Black Tom's Mummy's Mask

Game Master Black Tom

Treasure-finding and high adventure under the desert sun.


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Male Human (mostly) Ex-cleric and Grumpy Cat

Luuther's arrow bounces harmlessly off the sarcophagus. It continues to snap at Duriel, but he manages to fend it off. As it turns it slams into Haydar for 6 points of damage.

You are all up. The water is now 6 inches deep. If you want to search for a way to stop the water that's a full-round action to make a Perception check.

Perception 25:
The torchholder on the southwest wall shows signs of having been moved.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

know engrg: 1d20 + 8 ⇒ (9) + 8 = 17
know arcana: 1d20 + 8 ⇒ (9) + 8 = 17

"The good news is we might have at least several minutes before the room fills with water. The bad news is that we only have several minutes before the room fills with water."


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

perception: 1d20 + 7 ⇒ (4) + 7 = 11

Fleur frantically searches for a way to get out of the room while Duriel hopefully finishes off the animated sarcophagus.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir has no skill at either of those knowledges, so he will keep his thoughts to himself. Perception though, he can do ...

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Inmir looks clearly worried at Fleur's suggestion that he shouldn't have used his healing on her. However, pushing that worry down he spends some time looking about the room. Noticing something he points to the southwest wall and says That torch holder - it looks like it can be moved. Perhaps a lever?

Since he did a full round action to search I presume he can't move to it and so will leave it for someone else to dash across and fiddle with :)


Male Human (mostly) Ex-cleric and Grumpy Cat

In case you missed it, Luuther, Haydar, Duriel and Talin are up.


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

Seeing that his arrows have little effect on the object, Luuther's head perks up at Inmir's proclamation. Now there is something I can do to help. With a laugh and a nod, Luuther takes off for the torch.

"Leave it to me. I'll check it out".

1d20 + 7 ⇒ (2) + 7 = 9 Acrobatics (NOTE: +2 more if balance related)
1d20 + 7 ⇒ (15) + 7 = 22 Acrobatics 2

Just in case I need a couple of rolls, as Luuther dodges, flips, and leaps towards the torch.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

sorry guys. Last 2 days was super busy. Will post again tonight

-Posted with Wayfinder


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

A wounded Haydar strikes twice at the object with his sword but he is overwhelmed by pain and his accuracy is off:
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (7) + 2 = 9


Perception 1d20 + 2 ⇒ (10) + 2 = 12
Attack 1d20 + 5 ⇒ (16) + 5 = 21
Damage 1d12 + 6 ⇒ (6) + 6 = 12

Duriel makes a left to right mid-level slash at the enemy.


Male Human (mostly) Ex-cleric and Grumpy Cat

Duriel gives the sarcophagus another good slash, while it slams Haydar for 7 points of damage, sending him for an underwater nap. Talin delays.

The water is now knee-deep (excepting for Luuther). You are all up again.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Lady of Graves, grant me the power to heal my friends!

Inmir holds his glowing spear up high as he implores his goddess for power. As before there is a faint pulse of light and a quiet whispering sound as he channels Divine Might into healing energy.

Channel Positive Energy: 1d6 ⇒ 4
Anyone who is wounded may take back up to 4 points of healing.

Pharasma grant that that was enough!


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

He tries to get a good angel before he takes another shhot at the creature. This is going poorly for them. And quickly too

"Not good, we need to drop it soon"

PBS: 1d20 + 6 + 1 - 4 ⇒ (17) + 6 + 1 - 4 = 20
Thud: 1d8 + 1 ⇒ (3) + 1 = 4

-Posted with Wayfinder


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Haydar is revived by the healing energies and he wakes up coughing up water. He realizes he is close to personally meeting Irori so he stays prone in full defense.


Male Human (mostly) Ex-cleric and Grumpy Cat

Inmir brings Haydar back to life, and he wisely chooses to stay immobile. Talin's bolt bounces again.

Luuther, Fleur and Duriel to go.


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

Luuther is making his way to the torch at Inmir's notice... made two acrobatics checks to tumble my way there do you need more?


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur hangs back, hoping Duriel can smash the thing...


Male Human (mostly) Ex-cleric and Grumpy Cat

Duriel continues to hack at it but fails to connect. Fler and Luther tug frantically at the torchholder and it seems to be working for the water no longer rises. It is two feet deep by now and stays that way.

The sarcophagus turns is full attention to Duriel and kicks him for 8 points of damage.

You are all up.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Holy Pharasma, aid me!

Inmir fires off another Channel Positive Energy. Only one more left now!

Healing: 1d6 ⇒ 1 Curses! Only 1 point!

Pharasma watch over me! I've never called on her power so much in one day before. It is getting hard to channel the power properly

Inmir visibly slumps after calling on his goddess's power. He is obviously both disappointed in how he failed to properly focus her divine might and looking quite drained by the experience.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

Talin knowing his bolts wont do anygood, decides to help out in melee. He moves to flank the creature. Drawing his dagger as he does. But he takes a full defencive stance

-Posted with Wayfinder


Male Human (mostly) Ex-cleric and Grumpy Cat

Talin, your first bolt did some damage and the crossbow may be your best way to hurt it, but I'm sure flanking would be welcome.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

Yes, but it didnt look very effective, and one bolt did just bounce off, rather put myself in a position where i can help better than help only a little bit


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Haydar tries to aid Duriel's attack by distracting the object while prone:
Attack vs. AC 10: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16...success
Duriel gets +2 on his next attack roll.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Since our esteemed DM has very kindly allowed me to retcon my turn in favor of spending Hero Points I will take the opportunity to do so. Spending my Hero Points to maximize the roll for my Channel Energy. So it did 6 points instead of 1. Take an extra 5 points of healing all ye wounded of the group (which by my count is Duriel and Haydar)

Inmir still looks drained but this time it is by the effort of maximising his Channel.


