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

Noonan channels to heal.
Channel: 3d6 ⇒ (3, 5, 1) = 9
Perception: 1d20 + 10 ⇒ (14) + 10 = 24

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)

@gm - sorry I mistakenly thought the tiles were constantly swarming and he would be able to reach two easily. If we need to ready then yes only one atk - thanks .


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

Anyone need more help, or should we go right through the door?


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Familiar's Perc: 1d20 + 9 ⇒ (2) + 9 = 11
Perc: 1d20 + 9 ⇒ (7) + 9 = 16

Just a second mate, I need to catch my breath. Who has the cure wand?

Albus uses some charges of the item to get back to his feet.

3xCLW: 3d8 + 3 ⇒ (2, 1, 7) + 3 = 13

Ok

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)

"Thanks for that healing. Let's do these doors. Thorpe? Ready?."

Dwalindor will open the door once they are checked (assuming Thorpe does his usual routine)


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

Taking 10 this time. For a 20


Map Undead M Railroad Engineer 13

No traps - really!

A fifteen-foot-tall statue of a matronly woman with long, flowing hair stands in the center of this chamber between two large stone tables. Ten curtained alcoves break up the hieroglyph-covered walls. Enormous bronze doors stand to the north and south.

Knowledge, Relgion DC 15:

The statue in the center of the room depicts Pharasma, with a dagger in one hand and a sprig of kheper-wer—a medicinal herb used in childbirth—in the other.

Map

I can't think of anyway to block things off so you can see coordinates and there's a true "fog" but you can't see beyond the brown shapes which are meant to be opaque curtains.

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 whistles.

"Well that there is a sight you don't see every day. At least she don't look like some zombie or lich."

kn:rel: 1d20 + 1 ⇒ (9) + 1 = 10


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

Know-Religon: 1d20 + 9 ⇒ (17) + 9 = 26

Pharesma, the sprig is kheper-wer which is used in childbirth.

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 scratches his beard.

Is this statue magical or any of these curtains or doors trapped? I don't like something about this room. Not sure what...but I am sure we will know soon enough."


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

Noonan begins scanning the room with Detect Magic and checks the statue.
Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Albus helps search the room.

Perc: 1d20 + 9 ⇒ (8) + 9 = 17
Familiar Perc: 1d20 + 9 ⇒ (2) + 9 = 11


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

Thorrpe pops in and looks about

1d20 + 10 ⇒ (11) + 10 = 21

Shad does not like this statue. I think it is rather nice


Map Undead M Railroad Engineer 13

The status is not magical - are you just looking around or twitching curtains aside to look behind them?


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

Behind the curtains for sure


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

This is where something leaps out and screams isn't it? Noonan hefts his mace.

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)

"Boo!" Dwalindor grins.


Map Undead M Railroad Engineer 13

Are you checking separately or together? And in what direction?


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

We follow Shad.

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)

Yes, Dwalindor will open/enter doors or doorways checked by Thorpe or Shad.

"What cha got, Shad?."


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

waiting for the result from looking behind the curtain


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

Mirror of Opposition!

Scarab Sages

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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)

Worse...a normal mirror :-p .


Map Undead M Railroad Engineer 13

I was waiting to see which curtains you're checking (it matters).


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Following Shad too. How about lft to right.

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)

left to right sounds good starting with the one left of the one we entered by? .


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

N22 then go around clockwise


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

Fine by me.


Map Undead M Railroad Engineer 13

At N24 you find a tunnel slanting to the Northeast - do you want to keep searching or go down the tunnel?


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

Let us try that.

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)

"You got it man."

Dwalindor will stride into the tunnel to the northeast, trusting his keen dwarven vision to get into keep him from trouble.


Map Undead M Railroad Engineer 13

As you move down the tunnel you come to a large room with no other exits (for once). Half-walls and heavy curtains divide this room into a network of small apartments and common spaces. Colorful linens, faded with age, lie neatly folded at the foot of each bare bed, save for the far end of the room, where rich silks and pillows cover a bed surrounded by a mess of discarded books and notes.

Perception, DC 0:

In two of the apartments you come across two bodies of beautiful but somewhat ill looking women, dressed in fine Taldan silks and Osirian jewelry. Something is...unusual about their remains.

After Perception, with Detect Magic or Spellcraft:

The bodies seem to be preserved with gentle repose - and not from ancient times.

