Chronicles of the Silver Rose Company

Game Master Patrick Curtin

This campaign is my attempt to play a canonical Planescape campaign using the updated Pathfinder ruleset. The game actually predates the release of Pathfinder, but we have managed to update as we have needed.


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Bribes always welcome

Sandy hair, dont care Rd 1
Haste rd 1/10

Rantherius 23 (command Alessia)
Alessia: 22 (Attacking Manhayth)
Justin: 22 (summoning)
Karrin: 18 (pending)
Hamar: 17 (dance o’ death)
Merle : 15 (haste)
Manhayth: 15 (ATK Alessia - then paralyzed 1/2rds)
Minions: 14 (Advcancing - Despair rolls needed)
Blayze: 13 (pending)
Mel: 10 (PAralyzed - 1/2rds)

Manhayth curses and whirls his two long daggers at Alessia

Kukri 1: 1d20 + 16 ⇒ (7) + 16 = 231d20 + 11 ⇒ (6) + 11 = 171d20 + 6 ⇒ (9) + 6 = 151d4 + 5 ⇒ (4) + 5 = 91d4 + 5 ⇒ (2) + 5 = 71d4 + 5 ⇒ (3) + 5 = 8
Kukri 2: 1d20 + 16 ⇒ (16) + 16 = 321d20 + 11 ⇒ (20) + 11 = 311d4 + 5 ⇒ (3) + 5 = 81d4 + 5 ⇒ (4) + 5 = 9
crit confirm: 1d20 + 11 ⇒ (10) + 11 = 211d4 + 5 ⇒ (4) + 5 = 9

Manhayth's blades make a circle of steel around Alessia, but few slashes find their mark

The two mummies not facing Hamar advance towards the cave. The party feels a wash of despair roll over them

2 DC 16 Will saves as above for everyone but Hamar please

Manhayth Will ST DC 16 1d20 + 6 ⇒ (1) + 6 = 71d20 + 6 ⇒ (20) + 6 = 261d4 ⇒ 2
Mel Will ST DC 16 1d20 + 7 ⇒ (4) + 7 = 111d20 + 7 ⇒ (20) + 7 = 271d4 ⇒ 2

UGH - 2 rds paralyzed

The Mel and Manhayth freeze, their faces set in abject horror


New Map

The colored circles are the despair auras. Once you have saved or endured your fail you will not be affected by a particular despair again.


Female catfolk sorceror 11

will saves

will save: 1d20 + 8 ⇒ (15) + 8 = 23

will save: 1d20 + 8 ⇒ (18) + 8 = 26


Human Wiz 12 (Evocation)

Will Save 1: 1d20 + 11 ⇒ (19) + 11 = 30

Will Save 2: 1d20 + 11 ⇒ (10) + 11 = 21


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OK. Mark is on the road, so I’m going to DMPC Blayze real quick

DC16 will ST: 1d20 + 17 ⇒ (20) + 17 = 37
DC16 will ST: 1d20 + 17 ⇒ (16) + 17 = 33

Not like she could really fail, but ..


Blayze stats

Spoiler:
Ranged: TWF Honor/Glory +15/+14/+10 (+1d8+2/1d8+1/1d8+2)
Melee: +1 Adamantine planar heavy mace +12/+7 1d8+1 (ignores 5 pts of DR vs outsiders)
Smiting shot: Normal attack +14 damage +20 vs evil/evil dragon/undead x4(b/p) beats all DR
Divine bond: +2 to attack and damage or (seeking/holy) +1d6 19/20 x4)

Honor: 1d20 + 15 ⇒ (14) + 15 = 291d20 + 14 ⇒ (14) + 14 = 281d20 + 10 ⇒ (16) + 10 = 261d8 + 1 ⇒ (3) + 1 = 41d8 + 1 ⇒ (7) + 1 = 81d8 + 1 ⇒ (2) + 1 = 3

Glory: 1d20 + 15 ⇒ (15) + 15 = 301d20 + 14 ⇒ (17) + 14 = 311d20 + 10 ⇒ (18) + 10 = 281d8 + 1 ⇒ (3) + 1 = 41d8 + 1 ⇒ (6) + 1 = 71d8 + 1 ⇒ (4) + 1 = 5

