Mbauers' Mummy's Mask

Game Master mbauers

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Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

"We should spread out, move in as though we are unaware and then charge it together..." Say'ri suggests. "Mirri, if you can slip back in and anyone else who thinks they can be stealthy goes too, I will come in last and be the signal. Prepare your spells and move, anyone not sneaking we'll go together. Now Mirri - exactly where is the creature?"

Once Say'ri has an accurate location she'll send anyone who thinks they can sneak in to do just that, then she'll come in and try to get a nice big charge off!


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Mirri nods vigorously in agreement with Say'ri's plan, immediately afterwards scrawling out in the sand on the floor the creature's precise location. The halfling glanced up at Petra and Ibrahim skeptically, as the idea of either being "stealthy" was brought up. Mebbe I'll jus' handle that part, Mirri offers.

Staying with the group long enough to finalize the plan, Mirri then slinks back down the hallway from whence she came, again retaking her position in the gloom to keep an eye on the creature. This time her dagger was drawn, and the halfling eagerly awaited her chance to use it.

Move back in Stealth to position in which she spotted the Div after planning is done


Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

Sorry, Ibrahim! I could swear I'd repped to you re: the healing but it seems I didn't. For the record please feel free to roll your own heals if I'm being slow-- Petra will always be willing to activate the wand!

Two charges of cLW on Ibrahim: 2d8 + 2 ⇒ (3, 1) + 2 = 6 ...and that's why you should roll your own, trolol

Third charge: 1d8 + 1 ⇒ (6) + 1 = 7

While Mirri scouts, Petra quickly tends to Ibrahim's wounds with the wand.

At hearing of the div's return, she looks grim. "Last time we fought it, our weapons did not fully harm it. I can pray to Anubis to help our weapons strike true, I hope, but this prayer will not last long-- perhaps enough for three swings. I will call upon this power when the combat is joined. And yes, I fear I will not be quiet."

After Mirri has disappeared back down the hall, she looks to the others. "Have we other preparations to make? I can bless us for a short time before we stride to join the battle."

Let's say a wand charge of bless here (sorry, should have done it when Mirri was still present), it lasting a minute should mean it's still there when we get there, and then I'll weapons-against-evil once we're in initiative probably (3 rounds)


Gamer Please read the announcements!

Mirri is in stealth mode, no need to roll again. She'll get an action in the surprise round regardless. Anyone else who wants to, feel free to roll stealth, otherwise I'm moving forward with initiative. Petra, you can hit Mirri with the bless too, no worries.


Male Human (Garundi) Magus (Eldritch Scion) 4
stats:
HP: (26/27) AC 18 (FF 15, Touch 14) CMD 18, FS +6, RS +5, WS +5, Initiative: +3, Perception: +3/+1 (sight-based)

Thanks Petra!

Ibrahim attempts to stealthily join Mirri in combat.

Stealth: 1d20 + 3 ⇒ (2) + 3 = 5

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

Say'ri attempts to at least be quiet...

Stealth: 1d20 + 2 ⇒ (1) + 2 = 3 well perfect comic timing at least...

and trips over a broken tile - prompting a muffled burst of cursing.


Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

Petra facepalms as a free action.


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Hidden in the shadows, no one saw Mirri wince as her worst fears regarding her companions' abilities to stay unnoticed came true. Whelp, guess that div thing will be comin' for them...it'll never see me 'til it's too late!

Initiative 1d20 + 4 ⇒ (4) + 4 = 8


Gamer Please read the announcements!

The party tries to sneak up on the div, but stealth is not their strong suit. The otherworldly-menace hears their approach, turning to face them as the ghostly hand floats by its side.

Mirri lies in wait, ready to strike.

Mirri, you get a standard action in the surprise round. You can move concurrently with the party, so if you want to reposition yourself on the map closer to get within striking distance before the surprise round starts, feel free.

Next up: Mirri (surprise)
Say'ri
Div
Ibrahim, Petra

GM:

Petra Init: 1d20 + 6 ⇒ (10) + 6 = 16
Say'riInit: 1d20 + 4 ⇒ (13) + 4 = 17
Ibrahim Init: 1d20 + 3 ⇒ (10) + 3 = 13
Div: 1d20 + 2 ⇒ (15) + 2 = 17


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Mirri laid in wait just beyond the room where the Div had positioned itself. The rest of the group's noise-making produced the desired effect for the halfling: the Div moved into her trap. Springing from the shadows as the foe moved in range, Mirri lashed at the creature with her knife.

