DMummy's Mask
Game Master
Elmdorprime
Evil Looms. Cowboy Up. Kill It. Get Paid.
Slave Trenches
Map Undead M Railroad Engineer 13
The gynosphinx looks gravely concerned.
If the ka of the Sky Pharaoh has possessed your friend these are indeed dire times. Long ago the Pharaoh tortured knowledge of great magic from the Shory to extend the rule of Osirion. But he was far from a beneficent ruler and sought only more slaves. If these are his servants Garund itself is in great danger.
I must ask you for myself, and for Horus, for your help. Please cleanse this tomb of the vile scum who seek to loot the tomb and steal its knowledge.
Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24
[b]Well that sounds like a reasonable request. We're all about cleansing places of scum. How about it, Dwal?{/b]
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
"Cleansing and looting with permission? I ain't sure we have ever done it that way but it's worth a try...you know...for the sake of Garund ...and our friend. Count me in ."
Map Undead M Railroad Engineer 13
The gynosphinx turns her upper body towards Dwalindor.
You looting the tomb is not exactly what I had in mind. But if you wish to loot anything on them by all means - once their carcasses are drying in the desert sun they'll have no need of grave goods as their spirits will be cursed to wander the underworld outside of Osiris's guidance as punishment for their transgressions.
Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24
Map Undead M Railroad Engineer 13
He is the king of the underworld, but he's not an edgelord like Set, "the Lord of the Dark Desert" - Set's the kind of god who wears an eyepatch he doesn't need and dyes the end of his hair red: blood red.
Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22
Perhaps we should rest the night, and recover our magical energies, and Noonen we can prepare for what we face. Should we expect the undead? Traps?
Map Undead M Railroad Engineer 13
Undead in a tomb I protect? I find that insulting. And as for waiting the night by then the tomb could be desecrated and empty! No, now is the time for swift action - to root out and destroy the despoilers. As for traps in the outer tomb there will be none but Chisisek built a massive tomb for one of the mightiest Pharaoh's in Osirion's history. I am sure he had his own guardians and clever traps, although if they've been destroyed or disarmed by now I don't know.
Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24
Well time is a wasten! Let us kick butt for justice.
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
"Wait! Did you tell us where those Lamias came from or why they captured you? If you did I totally missed it. But whatever- Noonan is right...times a wasting. ."
Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION
"Yes, I am wondering if the Lamias are a part of the larger puzzle here. Also, I agree we are not at full strength, but with this mighty guardian's help we can overcome great odds."
Map Undead M Railroad Engineer 13
I believe the lamias are part of this group of tomb raiders - they are evil creatures, offensive in the eyes of the gods. But if we want to get into the main tomb, the thing to do is to go back out and ascend to the upper chamber. If you have a rope and hook you could climb it or I could carry you up to the top one at a time?
The mighty guardian was very much almost dead at the hands of an unfortunate fireball, plus torture - it's currently at 16/132 hitpoints.
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
"I ain't never been much for flying but I do have a good chunk of rope and a grapnel hook to boot ."
Dwalindor starts digging through his pack.
Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24
Noonan burns up several charges of his wand on the guardian.
CLW: 10d8 + 10 ⇒ (8, 3, 5, 8, 1, 8, 3, 3, 7, 1) + 10 = 57
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
Ok, found it. Lead on and we will get this tomb cleared in no time
Dwalindor ties off the hook to the rope, grabs his gear and heads towards the exit to find the top of the upper chamber.
Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22
Agreed, allow me to take a quick scout ahead
Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22
Shad moves ahead using his 60 ft darkvision, stealthing
1d20 + 15 + 5 ⇒ (15) + 15 + 5 = 35 stealth
note that in dim light he has a chance to be missed if someone does see him
1d20 + 13 ⇒ (17) + 13 = 30 perception
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
Dwalindor pauses as Shad does his work.
And?
Map Undead M Railroad Engineer 13
This large, vaulted chamber has been carved from the sandstone of the cliffs. Three arched doorways in the south wall open onto the valley outside, while a large circular hole in the floor allows access to the chamber below. A tidy camp has been set up by the west wall.
Shad discovers a very fine orange and gold rug worth 400 gp.
Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22
A small camp with access to several rooms. Also a throw riug worth a lot. Let's move up there and I'll scout ahead again.
Rinse and repeat through a any of them just not down yet.[/b]
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
Dwalindor will hoist the rug someplace safe for later retrieval.
Lead on. Whose camp? The giant and cultists? Or somebody new?
He pokes around looking for tracks or clues.
survival: 1d20 + 13 ⇒ (7) + 13 = 20
perception: 1d20 + 13 ⇒ (9) + 13 = 22 +2 vs stone
Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22
Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24
Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION
"Yes, tread carefully."
Perception: 1d20 + 14 ⇒ (4) + 14 = 18 +1 move vs traps. +2 vs humans
"I missed the conversation that there was going to be more present. Everyone is mostly healed up right?"
Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24
Map Undead M Railroad Engineer 13
A trace of tracks moves south out of the arches toward the outside.
