Lucendar's Mummy's Mask Campaign - The Necropolis awaits! (Inactive)

Game Master Lucendar

Initiative:
Enemies: [dice]1d20+2[/dice]
Alzaar: [dice]1d20+3[/dice]
Anka: [dice]1d20+1[/dice]
Kakra: [dice]1d20+2[/dice]
Jalal: [dice]1d20+2[/dice]
Rhade: [dice]1d20+1[/dice]


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Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

If the unharmed archer still is holding his bow, Rhade will missile him as well.

Damage 2d4 + 2 ⇒ (2, 1) + 2 = 5

Rhode calls out to the group. "Throw down your weapons and we will let you live. Keep fighting and we'll leave all of you laying here!"


Sorry for delay.

Archers:

The recently wounded archer raises his bow at Rhade, but other archer screams at him, "Brother, please! Continue fighting and we will die. The ambush failed. These are obviously well prepared warriors or we were set up. They are hardly wounded, while we both have serious wounds. Let's give up, Youssef, and live!"

The brother archer sees his brother gravely wounded and himself with significant wounds, after a few seconds puts his bow down too. He shouts out, "Fine, I yield!"

The two warriors attacking the paladin scream, "Cowards! We will have your heads, after we kill this scum holy warrior." Thus, it appears they are not in a surrendering mood.

Alzaar and then the thugs.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar moves forward to help Gorguk.
Let's see if we can change your minds, then!

He attempts to trip one of them.
Trip Attempt with Bardic Luck: 1d20 + 8 ⇒ (7) + 8 = 15

If that hits, then Serpent Lash, if applicable.
Trip Attempt on Second Target: 1d20 + 8 ⇒ (12) + 8 = 20


Alzaar's whip snakes forth on first thug, pulling his leg and down he goes, like a ton of bricks. Before the other thug can react, Alzaar snakes his whip through Gorguk's legs, who is providing the thug with cover, and he goes down as well!

Seeing the mighty and angry paladin standing above them, knowing they are at his mercy, the two thugs curse Alzaar and drop their weapons and surrender!

The last one looks back and thinks about fleeing but seeing the nimble elf in front of him, thinks better of it. He drops his weapon and surrenders as well.

The two wounded archers come down from their perch and the five assailants are bunched up, weaponless. They seem rather quiet, sneaking a glance at each other and the dead corpse of the thug Gorguk sliced in two.

Great rolls and rping! Worst ambush ever! :)


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Sword still drawn and threatening the bandits till they are rounded up and disarmed Gorguk asks the rest. Shall we return these bandits to the authorities or execute them here and now for the attempt on our lives?

Gorguk does not intend to actually kill them but figures that a little intimidation might help loosen tongues if the others are going to question them.

Intimidate 1d20 + 3 ⇒ (16) + 3 = 19


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"Now, you know the drill. Who send you boys? Why were you waiting on us? Look at that orc over there...do you think he's going to be a big fan of you not telling us the whole story?"

Aid Another Intimidate 1d20 + 2 ⇒ (15) + 2 = 17


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Intimidate, aid: 1d20 + 2 ⇒ (8) + 2 = 10

Jalal stands, watching the disarmed bandits. "Speak quickly. I have the power to make the dead speak, so we do not need you to be alive."


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar grins wickedly as he loops his whip up and hangs it back on his belt.
I'd be loose tongued if I were you. Our large friend here takes threats on his life seriously. Look at your two allies over there if you don't believe me.

He points at the two halves of Gorguk's victim.
Intimidate, Aid Another: 1d20 + 1 ⇒ (17) + 1 = 18


Sorry, I missed Gorguk's actual Intimidate check. I thought they were all aid another.

