Black Tom's Mummy's Mask

Game Master Black Tom

Treasure-finding and high adventure under the desert sun.


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hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

leaves me at 4 hp... I was -5 when Inmir healed me for 6, leaving me at 1 + 3 = 4

She approaches the door with a bit of trepidation, sighs and examines it for traps.

perception: 1d20 + 7 ⇒ (6) + 7 = 13


"Don't touch anything if you can," Duriel warns.


Male Human (mostly) Ex-cleric and Grumpy Cat

Inmir converts a prepared Comprehend Languagues into some more healing for Fleur for 7 points, bringing her back to full health. Relieved, Fleur pronounces the door clear, and Luuther seems to agree.

Fleur also gets a hero point for unremitting bravery (and some nice play generally).

Is someone else going to push the door open? It is unlocked.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"I have your back" he levels his crossbow at the door
"Hopefully no funny surprises this time" he chuckles

-Posted with Wayfinder


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

Luther moves and pushes the door open


Male Human (mostly) Ex-cleric and Grumpy Cat

No funny surprises this time. Just a rather large, empty room. A tapestry hangs from a frame against the south wall; it depicts an otherworldly vista where the souls of the dead, shepherded by strange beings, enter an ethereal river ambling through space toward a landscape dominated by an impossibly tall spire. Columns sculpted in the shape of Osirian warriors wielding khopeshes stand in all four corners of the room. The floor is tiled in a white spiral pattern on a black background, and this spiral pattern is repeated on the stone double doors to the north, east, and west.

Visible exits are the double doors to the north and west (you enter from the east), both of which are locked. Map updated above.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

ooh, thanks, BT

"I feel much better now... ready and able. I hope these statues don't come to life... I've heard stories, but maybe they are just that, after all, they were tales meant to frighten children, not necessarily factual. This spiral pattern is fascinating... I wonder if it is meant to be walked in that way, or just decoration? She checks for traps in the floor before proceeding to the north door.

perception: 1d20 + 7 ⇒ (14) + 7 = 21


Male Human (mostly) Ex-cleric and Grumpy Cat

Fleur finds no traps, either on the floor or the north doors.


"Hey, Fleur, what can you tell us about these Osirian warriors sculpted on the columns?"


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

knowledge: 1d20 + 8 + 1d6 ⇒ (3) + 8 + (4) = 15 (could apply to: arcane, engrg, history, local, nature, religion or dungeoneering, not that it probably matters, with that poor a roll)


Male Human (mostly) Ex-cleric and Grumpy Cat

The warriors are pretty generic but they are depicted in a style fashionable in Akhentepi's time.


Male Human (mostly) Ex-cleric and Grumpy Cat

So... are you going to try to get those doors open? Or do you have some other idea?


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

At the north door, Fleur will examine it for traps, and locking mechanisms... and if none, she'll let whoever wants to open it do so

perception: 1d20 + 7 ⇒ (2) + 7 = 9
disable if nec: 1d20 + 6 ⇒ (10) + 6 = 16


Male Human (mostly) Ex-cleric and Grumpy Cat

It's a rather simple lock, and Fleur can't find any traps, but she can't quite manage to get it open.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"Luuther, maybe you give this one a try, it is beyond my skill I think. It looks like such a simple lock too."


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

"Hoo Hoo! Let me see how nimble my fingers are this day".

1d20 + 9 ⇒ (5) + 9 = 14 Disable Device


Male Human (mostly) Ex-cleric and Grumpy Cat

Luuther has some trouble with the lock but with some help from Fleur he eventually gets it open.

Do you have a designated door opener, or should I just assume that Duriel pushes the doors open?


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

Luuther is not very patient, so he'll give the Paladin a moment to act, then he'll probably brashly throw open the door, ready to jump out of the way if needed.


Male Human (mostly) Ex-cleric and Grumpy Cat

I'm not very patient either so Luuther opens the door.

Another staircase opens behind the door, leading down to another pair of double doors.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Doors and stairs. Doors and stairs... and the occasional pit fall.... No offence Anubis, but your followers were not very imaginative" he chuckles from his spot at the back

-Posted with Wayfinder


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

FLeur goes up to the double doors and checks for traps yet again...

perception: 1d20 + 7 ⇒ (20) + 7 = 27


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

"Wondrous things..warrior dolls and animated sand pits..never saw such things at the monastery." Haydar mused aloud as he follows the party.