Surprise round sneak attack vs. FF AC 1d20 + 7 ⇒ (8) + 7 = 15

Damage, if hits 1d3 + 4 ⇒ (3) + 4 = 7+2d6 ⇒ (4, 2) = 6


Gamer Please read the announcements!

Gah, miss by one. Unless you forgot Petra's bless, in which case you hit (for 8 damage).


Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

(judging by Mirri's stats, yeah, she left out the +1)


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Yep, bless saves the day!

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

Say'ri charges the otherworldly menace - fuelled in part by the anger at what it has done to her comrades, and more immediately by the pain in her stubbed toe. Akhentepi swoops in alongside her.

Charge: 1d20 + 7 + 2 + 2 + 1 ⇒ (2) + 7 + 2 + 2 + 1 = 14

Akhentepi Charge: 1d20 + 5 + 2 + 2 + 1 ⇒ (13) + 5 + 2 + 2 + 1 = 23 Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Why does Akhetepi always get my good rolls?


Gamer Please read the announcements!

Well, you can use 2 combat stamina points to make it hit. You know that those points refresh if you rest for a couple minutes after combat, right? :-)

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:
GM Bauers wrote:
Well, you can use 2 combat stamina points to make it hit. You know that those points refresh if you rest for a couple minutes after combat, right? :-)

No... I didn't know that... Consider combat stamina spent!

Damage: 1d10 + 7 ⇒ (4) + 7 = 11


Gamer Please read the announcements!

Yep, here you go: Stamina Pool

When you have an ability that grants you stamina points, you gain a stamina pool with a maximum number of stamina points equal to your base attack bonus + your Constitution modifier. During combat, you can spend stamina points from this pool to perform a combat trick, the specific effects of which are dictated by a combat feat you possess. Spending stamina points in this way is not an action, but you can't do so if you are unconscious, fatigued, or exhausted. You can use as many combat tricks on the same action or attack as you like (as long as you have the stamina points to spend), but you can't use the same combat trick twice within its scope. For instance, if you have a combat trick that affects a single attack, you can't use that combat trick more than once on the same attack.

Dropping to 0 stamina points causes you to become fatigued until you have 1 or more points in your stamina pool.

Temporary increases to your Constitution score, such as those granted by the core barbarian's rage class feature or bear's endurance, do not increase the number of stamina points in your pool or your pool's maximum number of stamina points. However, permanent increases to Constitution, such as the bonus granted by a belt of mighty constitution worn for more than 24 hours, do adjust your stamina points.

You regain stamina points by resting for short periods of time. You don't have to sleep while resting in this way, but you can't exert yourself. You stop regaining stamina points if you enter combat; take an action that requires a Strength-, Dexterity-, or Constitution-based skill check or an ability check tied to one of those ability scores; or take more than one move action or standard action in a round (you can still take free, immediate, and swift actions). This reduction in your number of actions per round also effectively halves your overland speed. For each uninterrupted minute you rest in this way, you regain 1 stamina point. If you are suffering from any of the following conditions, you can't regain stamina points: confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned.

The div's head snaps back from the force of the blow and it retreats a step, desperately trying to escape.

Casting a spell-like ability provokes an AoO from Akhentepi.

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

AOO: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Akhentepi lashes out with the speed of a born predator.


Gamer Please read the announcements!

Concentration: 1d20 + 10 ⇒ (3) + 10 = 13

The general's talons disrupt the Div's concentration as it attempts to bend the fabric of space-time. His spell fizzles!

Wow, didn't see that coming!

Next up: Party


Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

Petra hustles forward, with an approving nod for the ruination of that spell. "Anubis, strike down this vile creature!"

Weapons against evil, on Say'ri, Mirri, and Ibrahim, duration 3 rds


Gamer Please read the announcements!

That spell is perfect for this enemy. Finish him!

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

Say'ri and Akhentepi momentarily sport identical grins as the Div's spell fails. Both press forward, ploughing into the outsiders form.

