Mummy's Mask Version 1.5 (Inactive)

Game Master DoubleGold

Mummy's Mask with 33.3% more enemies, 10% extra enemy treasure.
Dungeon Map
Awesome Loot


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Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

So, I've now added botting instructions for Kaylor in his profile. They essentially consist of "Use arcane mark to attack twice."

Kaylor moves forward and attacks the creature. With his scimitar of goodness.

To Hit: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10


DungeonMaster

The heroes hit the thing hard. Nahoce and Avelloran are up.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Begone, foul abomination, by the power of Pharasma, BEGONE!

Channel Positive Energy, DC 14: 2d6 ⇒ (5, 5) = 10


DungeonMaster

This thing is more than bloodied, since I botted Avelloran last round and Elmar didn't want to be large he casted acid dart instead

attack: 4 + 1d20 ⇒ 4 + (11) = 15 vs touch
damage: 2d6 ⇒ (3, 5) = 8 acid damage
Avelloran still has something to do this round. As that was for last round.


Avelloran continues to fling about globs of acid. Attack: 1d20 + 4 ⇒ (17) + 4 = 21 vs touch. Damage: 2d6 + 2 ⇒ (1, 3) + 2 = 6


DungeonMaster

The creature is dead, Silver exits the dungeon to rest for the day and buys some potions, but he will be back in time for the hand fight.

He buys 6 potions of cure light wounds and drinks them. healing: 6d6 + 6 ⇒ (3, 5, 5, 2, 3, 2) + 6 = 26
He buys two more potion heal: 2d6 + 2 ⇒ (1, 6) + 2 = 9


DungeonMaster

Heroes pass by the sacred pool, the chapel and the kitchen. Fyi, if you think like me, there is no edible food in the kitchen. Rooms 7, 8, 9. Knowledge religions 2 checks and knowledge history to know the full story of these rooms and another combat. Failing the checks means you are given the story behind the rooms half-assd. but with much weaker creatures

also, while traveling heroes find a potion of cure light wounds.

If you would have healed before this combat, let me know, about 5 minutes of gameplay passed since the last.

Heroes fight these thing in room 8.
Knowledge religion to identify creature.

init: 6 + 1d20 ⇒ 6 + (10) = 16 creature 1
init: 6 + 1d20 ⇒ 6 + (17) = 23 creature 2
init: 11 + 1d20 ⇒ 11 + (14) = 25 avelloran
init: 4 + 1d20 ⇒ 4 + (9) = 13 Kaylor
init: 6 + 1d20 ⇒ 6 + (20) = 26 elmar
init: 3 + 1d20 ⇒ 3 + (1) = 4 Nahoce

Elmar, Avelloran, Creature 2, Creature 1, Kaylor, Nahoce.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Feeling significantly more at ease now that their sketchy babysitter with questionable loyalties seems to have vanished, Kaylor continues onward, hoping to make as much use of this time as possible.

Religion everywhere: 1d20 + 6 ⇒ (13) + 6 = 19
Religion 2: 1d20 + 6 ⇒ (3) + 6 = 9
Religion 3: 1d20 + 6 ⇒ (3) + 6 = 9
Religion 4: 1d20 + 6 ⇒ (2) + 6 = 8


DungeonMaster

@Kaylor the 3rd check is history. Also I forgot, if you want to know that silver has left, Roll Perception since he is invisible. He isn't trying to be sneaky here so he doesn't get his other stealth bonuses, but being invisible, he just is in a way. DC 20 to actually notice Silver Bullet is currently not here.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

But you said the checks to identify the creatures are religion. So I did those as well. Also, detect magic seems like a better choice than perception for seeing if he's still around.


DungeonMaster
Kaylor Traice wrote:
But you said the checks to identify the creatures are religion. So I did those as well. Also, detect magic seems like a better choice than perception for seeing if he's still around.

Oh, right, they are both the same creature, if you id one, you id both.

2 checks for the story and 1 for the monsters. You can't fail one and succeed the other, that wouldn't make sense.

