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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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 will go up to a clockwork soldier and hit it. He will take the fervor to add +2 attack, ac, etc. hit: 15 + 1d20 ⇒ 15 + (5) = 20 admantine
dmg: 2d6 + 4 ⇒ (2, 2) + 4 = 8


Zuberu prays for Sobek's favor.

Divine Favor.

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

You can get that Extended for free, Zub. Probably not necessary given how frighteningly effective this group is, but couldn't hurt.

Unless you want to take the AC bonus this round.


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])

If the assassins aren't proper Erinyes, do they count as humans for the purpose of my favored enemy bonuses? Also, to have proficiency in heavy crossbows, they'd probably need to sacrifice at least one of their other feats, which could actually effect their fighting styles.


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 5-foot-steps to a position where more than 6 enemies are within his threatened area. Assuming the little fairy dragon gives him some Abundant Ammo, it's time to go to town.

Aiming at the lynxes (and applying all necessary penalties for shooting past enemies):

Holy water splash damage to outsiders and undead only, 1 point of damage to everything neighboring a hit enemy.

Attack 1: 1d20 + 13 ⇒ (5) + 13 = 18 (Adamantine)
Damage: 2d8 + 4d4 + 30 ⇒ (2, 6) + (1, 1, 2, 4) + 30 = 46 (Holy water splash)

Attack 2: 1d20 + 13 ⇒ (18) + 13 = 31 (Adamantine)
Damage: 1d8 + 2d4 + 15 ⇒ (5) + (1, 4) + 15 = 25 (Holy water splash)

Attack 3: 1d20 + 13 ⇒ (6) + 13 = 19 (Adamantine)
Damage: 1d8 + 2d4 + 15 ⇒ (4) + (4, 3) + 15 = 26 (Holy water splash)

Attack 4: 1d20 + 8 ⇒ (2) + 8 = 10 (Adamantine)
Damage: 1d8 + 2d4 + 15 ⇒ (2) + (4, 4) + 15 = 25 (Holy water splash)

AoOs (should get to make all six, probably):

If targeting an undead, add +4 to hit and damage. If targeting a human, add +2 to hit and damage.

Attack 1: 1d20 + 15 ⇒ (10) + 15 = 25 (Adamantine)
Damage: 1d8 + 15 ⇒ (5) + 15 = 20

Attack 2: 1d20 + 15 ⇒ (3) + 15 = 18 (Adamantine)
Damage: 1d8 + 15 ⇒ (8) + 15 = 23

Attack 3: 1d20 + 15 ⇒ (5) + 15 = 20 (Adamantine)
Damage: 1d8 + 15 ⇒ (4) + 15 = 19

Attack 4: 1d20 + 15 ⇒ (14) + 15 = 29 (Adamantine)
Damage: 1d8 + 15 ⇒ (5) + 15 = 20

Attack 5: 1d20 + 15 ⇒ (12) + 15 = 27 (Adamantine)
Damage: 1d8 + 15 ⇒ (7) + 15 = 22

Attack 6: 1d20 + 15 ⇒ (14) + 15 = 29 (Adamantine)
Damage: 1d8 + 15 ⇒ (7) + 15 = 22


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)

Before combat
Kaylor refuses to acknowledge Silver Bullet's answer. Or rather, his complete lack of an answer. All he really said was that they were still in the library and some vague bull about 'oh, we really need to do this because!' Besides, that claim that he wasn't behind everything was clearly a lie.

In frustration, he tosses his book away. "Well, that was yet another waste of our time. At least this gave us one piece of information, which is more than I can say of all the other researching we did. I think in the future, our time would be better spent routing the evil plaguing this city instead of sitting on our asses for hours on end."

Combat.
Both Remiel and Kaylor will take the extra AC/To Hit
Remiel flies over to Elmar and uses his wand to cast abundant ammo on him.

Kaylor for his part casts Intensified Shocking Grasp and turns his weapon into a +2 keen flaming scimitar. He will then move and strike at an erinyes, fighting defensively for an extra +3 AC.

To Hit: 1d20 + 14 + 2 - 4 ⇒ (1) + 14 + 2 - 4 = 13 Of course. Oh well.

Kaylor's AC is now 32, so the modified erinyes can only hit him on a natural 20.


DungeonMaster

okay, I was really tired when I wrote this, but the assassins also have
mithril shirts, so adamantine doesn't hit touch on them. It is resistance to cold to be clear. They have sneak attack 3d6, and they do have 2 attacks as a full round action. They also have rapid reload and crossbow mastery, so they can get 2 shots in one turn. Updating in a minute.