Attack: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 Damage: 1d10 + 7 ⇒ (4) + 7 = 11

Akhentepi 1: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Akhentepi 2: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Crit Confirm?: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 Crit Damage?: 1d8 + 1 ⇒ (8) + 1 = 9

In future guys just buff Akhentepi... he's way more effective than Say'ri it seems!


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Sensing victory as the General's talons tore away at the Div, Mirri vaulted past the foe to a position at its flanks. There she slashed her small knife at key connective tissue, hoping to the fell the foul creature once and for all.

Move action with Acrobatics to current position on map, then sneak attack with Petra-enhanced weapon

Acrobatics to avoid AoO 1d20 + 16 ⇒ (5) + 16 = 21

Sneak Attack 1d20 + 9 ⇒ (11) + 9 = 20

Damage, if hits 1d3 + 4 ⇒ (1) + 4 = 5+2d6 ⇒ (4, 2) = 6


Gamer Please read the announcements!

The div's otherworldly protections are no match for the judgment of Anubis. Say'ri's darkmetal flail hums with power as she swings it at the fiend's great eye, which explodes like an overripe melon. Mirri stabs the lifeless corpse a few times for good measure.

Combat over


Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

Yay! Sorry, Thanksgiving-ness florped me.

Petra nods in sharp approval as the foul div drops, hurrying up to rejoin the others. "Well struck. We begin to work like the gears of a gate. Anubis approves. I am pleased that we know the creature is dealt with, and do not have to worry about it coming up behind us as we continue to search."

She doubles back down the hall, to stick her head into the room they passed and look around.

Moved on map, will detect magic in the room she's in and look around

Per: 1d20 + 10 ⇒ (11) + 10 = 21

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

Say'ri likewise seems pleased by the groups effectiveness. She takes time to search the body while Akhentepi, shrinking back into his normal form, circles lazily around the room - his sharp eyes watchful.

Say'ri is searching the div, take 20
Akhentepi is searching the room, take 20

Once their searches are done the two of the them return to join Petra. "Let us finish this side of the main chamber first. No sense allowing anything else to sneak up on us."


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Mirri gave a satisfied nod as she stabbed the lifeless body of the Div one last time. She then looked at her arm again hopefully, only to be disappointed to see the creature's death did not relieve her of her disease.

Sighing, the halfling pull her cloak hood up more snugly and followed Say'ri as the human woman searched. Mirri again nodded wordlessly in agreement to Say'ri suggestion as to where to go next, and fell in behind the woman while keeping her usual eye out for traps.

Ready to Proceed!


Gamer Please read the announcements!

Say'ri searches the div, but finds nothing of value amongst the creature's rags.

The others search the adjoining room, with Petra finding no magical auras:

The southern area of this large space contains a long stone table, two benches, and two wooden hutches. Just visible behind a partition wall to the north is a kitchen with tables, cabinets, and a stove in the corner. Around a corner to the south stands a stone enclosure with a rounded top and a hatch set in the front.

The hutches in the dining area contain stoneware plates and other tableware, while the kitchen cabinets hold a variety of metal cooking utensils and flatware. The stone enclosure in the corner is an indoor granary whose contents long ago turned to dust.

So not much left on this side--which room to you want to investigate on the western portion of the floor? Just move your tokens to one and I'll reveal it.

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

"This side is clear then. That will save us trouble in future." Say'ri stops and speaks in a low voice to Mirri. "Are you ok little one? We can stop and seek healing for you if you want. Nothing in here is worth our lives."

After conversation, Say'ri will move across from the entrance hall and explore front to back on the west side. :)


Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

"We will find a way to ease your affliction," Petra promises Mirri gravely, as she follows Say'ri along to the other side. "For now, your eyes are yet needed if we intend to search further."

She stands ready with her bow to cover their further advance into the western half.


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Mirri nodded at the encouragement from her companions, but said little. I'll never be able to go home lookin' like this. But, I...I can keep goin'. Don't affect my eyes any. With a pause she added, mebbe I'll jus' need to hide all the time after this. At least the shadows don't mind what I look like. Shoulder shrugging, the halfling moved on with the group.

Ready to head on into the western section, with Mirri staying right behind Say'ri as they head into uncharted territory


Gamer Please read the announcements!