Scared beyond belief, the thugs quickly beg for their lives, talking over one another, trying to be the first to spared. You can't understand a thing until they all calm down and you ask only one of them to speak. Youssef's brother, Haim, speaks: "Please powerful warriors, spare us. We will tell you all we know. We were hired to ambush anyone approaching some old temple down the way and to stop them from entering the site. We don't know why, and frankly, we don't care, if it meant more coin in our pockets. Before you ask, we don’t know the name of the person who hired us, except we know she has been seen plenty in the Tooth and Hookah, with her band. She dresses and speaks very haughty taughty. She has fair skin but is burnished a light bronze by the Osirian sun. She tucks her long, light brown hair under a flamboyant floppy hat that you can't miss, complete with a long feather and all. That is all I know, I swear. Right boys?"

The thugs, all afraid for their lives, nod their heads in unison.

It is pretty clear to the party that he is describing Velriana Hypaxes from the description, leader of the Scorched Hand.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"Should we let them go about their way? I don't want to deal with them all day, as we've got work to do. If someone wants that building searched as badly as they do, there has to be some,thing marvelous hidden in there," Rhade whispers to the others out of earshot of the thugs.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Speaking loud enough for the bandits to hear. They seem forthright with their information. I say we take down their names now and send them back empty handed with a mission. They report to the authorities telling them that they saw the Scorched Hand heading to our temple. That way the authorities know what is going on. Once we are finished with the temple then we check to see if they did report in. If they did then we are finished with them. If not then we know their names and descriptions and can track them down later. If we do not trust them giving their names then we can mark them switch a dagger scar.

Take their coin and gear and let them go is fine with me as well but the paladin inme is looking for some law.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"That sounds fair to me, Gorguk. I'm sure they do not want us coming to look for them in the future."


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Not to mention, I have magic to track them down and find them, wherever they go. If we discover they didn't do as we order, we'll just track them down with my spell and let Gorguk have at them.

Alzaar speaks just loud enough for the bandits to hear.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal nods, as the perfomance for the bandits doesn't come naturally to him. "Yes, that would be fair. If she doesn't find them first, we would pursue them even into the grave."


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Having gotten a agreeable response to his proposal Gorguk approaches the bandits and informs them of what they are to do. You are to report on the actions of the Scorched Hand to the authorities at the temple. We will follow up on your actions to make sure you do as we instruct. Before you go though empty your pockets of your ill gotten gains as penance for your deeds. Once you are finished you may leave leaving your gear behind.

Once they have complied Gorguk rounds up the items left and then turns his attention to his wound. It wasn't much but it was best to take care of it now rather than wait.

LoH 1d6 ⇒ 6


The thugs do as you say. They drop:

2 MW scimitars
4 Khopesh
2 MW long bows
18 arrows
5 sets of padded armor
2 tanglefoot bags
10 gp

They rush off after, wounded but alive, promising to go straight to the authorities.


When you continue on to the Temple...

A large dome over the apse tops the roof at the north end of the temple. The Sanctum is windowless, and the temple’s exterior walls are carved with likenesses of the Nethys and other celestial figures. No doors block the grand entrance to this building — a wide flight of steps leads directly up into the temple’s interior. Two humanoid statues flank the stairs, wearing black-and-white masks and holding quarterstaves.

Please advise as to marching order, spells cast, and any other preliminaries before the slaughter, um I mean, we continue...


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar takes one of the masterwork scimitars.
Now this is a well crafted blade. I believe I shall claim it as my own. Unless anyone objects, that is.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

"I have no problems with that." Kakra says as Alzaar takes the scimitar.

Knowledge: Religion: 1d20 + 6 ⇒ (1) + 6 = 7 To identify other celestial figures.
Perception: 1d20 + 2 ⇒ (8) + 2 = 10

"I've never seen a temple quite this magnificent before." She adds while examining the room.
For marching order, Kakra will be either middle or rear.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Rhade casts Detect Magic as they approach the temple. He also casts Mage Armor.

I think Rhade is usually next to last in the marching order. I'm cool with that. current AC is 16 for three hours. 1st first level spell today. Four left.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal grabs one of the MW longbows and the arrows. "Quite nice. The Scorched Hand must pay rather well. Now, let's see what this tomb shall hold. If the Scorched Hand wants to keep us away, I think we should take extra care to explore this place."

Alzaar, then Gorguk and Jalal, Rhade, then Kakra.

