DMummy's Mask

Game Master Elmdorprime

Evil Looms. Cowboy Up. Kill It. Get Paid.

Slave Trenches


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Map Undead M Railroad Engineer 13

Noonan, you realize the glyph is a glyph of slay living, set to go off when people research a particular piece of information hidden in the room.


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

A glyph of Slay Living. Will kill you stone dead if you find a particular piece of information in the room. I dare say that the info is what we need. I don't have any magic ready that could dispel it, would Shad and Tariq be able to disarm it?

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Sounds like another good reason not to read books. I ain't gone too many days where I cannot find another reason. Books! Bah!

Although, now Dwalindor is curious what would be so good as to be worth killing someone just to see/read it.

Those must be some fancy pictures. Or worse yet, a picture of Thorpe!

Hahaha. What? I didn't say nothing.

If it comes to it and party cannot disarm the trap, Dwalindor may be willing to take one for the team...assuming he can read it.


Map Undead M Railroad Engineer 13

You have to read the right piece of information. Or wrong one depending on how you look at it.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

That is Dwalindor's plan. Have Shad read everything in the room, and when he hears a boom, backup and call Dwalindor over to finish the last sentence! Hah! Shad? Shad? What'd I say?


Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION

Tariq gets out his tools and cracks his knuckles.

"Traps, magical or not, are my specialty."

Disable Device: 1d20 + 14 ⇒ (19) + 14 = 33


Map Undead M Railroad Engineer 13

Taking a small mallet out his bag, Tariq places it next to the sigil and motions Dwalindor over, who smashes the small mallet with his earthbreaker, cracking the stone and causing dirt and pieces of brick to fall on the floor.

Tariq, having successfully disabled the trap, allows the other to commence research.


Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22

Shad starts looking about for pertinent arcane knowledge

1d20 + 16 ⇒ (15) + 16 = 31 for 1d6 ⇒ 4


Map Undead M Railroad Engineer 13

OK, go the book back in front of me so to return to your research!

Another day of research passes to the annoyance of Dwalindor.

Scraps of a personal journal reveal that a priest of Nethys named Khnenti clearly became obsessed with the mystery of the Sky Pharaoh. One extract from Khnenti’s journal reads, “The Mask of the Forgotten Pharaoh is said to contain a portion of Hakotep’s soul, his ka, which gives the mask its magical abilities." Khnenti seems to have set out upon some sort of quest to unravel these mysteries. There is also brief mention of the Sacrosanct Order of the Blue Feather hoping to commune with the Sky Pharaoh to learn his “darkest secrets,” but with ambiguous results.

The description of the mask is familiar. Amongst other things it is said that a sufficiently wise and strong person could gain access to the wisdom and knowledge of Hakotpe's ka, that its wearer could not be detected by any form of magic, that its wearer could become resistant to disease or control the undead.

There are tales that the mask could even create a "ka pulse," channeling the energy of Hakotep's soul to animate huge numbers of undead creatures in a wide area at the cost of the ka of the user.

There are also rumors that none should wear the mask lest their kas become slave to the Forgotten Pharaoh's own spirit and unliving will.

In deep recesses of research you discover something called the Scrolls of Inquiry.

From them you read of many tortures by the priests of Nethys but you finally discover something interesting.

Excerpt from the Scrolls of Inquiry:

Inquisitor: Why did the Sacrosanct Order enter Hakotep’s tomb?

Prisoner: Mercy! May the gods pity me!

Inquisitor: Why did the Sacrosanct Order enter Hakotep’s tomb?

Prisoner: To take the Pharaoh’s heart and death mask.

Inquisitor: Why?

Prisoner: I cannot! Death is better than the punishment I’ll receive.

Prisoner subjected to further flaying for approximately one hour, and subsequently revived after passing out.

Inquisitor: Why did the Sacrosanct Order steal the Pharaoh’s heart and mask?

Prisoner: [unintelligible] Please, no more!

Inquisitor: Why? Answer!

Prisoner: It was believed the Pharaoh’s soul, his ib and ka, were contained within them. Please, gods have mercy!