Using smiting shot on Honors first atk

O.o I wish I could roll like that for myself

Blayze’s two pistols fly into her hands like magic and she unloads on the big bad in the back. The first bullet shines like a small star as it flies, ripping a huge chunk of bandage from the creature


Ugh. Karrin hasn't gone either. For expediency I'll DMPC her too

DC16 will: 1d20 + 7 ⇒ (10) + 7 = 17
DC16 will: 1d20 + 7 ⇒ (3) + 7 = 10
1d4 ⇒ 3

Karrin prepares to move when the despair rolls over her. She freezes, as a feeling of helplessness turns her limbs into lead


Bribes always welcome

Sandy hair, dont care Rd 2
Haste rd 2/10

Rantherius 23 (sand wrath)
Alessia: 22 (Attacking Hamar)
Justin: 22 (summoning) (need will st dc 19)
Karrin: 18 (Paralyzed 2/3 rds) (need will st dc 19)
Hamar: 17 (pending) (immune to all despair)
Merle : 15 (pending) (need will st dc 19)
Manhayth: 15 (paralyzed 2/6 rds) (Shaken 3rds after fear)
Minions: 14 (pending)
Blayze: 13 (pending) (need will st dc 19)
Mel: 10 (Paralyzed - 2/2rds)

The mummy lord advances, passing by Hamar and the mummy he faces

AoO for you, Hamar

His despair aura reaches the group DC 19 Will or effects as above, and he opens his mouth impossibly wide and a blast of superheated sand erupts from within him

Sand wrath (fire&Slashing): 6d8 ⇒ (8, 5, 5, 5, 5, 7) = 35
Reflex DC 19 for half

Manhayth DC 19 will ST/fear/shaken: 1d20 + 6 ⇒ (4) + 6 = 101d4 ⇒ 41d4 ⇒ 3
Mel DC 19 will ST: 1d20 + 7 ⇒ (16) + 7 = 23

in Alessia's mind a voice summons her

**forget the elf. Attack the barbarian male**

Please head to attack Hamar this round. Your go


Updated map


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=67/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

Round 2

AoO - Vorpal Blade Attack - 1d20 + 15 ⇒ (14) + 15 = 29 - Damage 1d6 + 6 ⇒ (4) + 6 = 10

The Barbarian attempts to behead the main villain of this encounter, but to no avail.


Human Wiz 12 (Evocation)

What? OH I see. The BBG stepped forward. The Dork.

Will Save vs DC: 19 1d20 + 11 ⇒ (20) + 11 = 31

HAH! Nat 20! Take that you bandaged bad guy! ;)

So as I understand (remember) it, I now complete my full-round summoning, the summons appears & goes, and then I get THIS rounds actions. Yes?

Justin shakes his head slightly as the mummified leader steps forward, bringing another wash of despair and mental agony over him and the others. But the previous mummies auras had forewarned the wizard, and his mental defenses were engaged and held firm. The wizard completes his summoning chant in a strong, if hasty, voice.

ALmost next to the mummy-lord, K17 a spinning circle of glowing runes appears, they flash brilliant red, and vanish. Standing in the center of where the runes were is a tall, lanky form. The emaciated figure looks like a horned human skeleton smothered within a bone-tight hide of slimy leather. The figure lifts it's longspear and turns to glance at the wizard who had dared to summon it.

Justin immediately points at the mummy leader.
"Babua! !@#$%%^^ ^%&&^$$ %&*()(%#@ @$&*)((&*%^ WEHDF%$&N! @#$&FGHI ()&*^ VBNBML! OENVFK&%#&* DEYH*&$%#$ IT (&^DFNBI*&% TOU DH%!!" The wizard calls out with the final vestige of his conjuring spells power.

Abyssmal:

Spoiler:

"Babua! Your target is the mummies! Destroy the leader first! If it casts a spell counter or dispel it. Otherwise, tear him and his bandaged buddies apart in whatever way pleases you! After that your job is done!"