Elmar Thonsson wrote:
If the assassins aren't proper Erinyes, do they count as humans for the purpose of my favored enemy bonuses? Also, to have proficiency in heavy crossbows, they'd probably need to sacrifice at least one of their other feats, which could actually effect their fighting styles.

I was tired when I wrote it, they are human, instead of writing it out, I took the easy way out, found something similar and modified them. I marked up their equipment too, but I didn't realize how much gold I inadvertently gave the group by doing that, get ready for stuff worth about a million gold.


DungeonMaster

will little effort, elmar strikes down some lynxes, you see arrows all over their bodies and as dead as a rock. Then he goes to town on some many neigboring enemies, hitting them in the legs and shoulders.

Silver barely hits a clockwork person with a few scratches.

Kaylor can't hit the assassin. Zub and Nahoce are just buffing people.

Avellorans turn. Spiked pit with empower spell: which is 50 feet deep, so all in it take 5d6 from a fall and an extra 2d6 from the spikes. DC is now 21.

dmg: 7d6 ⇒ (6, 2, 5, 5, 1, 6, 5) = 30
reflex: 12 + 1d20 ⇒ 12 + (8) = 20 assassin, 30 dmg
reflex: 12 + 1d20 ⇒ 12 + (16) = 28 assassin, jumped out
rflex: 5 + 1d20 ⇒ 5 + (15) = 20 theleto, 30 dmg

two assassin will shift to try to hit kaylor with melee weapon, each has two attacks and flanking. hit: 13 + 1d20 ⇒ 13 + (17) = 30
hit 2: 8 + 1d20 ⇒ 8 + (18) = 26
hit: 13 + 1d20 ⇒ 13 + (6) = 19
hit: 8 + 1d20 ⇒ 8 + (8) = 16 but kaylor is too good for them and can dodge anything.

the 3rd one is not flanking. hit: 11 + 1d20 ⇒ 11 + (11) = 22
hit 2: 6 + 1d20 ⇒ 6 + (4) = 10

the 4th one will shoot him with a crossbow hit: 10 + 1d20 ⇒ 10 + (9) = 19 ally giving small amount of blockage.
hit: 5 + 1d20 ⇒ 5 + (18) = 23

actually 2 of these guys do threaten a crit on kaylor, but if you roll an 18 or 19 to threaten a crit because your weapon allows you to, but you do not hit their ac, you still miss, a guaranteed hit is only on a 20, or at least that is what my friend told me, but they still have a chance to roll nat 20's since they threatened crits.
confirm crit or total miss nat 20 only: 1d20 ⇒ 19
confirm crit or total miss nat 20 only: 1d20 ⇒ 12 yep they both missed kaylor as he is too fast, too smart and untouched by everything.

three assassins ended their turns next to the pit so reflex: 12 + 2 + 1d20 ⇒ 12 + 2 + (14) = 28 but they are good enough to keep their footing.
relfex: 12 + 2 + 1d20 ⇒ 12 + 2 + (18) = 32
reflex: 12 + 2 + 1d20 ⇒ 12 + 2 + (5) = 19

that other one never took his shoot, does he hit kaylor, as kaylor is too fast and too smart. so he needs nat 20s to hit. or at least 19 to threaten cirt
with his first shot and superfast reload he fires twice
hit: 2d20 ⇒ (8, 9) = 17 and these guys can't hit the backside of a barn, they must be stormtroopers.

Kaylor is untouchable As he starts singing can't touch this. or would your character not do that.

two enemies will go to flank silver. first the theletos going crazy to hit silver like crazy
hit: 15 + 1d20 ⇒ 15 + (11) = 26
hit: 15 + 1d20 ⇒ 15 + (4) = 19
hit: 10 + 1d20 ⇒ 10 + (3) = 13
hit: 10 + 1d20 ⇒ 10 + (5) = 15 the theleto targetting silver 22 ac but even with his skill and advantage he sucks as he gets one hit on him.

and now the clockwork soldier hit: 20 + 1d20 ⇒ 20 + (4) = 24
hit: 15 + 1d20 ⇒ 15 + (12) = 27

and now the other one hit: 20 + 1d20 ⇒ 20 + (7) = 27
hit: 15 + 1d20 ⇒ 15 + (4) = 19

Silver takes a total of dmg: 41 + 1d4 + 3d10 ⇒ 41 + (3) + (5, 6, 9) = 64

and now the other theleto ended its turn next to silver so reflex: 5 + 2 + 1d20 ⇒ 5 + 2 + (16) = 23

and despite being good fighters and tough creatures, they proved how much they sucked this round.

