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 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

Marius sighs when Velriana asks him about The Erudite Eye.

"I apologizes sister, but I haven't been able to learn anything about that. I have been traveling in the desert for quite some time as of late. We were assigned a tomb of a general, but we didn't find anything connected to the knowledge that you seek. Is there anything I can do as a cleric, and fellow knowledge seeker to help you?"


Inner Sanctum

She frowns at you Calla and mummbles something that sounds like, pesky heathens..

Dip: 1d20 + 6 ⇒ (14) + 6 = 20

She smiles at you Marius.. "The Sanctum of the Erudite Eye was a temple dedicated Nethys.. It is our divine right as followers to be given access to its contents. If you here anything about its location, or any other information you will be well rewarded for presenting it to us.. I will be damned if a bunch of heathens get their hands on Nethys's treasures.." Seemingly exhausted her attempts at finding information on the Sanctum, Velriana and her crew will head off to bed..


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

Marius will note down The Sanctum of the Erudite Eye, and remember to look for any clues relating to this place.

"Goodnight sister. May Nethys guide your path for knowledge."

Marius will then wait for them to leave before heading over to talk to the twin sisters who practice magic.

"Hello fair maidens. I have heard that you two are practitioners of magic, and I was hoping that you would allow me to converse with you on matters relating to the arcane and your mastery of it."

Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18


Inner Sanctum

The twins look up at you behind covered faces.. They look to one another and then the one on the right speaks.. "You heard correctly.. My name is Lira and this is my sister Kira.. Please Sit.." The other girl nods.. "So tell us, what is you area of expertise?"


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

Sad... I kinda expected their names to be Koume and Kotate...

Calla also approaches the halfling table, aiming to get the valuable sword, if it is indeed valuable. If allowed, she examines the sword carefully, trying to verify if what they said is true, but also if the sword could be sold for a higher price later.
Spellcraft: 1d20 + 10 ⇒ (16) + 10 = 26
Appraise: 1d20 + 12 ⇒ (15) + 12 = 27


Inner Sanctum

I had to make up the names.. Sorry if they seem lame lol.. The sword is indeed what they say it is.. If you bought the sword from a store it would be in the 8300 range, but for selling purposes around half of that so while the halfing is making a little over what he should on the sword he's certainly not gougeing..


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

Awesome!

Calla gets excited with the veracity of the sword. She has no need for it, but she sees the halflings as potential buyers for the Scarab Shield, so she will see if they want to exchange one for the other. The shield fits their needs to be stealthy, since is drives away vermin and other creatures, allowing them to avoid unnecessary fights. It is also magical but its function benefits them much more than the sword, so she offers a trade. Here is me, hoping they are clever enough to take the deal!


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

Marius thanks the ladies as he sits, and as he speaks he makes sure to spend equal amounts of time looking at both Kira and Lira.

"I am a cleric of Nethys, and recently I have begun to work upon my knowledge of the arcane arts. I hope to one day be experienced enough to combine my two areas of learning but that is a far away day. May I ask about your own plans of learning in the arcane arts?"


Inner Sanctum

Calla.. THe halflings eyes light up as you present the shield.. He looks it over and passes it off to one of his brethren look it over.. The fellow he hands it too looks older than the rest and sports a set of bottle cap glasses.. He casts a quick spell and studies it for a while.. DC 15 spellcraft tells you its Detect Magic

1d20 + 8 ⇒ (2) + 8 = 10

He stares at it, looking confounded, finally he looks up and shrugs.. "It's magical Mad dog, but I have no clue what it does.."

Mad Dog looks at you.. "Im not opposed to a trade, but id need it checked out before I could tell yea for sure.." He's basically telling you that if you still wanna trade it tm he'll get it looked..

Marius.. "Very interesting.. We've heard of such things before.. We ourselves are students of witchcraft.. It is a blend or arcane and divine magic as well, but we pull our spell energy from the forces of nature that surround us.. We have a patron you see, a mystical force that guides us through the ley lines.. We both intend on furthering our bond to this patron in the future.."


