DMummy's Mask

Game Master Elmdorprime

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

Slave Trenches


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

Not at all, Sanrenrae's Nirvana is truly a special place. I don't have may years left so I'll be resting my weary body there.


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

The one I speak of would be very bad for you


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

"Well don't die on us just yet Noonan, you are needed in this world still."

Perception: 1d20 + 15 ⇒ (9) + 15 = 24


Map Undead M Railroad Engineer 13

Tariq and Dwalindor are quite unconcerned about the obelisk - they're used to monomaniacs erecting weird structures in the desert.

Noonan, Shad:

The obelisk fairly crackles with magical energy; Aldrich powers appear to draw on the electrical powers of fierce desert storms to charge the monolith. Roll Spellcraft.


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 + 20 ⇒ (18) + 20 = 38 spellcraft


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

Spellcraft: 1d20 + 13 ⇒ (14) + 13 = 27


Map Undead M Railroad Engineer 13

Sonuva...thought the game thread had been too quiet and why? My post, she is gone!

Shad and Noonan realize the obelisk can be disarmed Disable Device! very carefully or that they can use the electrical energy to charge three weapons with the shock special ability for 1 week (basically 1 encounter) or one weapon with the shocking burst special ability for the same amount of time.

But the energy discharge could easily turn the unwary into a piece of charcoal on the desert floor.

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)

Well? What's it do, you brainmeisters? Dwalindor looks on impatiently.


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

Hmmm.. One with the required skills can disable this object, or the magical energies can be siphoned off to enhance three weapons with electric powers or one weapon with even greater electric powers. However, one risks turning themselves into charcoal like the one at the base. I am able to shield someone from the effects with my 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

dm is it disable to do the disarm or the charging?

I believe we should charge up Lucy and those toothpicks as well.


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

My mace is more for defense than cracking skulls, so Dwal and Tariq's weapons are good candidates


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

”I’d love that, but only if I am not going to be charcoaled! It’s not worth that to me, but what is the point of this place? Is there some underground structure here? Were we drawn here by the object to feed the obelisk like that crispy chap?”


Map Undead M Railroad Engineer 13

Disable will prevent you all from being zapped and with your previous Spellcraft rolls you can charge weapons as soon as you want.


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 + 18 ⇒ (20) + 18 = 38 dd to avoid being zapped.

Pass those here, I'll charge them.

Shad snags the weapons and gets them charged and ready

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)

So you can make Amanda all shocking and crackling with energy? So who lives here? You said outlanders from another plane? Are they nearby? What would they look like?

Dwalindor is happy to have Amanda charged, but is puzzled how it will help against sand dunes.


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 hands over his blades to Shad.

”What do you think this structures original purpose was Shad?”

Tariq searches the corpse.

Search: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21


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

[b] I am not sure. It seems to draw upon the energy of the desert and turn it in to electricity. Though what it is used for is not apparent. Perhaps there is something buried here that it is used for?[/]

Any knowledge to know more dm?


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 maps.

Know Geography: 1d20 + 12 ⇒ (2) + 12 = 14

know local: 1d20 + 10 ⇒ (1) + 10 = 11

and almost immediately fails his Save vs Map folding.

"These damn maps! There is hardly a recognizable landmark on any of these things!"


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

Know-Geography: 1d20 + 6 ⇒ (2) + 6 = 8

Martha? Time for my prune juice.


Map Undead M Railroad Engineer 13

Shad successfully disables the pillar using what looks an awful lot like shadow tentacles - sans anything that would have tentacles attached to them - he pulled out of his pouch and rattling off syllables that slide off the surface of your mind like an oily film across a mud puddle.

Knowledge Arcane!


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 + 20 ⇒ (14) + 20 = 34arcana

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 it possible to get inside this thing?


Map Undead M Railroad Engineer 13
Dwalindor the Pahmet wrote:
Is it possible to get inside this thing?

...what?

The obelisk appears to have been designed to gather electrical energy to power a rift to the Outer Dark - you estimate that after six thousand years it will have enough power to open a giant rift that could destroy the planet - or move it into the Outer Dark to be devoured.

Tariq, as you search the body you find a dagger imbedded in its back that is half melted - but recognizably Thorrpe's. Your search reveals a half-scorched maps pointing to a location circled in red to the southeast.