Round 2, all heroes are up


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 will take revenge on the things that hit him after making a will saving throw with a +2 bonus will: 7 + 1d20 ⇒ 7 + (3) = 10
hit: 15 + 1d20 ⇒ 15 + (18) = 33
hit 2: 10 + 1d20 ⇒ 10 + (14) = 24

dmg: 4d6 + 6 ⇒ (3, 6, 4, 6) + 6 = 25 if they both hit. on the theleto and then the soldier if it dies.

cha dmg: 1d4 ⇒ 2 to silver


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])

Err... I should've gotten AoOs on the first 6 guys who moved...

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 5 ft steps up to an assassin and introduces him to her morningstar.

Morningstar +2: 1d20 + 12 ⇒ (12) + 12 = 24 Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Morningstar +2: 1d20 + 7 ⇒ (14) + 7 = 21 Damage: 1d8 + 5 ⇒ (4) + 5 = 9
BoF bonus: 1d20 + 12 ⇒ (12) + 12 = 24 Damage: 1d8 + 5 ⇒ (3) + 5 = 8


Taking the attack/AC option for Blessing.

Zuberu lumbers toward whichever enemy Elmar isn't about to erase and lunges for him!

Grapple: 1d20 + 21 + 3 + 2 ⇒ (14) + 21 + 3 + 2 = 40


DungeonMaster
Elmar Thonsson wrote:
Err... I should've gotten AoOs on the first 6 guys who moved...

I counted your aoo on the thelto not in the hole and 2 clockwork soldiers. I'm not sure far your aoo reaches. Unless the assassins on kaylor side count as part of your aoo, reach, then I'll go ahead and add in your other aoo 3 attacks.


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 believe if you threaten a crit, but you miss, you just miss; you don't get to try to confirm to secretly hit or anything. Also, Elmar's range for AoO is 15 feet.

Kaylor continues to fight defensively, taking the extra to hit and AC.
First attack vs assassin to the right of Kaylor providing flanking. After that to the one directly South
To Hit: 1d20 + 14 - 4 + 2 - 2 ⇒ (9) + 14 - 4 + 2 - 2 = 19
Damage: 1d6 + 7 + 1d6 + 9d6 ⇒ (6) + 7 + (1) + (2, 1, 5, 6, 3, 5, 1, 4, 3) = 44 Fire and then electricity damage

To Hit 2: 1d20 + 9 - 4 + 2 - 2 ⇒ (13) + 9 - 4 + 2 - 2 = 18
Damage: 1d6 + 7 + 1d6 ⇒ (2) + 7 + (3) = 12

Auto-succeed defensively casting arcane mark.
To Hit: 1d20 + 14 - 4 + 2 - 2 ⇒ (12) + 14 - 4 + 2 - 2 = 22
Damage: 1d6 + 7 + 1d6 ⇒ (3) + 7 + (3) = 13


DungeonMaster

okay that would have reached the other theleto that fell in the hole, but everything else is 20 feet away, so elmar aooed 4 things and two of the things he could have aooed are dead as he killed them with his regular attacks.

as things threaten elmars reach, he damages the enemies badly.

Afterwards, Kaylor hits the assassin really hard, with him gasping for breath but still standing, bloody and not well, but still able to fight barely.

Elmar and Avelloran still have round 2 attacks to make actually, avelloran will be a while before he posts agains, so I'll bot him in the mean time.


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 will shoot across the pit at the far-away assassins who Zuberu is not grappling.

Attack 1: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 2d8 + 26 ⇒ (7, 4) + 26 = 37

Attack 2: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 1d8 + 13 ⇒ (3) + 13 = 16

Attack 3: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 1d8 + 13 ⇒ (6) + 13 = 19

Attack 4: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 1d8 + 13 ⇒ (7) + 13 = 20

Attack 5: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d8 + 13 ⇒ (7) + 13 = 20


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 think you got confused on my attack; I was attacking the guy to my right followed by the guy South if the guy to my right died. So there should be one dead assassin in front of Nahoce.


DungeonMaster

okay so avelloran castst detonate, he makes sure his allies are out of the 30 foot and 15 foot radius. all in it take damage: 5d6 ⇒ (5, 4, 3, 5, 4) = 21 fire since noone is in the 15 foot radius. this hits only 2 enemies

with kaylors attack fixed, he kills one assassin and does some damage to another.

updating in a minute to add in elmar and zub.

elmar finishes off 2 assassins after avelloran hurt a few with fire.

zub has one grappled.