And Kaylor or someone detects magic only to find out there is no magic around, not even Silver.


Religion: 1d20 + 11 ⇒ (17) + 11 = 28

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Knowledge Religion 1: 1d20 + 5 ⇒ (1) + 5 = 6
Knowledge Religion 2: 1d20 + 5 ⇒ (16) + 5 = 21
Knowledge Religion 3: 1d20 + 5 ⇒ (18) + 5 = 23


DungeonMaster

You all know the Almost the full story and the monster.

Room 7: Sacred Pool
Baptisimal rites were performed in this pool, which was filled with magically created water when needed. The Ancient Osiriani hieroglyphs around the columns identify each element, and a character who succeeds at a DC 15 religion check recognizes the pool's water did not symbolize life, but rather a melange of all creative energies. 4 columns are near the pool representing the 4 images.
History still needed to know the rest.

Room 8: Chapel
A small shrine occupies a raised dais in the north of this room.
Two waist-high fonts stand on either side of the altar, and a small wooden cabinet is bolted against the eastern wall. Two rows of stone benches stand to the south of the dais. A fetid odor permeates the room.
The shrine features a bas-relief of Nethys rising out of an artistic representation reconizeable with a successful knowledge DC 15 religion. The altar has been defaced, but so long ago that the impact of the desecration has lost much of its shock value. The two fonts were once used to create holy water. some holy objects that have nothing of value were left here.

Room 9: Kitchen
The southern are of this large space contains a long stone table, 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. No food is here, just stone plates and whatnot.

Creature identified these things

Okay Avelloran and Elmar Have Fun!

There are no traps around but Everyone who can, also Roll Disable Device 5 times
There are no traps in the upcoming upstairs first 3 rooms, but the rooms are locked, so this will allow me to use your rolls here when combat is over and edge the game faster by a day.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

It actually would be perception, as invisible creatures don't show up under detect magic.

Meanwhile, Ghuls are nasty little guys--it's not that easy to make an undead jann, let alone sneak it into a city, and the fact that it was willing to work with the Hand is rather troubling. Elmar tries to speculate with Nahoce about this in between combats, to see if she has any thoughts on what is going on with this temple.

Elmar can only make untrained religion checks to identify undead, so...

Knowledge (religion): 1d20 ⇒ 18 (if they creatures are undead)

Barring other specific knowledge about the creatures, Elmar will fling his standard to arrows at them (blunt damage if they look skeletal).

Arrow 1: 1d20 + 9 ⇒ (3) + 9 = 12 (-2 if not undead)
Damage: 1d8 + 6 ⇒ (3) + 6 = 9 (-2 if not undead)

Arrow 2: 1d20 + 9 ⇒ (12) + 9 = 21 (-2 if not undead)
Damage: 1d8 + 6 ⇒ (5) + 6 = 11 (-2 if not undead)


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Oh, missed seeing what they were, got it.

Also, Elmar's arrows are magical (for purposes of DR).

"Undead, corrupted priests? I guess now we know what happened t' this place."


DungeonMaster

While that is good roleplay, try not to think too hard on monsters being out of place. It is called the mummy's maks book does not give the monster stats and the PFSrd doesn't have it, so I have to replace it with another monster of the same CR or within 1 CR of it. Some of these APs assume DMs have other books. If you really want, since you all scored high on Religion, you can make something up as part of the story as to how a Ghul ended here as part of your religion success your character knows.

Elmar ids them, but so did other people see above post. and hits one, very hard.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Oh, also missed the bit on disable device for some reason. Sorry for the multi-posting.

Disable Device: 1d20 + 10 ⇒ (5) + 10 = 15
Disable Device: 1d20 + 10 ⇒ (11) + 10 = 21
Disable Device: 1d20 + 10 ⇒ (8) + 10 = 18
Disable Device: 1d20 + 10 ⇒ (16) + 10 = 26
Disable Device: 1d20 + 10 ⇒ (12) + 10 = 22


DungeonMaster

Were is bane at? Burning hands damage: 2d4 ⇒ (2, 3) = 5 fire damage to these things.