Before I post his actions, does it need to make it saves vs the auras first? Or after its actions? It has SR 17, (It is chaotic, demon, evil, extraplanar) I looked them all up, I see no immunities to mental effects?


female human wight fighter (armor master) 8 / furious guardian 2
Dungeon Monkey wrote:

in Alessia's mind a voice summons her

**forget the elf. Attack the barbarian male**

Please head to attack Hamar this round. Your go

Alessia turns, letting out an unearthly shriek, and charges at Hamar, aiming a deadly sword thrust at the barbarian's torso. The pinpricks of light within her empty eye sockets, normally a fiery red, glow a sickly greenish color.

+2 keen furyborn bastard sword: 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34
Damage: 1d10 + 7 + 1 ⇒ (6) + 7 + 1 = 14 plus energy drain


Bribes always welcome

I forgot to emphasize that everyone needs to make a DC 19 reflex save vs the superheated sand blast the BBEG barfed on you. That’s everyone in the cave (see map). Justin, your summoned guy will have to save first. Depending on where you popped him into existence there are up to four auras to save against.


Human Wiz 12 (Evocation)

OH that was a SAND blast! (That makes so much more sense) ;P

I originally said K17, BUT AFter seeing that I have LOTS of wiggle room with range, I will place summons behind the BBEG at L15. SO yes, it has 4 saves to make ;P

JUSTIN made his WILL save vs the aura, but I didn't roll the save vs Sand Blast
Justin DEX save v DC19 1d20 + 8 ⇒ (14) + 8 = 22
HALF dmg, (thk goodness!) Wiz now at HP 88

The wizard manages to get his spell-enhanced sleeve in front of his face, taking the brunt of the blast. He still feels like he received a gentle, super-heated facial from an angry earth elemental. And the sunburn is going to HURT tomorrow. But he's alive. For now. And ticked.

Justin SUMMONED Will saves, 3 vs DC 16, 1 vs DC 19
Will Save 1 v Dc 16 1d20 + 5 ⇒ (16) + 5 = 21
Will Save 2 v DC 16 1d20 + 5 ⇒ (6) + 5 = 11
Will save 3 v DC 16 1d20 + 5 ⇒ (12) + 5 = 17
Will Save 4 v DC 19 1d20 + 5 ⇒ (9) + 5 = 14
Well, no matter HOW you rearrange those rolls, It only made 2 out of 4. ;P


Bribes always welcome

That despair is a b*#$!

The demon appears, then halts, slack jawed

paralyze: 2d4 ⇒ (1, 4) = 5
shaken after: 1d4 ⇒ 1


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=67/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

After Justin's action for the round resolves, Hamar will act.

Fortitude save vs Energy Drain 1d20 + 8 ⇒ (11) + 8 = 19


Human Wiz 12 (Evocation)

Is Seph on the map like he is shown? Or is he on Merle's Shoulder?I'll just make a small move to be safe.

Seeing the conjured demon appear, and then go slack-jawed, Justin pouts.

"Well. THAT was underwhelming." He grumbles into the storm.

"We have to get a Protection spell on Alessia! It might break whatever hold 'Bubba-Ho-Tep' has on her!" Justin shouts to the others.

Seeing Alessia turn and dash towards Hamar, sword-raised, the wizard risks taking a few steps forward. ( MOVE to L19)

"Let's see if those bandages are fireproof you refugee from a ragbin." Justin growls, raising his blasting rod. In the darkness the glowing tip of the wizard's focus stands out like a torch.

"Fuego Serpentscore!!"

Fire blossoms from the end of the basting rod. Fire that bears a vaguely draconic-shaped head. The fire-serpent races forward, adjusting its path as the wizard tilts his focus one way, then the other.

The fire snake races along the floor of the cave, missing all of the cramped companions. It turns left as it exits the cave and races OVER the southernmost mummy, then turns sharply and races over the Mummy Lord, continuing onward to roll over teh northern mummy, then turns sharply again to go around Hamar, and roll over the last mummy in the back of the pack. Then it rears up, and flares into nothingness,...

