DMummy's Mask

Game Master Elmdorprime

Evil Looms. Cowboy Up. Kill It. Get Paid.

Slave Trenches


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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

Know Nobility: 1d20 ⇒ 6

”Let me just look at the face and Cartouche . . .”

”And, uh, look for traps.”

Perception: 1d20 + 18 ⇒ (17) + 18 = 35


Map Undead M Railroad Engineer 13

As you advance to read the inside of the sarcophagus you feel a strange tingling in your feet and look down to find that the floor has become transparent and a yawning void sixty feet deep is below you - black bubbling tar lies at the bottom of the drop.

Roll Reflex save!


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

”Oh hot steaming pile of tar!”

Reflex: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19

Tariq goes into an incredible leap with catlike reflexes!

But he fatally forgot to tie the his footwear and finally steps on his shoelace like his mom had warned him about for decades.

”Oops!”


Map Undead M Railroad Engineer 13

Tariq's leap to the door fails to carry him far enough to the exit and he falls into the pit.

Falling Damage: 5d6 ⇒ (6, 6, 4, 3, 1) = 20

He lands in the tar which cushions the blow and begins to suck Tariq farther into it.

Effects of Tar: Characters in tar must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see the Swim skill description in Using Skills).

Characters below the surface of tar may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).

Rescue: Pulling out a character trapped in tar can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If both checks succeed, the victim is pulled 5 feet closer to safety. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface.


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

Swim: 1d20 + 6 ⇒ (7) + 6 = 13

”Crap! crap! Crap!” Throw me a line or I have a whip!”

”Wait! I thought you said we could fly for hours Noonan!”

” Thank God my mom made me take swimming lessons. Maybe the piano lessons will come in handy before the end of this adventure too!“

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Who does this affect and does airwalking or flight negate?

”Whoa what’s happening? What did you do? “

Reflex : 1d20 + 10 ⇒ (11) + 10 = 21


Map Undead M Railroad Engineer 13

Everyone in the room (so presumably at least you and Tariq) and airwalking would stop it if you still have it active but I assumed it was in fact no longer active now that you're in the pyramid.


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Oh bugger! Turn into mist! Turn into mist!

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Ok, so if airwalk is not active, does Dwalindor fall also? (was not sure of the DC).

Dwalindor will try to swim out of the tar.

Just great!

swim: 1d20 + 8 ⇒ (11) + 8 = 19


Map Undead M Railroad Engineer 13

Yes, 21 also does not make the save! Noonan were you casting a spell?


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
Noonan3 wrote:

My Wind Walk spell lasts for hours stillI say we have 12 more So we are still flying

Noonan bashes Tariq with the wand
[dice=CMWx2]4d8+6

Noonan said this. I don’t know if it applies here.”

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

I thought the same, flying, since we just crossed the bridge in the prior chamber? Or no?


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

You have to turn into mist to fly

Wind Walk:
You alter the substance of your body to a cloud-like vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.

Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.

A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.

For the last minute of the spell’s duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

And there you have it. Dwalindor isn't a caster, so you have to spell it out to him...twice.

If I ain't makin'any progress swimmin' then I will be mistin' Dwalindor says between strokes.


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! Turn to mist before you get stuck under the tar!”

Tariq attempts to turn into mist and fly back to safety.


Map Undead M Railroad Engineer 13

My plan was foiled due to the setup! Paaiiiiizzooooo!

After you escape you look at the south door and the corridor to the east suspiciously. That door could also be a tar pit in disguise.


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

”A diabolical trap foiled again by the almighty holy righteous granted powers of the Dawnflower!”

”Well, I suppose I can drift over and look now.”

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor sets down on solid ground and tries to get any splashes of tar out of his beard.

Yeah, take a look, and make sure no more of this crud!


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Maybe we should float around just in case the floor drops out again


Map Undead M Railroad Engineer 13

Which way?

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor decides the tar filled circle room is too sticky for his beard.

I am gonna see what's down this east hallway. I ain't liking that we are not being greeted by cultists or something. I wasn't crazy about seeing so many of those nutcases last time, but now not seein' em is even worse.If this is a dead end, we can come back and look more at the coffin and dead guy.

perception: 1d20 + 22 ⇒ (7) + 22 = 29 +2 vs stone.


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Noonan follows a ways behind Dwal.


Map Undead M Railroad Engineer 13

You walk down the corridor and find yourself beneath hieroglyphs that cover arches over the walkway.

Ancient Osiriani:

Those who serve him have nothing to fear, for even the sky bends to his will.

As you turn down the corridor you find another closed door.

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor uses his magical helm to read the hieroglyphs.

Stupid stuff. I was hoping it was the directions to the pub.

