DMummy's Mask

Game Master Elmdorprime

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

Slave Trenches


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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! What is this? Some sort of desert dragon?"

Know nature: 1d20 + 7 ⇒ (15) + 7 = 22

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)

Seems to be something like that. Or a dinosaur thing. Hard to tell actually. Dwalindor shrugs with partial interest and curiosity.

Either way, as long as it stays dead, I gots no quarrel with it.


Map Undead M Railroad Engineer 13

Well that's embarassing - created the maps and forgot to update the campaign info.

Should be updated now.

Tariq, you know of no natural creature such as this. It could be some long forgotten relic of a primeval past exposed recently as the winds and sands wore away the stone over time.

As you head north you head out of the badlands and into the hills. You look around for a while and find the remnants of a caravan, torn apart in a gnoll raid judging by the crude arrows and the altar of bones they typically erect to Lamashtu at the site of a "victory".

Ominously you find no bodies.

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 will poke around in the caravan a bit.

That ain't no cavern...just a caravan. Or the remnants of one.
Hey was this the caravan of those guys we found earlier, Tariq?

perception: 1d20 + 11 ⇒ (18) + 11 = 29 +2 for stone work.

He also checks for tracks...

survival: 1d20 + 11 ⇒ (16) + 11 = 27

If there ain't nothing here, then we can clear these hills to the northwest before entering either the mountains north
or back to the buttes to the south. Either of those will be rough country I reckon.

He plans to trudge the 4 hexes of hills in clockwise order from the SE, SW, NW, NE before moving to the mountains.


Map Undead M Railroad Engineer 13

Caravan, not cavern!


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

Noonan casts Lay of the Land again to get a feel of the area.

In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile). This instant familiarity grants you an insight bonus equal to your caster level (maximum +5) on Knowledge (geography) checks and Survival checks to avoid getting lost so long as you remain in the affected area.


Map Undead M Railroad Engineer 13

Dwalindor, aided by Noonan's spells, winds his way through the hills.

Roll Perception, Survival for me please.


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

Perception: 1d20 + 17 ⇒ (6) + 17 = 23
Survival: 1d20 + 5 ⇒ (9) + 5 = 14

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 searches high and low.

Sheesh, Noonan, are those your knees making all that creaking racket?

perception: 1d20 + 11 ⇒ (18) + 11 = 29
survival: 1d20 + 11 ⇒ (9) + 11 = 20


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

I gotta get my ligament cream rubbed on.


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 + 11 ⇒ (15) + 11 = 26 perception

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 shrugs.

Probably ain't gonna matter. I don't think there is anything close enough to hear in these hills. Old dinosaur bones or no.


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 ⇒ (10) + 12 = 22

Survival: 1d20 + 12 ⇒ (17) + 12 = 29

"You'd be surprised at what in the desert can hear you at any one time my friend."

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)

Let them hear us then...and they will tremble in fear!

Dwalindor smirks...only have joking.


Map Undead M Railroad Engineer 13

While exploring the hills you all come across a valley a little over a mile long, flanked on either side by steep ridges between 100 and 300 feet high.

The tops of these ridges are jagged and loose, you're not quite sure how to get up conventionally, or with a wagon.

You can try to climb or traverse them using Acrobatics or Climb - but Tariq and Dwalindor discover tracks leading up the valley - someone else has been here recently.


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

Perhaps we should pause and do some scouting to make sure there are not bandits hiding in wait

Casting some spells, to protect from the sun, then defensive


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

Noonan agrees. We'll probably have to leave the wagon behind for this.

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 say we follow the tracks. If someone wants to scout, I ain't gonna object. The wagon, I agree, will not work well in this terrain.

Dwalindor will wait for Shad to return from scouting, if that is the plan.


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 pulls his shawl about him and sneaks off

1d20 + 16 + 5 ⇒ (14) + 16 + 5 = 35 stealth


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

Noonan hunkers down and waits

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 works on cleaning crumbs out of his beard.


Map Undead M Railroad Engineer 13

Acrobatics, Climb or fly guys!


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

Noonan summons an air elemental to carry him down using Summon Monster 3

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)

How far is the climb? Do we need more than 1 check?

Dwalindor grunts as Noonan takes the easy way up.

Bah! You and your unworldly servant. One day they will fail you, old man.

Not a fan of flying (or swimming, sailing, bungie jumping etc)
the grizzled dwarf sheaths his weapons, spits on his hands and sets to the cliff wall.

climb: 1d20 + 11 ⇒ (7) + 11 = 18

Once he has the feel for the rocks, he will continue upwards.

Take 10 climb for 21 total if more checks needed and not in combat


Map Undead M Railroad Engineer 13

One check is fine.