OK, for shortness sake, with all bonuses Spell is at max of 15d6 dmg, and 15 x5' squares of travel. PLus +1d6 dmg from Fiery rod. Plus Evoc bonus, etc.
It's path is: L18, M18, N17 (1st Mummy), M16, L16 (Mummy Lord), K16, J17 (2nd Mummy), J16, J15, J14, K13, L12 (last Mummy), L12, (continues on 2 more squares & ends)
Each mammy takes 16d6+7 of fire dmg. Reflex save DC:23 for 1/2 dmg. (Sadly, Spell Resistance does apply as well) ;P

Fire Snake Dmg: 16d6 + 7 ⇒ (5, 1, 3, 2, 3, 3, 1, 5, 4, 2, 1, 3, 6, 5, 4, 2) + 7 = 57


Female catfolk sorceror 11

Reflex save

reflex: 1d20 + 7 ⇒ (7) + 7 = 14

re-roll for cats luck

re-roll: 1d20 + 7 ⇒ (8) + 7 = 15


Bribes always welcome

Sandy hair, dont care Rd 2

Haste rd 2/10

Rantherius 23 (sand wrath)
Alessia: 22 (Attacking Hamar - HIT) (need DC 19 Reflex ST)
Justin: 22 (FUEGO!) (17 Damage)
Karrin: 18 (Paralyzed 2/3 rds) (need will st dc 19) (35 damage)
Hamar: 17 (pending) (need DC 19 Reflex ST)
Merle : 15 (pending) (need will st dc 19) (35 damage)
Manhayth: 15 (paralyzed 2/6 rds) (Shaken 3rds after fear) (35 damage)
Minions: 14 (pending)
Blayze: 13 (pending) (need will st dc 19) (need DC 19 Reflex ST)
Mel: 10 (Paralyzed - 2/2rds) (35 damage)


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=67/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

Reflex Saving Throw - 1d20 + 15 ⇒ (20) + 15 = 35

Of course! NOW I get the 20... Will post up actions in a few as it's time consuming to post a Dervish Attack sequence.


Bribes always welcome

DC23 reflex: 1d20 + 7 ⇒ (9) + 7 = 161d20 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (11) + 2 = 13

Justin's flame dragon sears the three mummies severely. The two subordinate ones look like refugees from the world's worst BBQ.

The two subordinate mummies are still up, but definitiely tottering. Rantherius the Mummy Lord is doing a bit better


Female catfolk sorceror 11

Will save

1d20 + 8 ⇒ (10) + 8 = 18


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=67/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

Round 2

Movement 90' AC - 28 - 30 vs. Alessia! (Dodge) Ranged Attack 20% Miss. Still in Dervish Dance.

Hamar winces as the Wight strikes him, he holds back the urge to strike her, the Wizard having exclaimed that she is controlled by the opposition...

Luckily, he resists the potent power coursing through the blade. The Barbarian, rolls away from Alessia - Acrobatics - 1d20 + 26 ⇒ (14) + 26 = 40

And heads to attack the "master" first, switching hands with his blades, he again tries to "behead the snake". Move 10' to attack the Mummy Lord from behind.

Attack #1 Vorpal Scimitar 1d20 + 15 + 4 + 1 ⇒ (12) + 15 + 4 + 1 = 32
Damage 1d6 + 6 + 2 + 4d6 ⇒ (6) + 6 + 2 + (2, 3, 2, 5) = 26

He pivots to the next "minion" J17 - no Acrobatics as the Mummy Lord has his back turned to Hamar. Move 15'

Attack #2 Keen Planar Scimitar 1d20 + 14 + 2 + 1 ⇒ (12) + 14 + 2 + 1 = 29
Damage 1d6 + 4 + 2 + 4d6 ⇒ (2) + 4 + 2 + (2, 2, 1, 2) = 15

He then pivots and flips backwards in an aerial away from the minion - Acrobatics - 1d20 + 26 ⇒ (4) + 26 = 30 landing on his feet, though not as gracefully as he would have liked, and again charges at the Mummy Lord, seeking a beheading! Move 15' again.