A natural sandstone bridge of breathtaking grace arches across the ravine to a narrow balcony on the southern cliffs. The bridge starts at the upper hall of the mortuary temple (area N6) 20 feet above the valley floor, rising to a height of 40 feet where it joins the Crawl (area N8) on the southern wall of the ravine. The bridge is incredibly narrow, barely a foot across, and smoothed by winds and sand.
The map here is a bit silly (OK, a lot silly) but Dwalindor is actually directly in front of Tariq.
Moving across the bridge requires a successful DC 10 Acrobatics to move at half speed without falling, or DC 15 to move at full speed. Any fall from the bridge is between 20 and 40 feet, but a character can attempt a DC 15 Reflex save to catch himself before falling. Characters moving at half speed across the bridge are considered flat-footed andlose their Dexterity bonus to AC.
Dwalindor spots two cultists across the gap armed with crossbows.
Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24
Assuming Noonan gets told
I can summon a critter to harass them while we move across
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
Dwalindor looks across to the cultists.
Aw Noonan, those pansies do not lool like they even know how to hold their crossbows proper.
But maybe they will drop them and run away if you scare them with something. Either way, I am going over to introduce them to Amanda once I get across.
Dwalindor will start the trek across the narrow bridge, slowly moving foot by foot.
30' movement for full move
acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20
Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24
No way I can make it in my breastplate. I'm just an old fart.
10 dex and breastplate=nope
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
Dwalindor shrugs.
Maybe the Sphinxess will give and old man a lift. Or I can come back and run a rope along the way for you to hold. After we deal with these two.
Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22
How far across is the bridge to cultists? Sorry that map is cra-cra
Map Undead M Railroad Engineer 13
85 feet - yeah, it's the worst map I've seen in an AP. There's no better version of it in the map pack either.
Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22
Shad summons a shadow bow and moves 30 feet across
How is the light?
Map Undead M Railroad Engineer 13
Imagine a desert. Now imagine it's noon.
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
Oh, so this is outdoors under open sky? I was thinking we were inside some chamber...not that it changes anything for Dwalindor.
Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22
I thought we were inside as well
Map Undead M Railroad Engineer 13
DMummy wrote: A trace of tracks moves south out of the arches toward the outside.
A natural sandstone bridge of breathtaking grace arches across the ravine to a narrow balcony on the southern cliffs.
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
Ok. Thanks. I was confused thinking we were still in the chamber we climbed down via the circular opening. I see where the camp tracks led outside...missed that text...hence the confusion thinking this was part of the same complex. All good now. Nothing to see but a befuddled dwarf. Keep moving :)
Map Undead M Railroad Engineer 13
It's an awful map, but you actually climbed up to a new chamber to get to the bridge.
Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24
Noonan gets ready to cast a spell, depending on how Dwal and Shad do in combat
Map Undead M Railroad Engineer 13
Initiative (Dwalindor): 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (Noonan): 1d20 + 4 ⇒ (14) + 4 = 18
Initiative (Shad): 1d20 + 5 ⇒ (20) + 5 = 25
Initiative (Tariq): 1d20 + 3 ⇒ (8) + 3 = 11
Initiative (Monster): 1d20 + 1 ⇒ (5) + 1 = 6
I figured (finally) you were waiting for initiative so kill those cultists!
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
Dwalindor will throw caution to the wind, rages and rushes his way across to the other side.
Now you made me very angry! RAHHHAHHRRRR!
acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21 vs balance beam
double move of 60' feet, now 90' total from the edge, potentially reaching the other side (or falling to his grisly death).
Focus images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0) Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22
Shad moves 30 feet across and sends an arrow of shadow at a cultist
Shadow Bow 1d20 + 9 ⇒ (4) + 9 = 13 for 1d6 + 1 ⇒ (4) + 1 = 5 DC 19 will to only take 1/4 damage
maybe that hits flat footed maybe?
Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24
Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION
"Holy s+$#! Be careful Dwali or you are going to get us all killed!"
Tariq fires his bow, but keeps his leopard in reserve.
1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
1d8 + 2 + 3d6d1d20 + 6 + 2 ⇒ (4) + 2 + (14, 10, 11, 7, 9, 3, 1, 3) + 6 + 2 = 72
1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13
+2 vs Humans
Map Undead M Railroad Engineer 13
Tariq can you separate the "3d6d1d20" for me?
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
3d6d1d20 is standard damage for a bazooka Tariq bought from StarFinder :) .
Map Undead M Railroad Engineer 13
You can't fool me, I have that book! Not that Dwalindor wouldn't like a dimensional blade doshko (13d12 for reals).
Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
He would love to see how that works against those chattering doll teeth demons! Boom!
Tariq, I ain't killin' nobody yet. Just watch where you're shootin!
Human rgr 8/rge 5, CG AC 27, touch 18, ff 20, hp 113/113, DARK VISION Fort +10, Ref +17 Will +7; +2 trait vs. divination effects, +1 vs. Fear, +2 vs. Ongoing conditions, Trap sense +1, uncanny dodge, Init +4; Senses Percep +18, SM +11 EVASION
Wow that got messed up. I must have missed a bracket.
1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
To hit: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
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