Inquisitor: Why did the order want the Pharaoh’s ib and ka?

Prisoner: No, I cannot!

Inquisitor: Why did they divide his soul?

Prisoner: No more! Have pity!

Prisoner subjected to the Trial of Seventy-Seven Scarabs.

Questioning resumed.

Inquisitor: Why did the order steal the Pharaoh’s ib and ka?

Prisoner: We hoped to learn the secrets of the Shory from his soul.

Inquisitor: Did you succeed?

Prisoner: No, no! May the gods pity us for our hubris!

Inquisitor: Where is the Pharaoh’s heart? Where is the mask?

Prisoner: No, no, please! I’ll tell you! The heart was taken to Sothis, hidden beneath Azghaad’s Spire.

Inquisitor: And the mask?

Prisoner: A shrine. A shrine to Nethys in Wati, where none would ever find it. No more, I beg you!

Questioning continued for three more days without further confessions until subject expired. Subject interred for future questioning, if needed.


Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22

where are we now?


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Noonan winces at the tortures described. So we should search out this heart thing, and Thorpe wore the mask. *sigh* How much time down here do we have? Dwal might have to go cave spelunking again.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Wati? But we found the mask in Wati! Well we killed the guy and Thorpe ran off with the mask, but yep, that is where it was all right!

Dwalindor scratches his beard.

But what of this 'heart' taken to Sothis? And how is it hidden beneath Azghaad’s Spire? Noonan's right...that may be our next stop.


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Well we might as well get going unless there is more we have to find out. Noonan tries to remember, but he is a grumpy old man.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

I am ready. Do we know where this place is in Sothis?

kn:local: 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16


Map Undead M Railroad Engineer 13

You're in Tephu. You, or well Thorrpe, was possesed in Wati.

You also realize there's more information in this archive - such as possible clues to the location of the third part of the Sky Pharoah's soul.

Azghaad's Spire, located in the grand temple of Nethys in Sothis, is a sanctum for devoted adherents of Pharaoh Azghaad the All-Seeing. The complex is built in the shape of a series of concentric circles, and only the priesthood of Nethys may enter the innermost heart of the structure.

At the center, a veinstone obelisk rises to a height equal to (but not exceeding) the temple of Pharasma. The original spire was destroyed following the Qadiri invasion of 1532 AR, but was rebuilt in 4620 AR by High Theurgist Malika Azdari. It is rumored that the obelisk's amber-colored glass capstone is a piece of Azghaad's otherwise lost royal tomb, but priests have refused to answer questions about the spire.

Azghaad, as you know, was the first pharaoh of Osirion at it's founding in -3472 AR.


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Well let us keep exploring this place. Noonan starts looking tos ee if there are any more of those tricky secret doors.

Perception: 1d20 + 16 ⇒ (3) + 16 = 19

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

I guess it was hard enough to win passage here, we should make sure we uncover everything. I ain't going to take another one like that! Team or not!


Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22

Let me take another look around

1d20 + 16 ⇒ (7) + 16 = 23 religion


Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION

"Wow, that's a lot of information right there. The spire top is Sothis might be from the tomb of the first pharaoh. Hidden in plain sight, revealed to a world ignorant to its existance . . . what a thing to place one's mortal hand upon."

Tariq eyes the rest of the information trove.

"What else must lay hidden on these sheets, roll and reams of papyrus . . . "


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Well there is probably more info we can find about the Pharaoh, perhaps more on that mask.


Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22

I'm looking! Shad calls from his pile of scrolls.


Map Undead M Railroad Engineer 13

Nothing more is detected in this room - but there is still the sarcophagi to explore fully, and the corridor with four hallways you left behind.

A passage to the south also beckons.


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Let us try south.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor takes another look at the sarcophagi

Either of you have one of those magic or evil detection spells?

perception: 1d20 + 9 ⇒ (11) + 9 = 20 +2 vs stone

If nothing found, he moves onward.

I am on it! This way.

Dwalindow will head south, with Amanda at the ready.


Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION

Perception: 1d20 + 12 ⇒ (3) + 12 = 15 +2 vs traps

[b]"Procced with caution, there is bound to be another trap."[/dice]


Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION

Perception: 1d20 + 12 ⇒ (8) + 12 = 20 +2 vs traps

"Procced with caution, there is bound to be another trap."


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

I doubt have any evil detecting spells, sorry. Noonan keeps himself away from the coffin in case it explodes.


Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22

well open sir dwarf!


Map Undead M Railroad Engineer 13

Dwalindor is certain there's more to sarcophagi but he's simply not able to discern the exact nature of the the information contained on, or within, the sarcophagi.

Were you going south from the sarcophagi room or from the archive with the trap Tariq disabled?


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

I believe we will go south for the archive

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

"Something odd here. Maybe check it on the way back. Southward ."

The dwarf heads down the hall


Map Undead M Railroad Engineer 13

To the south the hall departs sharply eastward into another wall that you realize is another hidden door.

Pereception DC 25:

It is not trapped.

If you open the door without using Disable Device:

Good job! You didn't waste a roll.

You emerge into a large room, you see a series of high walls blanketed in hieroglyphs forms a twisting maze of narrow corridors. Shelves, recesses, cabinets, and cubbyholes crammed with scrolls, stone slates, and wax tablets line the walls.

On the wall to the left a particularly complex series of hieroglyphs draws your attention. Roll Perception! Again!

If you open the door after using Disable Device:

The hidden door isn't trapped and you're able to swing it open. You emerge into a large room, you see a series of high walls blanketed in hieroglyphs forms a twisting maze of narrow corridors. Shelves, recesses, cabinets, and cubbyholes crammed with scrolls, stone slates, and wax tablets line the walls.

On the wall to the left a particularly complex series of hieroglyphs draws your attention. Roll Perception! Again!


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Perception: 1d20 + 16 ⇒ (7) + 16 = 23

Noonan shuffles along

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Perception : 1d20 + 9 ⇒ (16) + 9 = 25

"Looks good to me too Noonan. Let's go."


Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22

Shad follows along, trailing books after him.


Map Undead M Railroad Engineer 13

Was that the rolls for the doors or the rolls for the room?

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Mine was for the door before Dwalindor opens it .

"Now what's going on in here? ."


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Perception for the room: 1d20 + 16 ⇒ (1) + 16 = 17

Noonan falls and can't get up.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

"Wait...Noonan watch out for that...oh nevermind ."

Perception : 1d20 + 9 ⇒ (17) + 9 = 26 in room


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

I think I broke my hip.


Map Undead M Railroad Engineer 13

Well that's bad timing.

As Noonan rubs his hip hieroglyphs on the wall to the north of you warp and weft - a large mechanical centaur with golden, clockwork wings sprout from its back, and its arms end in barbed chains.

Knowledge (Planes) to identify.

Initiative (Tariq): 1d20 + 3 ⇒ (19) + 3 = 22
Initiative (Dwalindor): 1d20 + 2 ⇒ (4) + 2 = 6
Initiative (Noonan): 1d20 + 4 ⇒ (11) + 4 = 15
Initiative (Shad): 1d20 + 5 ⇒ (12) + 5 = 17
Initiative (Monster): 1d20 + 9 ⇒ (11) + 9 = 20

Map

It moves before you can respond and a wave of terror envelops you.

DC 17 Will Save or be panicked for 10 rounds! If you succeed you're shaken for 1 round. Take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor looks up from Noonan and sees the winged creature

"Oh oh."

Will, Wati , steel? : 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17. +4 more if spell or spell-like

"Noonan, Shad...um guys, I don't like the looks of this."


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Will save: 1d20 + 11 ⇒ (17) + 11 = 28

Noonan shudders and casts Blessing of Fervor on the group.
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Is this thing large and is it flying too high for Dwalindor to reach or is it on the ground?


Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22

1d20 + 8 ⇒ (20) + 8 = 28

1d20 + 16 ⇒ (16) + 16 = 32 planes

immunities/resistance then weaknesses


Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION

Perception: 1d20 + 12 ⇒ (2) + 12 = 14 +2 more vs traps

Tariq failed to notice anything out of the ordinary until the center materialized out of the wall.