Attack #3 Vorpal Scimitar 1d20 + 10 + 4 + 1 ⇒ (19) + 10 + 4 + 1 = 34 so f#*$ing close...
Damage 1d6 + 6 + 2 + 4d6 ⇒ (6) + 6 + 2 + (4, 5, 6, 3) = 32

Hamar again takes advantage of the foe distracted by his comrades and charges at the southern minion 15' to N17

Attack #4 Keen Planar Scimitar 1d20 + 9 + 2 + 1 ⇒ (3) + 9 + 2 + 1 = 15
Damage 1d6 + 4 + 2 + 4d6 ⇒ (3) + 4 + 2 + (3, 3, 5, 3) = 23

The Barbarian spins away this time with a pirouette from the next minion Acrobatics - 1d20 + 26 ⇒ (4) + 26 = 30 - moving 15' again to attack the Mummy Lord.

Hasted Attack # 5 1d20 + 15 + 4 + 1 ⇒ (17) + 15 + 4 + 1 = 37 Nope...
Damage 1d6 + 6 + 2 + 4d6 ⇒ (2) + 6 + 2 + (2, 5, 6, 6) = 29

Hamar then rolls backwards with his last remaining movement - 20' back to P16, no Acrobatics as he is still at the back of the Mummy Lord, utilizing his last 20' of movement to keep out of the hands reach of the deadly Mummies... He stands from his roll, an eye on Alessia who he believes will once again, strike him...


female Tiefling 12th level Duskblade

How many will saves?

Will save: 1d20 + 7 ⇒ (16) + 7 = 23
Will save: 1d20 + 7 ⇒ (15) + 7 = 22
Will save: 1d20 + 7 ⇒ (12) + 7 = 19
Will save: 1d20 + 7 ⇒ (18) + 7 = 25


female Tiefling 12th level Duskblade

Religion:: 1d20 + 16 ⇒ (5) + 16 = 21
What are this thing's weakness? Is it immune to anything? Does it have any resistances? Pretty sure knowledge religion should tell me stuff about the undead.

For now Karrin uses her swift flight to charge the Mummy Lord, she's going to power attack:
power attack: 1d20 + 16 ⇒ (12) + 16 = 28
damage: 1d12 + 17 + 1d6 + 2d6 ⇒ (9) + 17 + (3) + (2, 5) = 36
3 cold damage, 7 damage vs evil, pretty sure the vs evil should land damage but not sure about the cold.

"Hey you," Karrin says as she flies in, "I'm here to axe you some questions!"


Bribes always welcome

K(r) certainly will. They are very resistant to damage (dr10/-). They are immune to cold and electricity

When I have time tomorrow I will parse out all this and see where we stand :)


Bribes always welcome

ref: 1d20 + 7 ⇒ (2) + 7 = 9

Oops. There were three subordinates. Also, Karrin makes her saves, so isn't paralyzed. Retconning

Karrin gets in a telling blow to the smoking mummy lord. Then Hamar slashes him to ribbons with his weaving circle of sword slashes. Alessia suddenly finds her mind clear, and a burning wrath for the mental violation she has experienced. The three mummy minions jerk as well, as if stunned, then then continue their attacks


Bribes always welcome

Sandy hair, dont care Rd 2

Haste rd 2/10

Rantherius 23 (dead)
Alessia: 22 (Attacking Hamar - HIT) (need DC 19 Reflex ST)
Justin: 22 (FUEGO!) (17 Damage)
Karrin: 18 (hit ML)
Hamar: 17 (hit KILL ml&minion)
Merle : 15 (paralyzed) 2d4 ⇒ (4, 3) = 7 rds-shaken 1d4 ⇒ 2 after
Manhayth: 15 (paralyzed 2/6 rds) (Shaken 3rds after fear) (35 damage)
Minions: 14 (atk)
Blayze: 13 (pending) (need will st dc 19) (need DC 19 Reflex ST)
Mel: 10 (Paralyzed - 2/2rds) (35 damage)

One of the minions takes a step, then its torso slowly slides apart as the creature realizes that Hamar has horizontally bisected it. The two pieces topple to the ground J17.

The minion that Hamar missed turns and swings a huge bandaged fist at the barbarian!