Male Human (mostly) Ex-cleric and Grumpy Cat

Will roll for Duriel to keep things moving.

Refreshed by Inmir and abetted by Haydar and Talin Duriel manages to land an immensely powerful blow that smashes the lid of the sarcophagus and dissipates the magic that animated it, rendering it inert.

End of combat. You get 200 xp each for the trap and the sarcophagus.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"That was... not fun. Interesting. But not fun... now. Lets have a look at our assailent"
he will examine it taking 20

-Posted with Wayfinder


Male Human (mostly) Ex-cleric and Grumpy Cat

The sarcophagus is not particularly valuable, but you can scrape about 50 gp's worth of gold leaf off it. Now that the magic has worn off it's just a normal sarcophagus that's been prepared to look more precious than it is.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Well, it seems we can get a little bit from this thing. It attacked us. So i do not think this is damaging someones property or defacing a grave..."

-Posted with Wayfinder


Male Human (mostly) Ex-cleric and Grumpy Cat

By the time Talin finishes studying the sarcophagus, the water starts to drain away. The northern doors close of their own accord. There is a grating sound from the closed southern doors and a similar sound from the west wall.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"That was a nasty animated hunk of stone... and I agree... defacing it is not an issue, as it was just a trap. Might as well profit by it a little... Let's get what gold we can from it and move on from here. Perhaps the true tomb lies beyond the next door."


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

While not exactly disagreeing with Fleur and Talin's assessment, Inmir can't help but murmur a quiet prayer to Pharasma as they set about recovering the gold leaf from the sarcophagus.


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

Luuther goes to the West wall to investigate the sound there.

1d20 + 4 ⇒ (9) + 4 = 13 Perception


Male Human (mostly) Ex-cleric and Grumpy Cat

You scrape the gold off the sarcophagus, while Luuther looks disappointed as he can find nothing at the spot where the sound was heard.

What's next?


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"Does everyone feel up to going on?"


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Haydar is at 8/10 hit points so he is ready to go.
Haydar dries his clothes from the water and thanks Inmir for the healing, which saved him.
Haydar investigates the southern doors.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir is unharmed at the moment, although he is very tired (by which I mean he has no level 1 spells left and only one Channel remaining)

Although he is very nervous at his inability to help much more, he is willing to go on if the rest of the group is.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"Maybe we should rest? Though I'm not sure doing so in here would be safe... I don't know." Fleur seems unsure, never having done anything quite like this before.


Male Human (mostly) Ex-cleric and Grumpy Cat

The southern doors are those that you came in through. They are unlocked again. Haydar's scrutiny reveals a pair of metal bolts that held the door locked while the trap was active.


Male Human (mostly) Ex-cleric and Grumpy Cat

Anyone? The only visible exit is the north doors. Or do you want to rest?


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir, although looking tired, moves over to Fleur and then Luuther and in a quiet voice beseeches Pharasma's wisdom to guide them both.

Guidance on both characters in preparation for the searching and trap removing on the doors :)


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Ill help out. Extra pair of eyes wont hurt" the tiefling offers
Aid Perception: 1d20 + 7 ⇒ (11) + 7 = 18

-Posted with Wayfinder


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Perception: 1d20 + 1 + 7 ⇒ (12) + 1 + 7 = 20

Fleur does her best to seek traps or other impediments to opening the doors.


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

And with a shrug, Luuther moves over to help Fleur at the door.

1d20 + 4 ⇒ (10) + 4 = 14 Perception

If nothing shows up, he moves to the lead, and enters.


Male Human (mostly) Ex-cleric and Grumpy Cat

There appears to be some sort of pressure plate before the doors, but it has been deactivated. The doors seem to be stuck closed. Anyway, you saw while they were open that there is just a small room behind them with a grate at its back, which is where the water came from.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir sighs wearily at the discovery.

Well then, I suppose we have no choice but to go back to the previous room. We obviously chose the wrong door when we left that one.

Unless anyone has any other suggestions to offer he will start to make his way back to through the south doors heading for the room with the as yet unopened doors. Just one room back


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur nods, disappointed but in full agreement with Inmir. "Back we go, then... seems there's nothing further to discover here.. it was just an elaborate trap." She follows Inmir


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Haydar follows the party, alert for any dangers still around.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11


Male Human (mostly) Ex-cleric and Grumpy Cat

I realize that there may be a misunderstanding here. I took it that you were searching the northern doors specifically, but it would make sense for you to search the entire room. It takes a little more time but you're in no hurry. Let's proceed on that assumption. And a friendly reminder to you to be very specific when searching. Your DM isn't very clever and can't always take a hint.

Fleur notices a cleverly concealed secret door in the west wall, where you heard the sound. Just as you make ready to investigate it, Talin points out that there is a similar hollow sound when you tap the eastern wall. There seems to be another secret door there. The western door is locked; the eastern is not.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"Well which way, boys... I'm sure Luuther would be able to open the locked door... but we need to decide which way to go first.. "


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Now that we know about the secret doors I agree with BT - we should definitely explore them first :)


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

"It is time to let Jing decide again. Heads east wall, tails west wall".

1d2 ⇒ 2 whim of Jing

"Ah! The west wall first it is".

1d20 + 4 ⇒ (4) + 4 = 8 Perception (Assist of Fleur)... or not

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