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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I guess we'll start with the bench with footprints.

Perception (broken bench): 1d20 + 6 ⇒ (17) + 6 = 23
Perception (dead cobras): 1d20 + 6 ⇒ (12) + 6 = 18
Perception (footprints): 1d20 + 6 ⇒ (17) + 6 = 23
Perception (slash marks): 1d20 + 6 ⇒ (2) + 6 = 8
Perception (bloody arrows): 1d20 + 6 ⇒ (18) + 6 = 24


DungeonMaster

DC was 15 to accomplish

you examine the broken bench, it appears someone fell into the bench just hard enough to break it, you can't tell if the person backed into it, fell into it or was pushed. arcana or engineering to know that.

you examine the dead cobras, you determine they have slash marks on them, arrows in them and they have been squished. More slash marks than anything suggests someone had a blade, though you can't tell what the slash marks are in terms of weapon. one of them has blood on the teeth suggesting that one actually succeeded in biting a target.

you examine the arrows, you can tell that the ranger or whoever fired did so in the southwest corner by looking at the angle, though you can't tell which ones he fired first or if he moved during the fight, arcana or engineering to know that.

you examine the blood, it leads a trail to the door, with less and less drops and person dragging their leg, suggesting that the person was bit. You can tell that the blood is from a core race, though without forensices, there is no way to know what race exactly it was.

you examine the slash marks that are on the floor and can't determine a thing.

you examine the footprints, you can tell the person stayed on that bench for quite some time, though you can't tell if the person jumped off or got off, just they traveled from the bench to the snakes. arcane or engeineering to know that.

Okay, you can examine the objects a bit closer for a second look for more clues, as long as you have dc 15 or higher you get more clues or examine the other objects.


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)

Oops, forgot to include level up updates

Kaylor will look over the odd skid marks.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15 +2 from aid
Arcana: 1d20 + 11 ⇒ (1) + 11 = 12

"Hmmm...Tiny Tim, have you ever seen the like?" Kaylor quietly asks his slow and steady companion.
Tiny Tim to the rescue! (aid Perception): 1d20 + 4 ⇒ (17) + 4 = 21

Tiny Tim makes turtles noises, and then explains to Kaylor in their super secret special language. "You are lucky that I am such a smart turtle."

Kaylor then surveys the rest of the carnage. Looking at the trail of blood, he asks, "Wouldn't there be more blood as the person moved? Not less?" He ponders this, and then pokes at the blood, checking to see if it's still fresh AKA wet or if it has had time to dry. "Elmar, can you tell how long ago this battle was? Might someone be in need of assistance? Can you tell how many walked away from this fight?" As he approaches the dwarf, he taps him with a magical stick, making his companion feel better. If I remember, you took 2 negative levels, so this should heal the 10 damage you took from that. How much other damage did you take?

If I remember correctly, we were coming here to investigate someone who we think was causing the undead disturbance, right?

Kaylor then moves to listen at the door, absently tapping himself with a wand as he does so.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11

But fails to hear anything.


DungeonMaster

yes and you are also looking mask of the forgotten pharaoh, but someone has beaten you to this place. Remember that there were other groups, not just the hand. they may be good or bad, but they beat you to to this place. Finding out who was just here, why, and what happened might be important.

you can't tell much from the skid marks, only that one or more of whoever was here was in a hurry.

Also the blood is semi wet, you would need two perception checks or perception plus arcana/engineering to know that, but your character looked specifically to see if it was fresh. Heal check does the trick too. You can tell that the blood is no more than 30 minutes old, though without the checks you can't tell further.

and since the battle is over, any negative levels are gone


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)

Negative levels might be gone, but I assume the -5 HP/level persists until healed just like normal damage.

Also, my perception for the skid marks actually ended up be a 17 since I forgot I had leveled up my character. I edited the previous post, but you responded before that.