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

Noonan shuffles around


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

It's it a building Dwalindor. It's a good thing we are turning this off...in time it would damn this world to the outer darkness. Even I do not want to be in the outer darkness.

Looking at the dagger Definitely Thorrpes. He is definitely not himself, I could never see him stabbing someone in the back. We must save him from himself.


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

"Uh, what the heck would allow him to melt his dagger? That must have been really really hot. There is a half scorched map her though showing a point off to the southeast."

"Anyone recognize the dead guy? I wonder what his part in the whole story was?"


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

He died to bring us the clue that Thorpe was here. Kind of like the stories where someone stumbles into an inn with a knife in their back.


Map Undead M Railroad Engineer 13

Genre savvy alert! Genre savvy alert!

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 wonder if Thorppe went inside this thing?

Dwalindor grins.

Ok, so we are on a camel chase, and Thorpe left a melted dagger and a map. I'm game. He still owes me a pint of rotgut!


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

Shall we travel to said location? Time is a wasten.

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)

Yep. Let's do it. Ain't nothing here but this planar magnet thingy


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

Agreed lead the way!


Map Undead M Railroad Engineer 13

The desert stretches on and the map heads towards a long line of pale rocks set appear to be some sort of low wall or perhaps trail markers. Nearer, though, the rocks become part of an elaborate design traced out on the ground. Each rock is roughly the size of a human head, polished and shaped until the rocks are almost identical. The pale gray color of the stones gives them the disquieting appearance of skulls.


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

Skull shaped stones no doubt arranged in a skull shaped design. Yep, this place is going to be chock full of evil.


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

Or maybe they just like Coco.

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 trudges along the desert without much thought, long accustomed to the harsh climes.

Hey, looky there. You don't see a row of fake stone skulls everyday. Well at least not most days. Is this close to the X on the map, Noonan?

He holds Amanda ready, trying to decide if he should smash some stones or save it for any passing desert monsters.

tracks?: 1d20 + 13 ⇒ (2) + 13 = 15

or

perception?: 1d20 + 13 ⇒ (12) + 13 = 25

Well, do we follow the trail?


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

Might as well


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 looks for any traps, hazards or tracks.

Perception: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28

”Yes, this place is foreboding. Can you tell who this is dedicated to? Deity or man?”

Know Religion: 1d20 + 3 ⇒ (5) + 3 = 8

Know nobility: 1d20 + 16 ⇒ (7) + 16 = 23


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

Know-Religon: 1d20 + 13 ⇒ (20) + 13 = 33
now-History: 1d20 + 5 ⇒ (20) + 5 = 25


Map Undead M Railroad Engineer 13

No Dungeoneering or Arcana? I'm disappointed in all of you.

Among the sand you see ponderous footsteps, too large to be man-made. But you don't see anyone from where you are. See map! You are not in combat yet.

There is no known religious or historical significance to the ruins you've found.


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

Might be some kind of giants here


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

”Whoa . . . Look at those footsteps. . .”

Dungeoneering: 1d20 + 7 ⇒ (13) + 7 = 20

Know Nature: 1d20 + 11 ⇒ (11) + 11 = 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)

"Dang Noonan. You are good at ancient history just because it all happened to you or something. hArrrarrr." the dwarf laughs at his own joke no realizing he is probably older than the humans


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

I wiped yer grandaddy's nose when he was getting his first chin whiskers you whippersnapper.


Map Undead M Railroad Engineer 13

Tariq, you are unable to identify the footsteps - they weren't made by a natural creature.


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

Sorry I missed that

1d20 + 20 ⇒ (4) + 20 = 24 arcana


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

"These haven't been made by any natural creature. Maybe constructs or undead? The gate is ponderous suggesting great weight or effort."

"Shad, if you don't sense anything, I will sneak up to the entrance and check for enemies and traps."


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

Shall we prepare magically? I can cast a protective circle on Tariq to shield against evil influences.

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 nods at Noonan's suggestion.

He hefts his hammer and starts moving ahead.

Yeah, buff away. Probably ain't nothin' here but some old dust.


Map Undead M Railroad Engineer 13

Shad, you realize the creature must be a golem of some kind - one formed quite crudely based on the layout of the feet.

Either it is ancient or it was made by something without humanoid hands.

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