He continues to the door and takes a look for anything suspicious.

perception: 1d20 + 22 ⇒ (16) + 22 = 38

He will also check the hallway for any sign of tracks in the dust.

survival: 1d20 + 16 ⇒ (8) + 16 = 24

Tariq or Shad, you guys keeping up?


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

I'm here.


Map Undead M Railroad Engineer 13

You see no signs of anything suspicious on the door or tracks on the floor.

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor opens the door

”Here goes nothin “


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

”Hang on a second! Let me firm up and check the door first. This place seems oddly unguarded, glyphs not exploding in our faces and whatnot. You can’t just go around opening doors Dwali.”

Perception: 1d20 + 18 ⇒ (18) + 18 = 36


Map Undead M Railroad Engineer 13

Door opened on Roll20

Half a dozen life-sized statues of men and women stand in this room. Each statue depicts a figure with hands outstretched as though warding off a great evil. The faces of the statues are strangely unfinished, just rough protrusions of unworked stone. The wall to the east is a smooth expanse of clay streaked with veins of gray, its face adorned with a single large hieroglyph.

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor looks into the room with his discerning dwarf-sight.

perception: 1d20 + 22 ⇒ (7) + 22 = 29 +2 vs stone

Well guys. I ain't sure what's going on with these statues...but they are only half baked. Which seems odd if they were turned to stone by one of those medooza things. I don't know about the clay wall. Any ideas?


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Noonan sweeps Detect Magic around

Spellcraft: 1d20 + 16 ⇒ (2) + 16 = 18


Map Undead M Railroad Engineer 13

Nothing in the room indicates a magical effect currently in use but a polymorphed human might no longer have a magical aura around it after thousands of years.

The wall itself is not magical but you detect the aura of conjuration, transmutation and evocation behind it.


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Something magical behind that wall. Conjuring, transmutation, evocation. Hmmm

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

”Interesting. Does that mean the wall ain’t so thick? “ he says as he pokes it with his hammer just to test the consistency and stability.


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Don't go sticking your hammer into strange places, you don't know what you might pick up


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

”Are we near the center of the Pyramid now? Maybe this is the power center or something? Anyone see an exhaust port leading from the outside directly to here with no shielding?”

Tariq says as he cautiously enters and checks the room.

Seach: 1d20 + 18 ⇒ (20) + 18 = 38

”Hold on guys! I am getting sight beyond sight!”

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor snickers at the term ‘exhaust port’.

” I don’t think we Pahmet call that the same thing. “


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

If you ever hear something like 'Fthgn' stab your eyes out. It will be better that way


Map Undead M Railroad Engineer 13

Don't worry Noonan, in his house at R'lyeh, dead Cthulhu waits dreaming!

Tariq enters and sees immediately that the ancient heiroglyph is a sort of cartouches of for an ancient merchant family of Osirion called the Sekpatras.

The clay wall is crumbling and you should be able to break it quite easily.


Map Undead M Railroad Engineer 13

Chances are very low it's a trap. Like, 60-70%.

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor looks at Tariq and Noonan.

”So are we going another way or am I bustin up this clay wall? “


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Bust away. Noonan backs up out of the room.


Map Undead M Railroad Engineer 13

Dwalindor's earthbreaker whirls in the air and then he smashes it into the clay wall, send baked clay shards flying behind him in a cloud of sharp edged fragments and dust.

When the air clears you see the gray-colored dwarf blinking and looking at a pile of precious metal ingots, a metal rod carved in Osiriani glyphs and topped with a large, irregularly cut sapphire as well as a large brillantly cut piece of a translucent mineral that glimmers in the dimness as if lit by an inner light.

You've uncovered a cache worth 6,336 gp, a rod of splendor and a fully charged gem of brightness.

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor's eyes grow large with gold pieces twinkling.

BOOYAH! Now that's what I am talking about!


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

Noonan takes the rod and now suddenly dressed like Pimp Daddy Noonan.


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

”Hey Noonan. Is your first name Dennis?”


Map Undead M Railroad Engineer 13

The room remains empty - the door to the south in the corridor behind you is the only unexplored passage until you move your stone fang.


Channel 8/9 Resist Elec 20 Human Cleric 16HP118/118,Init+4,F15R8W19,Per+25,AC24T10FF24

To the south!


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

Tariq elbows the dwarf.

”With that pimp stick and get up I am going to call him Dennis Rod-Man.”

”We are going to share that rod right? I’m going to need it when I go visit my cousin the Pharaoh. Got to get the Royal Threads on fleek!”

Scarab Sages

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
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor laughs HAHHAA!!! Call him that, but I still think he is a menace, but whatever.
Let's keep going. I ain't worried about no Royal Threads. I had enough for one life time.

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