DungeonMaster

okay for the skid marks, you notice there was only two people running, they weren't expecting to run into trouble so soon. They were after something or someone and tried to stop to avoid landing on top of the snakes as the things rose up as they got closer. The way the skid marks were, they were definitely in a hurry one way or another. You also notice the footprints leading from the skid marks, it was the meleers in a hurry, not the ranger, or any bard, etc. as footprints lead from the marks to the snakes. they left footprints because they went through some dirt area, chances are they came from the same grave we did, but didn't run into trouble until they got inside.


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])

Survival (to notice special things about the tracks/footprints): 1d20 + 13 ⇒ (11) + 13 = 24
Perception (on art, since nobody has: 1d20 + 14 ⇒ (11) + 14 = 25
Perception (to search the room for hidden doors or compartments): 1d20 + 16 ⇒ (20) + 16 = 36

Also, it is impossible for Elmar to fail a DC 15 perception. Just sayin'.

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

Nahoce casts Guidance before examining the slash marks.

Perception (broken bench): 1d20 + 6 ⇒ (20) + 6 = 26
Perception (dead cobras): 1d20 + 6 ⇒ (15) + 6 = 21
Perception (footprints): 1d20 + 6 ⇒ (5) + 6 = 11
Perception (slash marks): 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Perception (bloody arrows): 1d20 + 6 ⇒ (5) + 6 = 11

Arcana (broken bench): 1d20 + 5 ⇒ (15) + 5 = 20
Arcana (dead cobras): 1d20 + 5 ⇒ (18) + 5 = 23
Arcana (footprints): 1d20 + 5 ⇒ (13) + 5 = 18
Arcana (slash marks): 1d20 + 5 ⇒ (5) + 5 = 10
Arcana (bloody arrows): 1d20 + 5 ⇒ (17) + 5 = 22

So, it appears there were survivors who have scurried off with our prize. They are likely wounded and tired. Perhaps we can convince them to give it up.


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])

"I'm okay with a li'l convincing. Especially if it means no more vampires."


DungeonMaster

okay, you all collect enough evidence in the room to find out what happened.

Reconstructing the crime Scene starts at 3:15, to see the inspiration

okay, so 4 brave heroes go in. The melee person goes charging in and tries to stop considering he doesn't want to fall into the door. He goes between the two snakes and starts attacking with an axe that is as the slash marks are unusual. He either cut through the snakes and hit the floor or just missed a couple of times and hit the floor to cause slash marks, it is hard to tell which. He does eventually swift around the snake where he is bit, hence drops of blood. the way the blood dragged on suggested he was poisoned pretty badly as it looks like a limp, further analysis suggests that they were here less than 20 minutes ago as you all examine the blood further.

The ranger goes in and moves in a northwest direction as he fires, being careful as possible not to hit his allies.

Another melee fighter travels straight up north and past the snake eventually where he is northeast of the broken bench. Evidence of how the bench broke suggests he was pushed as someone else came through the north door.

The forth person was part ranged/part melee as you can see more slash marks suggesting he had some type of throwing daggers, as some didn't create slash marks but piercing marks. He traveled in a boomerang shaped direction traveling northeast onto the bench, then eventually jumping off the bench to put some power to his attack against the snake. You can also see tiny clothing fabric near, but not on the arrows, this suggest that the guy that jumped off the bench was in a hurry to off the snake and chase after whoever else was in the room.

Whoever these heroes were, they were small, but had big feet.

Investigating the next room could say more. let me know when you move to the next room, so i can draw out the rest of the scene

There are no secret doors around as Elmar looks.

Looking back the heroes might remember some of the other adventuring groups.
cryptfinders
Daughters of the Deserts
Dog Soldiers
Sand Scorptions
Scored Hand though Velyrianna is dead, remember the others surrendered and went to prison for trial, there was 1 member that survived, as a lot could have happened to the survivor during that time, found innocent, or escaped, or be dead, or bailed out, etc.


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 is happy to move on to the next room—rather than clues and scuff marks, maybe there will be some proper bodies or witnesses to sort things out the straightforward way.