A series of cubicles encircle an open central space here, each separated from the common area by a curtain hanging from a rod over the doorway.

Within each cubicle, a bed frame and footlocker are bolted to the floor. The curtains, bed frames, and footlockers are all dusty but in good repair. The bedding, however, has rotted away and served as nests for mice and insects over the years.

As you approach the cubicles a few walking corpses shamble around the corner and move to strike, crashing into Say'ri! 15 damage from two partial charges!

They appear to be zombies, animated corpses resistant to bludgeoning and piercing weapons.

Next up: Party

Zombies

Gm:

MirriInit: 1d20 + 6 ⇒ (3) + 6 = 9
Petra Init: 1d20 + 6 ⇒ (3) + 6 = 9
Say'riInit: 1d20 + 4 ⇒ (8) + 4 = 12
Ibrahim Init: 1d20 + 3 ⇒ (10) + 3 = 13
Red Init: 1d20 ⇒ 9
Blue Init: 1d20 ⇒ 19
Green Init: 1d20 ⇒ 14

Blue charge Say'ri: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Green charge Say'ri: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

Say'ri hisses like a wounded cat, before retaliating with her flail.

Attack: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d10 + 7 ⇒ (3) + 7 = 10

As her attack slams home Akhentepi grows into his battle form and descends on the other zombie - raking ferociously.

Attack: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Attack: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Their combined fury is impressive, although the corpses unnatural resilience seems to protect them somewhat.


Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

Watching Say'ri take two attacks, Petra winces sympathetically. It appears the other woman might have had some injuries unhealed from before, and Petra makes a note of that-- Anubis has tasked her with keeping the others healed, and she should do her job more fully.

For now she steps forward and draws the curative wand swiftly, touching Say'ri with it.

CLW Say'ri: 1d8 + 1 ⇒ (1) + 1 = 2 I swear to god I consistently roll minimum or near it on wand heals. Sigh.

There isn't much room for anyone else to get in there to help Say'ri, unfortunately. Petra frowns.

"If we try and pull back in a few seconds, Say'ri, the others can help!"


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Unseen underneath her cloak hood, Mirri's eyes went wide as the two walking corpses hammered Say'ri out of the blue. The halfling raced forwarded, squirming past one of the zombies to a position behind the creature. Recalling advice her brother gave her about fighting much larger human thugs, Mirri slashed her knife towards the Achilles tendon.

Move action with Acrobatics to current position on map, then sneak attack on Green

Acrobatics 1d20 + 16 ⇒ (12) + 16 = 28

Sneak Attack 1d20 + 9 ⇒ (4) + 9 = 13

Slashing Damage, if hits 1d3 + 4 ⇒ (1) + 4 = 5+2d6 ⇒ (3, 6) = 9

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:
Mirri Massadeq wrote:

Unseen underneath her cloak hood, Mirri's eyes went wide as the two walking corpses hammered Say'ri out of the blue. The halfling raced forwarded, squirming past one of the zombies to a position behind the creature. Recalling advice her brother gave her about fighting much larger human thugs, Mirri slashed her knife towards the Achilles tendon.

Move action with Acrobatics to current position on map, then sneak attack on Green

Acrobatics 1d20+16

Sneak Attack 1d20+9

Slashing Damage, if hits 1d3+4+2d6

You should have flanking for an extra +2 to hit Mirri!


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

i added that in already; Mirri normally has +7 to hit


Gamer Please read the announcements!

Say'ri and her familiar strike one of the animated corpses down while Mirri, tumbling nimbly, dispatches one on her own, severing all of its extremities by expertly slicing through tendons and ligaments.

Petra can't apply her healing as well as she'd like in the heat of battle.

Only red zombie is left un-alive.

Ibrahim up


Male Human (Garundi) Magus (Eldritch Scion) 4
stats:
HP: (26/27) AC 18 (FF 15, Touch 14) CMD 18, FS +6, RS +5, WS +5, Initiative: +3, Perception: +3/+1 (sight-based)

Wow, my bad guys. Been busy this week and didn't realize the game picked back up. Also, don't forget, they also get -2 AC for charging.

Ibrahim shoulders past Petra and strikes out at "red"

Attack with PA: 1d20 + 6 - 1 ⇒ (8) + 6 - 1 = 13

Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Lemme know if I couldn't make it there. Just tried to get this posted quick.