Knowledge, Religion: 1d20 + 5 ⇒ (10) + 5 = 15


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Good with the marching orders.

Gorguk also grabs one of the MW longbows and some arrows. These are indeed excellent weapons. They should serve us well. As for the tomb, we are in no rush so take it easy all of us and be ready for more surprises based on what else we have witnessed thus far.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"One of you strong sort, grab those tanglefoot bags. Those things always come in handy. We can stand the rest of the items in this alley. Hopefully no one will wander up on them while we are busy in the temple."


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Gorguk grabs all of the gear even though it does encumber him. I can hold onto it for now and bring it to the temple. Once there I can drop it in the first room we get to to keep it safe. Once we are finished clearing it out then we can pick the rest up on the way out again.


Jalal recognizes the statues as different representations of Nethys. The party proceeds up the stairs. Just inside the entry, two rows of columns lead toward an archway in the north wall. Two smaller passages open to the east and west.

However, what catches your attention immediately is the red glint in the eyes of the six skeletal jackals that come out of the shadows to greet you, two from each exit! They look ready to pounce!

Initiative:
Enemies: 1d20 + 7 ⇒ (2) + 7 = 9
Alzaar: 1d20 + 3 ⇒ (8) + 3 = 11
Gorguk: 1d20 ⇒ 17
Jalal: 1d20 + 2 ⇒ (8) + 2 = 10
Kakra: 1d20 + 2 ⇒ (20) + 2 = 22
Rhade: 1d20 + 5 ⇒ (9) + 5 = 14

Amazingly, in their undead state, the preternaturally quick jackals seem stuck in the mud and the entire party goes before them!

Combat Map

If you move, use coordinates on map. Enjoy!


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal lifts his sword and calls out to the Lady of the graves to aid them against the undead. "Oh, Lady give me the strength to destroy these bones!"

Cast Bless. +1 to hit, +1 vs. fear. 5 foot step to AA22.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar unfurls his whip and lashes out at the Jackal closest to him.
Swift Action to use Bardic Luck: +3 to attack and damage, saves, and skill checks for three rounds due to lingering performance feat.

Trip Attempt: 1d20 + 9 ⇒ (12) + 9 = 21

Try and keep them away as long as we can! I worry they will try to surround us!


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Rhade moves beside the paladin. "Let me blast them with fire, and move back," he says, readying an action to cast Burning Hands if the undead move to attack the party.

Ready action to cast Burning Hands. Damage 4d4 ⇒ (2, 4, 4, 2) = 12 damage. Reflex DC 14 for half.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

knowledge: religion: 1d20 + 6 ⇒ (5) + 6 = 11 They're undead, that's all I know...

"Surround us, that would only do to get them all in range of my channeling at the same time, I say let them try." However, with that being said, Kakra steps where Rhade was, next to Gorguk (AC20) and places her hand over Gorguk's "Put this on, it will protect you. She says as she casts her spell over the platinum rings. Shield other on our Paladin for the next 3 hours.


Rhade, Kakra took your spot, so I moved you next to Alzaar so that gives you a clear blasting zone. Waiting for Gorguk.
Current positions:
Alzaar has not moved from AA21
Rhade in AA20
Jalal in AA22
Kakra in AB21
Gorguk starts off in AB20.

The skeletal jackal in Y29 falls prone, due to the bard's whip.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Perfect, DM.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Know religion 1d20 + 4 ⇒ (11) + 4 = 15

Gorguk sees that the others have created a nice formation to allow Rhade to blast the dogs at eh same time to allow Kakra to channel against them. As such he tries to comly with their tactics and take the left flank. Moving to Z,18 prevents them from being flanked while still letting Gorguk attack. Before he moves he gives Kakra a smile. Thanks for the aid.

Power attack 1d20 + 7 ⇒ (15) + 7 = 22 for 1d6 + 2 + 3 ⇒ (1) + 2 + 3 = 6

I believe that one is prone so if it stands it provokes an AOO. Here is the roll if you want...Power attack 1d20 + 7 ⇒ (7) + 7 = 14 for 1d6 + 2 + 3 ⇒ (1) + 2 + 3 = 6


The paladin strikes the prone jackal, chipping off a very small portion of its exposed rib cage, as he realizes it is difficult to cut bone with a scimitar.