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 politely nods, only half listening to the onslaught of information, most of which he really doesn't care about. Group of 4: 2 melee, 1 ranged, 1 mixed. Small. "Weren't the Dog Soldiers all small? If so, watch out for their trained dogs."

Kaylor takes point, moving into the next room.


DungeonMaster

as heroes reach the next room, they find more dead bodies and more stuff on the floor. There are some unknown/unidentified guards and it is hard to tell which side they were working for, though a further examination could tell us.


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)

Does "Silver Chain" mean a member of said gang or an actual chain that is made of silver?

Kaylor looks for any insignia on the guards to try to identify who they work for.
Nobility: 1d20 + 6 ⇒ (1) + 6 = 7

In the likely event he doesn't recognize them. Or if he does and they're not villains, he does the following after everybody is done examining the scene.
Kaylor starts to drag the dead bodies into a neat row. After removing any gear that might be useful, he crosses their arms and closes their eyes. Once the job is done, he turns to Nahoçe, waving vaguely to the bodies. "If you want to administer last rites. Or something."

Is the floor stone?

He then goes to examine the broken bottle, trying to determine what its contents were.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25 No idea what kind of knowledge would be appropriate. I would think maybe alchemy, but I don't have that.

Also, knowledge nature to see if I know if lions are native to this area.
Nature: 1d20 + 6 ⇒ (20) + 6 = 26


Zuberu will spam guidance on Kaylor so he'll have +1 for all of those.

Zuberu follows the group as they make their way through the scene.

"How long ago did this all happen?"


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])

Survival (to notice anything odd about trail of dirt): 1d20 + 14 ⇒ (14) + 14 = 28
Heal (to look at causes of death): 1d20 + 7 ⇒ (14) + 7 = 21
Perception (to spot hidden clues, or scuff marks or something): 1d20 + 14 ⇒ (9) + 14 = 23


DungeonMaster

Elmar notices the vitims died of battle and none was finished by the lions but by the Silver Chains gang members themselves, but the examination shows that the guards were working for the heroes, the could have been rescued people willing to fight for them, or paid off merchants because the groupe couldn't handle it themselves

All the bodies have been looted

Kaylor examines the bottle, it was a bottle of water, but there is something odd about the water? And no nature doesn't cover the water. The bottle was sadly dropped instead of thrown.

the heroes follow the trail it leads to a secret passage where they rescue a guy named Tarouk and one of the Dog Soldiers, as they were both tied up. They also find a dead Velyrianna, but the heroes just defeated her didn't they?

You can make perceptions and heals on the body as well as talk to the survivors.

Yes the floor is stone or at the very least a hard floor.

The party also gets 3500 gp for the rescue

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

Nahoce examines the body.

Heal: 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Didn't we just kill her, twice? Whoever created the machine-golem Velyrianna seems to be creating more of her. We can't let this continue.

Nahoce asks the dog soldier,

What happened here? How is it that you were captured, yet your enemies seem dead on the floor? Explain. Now.

Intimidate: 1d20 + 3 ⇒ (15) + 3 = 18


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])

Sure, a perception check on the body. perception: 1d20 + 14 ⇒ (3) + 14 = 17


DungeonMaster

Nahoce investigating the body finds out it is a decoy and the diguise wears off, revealing and ordinary Silver Chain gang member, it was a thing of magic. They Velyrianna you killed was the original remade.

They answer Nahoce. Not all of them are dead, they chained us here and left. They have our friends hostage. They give you blue prints of the new area and all secret entrances. Be a few hours to update the new map, you are litterally done with that old area and did get lots of story exp for it.

Just then on the way out the heroes meet Hepsushep, she is a lamia, kind of like a centaur, but with a lion body. She isn't hostile, but she says, Hold it right there. I am lonely and nobody wants to play with me. She says "play" as if it had multiple meanings hotness: 3d6 ⇒ (6, 4, 4) = 14
I can't let you all leave, some of you have to stay behind or at least play with me.