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

Mad Dogs
Calla thinks for a bit, pretending to calculate something in her mind and not showing too much interest in the deal, although she knows it would be an awesome exchange in her behalf. "Well, it would be the same as selling our relic and buying yours, and it's pretty late already, so yeah, we might trade it tomorrow. Thank you. I'll leave you in peace." She smiles and although she thanked them they probably realized there's nothing to thank them for.

Sand Scorpions
She approaches the Sand Scorpions, openly seeking commercial relations. "Hey folks, how are you doing? How was the hunting today?"


Inner Sanctum

Just a heads up there Calla that weapon is worth about twice the shield, so while you could trade for it it's not gonna be straight up..

Mad Dog nods.. "We'll see yea on the morrow then.."

In the back corner of the tavern wheres it more dark sits a table.. At the table is Black Kiss and her associates.. They see to be just relaxing, smoking the hookah, and paying attention to whatever details they can pick up.. She looks up as you approach.. "Why good evening lass.. Come.. Have a seat.." Without asking 2 of the rogues get up and walk to the bar, making room for you to sit.. She motions for you to sit.. "Come lass.. Have a smoke.." Sense Motive..


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 makes a scared but funny face while she extends her hands and refuses the cigar. "Oh no no, thank you, but I have some trauma against those things! But gods, you all look so cool and stuff! You must be great raiders!"
Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11 Should as well make an int check to realize I should NOT touch anything that touches her black lips.... ^_^


Inner Sanctum

You definitely think shes really nice and just wants to share her smoke with you! And its a Hookah, not a cigar.. Google it if you need an image..

She frowns at you turning down her smoke.. "This is finest opium you'll find in this city girlie.. Don't come over here trying to be all nice and turn down my offer.. Now sit down and smoke or get the hell on!" Despite your best intentions you seemed to have offended the woman and seems she has a short temper..


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

We call that a Narguile here north of the wall...

Calla just stood there for a second. Apparently her lie was obvious to the woman, who felt offended by it. She was afraid to try the thing, but how would she know it was that bad if she had never tried? She was more afraid of pissing the woman than to try the thing, and her friend were right behind her, in case this became worst than it should. She looked behind her, to guarantee it, and tried the smoke.


Inner Sanctum

Lol.. I didnt see that coming..

You set down and the woman hands you a long tube with a stem attached to the end.. "Inhale Lassie.." AS you inhale you feel an immediate effect of the drug.. Complete relaxation washes over your body.. One word covers the way you feel.. Euphoria..

You take..

Con Damage: 1d4 ⇒ 4
Wis Damage: 1d4 ⇒ 3
and are fatigued..

You gain..

Temp Hps: 1d8 + 1 ⇒ (8) + 1 = 9
and a +2 to fort saves..

You need to make a Fort Save as well

Man drugs are harsh.. I had to read up on em since you decided to go for it lol.. Harsh..


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

Well, I'm completely against drugs and never even tasted anything, but Calla is not me, and she's kinda afraid of the woman, so let's make some mistakes... ^_^

Fort Save: 1d20 + 2 ⇒ (10) + 2 = 12

But I do believe the dose influences a lot...


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

"It is great to know that more people shall follow the path of mixing both arcane and divine spells and energies. If you ever require assistance from me don't hesitate to ask."


Inner Sanctum

Indeed.. She'll learn quickly

As the drug enters her system it takes root.. You now have a minor addiction to Opium.. You can make a save again tm to romove the addiction.. The ability damage returns at the same rate as normal, 1 per day.. You can pay for spell casting services to remove them though and can get around the addiction save with a remove disease.


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

Christ!

The arcanist seems more relaxed now, the worries about the next day gone from her mind.
"You know, this is not half bad..." She will have a relaxed conversation with the woman, now that the damage has been caused, and try to learn whatever she can, maybe even forge an alliance what the hell!