Slam: 1d20 + 14 ⇒ (2) + 14 = 161d8 + 10 ⇒ (7) + 10 = 17

If hit, I need a DC 16 Fort save

The farthest mummy advances to face Karrin, its bandaged body still smouldering from Justin's fiery serpent

Everyone except Hamar will need to make a DC 16 Will save, as the final mummy makes its aura wash over you all

slam: 1d20 + 14 ⇒ (16) + 14 = 301d8 + 10 ⇒ (2) + 10 = 12

Also will need a DC 16 Fort save if hit

I'll give Mark another chance to go, then if nothing I'll DMPC Blayze again


Updated Map


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=67/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

The Mummy's fist misses the dexterous Barbarian!


Human Wiz 12 (Evocation)

WILL save vs DC:16 1d20 + 11 ⇒ (14) + 11 = 25

The wizard's mental defenses are now firmly up, (Along with his 'fiery temper') and the final mummy's fearsome aura washes over the wizard with all the effect of a wave crashing on a rocky shore.


OK, DMPC go

DC16 will: 1d20 + 16 ⇒ (16) + 16 = 32

Blayze’s eyes squint, and her lips pull back from her teeth in a snarl. Her arcane pistols bark and buck in her slender hands as she attempts to take out the final two undead

Honor: 1d20 + 15 ⇒ (11) + 15 = 261d20 + 14 ⇒ (6) + 14 = 201d20 + 10 ⇒ (5) + 10 = 151d8 + 1 + 25 ⇒ (4) + 1 + 25 = 301d8 + 1 ⇒ (8) + 1 = 91d8 + 1 ⇒ (8) + 1 = 9

Glory: 1d20 + 15 ⇒ (13) + 15 = 281d20 + 14 ⇒ (8) + 14 = 221d20 + 10 ⇒ (17) + 10 = 271d8 + 1 ⇒ (8) + 1 = 91d8 + 1 ⇒ (5) + 1 = 61d8 + 1 ⇒ (2) + 1 = 3

Another grit point for a smiting shot

Both mummies fall to the ground, dead. Or is it redead? Dead again? Mostly dead?

Good job all


Human Wiz 12 (Evocation)

ALL dead there's only one thing you can do. Go through their pockets and look for loose change.

"NICE shootin' Tex!" Justin calls out to Blayze.

At the blank looks from the others, Justin has the decency to look sheepish. For a brief moment.

"Yeah. I don't recall where I heard that from. I won't say it again." He mumbles by way of apology, and promptly goes to check on the others.

Justin dismisses his summoned demonic-looking creature with a wave of his hand. The tall, sickly-looking creature blinks as its mind clears, looking around in surprise before fading away back to whatever plane Justin summoned it from.
"Note to self, Dispel Magic at will does NOT mean great against mental attacks." The wizard grumbles.

Justin checks on Mel and the others who fell prey to the mummies fearsome aura, and cautiously asks Alessia if she is alright. (Trying to unobtrusively stay out of range of her large sword until she confirms she is herself again.)

Only then does he turn his mind to that most challenging and yet most enjoyable task of adventurers.
Looking over the defeated creatures for anything of value.

Casts Detect Magic:
Per: 1d20 + 15 ⇒ (14) + 15 = 29


Bribes always welcome

After the end of combat, all those paralyzed snap out fairly quickly. Mel expends some channeling and some restoration magic to get everyone back up to snuff. Fortunately no one was terribly hurt Mel had full spells so I’m just going to assume you all are fully healed.

Justin discovers that the mummies are depressingly devoid of magic. However, their bandages conceal an impressive amount of jewelry. A small pile of rings, pectorals, chains,, earrings, and the like sits twinkling within Justin’s cloak

4,000 GP in jewelry

Manhayth goes back out after the camels, warning the others to stay put as the storm is still going full blast. He returns shortly, leading them back to their cave. Once he gets them settled he sinks back with a sigh

“We will have to hunt out their tomb and consecrate it in the morning. Otherwise they will reform and hunt us down. Plus they probably have decent grave goods to plunder. I don’t like grave robbing, but those d!ckheads deserve it”

Mel nods, yawning

“I know the rites for that. I’ll sleep on it and ask Pelor for the power”

The rest of the party is exhausted, and the wild weather keeps them close to the cave. They rapidly fall asleep.