The mighty garundi brawler steps forward.

"This servant of the Raging Torrent would be happy to see your needs met but the city above needs our help. I am Zuberu, Speaker for Sobek, Sharer of Blessings, and Favored of the Silken Row."

Sense Motive: 1d20 + 6 ⇒ (15) + 6 = 21

Trying to determine if this is some kind of trap.


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:74/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

Silver whispers to Zuberu

zub:
Just do it Zub, she is attractive and you are a ladies man, take one for the team, then you can be on your way after "playing" with her. I know thought of doing it with a species like her sounds, digusting, but just do it

she doesn't respond, but Zub senses she is lonely.


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])

"Zuberu, this sorta thing seems more yer specialty then ours. This's some sort 'f desert mythology creature, and heck, it's female, 'm sure you can handle it."

And then Elmar mutters under his breath something about no crazy lion monsters belonging in a well-kept city.


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 frowns at the disguised person. Why would someone actually want to pretend to be Velyrianna? It's not like she's all that fierce. She inspires neither fear nor awe.

Upon seeing the creature, Kaylor gives his companions a confused look. His expression very clearly reads Do you have any idea what she wants?

Is this the break in the middle during which we should be buying things?

Edit: And...I just realized what the hotness roll probably was and exactly what might of been implied.

It takes a moment, but as all the gears snap into place, Kaylor's eyes go wide and he starts to splutter rather uncharacteristically, his face going an even darker shade of red. He backs up a few steps, coughing awkwardly. I...think I will let Zuberu handle this.


Zuberu smirks and nods to Silver.

The brawny priest swaggers forward and slips a powerfully muscled arm around the lamia’s humanoid torso.

”I would be honored to show you the full extent of Sobek’s blessings of strength and virility.”


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)

"I will...erm...ummm....leave it to...errr...you...then." Kaylor almost trips over his own feet in his eagerness to leave.

Also, man, SB is judgmental.

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

Nahoce blushes and looks away. She cannot even believe this is happening.


Heh.

With an expert touch, Zuberu helps the lamia out of her clothing. Whatever that is.

You guys might want to exit.


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, Elmar's going shopping.


Smart dwarf!


DungeonMaster

@Zub, you didn't have to go that route, it was optional, you could have just done diplomacy or intimidate to get her to leave, but okay. Also, if you do a homerun, just answer yes or no, you will have +3 attack and damage for the rest of the day, but -2 Ac.

afterwards the characters go shopping and then get to the next area. we don't need details of what happened, we already know, also for zub, we don't roleplay shopping of items, as long as you the money you can buy it.


Zuberu will indeed do his duty as a priest of Sobek and homerun her into submission. The buff is just a perk. =P

Sometime later, after leaving the lamia is a dazed and sated heap, a sweaty Zuberu rejoins his companion for shopping.

"It is a blessed day!"


DungeonMaster

okay, right now, Avelloran is not a player, so we don't have to divide exp by him anymore. I have him level up if he rejoins us.

The characters get to the new area, but the first battle is outside, so don't worry about the map for now, I didn't draw an outside area anyway and they are several feet in front of the building, at least a good 40 and no obstacles or even trees in anyone's way.

You all see 3 ankhegs, nature or arcana ids, but if you already know the monster by heart, that is okay too, just don't spoil it for everyone. all 20 feet from you, all of the line up horizontally, they are large so, they take up a space 30 feet wide lined up.

init: 2 + 1d20 ⇒ 2 + (1) = 3 zub
init: 2 + 1d20 ⇒ 2 + (8) = 10 all 3 ankhegs
init: 12 + 1d20 ⇒ 12 + (1) = 13 Silver
init: 3 + 1d20 ⇒ 3 + (11) = 14 Nahoce
init: 7 + 1d20 ⇒ 7 + (7) = 14 elmar
init: 5 + 1d20 ⇒ 5 + (10) = 15 Kaylor


I'm assuming these things burrowed up out of the ground and ambushed us?