And now I'll return the spotlight. ^_^


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 stayed with Mad Dog and his crew until they left. He had a little too much beer, and wound up crying over the dogs that were killed. A little embarrassing -- and confusing for Bandit, who led his stumbling friend back to their room by taking Hadjii's hand in his mouth.


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

Rajik is being stingy and saving his money for now. He decides to spend his time training. His only purchase is a Kukri in case he gets held again.

He'll spend the downtime practicing and preparing for the next place they will go to.


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 keep his drinking under control, and honestly he really doesn't much care about the story of the dog's demise. He'll keep an eye on Hadjii getting back to his room and then retire himself.


Inner Sanctum

The woman smiles at you with black teeth.. "Indeed it isn't my sweet.. Perhaps you would like to join us here tommorrow then.. For now I, we must be getting going.. Another long day tomorrow.." With that the lady and her crew gets up and leaves.. You sit there a while in your stupor before you remember that you didn't even ask her about their first search site.. Oh well, at least you feel good.. Basically the drug is in your system for a week now.. Tm you can make another fort save and if you fail you'll be taking an addition -2 to con till you smoke again.. You have to make 2 DC 20 Fort saves to rid yourself of the addiction.. Or pay for a remove disease.. Anitplague will help in making the save since its considered a disease.. You'll also heal 1 point of ability damage back, your choice, more if you pay for lesser restos..

You all spend the rest of the night talking, drinking etc.. And then its time for bed, Hemket helps Hadjii to his room and notices that Calla probably could use a hands as well so he helps her too..

Next day coming soon!


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

2 DC 20 Fort Saves??? That's a freaking death sentence! Calla will look after a Remove Disease spell, which by my accounts costs CL5 x Spell Level 3 x 10gp = 150 gp, right?

"Yo! Hey Hadjik, you should try that ssstuff!! It's really like, really really awesome!!"


Inner Sanctum

150 is correct.. Lesser Resto's are 50 gps a casting.. Just let me know what you want done..

Been busy at work today.. Ill get the next part started this evening..


Inner Sanctum

The next day you all awake early, some feeling much worse than others.. Calla looks like she's seen a ghost and quickly moves to find a cleric and can cure her of the affliction.. After all thats taken care of yall head to get your next assignment..

"The House of Pentheru" is yalls next mission.. After getting the details you all can get started again.. This time yalls trip is much shorter and yall do not encounter anything along the way..

Arriving you see..

Sandstone walls ten feet high enclose this estate, affording those who once lived inside some privacy. A two-story stone house is visible beyond the walls, adjoining the rear wall of the property. In the center of the estate’s southern wall stands a pair of tarnished bronze gates hanging partially open. A pair of statues flanks the gate. Dusty hieroglyphs are carved into the wall at eye level to the left of the gate.

The Hieroglyphs are written in Ancient Osiriani..

Perc Checks


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)

perception: 1d20 + 5 ⇒ (6) + 5 = 11if it's for traps, add 1 meh


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 Perception check: 1d20 + 9 ⇒ (16) + 9 = 25

Hadjii will read the Hieroglyphs out loud...


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

Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Calla, who's still wondering why is she so dumb, follows Hadjii reading and detecting magic around the gate, glyphs and statues.


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

I've marked off three charges from the wand of Endure Elements: Calla, Hadjii, and Bandit. Do either Marius or Rajik want to buy a dose?


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

Marius always has an Endure Elements cast on himself using one of his wizard slots.

Marius does check to see if the gate is locked or not. If it is locked he checks for traps.

Perception: 1d20 + 12 ⇒ (17) + 12 = 29


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)

Rajik has fire resistance 5, so he doesn't need it either


Inner Sanctum

The hieroglyphs read “House of Pentheru” in Ancient Osiriani. The statues depict two men with a regal bearing and dressed in loose, short robes and traditional Osirian head cloths. A successful DC 10 Perception check reveals small hieroglyphs on the statues’ bases that identify the figures as Pentheru the Elder and Pentheru the Younger. The bronze gates are decrepit and appear to have been broken open long ago. There is no means to secure them, and they would not stand much punishment..