Failed Reflex throws.

One dies, the other attacks.
Moves to Nahoce
attack: 4 + 1d20 ⇒ 4 + (18) = 22
attack: 4 + 1d20 ⇒ 4 + (13) = 17

one attack hits damage: 1d6 + 1 ⇒ (2) + 1 = 3 I'm not using disease, since it is undead vs undead.

Kaylor and Nahoce are up


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
Elmar Thonsson wrote:

It actually would be perception, as invisible creatures don't show up under detect magic.

Really? Why not? I assume the wish spell-thing basically gave him permanencied greater invisibility, which would mean that I should be able to check for the presence of illusion magic.

Kaylor uses a point from his arcane pool to get a +1 scimitar swift action, casts arcane mark, and attacks twice.

To hit: 1d20 + 7 + 1 - 2 ⇒ (12) + 7 + 1 - 2 = 18
Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

To Hit: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7


DungeonMaster

Combat over, drawing up second floor now and Elmars disable device was a success as he gets the doors open.

Let me know if you want to do anything or if you would have done anything before the next combat. 3 minutes passes from this combat to the one coming up.


DungeonMaster

Actually there is not combat yet. You gall run into the Graven Guardian of Nethys who would have attacked you, but you all identified the religion and with your knowledge he does not attack you.

Is there anything you would like to ask this creature or have him do for You?

Scroll far to the left to see the map of 2nd floor


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Well, what is this guardian creature that can apparently read our minds to know what we know? Where is he and what is it he does to alert us to his presence?

Also, I believe the plan for upstairs was to set a trap and lure the Hand into it. So I'm assuming this means we're going to have someone trying to scout/stealth to find where they are and therefore where we should set up and how we should position ourselves.


DungeonMaster

You can use stealth, but you have to bypass lots of upcoming creatures. Or try to ask this thing for help. It would require 3 stealth checks from a single PC to lure the hand into a trap.
Or defeat the creatures first and roll 1 stealth check to lure the hand into a trap, but don't forget to set the trap.

The creature moves, he was going to pretend to a be a statue, but you know his religion so he says Welcome. updatd map


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

What about the sort of trap where we wait under the stairs, SB uses his ghost powers to lure a bunch of enemies downstairs, and then we pop out and stab them?

What does the guardian look like?

"What happened here? This place used to be a monastery, and now it's overrun with the undead."


DungeonMaster

Yeah an abandoned monastery, now it is overrun with undead. I can leaved this room, so if there is anything you need help with let me know, just remember I can die too.

Graven but he has a quaterstaff instead.

He pauses for a moment. I don't like undead either or people who think this place belongs to them, but obviously you aren't intruders here, though with some tracks and other stuff around, someone else has been here, though I didn't see anyone.


DungeonMaster

I'll tell you what I can do for you here. You are after the Hand and whatever else is here because the King told you to be here. You can eliminate the rest of the undead and I will trap the Hand which will catch them alive. An invisible trap so DC 40 notice and 30 for escape artist. Or your second option is to let me handle the undead and you will still gain experience and you will go straight to the hand as you will all be level 4 fighting these guys head on? Which option will you take? Yes, he actually does use metagaming language here, just for laughs even though characters don't actually understand levels, DCs and whatnots


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Kaylor's eyes narrow at the creature. First he says he hasn't seen anybody else. Then he magically knows the Hand is here? I don't like this. It's clearly a trap.

Cautiously, making sure not to take his eyes off of the creature, he responds. "Let us...talk about it." He then tries to gesture to the rest of the group to leave the room and go where they can talk privately.

One they are alone, he talks in hushed tones.

"He is clearly trying to trick us with his lies about what he knows and his talk of 'dee-sees' and other madness. Do you think he's another trap the Hand set for us?"

I'm voting not to use either of his plans, and either to ignore the guardian or kill him as a spy for the Hand.


"The paranoid one is right this time." Avelloran says gesturing to Kaylor. "I say we rid the Miscreant of his underwhelming life."