DungeonMaster

oh, good question, you they were around the corner of the building and clear on the right side, where there actually are hiding spots, ie trees. You would have noticed something 60 feet away from them, but you would not have known what it was from the said distance and it is slightly foggy out even though it is 4:00 in the afternoon, though not enough fog to affect any of the battle unless you are 60 feet away from a target.

So you would have had time to cast a buff, or get in one ranged attack at -10 penalty if you really think your character would have attacked an unknown creature thinking it was hostile.

These things aren't smart, they didn't hide intentionally, they were just on the right side of the building around the corner and the heard/saw food coming their way. Yes, to them, you are all food.


I'll take the spell option.

As the hostile creatures come into view, Zuberu growls. ”Ambush!”

”Mighty Sobek! Lend us your strength!”

Bless.


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, I don't think we would have outright attacked them. But I do think we might have sent in a scout to stealthily check it out and report back to us.

Arcana: 1d20 + 12 ⇒ (15) + 12 = 27 Eh, that's probably good enough that I don't also have to roll nature?


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])

Knowledge (nature): 1d20 + 4 ⇒ (8) + 4 = 12

Elmar, not quite knowing what he's fighting, immediately lets loose a volley of arrows when he sees that they're hostile. He's been practicing, and now he's pretty confident in his ability to shoot multiple arrows at once.

Shot 1: 1d20 + 10 ⇒ (11) + 10 = 21 (Adamantine, fires two arrows)
Arrow 1: 1d8 + 8 ⇒ (2) + 8 = 10
Arrow 2: 1d8 + 8 ⇒ (8) + 8 = 16

Shot 2: 1d20 + 10 ⇒ (1) + 10 = 11 (Adamantine)
Arrow 3: 1d8 + 8 ⇒ (8) + 8 = 16

Shot 3: 1d20 + 5 ⇒ (16) + 5 = 21 (Adamantine)
Arrow 4: 1d8 + 8 ⇒ (7) + 8 = 15


Don't forget bless.

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, Nature: 1d20 + 5 ⇒ (1) + 5 = 6
Knowledge, Arcana: 1d20 + 5 ⇒ (2) + 5 = 7 Sheesh. WTF, dice?

Blessed Pharasma, grant us the power to fell your enemies, whatever they may be.

Casting Prayer in the buffing round.

I'm intentionally not looking up Ankhegs since I rolled soooo poorly. I think I remember they spit acid? Guess I'll find out. :-)

Nahoce conjures an eagle to harass and distract the giant bugs.

Summon Monster I

Eagle claws: 1d20 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8 Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Look, dice, I'm sorry. Those other dice meant nothing to me. It's you I love, ya gotta believe me!

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

And Prayer.


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)

"They like to bite and grab. They produce acid, but only spit it if they get desperate, so don't stand in a line."

Kaylor casts web on the area around the ankhegs. DC18 Reflex to avoid. Nahoçe's prayer means they take a -1 penalty. If they fail, they're grappled.

He then moves closer and, upon seeing what they are, chucks an alchemist's fire at them to set the web ablaze.

Alchemist's Fire To Hit: 1d20 + 9 - 1 + 1 + 1 ⇒ (5) + 9 - 1 + 1 + 1 = 15
Fire damage: 1d6 ⇒ 1 Plus 1 splash damage
As far as I can tell, fire burns away one 5ft square/rd and any creature in it takes 2d4 fire damage. I assume the fire spreads each round.

Web fire damage: 2d4 ⇒ (2, 3) = 5
Perhaps not the most effect tactic. But it was fun. :-)


DungeonMaster
Kaylor Traice wrote:

Well, I don't think we would have outright attacked them. But I do think we might have sent in a scout to stealthily check it out and report back to us.

Eh, that's probably good enough that I don't also have to roll nature?

they saw you before you saw them the would have reached you before, you wouldn't have had time to send a scout, unless you literally just ran, ran, ran from them trying to lose them considering you were a good distance from them.

anyway elmar definetly kills one and makes his way onto the second. Kaylor finishes off the 2nd.