Jackals' turn:
The prone jackal tries to stand, gets nicked again by the scimitar, but again little damage. It tries to bite the paladin, but misses badly, perhaps due to his holy aura.
Bite: 1d20 + 2 ⇒ (3) + 2 = 5

The other 5 skeletal jackals rush in! The front 2 charge Jalal and Alzaar! One of the left ones attacks the exposed Rhade! One of the right moves to strike Jalal! Another rushes behind the pack...The focused gnome waits until the last possible minute, the decay of the skeletons in his nostrils and its teeth at his feet, before he unleashes the arcana to send fire through the ranks of the pack. The unaware jackals try to dodge to no avail as the fire is upon them, burning their remains instantly and ending their undeath. When the spell clears, only two jackals remain standing, while the rest are a heap of charred bones: the one fighting Gorguk and the one on Jalal. The elf nimbly rolls away from the creature's bite.

Attack on Jalal: 1d20 + 2 ⇒ (12) + 2 = 14...miss

Updated Map

Party is up in Round 2 with 2 jackals left.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Rhade delays until he sees the positioning of his friends after their attacks.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Gorguk once again strikes at the jackal in front of him. This time he hopes to strike a bit more solidly and do more then just chip off a few specks of bone dust.

power attack 1d20 + 7 ⇒ (19) + 7 = 26 for 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11
threat confirm power attack 1d20 + 7 ⇒ (4) + 7 = 11 for 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
+2 fire


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal smirks at the skeletons crumbling beneath Rhade's fire. "That's the way!" He drops his sword and draws out a morningstar, swinging it at the skeleton in front of him. The elf has gripped the morningstar way too high, however, and the awkwardness of his grip sabotages any chance he has of hitting the skeleton.

Attack (Bless}: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar steps up to Z21 and send his whip out at the jackal by Jalal.
Trip Attempt: 1d20 + 9 ⇒ (11) + 9 = 20


Gorguk smashes his jackal to bits and burns it for good measure.

Alzaar trips the remaining skeletal jackal! It tries to get back up, provoking AoO at +4 from Jalal.


No one wants to harm the jackal? I will post its next attack if no one destroys it.
Bite on Jalal: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Anybody who wants to act can do so.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Gorguk will move over to th jackal and swing at it since his dog is gone.

Power attack 1d20 + 7 ⇒ (19) + 7 = 26 for 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Threat confirm1d20 + 7 ⇒ (11) + 7 = 18 for 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8 +2 fire


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Rhade is waiting, trying to save his spells


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal swings at the skeleton again with the morningstar.
Attack (Bless): 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

-Posted with Wayfinder


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar, confident his allies have this well under control, waits to make sure they don't need his help.
Ready trip attempt if they haven't already killed it.


Jalal's Morningstar destroys the jackal before it gets to bite him. The corpses look recently animated. Which way? N, E, or W?


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"Heading north sounds agreeable with me. Goodness knows we will have to explore the whole place anyway."


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar nods and sets off, leading the party north into the temple, keeping his eyes open for traps.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

"I think those skeletons were recently conjured. Something tells me this tomb has had a visitor in the past few days. We should stay on the lookout for other recent signs." Jalal follows Alzaar to the north.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

If that is the case then whomever conjured them sorely underestimated us. Hopefully that proves to our advantage Jalal. As for which direction to go it matters not to me. As Rhade says we are to search the entire place anyways. Lead on and I will follow Alzaar.

Gorguk can't help but quietly berate himself for lack of planning. He wielded his deity's weapon and favored that above all else but against the skeletal remains he would prefer something that allowed him to apply his full power to his attacks.


Your bloodthirsty Master of Ceremonies

I am out of country in vacation so I will post intermittently. I will be back on Sunday.


Sorry, used wrong avatar.

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