths by mistake?! Didn't you smell 'em comin'?" She peers sideways at Fazil. "You're sure you're up to this?"


Male Dwarf Hero Points: 3/2 Investigator 8 AC 26 (+2 Traps)| hp 106/106| Saves F+14 R+16 W+15 (+2 Traps) | Percep(M) +16 (+2 Traps) | | Status: Exploration mode Investigate, Search

Uhe holds up a finger (quill dripping ink on his hand).
But what about the traps!


Female Dwarf Druid Delver 8 - HP 106/106| AC 26(28) | F +15 R +15 W +16 | Perception +16 | Focus 2/2 |Hero Points 3|

"Traps shmaps. Long as we don't have Gig takin' point we can keep a good eye out for the traps!"


HP 106/106 | AC 21 | F +14 R +12 W +14 | Perc +14 (Ini +16) | 4th: 3/3 3rd: 2/3, 2nd: 3/3, 1st: 3/3 DC 26 speed 20 ft | focus 2/2| Hero 2 | Active Conditions:

"Hey!"

Gig looks momentarily shocked.

"Wait, that's actually a great point. I need all my fingers and toes!"


"Yeah, I smelled 'em, but they'd already heard me by that point," Fazil says about the xulgaths. "Fortunately I made good my escape, but keep your eyes and nose open for 'em, just in case! Now, let's go!"

ECHOING HALL (OBSTACLE)

This small cavern’s shape and smooth walls provide shattering acoustics, painfully amplifying all but the faintest sounds. Those moving silently should avoid harm. Someone with a keen ear might identify a few “quiet spots” where imperfect acoustics would muffle any sounds originating from those points.

Infiltration Points 1 (individual); Overcome DC 14 Stealth, DC 17 Performance, DC 18 Perception

This obstacle follows the normal degrees of success for an obstacle, but each time the PCs earn AP here, each PC takes an equal amount of sonic damage.


Male CG human fighter 1 | HP: 13/13 | AC: 14 (14 Tch, 10 Fl) | CMB: +5, CMD: 15 | F: +4, R: +4, W: +2* | Init: +4 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: none.

"Now, pay attention to where my feet go, uh?" Cricket says to Gig, since he has been struggling lately. He moves his left leg some, which produces a slight creaking noise, as an old rusted door, though after a couple movements it becomes silent. "Oh, the old times, when my joints were properly lubed..."

Stealth: 1d20 + 7 ⇒ (19) + 7 = 26

Like a very silent bug, Cricket skitters across the hall.

Giving Gig an auto success and pointing out to others how to do it.


HP 116, AC 25, F+18, R+15, W+14 | Female dwarf kineticist 8

Even though she's mostly used to people ignoring her, Brijetta's also used to trying to stay out of the way. Her anxiety at being down here gets the best of her at first, but after watching Cricket, she quickly sees where to go.

Stealth (trained): 1d20 + 5 ⇒ (3) + 5 = 8
Stealth (trained): 1d20 + 5 ⇒ (11) + 5 = 16

So looks like 1 Awareness Point, and 1 sonic damage. 21/22 hp.


Female Dwarf Druid Delver 8 - HP 106/106| AC 26(28) | F +15 R +15 W +16 | Perception +16 | Focus 2/2 |Hero Points 3|

Mal listens to Brijetta's echoes, noting where they bounce and muffle, then carefully traces the quietest path she can find.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25


Mal brings Uhe along with her, and soon you are moving on through less perilous passages.

RARE FUNGI (OPPORTUNITY)

After several more minutes, you discover a broad swath of fungi carpeting a tunnel. None of it is hazardous, though one species is especially valuable: a gilled fungus known as Urgathoa’s eyebrows, said to grow only where someone died a tragic death. A roughly 4-foot patch of the fungus grows amid the other species.

Overcome DC 13 Fungus Lore, DC 13 Herbalism Lore, DC 15 Cave Lore, DC 16 Nature, DC 17 Survival, DC 18 Religion

Critical Success: The PC properly identifies and harvests the fungus, which is worth 8 gp.
Success: As critical success, though the harvest amount is worth only 4 gp.
Failure: The PC inexpertly picks an assortment of fungi worth 1 gp before exhausting the patch’s growths.
Critical Failure: The PC fails to pick anything of value, damaging the other fungi in the process.


Female Dwarf Druid Delver 8 - HP 106/106| AC 26(28) | F +15 R +15 W +16 | Perception +16 | Focus 2/2 |Hero Points 3|

Mal's eyes sparkle. "Lookit how gorgeous those mushrooms are! Very sad that they grew of course" She concentrates for a moment to receive the guidance of the spirits and then sets to harvesting.

Survival (underground): 1d20 + 7 + 1 + 1 ⇒ (19) + 7 + 1 + 1 = 28


Mal gathers up all the mushrooms! You continue on your way.

LOCKED GATE (OBSTACLE)

An iron portcullis blocks the way, its base anchored into the ground by a single padlock.