Just realized I did detonate wrong, quiet, I don't feel like backtracking

okay so the thelos and one soldier will shift to get swings at elmar thinking he is a bigger threat.

the thelto will bestow curse on elmar, dc will 14 to negate
the soldier will go after avelloran going around elmar not knowing he is provoking an aoo from elmar but knowing silver is not much of a threat.

and the 3rd soldier tries to hit silver hit: 18 + 1d20 ⇒ 18 + (16) = 34
hit: 11 + 1d20 ⇒ 11 + (2) = 13

and if they hit dmg: 2d10 + 26 ⇒ (3, 6) + 26 = 35 one hit so silver took 16 damage
aoos from silver and elmar on the clockwork soldier gunning for avelloran.

I will get to the grappled one and the ones in the pit after the aoo.


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)

not him not today
hit: 15 + 1d20 ⇒ 15 + (12) = 27
dmg: 2d6 + 4 ⇒ (1, 6) + 4 = 11


DungeonMaster

Chronos speaks and only the heroes can hear him sorry that was a glitch in space time, I accidentally modified something so that avelloran was over there when he detonated when he is actually over here. It did help you all out in the sense that none of you got hurt, so I see no complaints, but I have to be-careful not to accidentally modify space time. Though I'm good one wrong move could make things worse even with all good intent and I didn't intend to do anything.

okay so the ones in the hole will climb. dmg: 1d6 ⇒ 5

first the the theletos climb: 4 + 1d20 ⇒ 4 + (3) = 7
then the soldier climb: 9 + 1d20 ⇒ 9 + (13) = 22 and the ass climb: 5 + 1d20 ⇒ 5 + (2) = 7. the teletos dies while climbing and none of them get anywhere.
climb: 2d20 ⇒ (4, 4) = 8 add 9 and 5 each for 2nd movements, and they stay in the hole going nowhere.
cmb: 14 + 1d20 ⇒ 14 + (1) = 15 and it does not escape grapple

round 3 and elmar still has an aoo to try to kill it or that think gets to hit avelloran


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 moves to attack the Aeon, using the blessing of fevor to attack twice defensively.

To Hit 1: 1d20 + 14 - 4 ⇒ (8) + 14 - 4 = 18
Damage: 1d6 + 7 ⇒ (2) + 7 = 9 Removed the fire damage since it won't bypass resistance.
To Hit 2: 1d20 + 14 - 4 ⇒ (2) + 14 - 4 = 12

AC is 30 right now

Remiel withdraws from the attacking monsters.


Zuberu releases his hold long enough to rock his opponent with a mighty uppercut to the midsection.

Flurry: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 1d6 + 16 ⇒ (1) + 16 = 17

Flurry: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d6 + 16 ⇒ (2) + 16 = 18

Iterative: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d6 + 16 ⇒ (4) + 16 = 20

Extra Attack: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d6 + 16 ⇒ (1) + 16 = 17

If he has DR it only applies once because of Pummeling Style. If he's still up, he needs to make a DC 17 fort save vs stunning fist.


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])

AoO vs Clockwork: 1d20 + 15 ⇒ (5) + 15 = 20
Damage: 1d8 + 11 ⇒ (2) + 11 = 13


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 withdraws, and shoots across the clockwork soldiers (penalties applied).

Attack 1: 1d20 + 18 ⇒ (16) + 18 = 34
Damage: 2d8 + 10 ⇒ (1, 3) + 10 = 14

Attack 2: 1d20 + 18 ⇒ (14) + 18 = 32
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Attack 3: 1d20 + 18 ⇒ (20) + 18 = 38
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Attack 3 (confirm): 1d20 + 18 ⇒ (17) + 18 = 35
Bonus Damage: 2d8 + 10 ⇒ (3, 4) + 10 = 17

Attack 4: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Attack 5: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d8 + 5 ⇒ (7) + 5 = 12


DungeonMaster

as zub pummels the thing, he kills it.

Kaylor hits the aeon just below the belt causing it to scream.

elmar gets a free hit on the clockwork person but that don't stop him. He tries to hit avelloran

hit: 18 + 1d20 ⇒ 18 + (10) = 28 avelloran took the +2 ac.
dmg: 1d10 + 13 ⇒ (7) + 13 = 20

afterwards, elmar finishes it off with 2 hits.
then kills the 3rd one and with his final attacks, kills the theletos.