Yall see no traps outside the gate.. Assuming yall head in you see..

Dust and sand cover the ground of this small courtyard. To the east and west stand pairs of columns, once brightly painted and now bleached from the sun, which support stone archways leading to other section of the property. Tarnished bronze gates hang open under both arches. To the north, a small flight of steps leads up to a pair of ornate doors in the south wall of the house between another set of columns.

Perc Checks.. No take 20..

Map Updated..


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)

perception: 1d20 + 5 ⇒ (17) + 5 = 22

He is carrying his nice shiny new bow (OK, maybe it's not shiny).


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

Perception: 1d20 + 5 ⇒ (12) + 5 = 17


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

"Please hold for a moment before entering, please! Let me take a look first, please!"

before entering the courtyard, Hadjii checks for signs of recent passage:

Hadjii's Survival check: 1d20 + 11 ⇒ (12) + 11 = 23

then sends Bandit in to sniff around for recent scents:

BANDIT's Survival check: 1d20 + 1 + 4 ⇒ (9) + 1 + 4 = 14


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

Perception: 1d20 + 5 ⇒ (11) + 5 = 16
"Whoa! Well, I'm gonna say this. I cannot get to a conclusion if this is a house, a tomb, or both, made after the plague, so I guess we should hold our hopes high on finding" - *cough cough* - "something valuable."


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

perception: 1d20 + 12 ⇒ (18) + 12 = 30

Marius takes a long look at what was once a very powerful place. He also tries to remember what he can about the Pentheru.

K. History: 1d20 + 7 ⇒ (4) + 7 = 11


Inner Sanctum

Hadji looks around on the ground for signs of recent passage and finds the area is wind swept and covered in sand.. There hasn't been anyone walk through here in years..

Hemket and Marius you both hear the sound of an angry mob appraoching outside the walls. A woman’s voice cries out in Ancient Osiriani, “Hold the gates! Don’t let them inside the compound!” Powerful blows shake and rattle the gates.. Everyone needs to make a will save.


Inner Sanctum

Marius you know nothing of the several thousand year old family..


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

Will: 1d20 + 2 ⇒ (18) + 2 = 20

"There are either people or ghosts 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)

will save: 1d20 + 1 ⇒ (8) + 1 = 9


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

Diminished Will save thanks to Opium!: 1d20 + 3 ⇒ (3) + 3 = 6


Inner Sanctum

Them hearing that gave a hint that something was about to happen.. It is very haunting like..

Marius you would be given a know religion check.. 1d20 + 7 ⇒ (17) + 7 = 24

Marius Only:
Since you noticed it on the surprise round and ided it as a Haunt you can roll initiative and if you win vs Init 10 you can channel or use a heal spell to damage it.. If you kill it before it acts nothing happens.. Let me know what you choose to do..


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

Marius can't actually lose to anything going on initiative 10 since his bonus is +10.

Marius seeing that something bad is about to happen uses his positive energy spell to harm it.

Converting Murderous command to CLW.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Will save: 1d20 + 9 ⇒ (9) + 9 = 18


Inner Sanctum

As yall move in Marius and Hemmek hear something.. Without saying anything Marius starts casting a spell and when the holy energy takes form you all here a hiss.. And then nothing.. NVM the will saves.. Marius killed it before it acted..

Left, Right, or into the House?


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 examine the door to the left for traps taking 20

perception =26


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

Left it is, then.

"What happened?! What was that, Marius?"


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

Direction: 1d3 ⇒ 2

I say forward randomly...


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 would mention that leaving it to chance takes the advantage from them. She believes we should start at the corners, to avoid being surprised and flanked from two sides once inside. Just her belief, at least.

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