Infiltration Points 1 (group); Overcome DC 16 Thievery, DC 19 Athletics


Female Dwarf Druid Delver 8 - HP 106/106| AC 26(28) | F +15 R +15 W +16 | Perception +16 | Focus 2/2 |Hero Points 3|

Mal extends her fingernails into talons, adds some extra mass to her arms and hands and gives the portcullis a mighty Heave!

Athletics: 1d20 + 5 ⇒ (16) + 5 = 21


Male Dwarf Hero Points: 3/2 Investigator 8 AC 26 (+2 Traps)| hp 106/106| Saves F+14 R+16 W+15 (+2 Traps) | Percep(M) +16 (+2 Traps) | | Status: Exploration mode Investigate, Search

I was reading...lol.

Uhe seems to be cataloging each and every step that Mal drags him.
But. That may. Oh, my! Was that rat waiting to see if I stepped in it?

RARE FUNGI (OPPORTUNITY)

Uhe practically dives into the Fungi patch! The Investigator reach8ng for tools!
Cave Lore DC 15: 1d20 + 7 ⇒ (19) + 7 = 26

Can you believe somebody just leaves such valuable fungi about!


Uhe helps gather the fungi. At the locked gate, Mal easily hauls it open! "Nice! Come on!" Fazil says, scurrying ahead.

At last, you reach the gauntlet’s center! The tunnel descends gently toward 5-foot-high iron double doors. Although heavy, the doors slide open easily, recessing into the walls. Beyond stretches a vault about 15 feet wide and 60 feet long. Several shallow troughs are carved into each of the long walls like inset shelves and a single standing trough runs down the center of the room. Each trough is filled with coins.

Fazil's eyes widen! "We did it! Look at all that money!" the kobold says with glee.


Male Dwarf Hero Points: 3/2 Investigator 8 AC 26 (+2 Traps)| hp 106/106| Saves F+14 R+16 W+15 (+2 Traps) | Percep(M) +16 (+2 Traps) | | Status: Exploration mode Investigate, Search

Uhe smiles as he helps gather the precious fungi. Smiling the dwarf looks up just in time to watch Mal make short work of the portcullis.
Huh.

Approaching the final chamber of the fearsome, dreaded pirate Roberts...errr...gauntlet’s chamber, the Investigator stares out into the suspiciously absent of Traps room.
Perception to Seek or just Search Exploration mode: 1d20 + 7 ⇒ (6) + 7 = 13 +1 Traps[/ooc]

Dis be where da demons come....


HP 116, AC 25, F+18, R+15, W+14 | Female dwarf kineticist 8

Brijetta looks around, somewhat tempted by the coins herself. But she doesn't want to become a thief.

I was thinking more Goonies when they grab the treasure on the ship...


HP 106/106 | AC 21 | F +14 R +12 W +14 | Perc +14 (Ini +16) | 4th: 3/3 3rd: 2/3, 2nd: 3/3, 1st: 3/3 DC 26 speed 20 ft | focus 2/2| Hero 2 | Active Conditions:

"Watch out for poison! In stories, treasure like this is always poisoned!" Gig strolls up behind everyone who has so ably defeated the gauntlet. "Very dramatic, though. This would make a great set."


Female Dwarf Druid Delver 8 - HP 106/106| AC 26(28) | F +15 R +15 W +16 | Perception +16 | Focus 2/2 |Hero Points 3|

Mal's eyes narrow. "Seems to good to be true, dontchya think?"

She sets up by the doors in case they try to slam shut.


"The only coins I care about are the Blacknoon coins! They're copper pieces with a sun eclipsed by a mountain on both faces. That's what I need to get into the guild!" Fazil says as he starts to search through the troughs. Most of these coins have minimal worth, with a mix of copper, tin, brass, and even painted wood. Interspersed among them are more valuable treasures, including precious currency from a variety of countries and semiprecious gems.

Unfortunately, even though Uthe ddidn't find any traps in his initial sweep, it doesn't mean that there aren't any to speak of! As Fazil rummages through the coins, a few slip down a drain at the bottom of the trough and rattle down a hidden pipe. Unseen clockwork gears begin to tick away ominously, and the doors behind you start to slowly close. "I'm not leaving without that coin!" Fazil insists!

LOAD-BEARING TREASURE (OPPORTUNITY)

You can try to gather up as much treasure as possible before the doors close! The amount of treasure you gather is dependent on the amount of Infiltration Points you gain over 2 phases. These skill checks represent you trying to slow the doors as they close, searching for valuables, and trying to jam the traps. During the second phase, poisonous gas begins entering the room, at which point you might rely on your fortitude as much as your senses, withstanding the vault's toxins until the last second.

Overcome (Both Phases): DC 13 Merchant Lore, DC 13 Underworld Lore, DC 15 Athletics, DC 15 Thievery, DC 16 Society, DC 17 Perception.
Overcome (Phase 2 Only): DC 15 Fortitude

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