Male Human (mostly) Ex-cleric and Grumpy Cat

Fleur feels convinced that the doors are not trapped, so much so that she dares open them herself. The octagonal room behind the doors is larger and more splendid than anything you've seen so far in the tomb.

The center of this large octagonal room is a raised square platform a few inches above the floor, with a stone pillar at each corner. A gold-trimmed sarcophagus sits in the center of the platform, flanked by two statues of humanoid beings with canine heads, each of which holds an ankh in one of its crossed arms. Stone double doors exit the room to the north.

Map updated above.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"Oh my, is this the final resting place of our fabled warrior? This would make a fine place to be interred, but I wonder that it was so easy to reach... perhaps it is a ruse for the unwary?"

She enters cautiously, checking for traps along the way to the sarcophagus... watching the statues out of the corner of her eye all the time too.

perception: 1d20 + 7 ⇒ (8) + 7 = 15


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

I have returned! Having survived the twin horrors of Sahuagin raids and no internet I am now returned to the loving arms of civilization :) - Thanks very much for taking care of Inmir while I was away. I see a new room and fresh challenges await!

The Lady of Graves brings light in the darkness!

Inmir refreshes the light spell on his spear and holds it high to let the light shine past Fleur and into the room. Seeing the sarcophagus and the statues, he breaks quietly into song, singing praise to Pharasma for her guidance and protection thus far.

My friends! This could be it. We may have reached the final resting place of Akhentepi. We should be cautious. If any place in here is going to be protected it will probably be this.

With that he reaches out and taps Fleur and Luuther each on the shoulder and mutters Pharasma guide and guard you

Cast Guidance on each of them - for the next minute they can take a +1 competence bonus on a single attack roll, saving throw, or skill check.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Well. Let's get this thing going then. Nice and all. But we should do what we came in here for" he scans the room for anything that is moving

-Posted with Wayfinder


Duriel stands at the entrance to the room, ready to defend the party should the need arise.


Male Human (mostly) Ex-cleric and Grumpy Cat

Fleur's misgivings about the statues are proven true as she sets foot on the platform to examine the sarcophagus more closely. A bolt of lightning arcs between the pillar to strike her. for 7 points of damage, Reflex 15 for half.

At the same time the doors slam shut. Duriel needs to make a Reflex 15 save or be knocked prone. A metallic grating sound is heard from the west wall.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

reflex dc 15: 1d20 + 4 ⇒ (9) + 4 = 13

"OW!!!" She jumps back away from the arc. "That freakin' HURT!" She moves back near Duriel, looking for protection.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Not good... and whats that sound? Best be ready... hey Fluer? You okay? " he calls from behind his crossbow

-Posted with Wayfinder


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir was standing behind Fleur to provide his light just before she she and Duriel entered the room, so he will now step up to the suddenly closed doors and call out Fleur! Duriel! Are you alright? What is happening?

As he does this he will also attempt to open the doors again.

Fleur: Don't forget you still have Guidance on you. It wouldn't have helped with the Reflex save but it might yet be of assistance.


Male Human (mostly) Ex-cleric and Grumpy Cat

I assumed that you all followed Fleur into the room, but if any of you wants to stay back on the stairs, that works too. But you'll miss out on all the action... *evil grin*

Suddenly the north doors burst open and water starts gushing into the room. At the same time the lid of the sarcophagus rises slightly, exposing a very nasty set of teeth. It also grows a number of short, stubby legs. It's hard to tell, but it almost looks like it is smiling.

Roll for initiative. Sarcophagus goes on 17 so if you beat that you can post your action immediately.

I don't think we'll need a combat map. You can see the room layout on the Current map under Campaign info. Sarcophagus is medium-sized so no reach.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Ah, ok - I had assumed that we were split by the door ... but yes, absolutely would rather be in the room than out.

Initiative: 1d20 ⇒ 2 Back to my usual quality initiative rolls - you guys do your thing, I'll catch up later :)


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

init: 1d20 + 2 ⇒ (19) + 2 = 21


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Since she already moved back by Duriel at the doors, Fleur will draw her shortbow and fire an arrow at the sarcophagus, not really expecting it to do any good though.

to hit: 1d20 + 2 ⇒ (3) + 2 = 5
dmg if hits: 1d6 ⇒ 1

But as expected, it does nothing, in fact it doesn't even come close to hitting the animated sarcophagus.