Appraise, DC 20:

The silks and jewelry would be worth 2,400 gp.


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

Perception Plus Spellcraft: 1d20 + 10 ⇒ (9) + 10 = 19

Noonan points Two women over there, looks like they have been recently preserved with the Gentle Repose 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)

perception: 1d20 + 8 ⇒ (7) + 8 = 15

Dwalindor scratches his beard.

That does not sound like the work of undead or their masters...I would not think. Who would preserve them...do you know how they died?"


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

I can check, stay close in case they leap up or something appears.

Noonan will head over cautiously and examine them.
Heal: 1d20 + 18 ⇒ (12) + 18 = 30

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 and follows Noonan with Amanda ready to bash.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

1d20 + 11 ⇒ (15) + 11 = 26 appraise

The jewelry and silks are worth money.


Map Undead M Railroad Engineer 13

They appear to have died of exposure - they're not the sort of ladies you'd expect here.

As you examine them closer you see a series of tattoos that lead you to believe they're Calistrian 'priestesses'. IYKWIMAITYD.


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

Death by exposure, look to be followers of Calistria. This is a mystery since this is very hostile territory. If I had a miracle available I could speak to them to learn how they died.

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)

"Either way they did not just die and then walk down here on their own. Somebody put them there and may still be around or worse....out collecting more ."

Dwalindor will look for other rooms or exits that could lead to the missing body snatchers.


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Albus scratches his head thinking.
Thats some fine a... ladies indeed. Do you think someone store them to be raised into something else later? Nothing would shock me anymore in this place.

The magus helps the dwarf search the rest of the big room.
Casts detect magic

Perc: 1d20 + 9 ⇒ (18) + 9 = 27
Familiar's Perc: 1d20 + 9 ⇒ (15) + 9 = 24

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)

Finding anything Albus?

Dwalindor continues to look for other exits or hiding places.


Map Undead M Railroad Engineer 13

Nothing more magical in the room other than the enchanted bodies of the 'priestesses'.

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)

Does there appear to be any magical devices in the room or rings/headband on them? Something to control them? Or is it just their bodies radiating as magical? .


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

Hmm..So next room I guess?


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Albus nods.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

1d20 + 10 ⇒ (9) + 10 = 19 percep
1d20 + 17 ⇒ (15) + 17 = 32 stealth

Thorrpe leads the way


Map Undead M Railroad Engineer 13

Just the bodies.

Map

As you troop back inside the curtain in the southeast corner twitches aside and you see coal-red eyes burning behind in the alcove.

A body lurches forward and shreds of leathery flesh cling to this skeletal figure. Knowledge: Religion to identify.

Initiative (Monster): 1d20 + 6 ⇒ (17) + 6 = 23
Initiative (Albus): 1d20 + 4 ⇒ (20) + 4 = 24
Initiative (Dwalindor): 1d20 + 2 ⇒ (13) + 2 = 15
Initiative (Noonan): 1d20 + 4 ⇒ (1) + 4 = 5
Initiative (Thorrpe): 1d20 + 4 ⇒ (1) + 4 = 5

Monster wins.

Everyone roll a Will Save, DC 16 or you're frightened for 1d4 ⇒ 3 rounds.

It vanishes from site and appears behind Noonan. Croaking a wave of eldritch energy waves out from the creature and as it touches you you feel a wave of nausea sweep over you.

Roll another separate Will Save, also DC 16

Success:

The nausea passes and you're in the same point.

Failure:

You reappear in an unfamiliar room...

Direction (Albus): 1d8 ⇒ 5
Direction (Dwalindor): 1d8 ⇒ 1
Direction (Noonan): 1d8 ⇒ 6
Direction (Thorrpe): 1d8 ⇒ 4

Distance (Albus): 1d10 ⇒ 7
Distance (Dwalindor): 1d10 ⇒ 3
Distance (Noonan): 1d10 ⇒ 4
Distance (Thorrpe): 1d10 ⇒ 8


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

2d20 ⇒ (2, 12) = 14

Failed both.


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

Will: 1d20 + 12 ⇒ (5) + 12 = 17
Will: 1d20 + 12 ⇒ (12) + 12 = 24

Everyone within 10' of me gets +2 will saves

Where is Thorrpe?!

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