GM Pox's "The Mummy's Mask" (Inactive)

Game Master WerePox47

In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories.


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Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

yes

Check the next doors for traps

perception: 1d20 + 14 ⇒ (2) + 14 = 16 herp


Inner Sanctum

They do not look trapped to you.. you know you can take 10 even 20 while looking for traps..

The doors open to reveal..

Statues of female figures clothed in spidery robes and masks stand with arms outstretched at either end of this wide, short hall. The tiled floor is a detailed mosaic starscape.

Perc Check Hemket, unless you plan on taking more time..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Where's the adventure in that?

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


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Perception: 1d20 + 10 ⇒ (9) + 10 = 19


Inner Sanctum

The floor panel before the opposite doors is trapped.. Alot of rocks will fall on your head if its stepped on.


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

"There's a trap in the antechamber. Let me go take care of it. Stay back."

disable device: 1d20 + 20 ⇒ (6) + 20 = 26 derp

Why do I feel that roll demands a "here, hold my beer" comment?


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla holds Hemket's beer detects magic on the two statues, scared with everything now.


Inner Sanctum

Hemket successfully disables the trap..

The doors open into a hallway that goes left and right..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Ok, gimme my beer back.

Hemket will head to the right and see what is there.

perception: 1d20 + 11 ⇒ (19) + 11 = 30


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

"Hey Hemket, could you do me a favor?" She gives you a mean look, and says what does she want. "After everyone has passed, could you reset that please? We don't want to have surprises, do we?"


Inner Sanctum

Rounding the corner you see a pair of double doors along the east wall and a single door in the interior, eastern wall..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

"That's not a bad idea. "

and he will head back and reset the trap so nobody gets to sneak up behind.

disable device: 1d20 + 20 ⇒ (7) + 20 = 27


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

"Thanks! Let's try those double doors first!"


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla will also get a Heavy Crossbow, load it and get ready to rumble!


Inner Sanctum

And the trap be reset..


Inner Sanctum

The doors are not locked or trapped.. Opening them you see..

Sarcophagi and mummified creatures of every shape and size fill this chamber. Detailed murals and carvings on the walls depict a wide variety of beasts from the surrounding area and far beyond.

Mummified remains of hundreds of creatures—draft animals, quarry from hunts, and beloved pets, especially cats fill this room.


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

"That's a rather odd collection. "

perception: 1d20 + 11 ⇒ (8) + 11 = 19 to see if any look to be animate


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

"I do not like this, at all!! Marius, how do we prevent this things from getting up?"
K.Religion: 1d20 + 15 ⇒ (12) + 15 = 27


Inner Sanctum

All is quiet and still in the mummified animal room..

Calla you think if any of these were undead you would not be able to prevent them from rising. The fact that there's no movement suggests these are all just simply mummies and not undead ones..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Hemket will head back and check out the door on the other wall of the hallway for traps.

take 10

Perception 24


Inner Sanctum

The door is not trapped nor locked.. Opening it you see.

Dark-stained wooden cabinets and shelves and a prominent mahogany table fill much of this massive library.

The documents stored here seem to be death records of the populace of Wati going back several thousand years.

In the large desk you find a secret compartment that contains a Scroll of Death Ward(CL 7th). Calla thinks the mahogany desk could be quite valuable if you were able to get it's 400lbs ass out of here..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Go back out to the corridor around to the north.


Inner Sanctum

You see a set of stairs that descend further into the earth and straight ahead is another 2 sets of double doors and a single to the interior..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Going to head further around the corridor. I want to check any other doors towards the inside rooms. (left side as I go around)

take 10 again for 24 on traps on the door.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

"On our way out, if you like, we can take the desk. I don't think it would be too hard for me to carry. Might need to enlarge again to do it, but probably worth it." Logos comments, following along.


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

"Sure, we can certainly manage to do it, if we are alive by then."
Calla detects magic on the mummies room and on the one with the records, as usual.


Inner Sanctum

So your checking the interior door first?

If so..

The door isn't locked or trapped and upon opening it you see.

Tidy wooden cabinets with brass knobs and labels fill this musty library to the brim. A large cedar table stands against the south wall.

There is also a loud screaming coming from behind the desk, as you move to inspect a trio of armored skeletal warriors rise and mave to confront you, at the same time what appears to be a caged head comes floating into view, screaming along the way.

Init Skele's: 1d20 + 7 ⇒ (11) + 7 = 18
Init Head: 1d20 + 2 ⇒ (15) + 2 = 17
Sheeba: 1d20 + 2 ⇒ (11) + 2 = 13
Logos: 1d20 + 2 ⇒ (8) + 2 = 10
Calla: 1d20 + 2 ⇒ (8) + 2 = 10
Hadjii: 1d20 + 2 ⇒ (6) + 2 = 8
Hemket: 1d20 + 7 ⇒ (9) + 7 = 16
Marius: 1d20 + 10 ⇒ (6) + 10 = 16

Looks like Baddies first, then PC's. Everyone give me a Will save DC 16. If you fail everytime you roll a d20 w/in 30' of the floating head you must roll twice and take the lower.