"Didn't I say it was probably a ruse and not the real resting place? Seems I was right! Anyway this is probably just a guess, but I think smashing weapons might be more effective than blades against such a thing."


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
I prefer inside the room as well.


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

1d20 + 3 ⇒ (2) + 3 = 5 Initiative

Luuther is a bit surprised by the opening sarcaphogas, as he was busy looking with greed at the statues. He whirled around at the opening sounds, drawing his shortbow as he moves.

Luuther looks to see if the water is draining somewhere. How heavy is the flood of water? Is there anything to jump up on top of in the room... besides the sarcophagus?

Again, what do you think about just rolling our initiatives for us?


Male Human (mostly) Ex-cleric and Grumpy Cat

Will be out of town for a couple of days. Game is on hiatus until Saturday.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

Initiative: 1d20 + 6 ⇒ (13) + 6 = 19

-Posted with Wayfinder


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

Talin growls, but this time he was ready, as soon as the teeth appears he moves a bit closer and fire his crossbow at the... gah. Wish he knew what it was. But still...

PBS: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Thunk: 1d8 + 1 ⇒ (8) + 1 = 9

-Posted with Wayfinder


Black Tom wrote:

Fleur's misgivings about the statues are proven true as she sets foot on the platform to examine the sarcophagus more closely. A bolt of lightning arcs between the pillar to strike her. for 7 points of damage, Reflex 15 for half.

At the same time the doors slam shut. Duriel needs to make a Reflex 15 save or be knocked prone. A metallic grating sound is heard from the west wall.

Reflex 1d20 + 2 ⇒ (18) + 2 = 20 Still on my feet

Initiative 1d20 + 2 ⇒ (15) + 2 = 17

"Fleur's been hurt!"

Duriel moves to defend Fleur.


Male Human (mostly) Ex-cleric and Grumpy Cat

Talin's bolt hits the thing squarely but only does minor damage to its metal-plated exterior. 4 points of damage.

The sarcophagus sees itself deprived of targets as Fleur and Luther move away, and goes for Duriel. He only manages to avoid the snapping lid by a hair's breadth.

You are all up.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir moves up behind Fleur and touches her on the shoulder as he says...
Lady of Graves, please grant me a touch of your power that I may heal my companion.

Converting Protection from Evil into Cure Light Wounds

Healing!: 1d8 + 1 ⇒ (8) + 1 = 9

ooh excellent roll - however, that is my last first level spell gone, so I'd like to request that everyone stop taking damage now :)


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"Thanks, Inmir... but I'm sure you should have saved that for Duriel or Haydar... someone who's up in front fighting... "


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur throws an alchemist fire at the sarcophagus, hoping it will take some damage.

ranged touch to hit: 1d20 + 2 ⇒ (15) + 2 = 17
dmg if hits: 1d6 ⇒ 3


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"I hate these things already... please go down soon, wont you? " he asks the thing before he fires another bolt at it

PBS: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

-Posted with Wayfinder


"Begone fiend!!!" Duriel brings down his axe.

attack 1d20 + 5 ⇒ (11) + 5 = 16
damage 1d12 + 6 ⇒ (11) + 6 = 17


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Haydar moves next to the object and tries to punch it.
Attack: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


Male Human (mostly) Ex-cleric and Grumpy Cat

The water is gushing in and slowly filling the room. There isn't really anywhere to jump to - apart from the sarcophagus - unless you want to try to climb the statues.

I'll try rolling initiatives for you if you prefer that in the next combat, but I don't think it will make much difference.

Fleur's alchemical fire hits the thing's side, but unlike the wooden dolls it's not particularly flammable and takes no damage. Likewise Talin's bolt bounces off it, but Duriel's axe is powerful enough to to some considerable damage. 12 points for a total of 16

Luuther still to go, then the coffin thing.

Knowledge (engineering) 15:
By the rate the water is flowing it will take it several minutes to fill the room entirely.

Knowledge (arcana) 18:
The centuries-old metal is brittle and may be susceptible to cold.


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

As Luuther frantically looks around for a way to drain the water he looses an arrow at the object.

1d20 + 3 ⇒ (19) + 3 = 22 Shortbow

1d6 ⇒ 3 Arrow

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