Will Save: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20

I believe I have him flat footed if I beat him on initiative the opening round of combat right?

"Forward! Strike fast strike hard! Let not my courage be in vain dwarf, flank itt"

Tariq leaps the five feet separating him from the enemy leading with his adamantine Kindjal and his spiked targe!

Kindjal: 1d20 + 9 + 2 - 2 ⇒ (12) + 9 + 2 - 2 = 21
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 Adamantine ignores DR
If flat footed: 3d6 ⇒ (3, 6, 5) = 14

Spiked shield bash: 1d20 + 9 + 2 - 2 ⇒ (15) + 9 + 2 - 2 = 24
damage: 1d4 + 1 ⇒ (2) + 1 = 3
If flat footed: 3d6 ⇒ (3, 4, 1) = 8

Kindjal: 1d20 + 7 + 2 - 2 ⇒ (2) + 7 + 2 - 2 = 9
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 Adamantine ignores DR
If flat footed: 3d6 ⇒ (6, 2, 6) = 14

Spiked shield bash: 1d20 + 7 + 2 - 2 ⇒ (16) + 7 + 2 - 2 = 23
damage: 1d4 + 1 ⇒ (1) + 1 = 2
If flat footed: 3d6 ⇒ (6, 2, 4) = 12

[ooc]I go first in the round so I will pick my boost after the centar goes.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Seeing Tariq attacking the machine/horse/thing, Dwalindor joins the fun.

Let's have at it then! RHAHAHHHRRRR!

+1 Adm earthbreaker, rage, blessing/shaken, pa/FF : 1d20 + 12 + 2 + 2 - 2 ⇒ (18) + 12 + 2 + 2 - 2 = 32
for damage,rage, pa: 2d6 + 8 + 6 + 6 ⇒ (6, 2) + 8 + 6 + 6 = 28 ignore hardness/15

+1 Adm earthbreaker, rage, blessing/shaken, pa : 1d20 + 7 + 2 + 2 - 2 - 2 ⇒ (14) + 7 + 2 + 2 - 2 - 2 = 21
for damage,rage, pa: 2d6 + 8 + 6 + 6 ⇒ (3, 5) + 8 + 6 + 6 = 28 ignore hardness/15


Map Undead M Railroad Engineer 13

It is large, yes.

Two points Tariq - I use group initiative to speed combat, so the enemies move in a block then the PC's move in a block. His casting fear was his move in combat. I'm also a bit confused by the damage note - I know adamantine weapons ignore /adamantine DR weapons and they ignore hardness, I'm not certain if that's what you meant or if you're saying it ignores all DR?

Shad:

Shad, this is a Zelekhut, a large outsider that frequently are used on the plains as bounty hunters and executioners seeking beings who continually evade justice. Despite the fact that they are outsiders they are similar to constructs in their constitution. You know that they are immune to necromancy, diseases and other debilitating effects. You also know they have a fierce innate resistance to magic.


Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22

Shad decides to test it out.

7d6 + 2 ⇒ (4, 3, 6, 6, 2, 4, 2) + 2 = 29

He sends a fireball behind it blasting the creature.

1d20 + 7 ⇒ (10) + 7 = 17 can't remember if you add casting Stat to SR or not. I have not yet


Map Undead M Railroad Engineer 13

It's a caster level check, so no. I'm going to be charitable and assume you didn't mean behind him as in the wall which would hit some friendlies.

The fire swirls around the beast but it appears unaffected by Shad's fireball.

Turning to Dwalindor it strikes out with its chains which come alive with electricity to try to turn the dwarf into a charred and lacerated mess.

Attack (Chains): 1d20 + 17 ⇒ (15) + 17 = 32

Damage (Chains): 2d6 + 7 + 1d6 ⇒ (6, 3) + 7 + (5) = 21 Last 5 is electricity damage.

Free Trip Check: 1d20 + 18 ⇒ (18) + 18 = 36 Pretty sure that knocks Dwalindor prone.

Map

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