DungeonMaster
Kaylor Traice wrote:

Well, what is this guardian creature that can apparently read our minds to know what we know? Where is he and what is it he does to alert us to his presence?

To be clear you gave me the idea that he can read your minds, so I went with that idea.

He speaks to Elmar Though I have not seen the hand there, I know they are here, because you know they are here and I can read your minds. Oh, and your buddies over there in the other room, though I can't hear them, they aren't exactly wearing their tinfoil hats, and the walls won't help unless there was a door there too. No doors on the 2nd floor, so no place is safe. Thoughts travel through empty space see as I can read minds. please let me live in peace.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
DoubleGold wrote:
Kaylor Traice wrote:

Well, what is this guardian creature that can apparently read our minds to know what we know? Where is he and what is it he does to alert us to his presence?

To be clear you gave me the idea that he can read your minds, so I went with that idea.

I said that because you said

Quote:
You gall run into the Graven Guardian of Nethys who would have attacked you, but you all identified the religion and with your knowledge he does not attack you.

So the only logical reason why he didn't attack us was because you had him read our minds because we didn't actually do anything to make him not attack us. Especially since nothing you actually told us from our religion checks suggested to me that there was this creature in the room or how we could get him not to attack us.

Also, Kaylor would have only said that when everybody was a decent distance away from the creature, so Elmar wouldn't have been there for the creature to talk to him while Kaylor said things.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Elmar turns to consult the group. "Dee seas? Ten foil? Maybe he's using old-time funny language that we don't understand."

And then, after a frown, "But he seems trustworthy. Never seen a statue lie before, an' this one's got religion to keep 'im honest."

And Kaylor, the entry on Graven Guardian says as long as you identify their religion and make a religious statement to them, they can't attack you.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
Elmar Thonsson wrote:


And Kaylor, the entry on Graven Guardian says as long as you identify their religion and make a religious statement to them, they can't attack you.

I don't remember anybody making any religious statements to him. I know I didn't. And if nobody said anything in character, he must be reading our minds.


DungeonMaster
Kaylor Traice wrote:
DoubleGold wrote:
Kaylor Traice wrote:

Well, what is this guardian creature that can apparently read our minds to know what we know? Where is he and what is it he does to alert us to his presence?

To be clear you gave me the idea that he can read your minds, so I went with that idea.

I said that because you said

Quote:
You gall run into the Graven Guardian of Nethys who would have attacked you, but you all identified the religion and with your knowledge he does not attack you.

So the only logical reason why he didn't attack us was because you had him read our minds because we didn't actually do anything to make him not attack us. Especially since nothing you actually told us from our religion checks suggested to me that there was this creature in the room or how we could get him not to attack us.

Also, Kaylor would have only said that when everybody was a decent distance away from the creature, so Elmar wouldn't have been there for the creature to talk to him while Kaylor said things.

Let me back up on this to be clear what happened. I have a habit of leaving things vague.

Heroes walk into a room. This construct wakes up looking hostile at you. He says Those who don't honor my God aren't welcome here.
A character who knows who his God that mentioned the name of the God calmed him down. He does not know who knows his God or not, so he does not mention his God by name. Though he can read peoples minds, he cannot read religious thoughts. When he asked Do you respect my God Not do you worship him, a character would have presumably said yes, even if it was a lie, because it is worth a shot. The creature being highly religious does not believe one would lie about one's own personal beliefs in religion. so a 1 on bluff still passes
As far as Everyone being out of the room, I missed that part.
Wearing a holy symbol of the God would have had a similar affect on the creature.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

That... seems workable. Although maybe we should just leave this fellow behind, if he's causing so much contention.


DungeonMaster

Just then a bunch of undead enter the room. There are seven of them. Run, while I take care of these things!

Do characters want to run or fight? Or you can attack on the run which means you attack once and exit the room, all monsters with init over you get Aoos in this case. From a meta point, exp is given either way, this thing fights for you, exp given, though this thing can die too. Though this guy is pretty powerful.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

"Anyone willing to smash skeletons can't be too bad," Elmar grumbles to the rest of party, "I'd be happy to help the stone man fight."