Holding here for a moment if anyone has things to do


Outside the cave


Human Wiz 12 (Evocation)

I made a note of the treasure. I AM keeping track of that on a list. Thanks!

Justin adds a section of the Mummy Lord's middle wrappings to his personal collection. He stores it with the inscribed mummy wrappings of Memnon's former captor. (He has an idea for a magic item to make him resistant to physical damage, and these items should be enough for the main components).

Justin shows the others the jewelry he found on the mummies remains. He nods in general agreement with the plan.

He wouldn't want to be known as a tomb-robber (a category that most adventurers seem to end up getting lumped into. Deserved or otherwise.)
But those bandages-for-brains had started it. The least they could do is donate some treasure to help soothe the groups injuries. (Even if most of them had gotten away with little more than injured egos.)

He had forgotten in the heat of the moment, that some mummies could re-form after their physical bodies destruction. Kind of like a 'Poor-Man's-Lich'.

Well, not TOO poor, judging by the jewelry they had been buried in.

Justin spends a brief moment (or three) imagining what one of the pectorals would look like hanging on Skyy's slender neck. Then he packs it all away, once more rolls up into his coat-turned-into-sand-resistant robes, and passes out before his head hits his pack.


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=67/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

Hamar nods at the elf, "Will it take long to track this tomb down out here in this place?" and thanks Mel for the healing.

He does not address Alessia attacking him, such is the way with battles against powerful resourceful foes, but after being struck he is glad she is on the side of the Silver Rose.


Bribes always welcome

Manhayth grimaces

“Hopefully not long. I can’t imagine they wandered far from it. It will likely be in a local Wadi. Most tombs are hidden in the ground, not in temples.”


female human wight fighter (armor master) 8 / furious guardian 2
Justin Case wrote:
Justin checks on Mel and the others who fell prey to the mummies fearsome aura, and cautiously asks Alessia if she is alright. (Trying to unobtrusively stay out of range of her large sword until she confirms she is herself again.)

Alessia circles the bodies of the fallen mummies with her sword drawn. As Justin approaches, she hisses like an angry cat, but says nothing, keeping her distance.

After Justin has stripped the bodies of valuables and the group begins to settle in for the night, Alessia approaches the bodies and begins to violently hack them to pieces, making disturbingly little noise as she does so. Once the mummies have been thoroughly dismembered, she walks a fair distance away from the group and sits down in the sand, staring off into the distance.


Bribes always welcome

In the morning, the sandstorm subsides, and the group is left ready to push on. Manhayth offers water to anyone who wants it, his water skin is somehow glammered to refill magically when emptied

“We should start our search, hopefully we can discover their resting place “

If I could get a Perception and Survival roll from everyone who wants to assist


Human Wiz 12 (Evocation)

Justin grumbles about 'sand getting everywhere!', and even his usually reliable cleaning charm only seems to be able to lessen the impact of 'sandpaper in his shorts'.

The wizard gratefully accepts a large sip of water from their guide, and makes a note of the highly useful, but simple magical item.

"Not a big deal in a tropical rainforest, or the Plane of water, but worth it's weight in Gold in the desert." He comments to Memnon.

Despite his grumbling, Justin seems as eager to begin the hunt as their guide, and snaps his traveling spell book closed as soon as the others indicate their readiness.

He casts 3 spells in a row, with the ease of long practice. Tucks a magical rod away in his Quiver. And floats into the air a couple of feet off the ground.

"Let's go thank our mummy-hosts for their hospitality!"

Per: 1d20 + 15 ⇒ (9) + 15 = 24

Memnon zips about, the crystal skulls brightly colored knitted headwear jarringly out of place in such a warm climate.
Memnon PER: 1d20 + 10 ⇒ (14) + 10 = 24
Memnon Survival: 1d20 + 4 ⇒ (11) + 4 = 15


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=67/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

The Barbarian is out of his element but does his best to scout slightly ahead and see if he can spot the markers that Manhayth pointed out.

He moves with bow and arrow in hand instead of blades, seeing a ranged advantage this time if something pops up.