Gamer Please read the announcements!

Ibrahim slices a large gouge out of the zombie's torso. It recoils from the impact, then whips around and bashes the swordsman on the side of the head, ringing his ears.

7 damage to Ibrahim--these are some potent zombies, lol. Their AC is 12 FYI, and this one has 5 HP left.

Next up: Party

Red vs Ibrahim: 1d20 + 6 ⇒ (16) + 6 = 22

Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

Not willing to stand back, even for a moment, Say'ri and Akhentepi crowd the last zombie, coming up on either side of Ibrahim to take it down.

Say'ri: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 Dam: 1d10 + 7 ⇒ (5) + 7 = 12
Say'ri confirm?: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 Dam: 1d10 + 7 ⇒ (8) + 7 = 15

Say'ri pulverises the creature with a mighty flail strike, crushing the entire top half of the torso before the General even manages to get a claw in.


Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

I'll assume that hit ends combat, lol. Even if not this will still be Petra's action:

Cursing this defective wand she got, Petra tries to shake more healing out of it for Say'ri.

CLW Say'ri: 1d8 + 1 ⇒ (5) + 1 = 6

8 damage healed to Say'ri over the two wand charges. If we are out of combat feel free to roll for yourself (both Say'ri and Ibrahim) and I'll track the charges used.


Gamer Please read the announcements!

Say'ri puts finishes the matter, sending the last zombie to a messy end.

Petra sets about healing her wounds (feel free to add more healing, I'm just going to move things along but I assume you wouldn't keep exploring while very wounded) while the others search the cubicles. There is nothing of value, and the middle chamber is a (two-thousand year old) privy.

You can read my previous description, but essentially the permanent fixtures (bed frames, footlockers, curtains) are all somehow in good repair, despite their very advanced age. Other things, like bedding, have long since rotted away.

Moving along, to the north...

A short hallway connects a shallow, empty pool to the west to two curtained cubicles to the east. A wooden bench is bolted to the floor in a small alcove across from the pool. A set of stone doors marked with hieroglyphs stands to the north. The cubicles are much like the ones in the previous area, including the bed frames, footlockers, and rotted bedding.

Two corpses have been dragged into the northern cubicle here. One is a pile of bare bones kicked unceremoniously out of the way, and the other is a rotting, but still intact, cadaver. An old, broken scimitar lies nearby. The bones are scorched and still warm to the touch, and the corpse has suffered a number of recent injuries. Petra easily identifies them as recently destroyed undead—a skeleton and zombie, respectively. I put the red and blue zombies on the map for reference, but they are not enemies to fight

So you can go through the double doors to the north, or back to the fountain room to explore that area. Which way? Mirri, are you advanced scouting any of these, or are you all traveling together? I just need to know your standard protocol as things will soon be becoming more dynamic.

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

Cure: 1d8 + 1 ⇒ (1) + 1 = 2
Cure: 1d8 + 1 ⇒ (4) + 1 = 5
Cure: 1d8 + 1 ⇒ (5) + 1 = 6
That's enough for now :)

Say'ri presses on at the front of the group, keeping Mirri and her sharp eyes just behind her, since the halfling has been cursed Say'ri has been feeling much more protective than normal(!) Petra's news that the dead were recently destroyed causes the guardian to pause, troubled.

"So someone has risked the wrath of the temple and broken in to search this place. Didn't you meet a group who complained about the lottery? Do you think they would be foolish enough to do something like this? Regardless we must be careful, they will have made some things easier for us, but they might also have reset traps and so forth. Mirri, we're going to need your eyes more than ever. I will lead."

Before she suits action to words however she looks to the rest of the group. "Is there anything else to check here before we go on? I didn't see anything of significance in the central atrium but we may be wise to check again."


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Mirri nods in response to Say'ri's suggestion to keep as sharp a lookout as possible, the possibility that others may have already intruded on the group's assigned area seeming to re-focus the halfling off her disease.

Hmmm...let's take another look at that fountain room 'for we move on. I was....a little rattled last time we were there. Mirri took a step forward towards the main room expectantly, waiting for the others to follow.

Recommend a Take 20 search of the fountain room, then back to the NW area we haven't explored yet.