Dwalindor and Noonan climb up to the gap above, edging past them

The gap in the stone opens suddenly into a narrow gorge crossed by a pair of natural stone arches. To the west, a small pyramid towers over the ravine from its perch atop the cliffs. Below, a columned facade has been hewn from the soft sandstone of the ravine’s northern wall, and though weathered by wind and sand, the carvings were clearly once opulent and intricate. A broad doorway leads inside this structure, while dark openings farther up the facade appear to open into a higher level.

As you crest the rise you see a figure clad in loose robes which conceal the sand-etched features of a lanky giant. In each hand he grips a scimitar nearly the length of a human. Additionally you see two men near a dozen camels tied up near a large temple.


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 + 3 ⇒ (15) + 3 = 18 acro


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

Hmmm...we have no idea if this is just another band of travelers taking shelter or something else. Perhaps we can sneak up?


Map Undead M Railroad Engineer 13

Shad tries to scramble up on his own but fails to make it past the ravine on his own, but he climbs up the (presumed) rope Dwalindor lowers into the gap.

Knowledge (Local) or a higher Perception check to determine the status of the others in the valley. Or you can just say hi!


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

Perception: 1d20 + 19 ⇒ (3) + 19 = 22 Noonan adjusts his magic spectacles.

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 lowers the rope to Shad before turning to get a better look at the giant and men.

Kn local : 1d20 + 9 ⇒ (7) + 9 = 16

Perception : 1d20 + 13 ⇒ (8) + 13 = 21

"Noonan, who are we dealing with here?."


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

A real tall man and two shorter ones.


Map Undead M Railroad Engineer 13

That is indeed all information you are able to gain.

Considering the nature of the tomb however you suspect they aren't very good people.


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

Look like nasty tomb robbers. Um..How are we any different?


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

should I fireball them?


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

Sure.

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 bet they are some of those filthy tomb robbing Pathfinder schmucks. Fireball might ruin some of the loot they are stealing though ."

Dwalindor gets out Amanda and gets ready to charge the big guy as soon as anyone else says "go"


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

Good thing we won't be robbing that tomb. Noonan is ready.


Map Undead M Railroad Engineer 13

Don't mind me...

Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 9 ⇒ (2) + 9 = 11

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 stands ready for Shad and Tariq's signal...well, he will stand for a bit at least and then probably get tired and do something impulsive....reckless...unwise.


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 sends a fireball at the baddies

9d6 + 3 ⇒ (5, 2, 6, 6, 4, 2, 2, 2, 3) + 3 = 35 DC 19


Map Undead M Railroad Engineer 13

Well that starts things off nicely.

Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Reflex: 1d20 + 3 ⇒ (16) + 3 = 19

Map updated, any other surprise attacks?

The giant is unfazed by the fireball while the cultists scream in pain - one more so than the other.


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

Noonan moves next to Dwal and activates his Divine Presence aura

Divine Presence (Su) At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier.DC 19 These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Let us move up quick Dwal, I will back you up. 9 Rounds to get in
9/9 Rounds

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)

it looks like it will take more than a round to get to the giant per the map.

"You got it, Noonan. Head for the giant. He's going down. ."

Dwalindor advances (double move) staying within range of Noonan.

No rage yet. AC 23 vs giant (if really a giant) AC 19 vs others .


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 fires off two arrows at the more wounded man hoping to quickly end his suffering.

1d20 + 11 ⇒ (13) + 11 = 24
1d8 + 2 ⇒ (4) + 2 = 6

1d20 + 6 ⇒ (6) + 6 = 12
1d8 + 2 ⇒ (3) + 2 = 5


Map Undead M Railroad Engineer 13

Are you just heading in a straight line Dwalindor while screaming your attack?


Map Undead M Railroad Engineer 13

Tariq's first arrow does hit the more wounded cultist but only seems to intensify his suffering rather than ending 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)

Dwalindor moves along the cliff wall with Noonan...saving his rage for the perfect time to strike.

auto perception roll if any secret stonework, but otherwise yeah...straight northwest along cliff to giant - sans screaming. Is N2 like a wall or trench of something impassable? .


Map Undead M Railroad Engineer 13

N7 is a bridge arching over the valley floor. It's a grade 40 feet down near the ground under N7 so if you do go along the ridge it'll take a bit to get down to the valley floor but it's a straight shot down from the gap. The map's...not great.

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)

Ok, thanks. I was thinking from the map we were at roughly the same level as the 3 amigos. Dwalindor will continue in the most direct route. He is not as worried for his own footing as he is of Noonan's

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)

C'mon Noonan! Keep up for dang sake!

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