The others are still stuck in the whole, Silver and a few others grab a few heavy rocks to drop it on them killing them. seriously they aren't getting out for a few more rounds

combat over


DungeonMaster

As heroes keep traveling they manage to make it to their hotel safely. They see dead forgotten pharaoh cultists, including what's his name and a few dead assassins. A note reads. "They go in our way, you stay out of our way too, or you will be next. Sincerly the Sancrosant of the blue feather." heroes can look around if they want, even take 20, but there are no traps and noone is hiding. When they get to their rooms, there is free food for them and rest.

When heroes wake up in the afternoon, like 2:00 pm. Someone comes knocking on the door. Eventually heroes would answer it. "You are invited by Muminofrah. She saw you at the race. She needs entertainment."

She is a heavy-set woman that prefers beauty and brawn over brains. She can help you gain access to the vault of hidden wisdom. how you want to entertain her is up to you. Pure roleplay as in no dice rolls. Just say what your character does, though if you choose to do some stunts, I will make your roll climb, acrobatics, etc. Pure rollplay as in just roll dice from a skill check and do not describe what you are doing. Or a mix, roll some dice and very descriptive, very creative things might give you a bonus. Once you entertain her, you can gain access to the vault of hidden wisdom, though there will be other things you need to do before finding it.

Look at the loot list Also any healing spells you would have used before this rest mention it as you would gain them back, especially avelloran who is down 20 HP.


Admiring Muminofrah’s full-figured curves, Zuberu is quick to introduce himself.

”Greetings Muminofrah. I am Zuberu, virile servant of mighty Sobek. I’ve heard you enjoyed my performance at the chariot race? Perhaps you would like a more private performance? The Raging Torrent encourages his chosen to share their blessings of fertility with all that are worthy and I believe you’re in need of distraction…”

Zuberu's going to seduce her to get her help.


DungeonMaster

she goes with zub to a more private performance. She is not doing anything yet, but you are in that private place. A real man, that is what I like


"Of course. And you deserve no less", the brawny pries adds.

Diplomacy for Seduction: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20

After dropping off his things, Zuberu makes a performance of showing off his strength. He lifts the furniture she's seated on and presses it overhead.

Strength (Might of the Gods): 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23

After a few repetitions he lowers her to the ground with a grunt and laughs.

"It's a shame because after today all other men will seem like a disappointment."

Perform (Boast): 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21

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

Zuberu takes another one for the team!


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])

After meditating in the corner for a bit, Elmar mumbles that this may be a good opportunity for him and the others to go shopping. As he heads out the door, he slaps Zuberu on the back, delivering a Bear's Endurance spell.


DungeonMaster

You have entertained me well after she laughs and smiles.

Say you may ask one thing from me. if you ask her about the library or the vault, which is what we are doing, she will get a little mad and say why do you want to do that, after all she is not a fan of brains. But if you give a good reason, she will let you. Just make one last post zub, you can even speak for her to speed things up, and it can be as long as you want, then we move onto the next section, which will lead us to a Dwarf named Ramat.


Noting her eagerness, Zuberu wastes no more time and is quick to help Muminofrah out of her clothes and into the bed.

Some time later, after a performance mighty Sobek would be proud of (aided a bit by Elmar’s spell), the brawny priest relaxes alongside his exhausted conquest. He smiles at the large woman with a too-toothy grin. ”Before you fall asleep, humor me with a question. Rumor has it you know about the location of the Vault of Wisdom. The Raging Torrent’s chosen have little interest in such a place but there’s a mage among my group that wants to visit it. He’s a weak little elf but he’s a good friend.”

He begins kissing his way across Muminofrah’s ample belly.

”Do me this favor and perhaps I’ll share Sobek’s blessings with you again later.”


DungeonMaster

I don't know for sure the location, but I know someone who can help, a Dwarf named Ramat. He is a builder of a certain tower that leads to the vault as she says this as she is flattered.

Later the heroes run into Ramat. Heroes remember that the tower points to the hidden vault and he is one of the builders of that tower. ahh, what brings you here today? I see some new people here.


How much later is it? Did we manage to squeeze in our shopping trip?

Having cleaned up since his wild rutting with the full figured Muminofrah, Zuberu greets the dwarf with a beaming smile.

"Greetings! A mutual friend told us you might know a thing or two about the Tower of Wisdom? She mentioned you might have even worked on it? Could you, perhaps, point us in it's direction?"