Silver goes over to bash one in hit: 8 + 1d20 ⇒ 8 + (8) = 16 admantine
damage: 2d6 + 3 ⇒ (1, 5) + 3 = 9

There is one left and it is bloodied.

it goes over to bite silver hit: 7 + 1d20 ⇒ 7 + (20) = 27
crit: 7 + 1d20 ⇒ 7 + (12) = 19
damage: 2d6 + 7 ⇒ (6, 3) + 7 = 16 damage: 1d4 ⇒ 4 acid The entire party is up [ooc]I doubt this thing lives past round 2.


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])

Shot 1: 1d20 + 10 ⇒ (9) + 10 = 19 (Adamantine, fires two arrows)
Arrow 1: 1d8 + 8 ⇒ (3) + 8 = 11
Arrow 2: 1d8 + 8 ⇒ (3) + 8 = 11

Shot 2: 1d20 + 10 ⇒ (1) + 10 = 11 (Adamantine)
Arrow 3: 1d8 + 8 ⇒ (4) + 8 = 12

Shot 3: 1d20 + 5 ⇒ (20) + 5 = 25 (Adamantine)
Arrow 4: 1d8 + 8 ⇒ (8) + 8 = 16

Shot 3, Confirm Crit: 1d20 + 5 ⇒ (11) + 5 = 16 (Adamantine)
Arrow 4, Bonus Damage: 2d8 + 16 ⇒ (8, 2) + 16 = 26

"Damn bugs should'a stayed in the desert. Still, it's gettin' pretty dangerous around here for the townsfolk, no? Maybe somethin's gotta be done about that."


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)

Hey, what happened to it having to make a reflex save or get stuck in web? :-(((


DungeonMaster

I didn't see the reflex save reflex: 3 + 1d20 ⇒ 3 + (10) = 13
it is now dead, but this could prevent silver from having taken damage.


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:74/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

Silver is glad the thing was caught in the web.
he then chugs 7 minor potions of healing he bought to heal heal: 7d6 + 7 ⇒ (3, 5, 4, 6, 2, 6, 6) + 7 = 39


DungeonMaster

okay, you were given the blueprints of the area. The light blue things are doors, the green things are wall.s
The dark blue are secret doors.

Also I can't draw 3d easily, so for reference I have to describe them all.

The blue door on the left side of the buidling looks like a wall but is a door.

The one next to the entrance is a door that leads underground, it is directly on the ground and is covered with a thin layer of dirt, it travels through the area and comes up to the next room. The door on the inside buidling you can look out but not in, so you can see them from underground, but they can't see you as it has tinted glass to it.

See the blue area where it says entrance and it has 2 exits. It is like a ventilation duck, but it is not. The area blends into the ceiling which is 16 feet high and it has tinted glass, meaning you can see stuff in the room looking down, but they can't see you looking up. When you do exit, there is no latter, just a straight drop down.

Obviously the people who kidnapped members of the other team are waiting in the entrance, so going through the main door is called taking them head on instead of using stealth. and no, you don't get more exp one way or the other.

See the blue door that leads into the main room on the left, that is actually almost like a ventilation duck as well, a very small one at that which is 4 feet long, it is 12 feet above the ground. But at the end of it is a stone gargoyle that you can stand/sit on. those who've played Batman know what I'm talking about, they don't expect an attack from above, no one ever does.

and the circles are the enemies, though I only showed the ones in the entrance room for now


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])

Where are we this time, exactly?

Elmar thinks, looking at the blueprints. "Stealth might not be too bad here. Zuberu, what d'you think about holding the door while a few of us sneak around behind, through the west entrance or the secret passage? I highly doubt there's a single one of them as can hear me sneakin', and I can shoot down any spell casters to make yer job easier."


DungeonMaster

in front of the entrance, but not inside the buidling is where you are until people make a decision as to how they want to enter

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