The floating head procede's to cast a spell..

1d3 ⇒ 3 Logos give me a Will save DC 18 or go blind.. Remember if you fail the first Will save you must roll twice and take the lower.

The 3 skeletons attack, 2 on hemtket, 1 on Logos..

Hemket: 2d20 ⇒ (20, 17) = 37 1 hit/1 potential crit
Logos: 1d20 ⇒ 9 miss even if your blinded..

Confirm: 1d20 ⇒ 17 does so..

Hemket Damage: 3d8 + 15 ⇒ (3, 2, 7) + 15 = 27

PC's are up! Remember your will saves.


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

will save: 1d20 + 4 ⇒ (18) + 4 = 22

"Dammit, that hurt!"

and he will tumble back to behind Logos.

acrobatics: 1d20 + 12 ⇒ (11) + 12 = 23

He will then study the head as his other move action.

(30/57 Hp)


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Will Save: 1d20 + 6 ⇒ (20) + 6 = 26

Calla gets into action, but first tries to identify what does the little flying pugwampi can do.
Knowledge: 1d20 ⇒ 6

Plus appropriate knowledge bonus:
+15 Knowledge(Arcana) INT (6+6+3) CS
+10 Knowledge(Dungeoneering) INT (6+1+3) CS
+10 Knowledge(Engineering) INT (6+1+3) CS
+10 Knowledge(Geography) INT (6+1+3) CS
+11 Knowledge(History) INT (6+2+3) CS
+13 Knowledge(Local) INT (6+4+3) CS
+10 Knowledge(Nature) INT (6+1+3) CS
+10 Knowledge(Nobility) INT (6+1+3) CS
+15 Knowledge(Planes) INT (6+6+3) CS
+15 Knowledge(Religion) INT (6+6+3) CS

Aiming at the southern armored skeleton, she releases a power spell, commanding the creature to obey her!
"That flying creature is using you! Fight it!!" DC 18 Will save IF intelligent or obey as the Command Undead spell.
Charisma check to convince it to do something it wouldn't normally do, if needed: 1d20 + 1 ⇒ (17) + 1 = 18


Inner Sanctum

Will: 1d20 ⇒ 15 makes it on the die..

You that it is a unique undead creature that has oracle abilities.


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

One day I will control an undead!!! MUA HA HA HA YOU WILL SEE!!


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Will: 1d20 + 3 ⇒ (20) + 3 = 23

Logos screams back at the floating head, as loud as he can!

Will: 1d20 + 3 ⇒ (4) + 3 = 7 Not that he needed it to blind me. I'm guessing this is one of those permanent things.

Logos attacks the skeleton next to him.

Attack: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32
Concealment, 1-50 hits: 1d100 ⇒ 82
Attack: 1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16
Concealment, 1-50 hits: 1d100 ⇒ 18
Damage: 3d6 + 13 ⇒ (2, 4, 1) + 13 = 20


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

will save: 1d20 + 11 ⇒ (9) + 11 = 20

Marius also casts command undead to try and take control of the flying head.

DC 16 will save if intelligent if it fails it obeys marius.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii's Will save: 1d20 + 11 ⇒ (11) + 11 = 22

Sheeba's Will save: 1d20 + 3 ⇒ (10) + 3 = 13

Seeing the injury to one of Hemket's more tender areas, Hadjii will cast his prepared CLW on the archer:

1d8 + 5 ⇒ (5) + 5 = 10

The large wolf whines a bit, wanting to get in on the action -- but not seeing any room to get in there!


Inner Sanctum

Will: 1d20 ⇒ 2 Ha..

Marius gains a small amount of control over the Floating Head.. What do you command it to do?

The one attack that would have hit from Logos misses because he's blind.. And yes its perma till fixed

Hadjii and Sheeba are up!


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

"If you can fix Logos's sight. If you cannot just guard me from these skeleton warriors."


Inner Sanctum

It cant do the first.. The second it will flat out not do.. The spell is similar to Charm Person for live folks, so go off that for requests. Will it help friends, maybe. Will it attack the skele's, nope. Will it come over and hang out with you in the hall and share old stoies, probably.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

actually now that I have better access to the map than my iPhone, I can see there is a way for the wolf to squeeze through the door and move through the squares occupied by the shooter and the rager -- taking up position behind Logos. She's also using acrobatics to avoid AoOs:

SHEEBA'S Acrobatics check: 1d20 + 10 ⇒ (19) + 10 = 29

so it's two movement points per square most of the way -- a double-move to get where I moved her to on the map.