DungeonMaster

He responds You mean the tower of Ra's Glory? Yes, let me go get the blueprints for the building as it has been destroyed, the shadow supposedly hints to the vault of hidden wisdom, but I never tried to look for it. Though if you know you nature well, you can figure out where the shadow would be at mid-day. 120 foot tall building. It is now 4:00 PM after the Dwarf retrieves the blueprints, and yes you would have had time to shop. In fact please do so before I auto-advance you like 3 pages, because there are no combats or roleplay opportunities ahead, just traps were I can autoroll have them disabled and be on my way.

Avelloran knowledge nature: 19 + 1d20 ⇒ 19 + (17) = 36 yep he knows and can tell us the exact position of where the vault would be. though I'm waiting a few hours for people do their shopping, probably have an update tomorrow morning.


DungeonMaster

okay, so the heroes go through the vault of hidden wisdom. At this point, it is clear that the heroes will not find any information on the cult of the forgotten cultists. The Dwarf mentioned that they have been around only for a few months and that is why. That attempts to stop them have been made, but the more important concern is the Sancrosanct of the Blue Feather.

elmar instantly spots a camouflaged Spike trap, presses the switch and immediately gets to disabling it completely and succeeds with little effort.

Later on heroes reach the reading room. Where they find a broken down clockwork servant in need of repair. And they need a knowledge check to know how and the DC is impossible to fail for some of us, so yes, we know how.

Heroes then reach the archive of architects. This room contains plans and architectural drawing for the tombs and pyramids of many Ancient Osirion's greatest pharaohs--though plans of Hakotep's tomb are conspicuously absent.

Heroes then reach the guardrooms, but there are no guards, the clockwork people left. tracks show it is likely the ones we dealt with as they somehow exited the vault.

perception: 1d20 + 20 ⇒ (19) + 20 = 39 silver
perception: 1d20 + 25 ⇒ (15) + 25 = 40 elmar and he barely spots the false ceiling trap that was made by the sancrosanct of the blue feather. But he disables it without trouble.

Finally the heroes reach the true Vault of the Hidden Wisdom where they can do their research.

engineering, history or nobility dc 25 with a +5. Then roll successes, we need 25.


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)

I wish to be an excellent engineer someday engineering: 8 + 5 + 1d20 ⇒ 8 + 5 + (7) = 20


DungeonMaster

remember that clockwork servant? It was repaired. After we found the part and took a minute to travel back to the room. and the exp is not divided by him as it helps us with research.

history: 5 + 5 + 1d20 ⇒ 5 + 5 + (17) = 27
successes: 1d4 ⇒ 1


History: 1d20 + 5 ⇒ (6) + 5 = 11

Zuberu tries to help but the books are a little beyond his paygrade.

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

I wish to be a wise historian someday.

Knowledge History, DC 25: 1d20 + 5 + 5 ⇒ (17) + 5 + 5 = 27
Clues found: 1d4 + 1 ⇒ (2) + 1 = 3


Kn(history) DC 25: 1d20 + 12 + 5 ⇒ (7) + 12 + 5 = 24

Avelloran skims through a book or two but isn't to interested in the subject matter, and his keen elf mind wanders to questions of arcane theory.


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 wish we din' have to spend so much damn time in libraries."

And Elmar has no knowledge skills that help with this.


"Elves learned long ago master Thonsson, that to hide power from dwarves one simply puts said power in a book."


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 slaps Avelloran across the face.

To hit: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d3 ⇒ 1 (nonlethal)

"We're being hunted at every turn by magical assassins 'f ungodly power. Just sayin', not sure why books are our only option here, or why we keep getting ourselves in ta more 'n more heavily-guarded libraries."


I'm like 6'4 lets see an acrobatics check to even be able to attempt that slap.


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 a character can reach up to 1.5x their height without effort, no acrobatics check necessary. Dwarves are still medium-sized, dude.


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 agree with Elmar; this does seem to be a waste of our time. We spend hours reading pointless facts about some sky pharaoh when we could be out actually helping people." Kaylor grumbles as he pokes at some books.

At this point, this is completely out of character for Kaylor.

Engineering (Kaylor): 1d20 + 16 + 5 ⇒ (13) + 16 + 5 = 34
Engineering (Remiel): 1d20 + 18 + 5 ⇒ (6) + 18 + 5 = 29

Success (Kaylor): 1d8 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Success (Remiel): 1d8 + 6 ⇒ (2) + 6 = 8


Oh you kids.


Yeah, I always thought that just because they're so stocky. Like a huge dwarf would be 4'4 260lbs

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