For now Mirri will stick with the rest of the group. She's custom-built to scout, but her current malady has shaken her confidence a bit. She'll stay right behind Say'ri, so she'll get an auto-detect chance to detect any traps before Say'ri walks into them.


Male Human (Garundi) Magus (Eldritch Scion) 4
stats:
HP: (26/27) AC 18 (FF 15, Touch 14) CMD 18, FS +6, RS +5, WS +5, Initiative: +3, Perception: +3/+1 (sight-based)

"At least it wasn't more ghouls"

Ibrahim shrugs and chuckles as Petra hits him up with some healing.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

That should be good enough for now


Gamer Please read the announcements!

The fountain area itself holds nothing of interest, but the alcove to the northwest of it does.

Rows of stone shelves fill this crowded room. Most of the books and scrolls once stored here have disintegrated over time, but a few volumes engraved on more durable materials still endure.

Numerous scroll tubes litter the floor of the room amid the dusty remains of ruined paper and papyrus. A solitary door is set into the western wall.

Amidst the debris, Mirri finds two scrolls on the shelves that appear to be of a magical nature, as well as another unrolled papyrus scroll discarded on the floor. It describes, in Ancient Osiriani, how magicians of Osirion’s First Age could alter elementals to new forms and purposes. The text describes the concept of an ahkhat and the “keystone” that binds it to a building and pacifies it. The scroll further mentions that such keystones were frequently built into the foundations of the structure and often concealed by secret doors.

Ahkhat excerpt from bestiary entry:

An ahkhat is an elemental entity that dwells within a single building or structure, such as a monument, temple, or manor. The floors and walls of this structure are the ahkhat’s veins and arteries, and the doors and windows of the building are the creature’s fingers and toes. An ahkhat exists solely to maintain and protect its attuned structure. Far from a mere house servant or magical butler, an ahkhat is its structure’s consciousness incarnate.

Ahkhats are bound to their structures via a special keystone that’s intrinsically attuned to the ahkhat, and they cannot leave the premises of their own volition. Furthermore, ahkhats cannot move through or manipulate structurally damaged parts of their attuned buildings, so they have a vested interest in maintaining the integrity of their demesnes.

Every ahkhat is tied to its own keystone, which is usually a stone block that weighs hundreds of pounds. The keystone must be included as part of a structure’s foundation or cornerstone, or must be exchanged for a mundane keystone as part of a permanent alteration effected by a skilled artisan. Ahkhat keystones are usually difficult to locate, and are sometimes protected by a locked or secret door, devious traps, or magical protections. The outward appearance is typically a carved icon of a humanoid figure, beneath which is written the ahkhat’s name in Ancient Osiriani.

Mirri also finds a secret panel in the western wall of the library. It is locked but does not appear trapped. DC 20 DD to open


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Since its a lock and not a trap (therefore no real consequences for failure), Mirri would try Taking 10 first. In this case, a total check of 21 would do the trick.

Searching through the rubble for valuables seemed to take Mirri's mind off of her affliction, and some of her former spunk re-emerged. She excitedly gave the magical scrolls to Petra and Ibrahim. Then, the halfling handed the scroll written in an ancient language to Say'ri, in hopes the human or one of their companions could decipher the text. Mirri listened absentmindedly to the description of the scroll's contents, appearing to lose interest once it was clear the scroll was not intrinsically valuable. Hey, looky here! The halfling's excited chirp interrupted the end of the scroll's explanation as Mirri pointed to a revealed secret panel while practically bouncing up and down. She immediate set to opening it, a wide smile visible underneath her hood.


Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

Sorry, busy few days!

Petra is able to read the old language, and does so. "This talks of... house guardians, woven into a building..."

She keeps reading, muttering aloud snatches of it. (Spoiler open to everyone as Petra will translate)

Petra also looks over the two magical scrolls, with a short prayer to Anubis. (read magic)

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

"This strongly implies that we will encounter a guardian of this sort." Say'ri comments. "The question will be whether however has broken in here first has found the keystone before us... We must be alert for anything matching its description - the High Priest probably held it so if we find his quarters we much check them carefully."

Keeping look-out while the rest of the party deals with the scrolls Say'ri waits until everyone is done before leading the party back to the west and facing the next set of doors.

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