Perception 1d20 + 19 ⇒ (9) + 19 = 28
Survival 1d20 + 8 ⇒ (8) + 8 = 16


female Tiefling 12th level Duskblade

"So, Alessia, what happened back there? You temporarily join team mummy?" Karrin asks, "I mean those wrappings are pretty sweet and stuff, but I think you'll find us living people have better clothes, like when was the last time you saw a mummy in a rocking hat? Like you ever seen a mummy in a fedora or one of those winter hats with the pompoms? Really cool things that only the living can come up with. So like the style and ascetics of the mummies is pretty sweet, I think we can both agree that only the living have the latest and best styles. Maybe we can jazz up your look with some colour? Maybe some polka dots or some speed stripes? Make you look a bit modern? I mean don't get me wrong, everyone likes black, it's really slimming, but let's be honest, as a skeletal warrior you really don't need to look any slimmer.

"Anyways, just a suggestion, and feel free to say no here, but I'm seeing you in a blond wig, some knee high boots and a waist skirt that'll give the illusion of hips. We top it all off with a wide brimmed hat with feathers that you can wear tip down to hide the face, that way you're not always just giving away the goods showing any old perv you sexy skull. You'll want to show as little of that as possible till your second date."


female human wight fighter (armor master) 8 / furious guardian 2

As the group starts out from their shelter in the morning, Alessia keeps her distance, walking at least thirty or forty yards ahead or to one side of the rest of her companions.

If she hears anything that Karrin says from that far away, she shows no sign of it.

Perception: 1d20 + 17 ⇒ (4) + 17 = 21
Survival: 1d20 + 9 ⇒ (20) + 9 = 29


Bribes always welcome

Alessia, while walking alone, notes a small canyon opening in a series of eroded hills. She veers off, and sees that the opening descends into a narrow canyon that plunges down into the earth. She notes that the sandstone rock about the entrance of the arroyo is marked with pictographs and hieroglyphs well worn with time.

Actions?


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=67/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

The scout rushes to Alessia's side as she pauses at what first appears to be, just another pile of sand. He nods to her, "Good eye". This may be the first set of words that Hamar has ever uttered to her, directly.


Human Wiz 12 (Evocation)

Justin tenses when he notices Alessia pause, and sees Hamar rush to her side.

After a while of them just standing there together, the wizard relaxes, shrugs his shoulders to Memnon in an 'I dunno' motion, and waves for the rest of the group to join him as he floats over the sand towards the stoic pair.

When he sees what has captured their interest, Justin lets out a low whistle from between his teeth.

"Good eye." Justin says, unwittingly echoing Hamar.

"Looks like you were right Manhayth. Apparently the local mummies prefer the solitude of hidden caves as opposed to egotistically towering ziggurats. Gotta love a qualified guide!" Justin flashes their guide a smile to indicate that he is giving him a jesting compliment. Then returns his attention to the entrance.

"Hey Mem, any of these symbols Look familiar to you?"

Justin: Linguistics: 1d20 + 17 ⇒ (14) + 17 = 31

Memnon: Linguistics: 1d20 + 14 ⇒ (5) + 14 = 19
Unless it is a language Memnon already knows?


Male Shadow's Status | Human Scout 6/Barbarian 1/Dervish 5 | HP=67/114 + -2 Levels| AC=23 (Variable) | Init. +6 | F +8 | Ref +15 | Will +10 | Per +19 (Darkvision)

The Barbarian turns to the elf, "Magical traps you suspect?

Do we do what here? Defile their tombs to prevent their rise once more?"


AC: 28 INIT: +4 F:7 R:3 W:7 Perception +17 hP 76 [28] Human (Oerthian-Suel) Cleric 10

Mel snorts laughter

“Actually the opposite. We’re going to consecrate their little nest and make sure they don’t return”


Bribes always welcome

The hieroglyphics are similar to ones Justin has seen before. Memnon floats close and reads, his hat’s Pom Pom swaying back and forth in the light breeze. Between the two they manage to make out the following

Seeker of foulness, Rantherius
Black priest of [untranslatable]
Traitor of the God Neb-[faded]
Buried here for all eternity
May his Ka wither in the dark
Between the stars

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