Inner Sanctum

Thats fine just waiting on Marius's revised command.


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

"Go into the room behind me and wait there for me to return."


Inner Sanctum

With a toothy smile the head flys past you all and out into the hallway, it moves down a bit a waits at the double doors. you guys can take AoO's if you want too :)

The skeleton's attack again, 2 on Logos, 1 on Marius.

Vs Logos: 2d20 ⇒ (12, 2) = 14 1 hit
Vs Marius: 1d20 ⇒ 20
Confirm: 1d20 ⇒ 3 nope

Dam Logos: 1d8 + 5 ⇒ (7) + 5 = 12
Dam Marius: 1d8 + 5 ⇒ (3) + 5 = 8

By failing that will save, which it only did on a 3 or worse, basically ended this fight.. You've aquired a decent companion for a few days there Marius..

PC's are up!


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Indeed well done Marius! One day I'll be a necromancer like you!

Knowing how the spell works, Calla quickly warn the others. "Don't attack the head!"
The arcanist draws a wand and summons a weak spell it has: "Grease!" DC 12 Reflex or Fall Goliath Fall Fall Goliath!


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Start shooting. Easternmost target first.
deadly aim, rapid shot for 3, blunt arrows
to hit: 1d20 + 11 ⇒ (12) + 11 = 23 damage: 1d8 + 8 ⇒ (4) + 8 = 12
to hit: 1d20 + 11 ⇒ (2) + 11 = 13 miss
to hit: 1d20 + 11 ⇒ (13) + 11 = 24 damage: 1d8 + 8 ⇒ (4) + 8 = 12
to hit: 1d20 + 6 ⇒ (15) + 6 = 21 damage: 1d8 + 8 ⇒ (5) + 8 = 13

shift targets moving west as needed


Inner Sanctum

Reflex: 2d20 ⇒ (5, 8) = 13 Both fall..

It takes all 3 arrows due to DR but Hemket takes out the eatern skeleton..

Logos, Marius, and Hadjii are up!

You all have 2 prone skeletons left.. And can still attack the head if you wish :0..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii follows the path Sheeba used last round, moving through Marius' and Logos' hexes -- and trying to tumble past that prone zombie next to Marius:

Hadjii's Acrobatics check: 1d20 + 5 ⇒ (4) + 5 = 9 (nope -- provokes AoO)

as part of the movement, he pulls his wand o' CMW, and applies a charge to Logos:

Cure Moderate Wounds on Logos: 2d8 + 3 ⇒ (1, 5) + 3 = 9

big doggie steps up, tries bite prone zombie:

Sheeba's bite attack: 1d20 + 10 + 4 ⇒ (18) + 10 + 4 = 32
if AC 18 somehow hits, then 2d6 + 9 ⇒ (1, 6) + 9 = 16 points of damage


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Logos growls at Calla, or rather in her direction, when told not to attack the head. Likely because he can't see and isn't sure why she wants him to not hit the skeletons in the head. Ignoring her instructions, he blindly lashes out at the skeleton that attacked him.

Attack: 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26
Concealment, 1-50 hits: 1d100 ⇒ 54
Attack: 1d20 + 15 - 2 ⇒ (9) + 15 - 2 = 22
Concealment, 1-50 hits: 1d100 ⇒ 64

However, he misses badly with both attacks.

I think you will need to leave Logos behind to continue on. He's useless as of now.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1
Logos The Mad wrote:


I think you will need to leave Logos behind to continue on. He's useless as of now.

PS : Not a complaint, just that nobody has a way to cure blindness, and Logos wouldn't want to be a drain on resources, or to cause the party to miss the McGuffin because they went back to town to heal him. Stuff happens. :)


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

We will help you because you're a teammate and we are fine with taking some time off fighting to help you..

Maruis will simply activate his protection aura so that his allies get a +2 bonus to AC for the next 3 rounds.


Inner Sanctum

Sheeba kills the one skeleton, Logos can't seem to hit the other.. I usually do high is good on miss chance, but if you wanna do low thats fine, just as long as it's consistent..

The prone skele takes his AoO..

1d20 ⇒ 15 hits
Dam: 1d8 + 5 ⇒ (2) + 5 = 7

The skeleton tries to slice Logos again..

1d20 ⇒ 5 miss..

Yall are up!


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla gets a little mad with the unspoken thoughts of their barbarian friend. "Didn't you hear? I said ARCH-MAGE!"

She summons some of her Mythic power and channels it into the barbarian, not quite to neutralize the enemy spell, but to counter it in a weird way. A way only magicians would think of. "Where two eyes fail, countless will prevail!"

Using Mythic point to cast Countless Eyes on the blinded Barbarian. Arch-what?!?

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