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Metagaming-wise, I'm flummoxed whenever we shift from roll playing to role playing. I don't feel like I have enough background info to properly role play these parts, and the quick pace is not conducive to deep characterization. Should I accept SB's help at face value? Should I suspect that he'll backstab us at some point? I don't know, and I don't feel like I have enough information to make a decision. Same with the current guardian. So I'll make the best guess I can and hope for the best. /rant

I am always ready to help the restless dead to their final sleep. Thank you, guardian, I will help you.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Yeah, I feel like I lucked out a bit by creating a character who prefers actions over words, generally trusts others, and who is in-character generally willing to go along with SB's plans and dungeon crawl (since, so far, nobody's gotten badly wounded but the bullet man)

That said, Nahoce, you're the religious one in the group—if you decide whether or not to trust the guardian, I know Elmar at least would respect that opinion.


DungeonMaster
Nahoçe Sijed wrote:

Metagaming-wise, I'm flummoxed whenever we shift from roll playing to role playing. I don't feel like I have enough background info to properly role play these parts, and the quick pace is not conducive to deep characterization. Should I accept SB's help at face value? Should I suspect that he'll backstab us at some point? I don't know, and I don't feel like I have enough information to make a decision. Same with the current guardian. So I'll make the best guess I can and hope for the best. /rant

I am always ready to help the restless dead to their final sleep. Thank you, guardian, I will help you.

I'm trying to balance the two a bit, but knowing you are near the end of book 1, I am trying to speed this last part up and at the same time give you a little more roleplay. But remember this game is a dungeon crawl, so there is not a whole lot of opportunity for roleplay unless the DM really knows how to implement it.

You are all now Level 4

init: 3 + 1d20 ⇒ 3 + (20) = 23 undead religion
init: 3 + 1d20 ⇒ 3 + (14) = 17 same as above
init: 6 + 1d20 ⇒ 6 + (19) = 25 religion
init: 8 + 1d20 ⇒ 8 + (20) = 28 religion
init: 8 + 1d20 ⇒ 8 + (14) = 22 same as above
init: 7 + 1d20 ⇒ 7 + (19) = 26 religion
init: 7 + 1d20 ⇒ 7 + (16) = 23 religion
init: 3 + 1d20 ⇒ 3 + (18) = 21 nahoce
init: 6 + 1d20 ⇒ 6 + (7) = 13 elmar
init: 4 + 1d20 ⇒ 4 + (14) = 18 kaylor
init: 11 + 1d20 ⇒ 11 + (20) = 31 Avelloran
init: 2 + 1d20 ⇒ 2 + (20) = 22 Guardian

Order
Avelloran
Number 4
Number 6
Number 3
Number 7
Number 1
Number 5
Guardian
Nahoce
Kaylor
Number 2
Elmar

Epic fight, the God of the Guardian casts bless on all of you. +1 to attack rolls
I moved everyone to a more open room to the left

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Knowledge Religion: 1d20 + 5 ⇒ (4) + 5 = 9
Knowledge Religion: 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge Religion: 1d20 + 5 ⇒ (14) + 5 = 19
Knowledge Religion: 1d20 + 5 ⇒ (12) + 5 = 17
Knowledge Religion: 1d20 + 5 ⇒ (20) + 5 = 25

I thinks that's enough checks. Will level up tonight when I get home. Good thing my initiative always sucks. :-)


DungeonMaster

special ghoul 1 and 2
coffer corpse number 3, only with higher init, better hit chance, more hp, but with no special attacks or special abilities. And smaller damage reduction 2 instead of 5.
zombie type 4 and 5
another ghoul 6 and 7


Avelloran casts Creat Pit under the coffer corpse(3) and one of the zombies(5)

As per the spell, the edges are sloped 5 ft outward so 4,1,2 have to make saves as well. it is 20ft deep and lasts 5 rounds. 2d6 falling damage to all that fail the DC 17 ref save. The ones not directly under it when it's created get plus 2 to their saving throw.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Considering how many ways we have to deal ranged damage, Create Pit looks pretty awesome here. (1 and 2 should be able to fly out of the pit, but not until after taking falling damage) Nice work.


DungeonMaster

reflex: 4 + 2 + 1d20 ⇒ 4 + 2 + (19) = 25 #1
reflex: 4 + 2 + 1d20 ⇒ 4 + 2 + (5) = 11 #2
reflex: 1 + 1d20 ⇒ 1 + (8) = 9 #3
reflex: 7 + 2 + 1d20 ⇒ 7 + 2 + (4) = 13 #4
feflex: 7 + 1d20 ⇒ 7 + (15) = 22 #5

A pit is created and more than 2 fall in. Number 4 falls on top of number 3, both take an additional damage from landing on each other.

damage: 2d6 ⇒ (4, 3) = 7 #2
damage: 3d6 ⇒ (5, 1, 3) = 9 #3
damage: 3d6 ⇒ (5, 4, 5) = 14 #4

Number 4 climb: 16 + 1d20 ⇒ 16 + (11) = 27 and his second move climb: 16 + 1d20 ⇒ 16 + (9) = 25
Number 6 takes a double move to go around the pit and into melee of the statue.
Number 3 climb: 3 + 1d20 ⇒ 3 + (17) = 20 and his second move climb: 3 + 1d20 ⇒ 3 + (18) = 21
Number 7 moves to the statue and with claws attack: 7 + 1d20 ⇒ 7 + (7) = 14 attack: 7 + 1d20 ⇒ 7 + (18) = 25
Number 1 moves to avelloran and attack: 6 + 1d20 ⇒ 6 + (11) = 17
Number 5 Moves back so people can't reach him.
Guardian full round attack to attack with keen quaterstaff attack: 11 + 1 + 1d20 ⇒ 11 + 1 + (16) = 28
attack: 11 + 1 + 1d20 ⇒ 11 + 1 + (8) = 20
attack: 6 + 1 + 1d20 ⇒ 6 + 1 + (4) = 11


Why thank you! I don't play casters very often/ not at all. So I'm trying not to suck it up.


DungeonMaster

Now time to roll more damages.
Number 3 got hallway as he wasn't at a distance when he failed.
Number 4 got out, but is still in the danger zone. reflex: 7 + 2 + 1d20 ⇒ 7 + 2 + (18) = 27
Number 1 deals damage: 1d6 ⇒ 6 to avelloran and he is paralyzed for the next round.
Number 7 hits gardian once. damage: 1d4 + 1 ⇒ (4) + 1 = 5 and the construct is immune to to paralyze.
Guardian hits 7 twice damage: 2d6 + 10 ⇒ (4, 5) + 10 = 19 and bloodies number 7 in a single round.

Nahoce
Kaylor
Number 2
Elmar


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Unrelated:
1d8 ⇒ 1

Kaylor channels energy into his sword, makes a few arcane gestures, and then moves to attack the zombie that paralyzed Avelloran.

To Hit: 1d20 + 8 + 1 - 2 ⇒ (6) + 8 + 1 - 2 = 13

To Hit2: 1d20 + 8 + 1 - 2 ⇒ (14) + 8 + 1 - 2 = 21
Damage: 1d6 + 4 ⇒ (5) + 4 = 9


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Yeah, it's one of those spells that I've always wondered about the use of.

Meanwhile, elves are immune to ghoul paralysis. This applies to regular ghouls, Avernal ghouls, wolf ghouls, and Lacedons. The only exception are Ghasts, which specifically say "elves are not immune," implying that unless where otherwise noted, elves resist ghoul paralysis.

Stirge ghouls, being 3pp, don't mention anything about elves either way, but I'd guess this is because Frog God forgot/doesn't have errata. Owing to the wording of the ghast entry, I'd say this implies that unless otherwise noted elves are immune to ghoul paralysis, and Avelloran is doing just fine thanks to his magic pointy ears.


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Touch me not foul creature! *Sips yuppie water*

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