DMummy's Mask

Game Master Elmdorprime

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

Slave Trenches


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HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

Thorpe doesn't understand, he waits for the others to move

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)

Come on Thorpe. This map guy seems nice enough for a dead guy."

Dwalindor will bow and attempt to enter the shop...unless the guy does anything hostile-like.


Active Buffs:
Mage Armor: 6 Hours
Embalmer 6 HP: 33/39 | AC 15 | T 15 | FF 14 | Fort +5 | Ref +4 | Will +7 | CMD 12 | Initiative +9 | Perception +3 | Sense Motive +2 | Kn.(Arc/Loc/Pla) +14 | Kn.(His/Rel) +15 | Spellcraft +14 | UMD +11
Resources:
Arcane Reservoir: 4/6; Spells: 1st-5/7; 2nd-4/5; 3rd-3/3; Command Undead feat: 7/8 | Solar Healing: 3/3 | Command (Feat) 2/10 HD Used

AO:
"The maps are serving us extremely well. It is getting quite late and we fear that we may need to find a place to rest in the Necropolis. Can we rent a room from you for the evening?" Takara asks as nicely as possible.


Map Undead M Railroad Engineer 13

The skeleton happily lets you in.

Ancient Osiriani:

Of course, of course. Frankly I was a little surprised when I realized all the undead were wandering around, and they were quite rude! One vampire came in with a bunch of zombies and demanded fealty!

Djar, somehow, sniffs disdainfully.

Ancient Osiriani:

Well, I told him I was a loyal subject of the Pharaoh and no mistake! He tried to attack me. I put paid to that though, anyone used to dealing with caravaners isn't going to be intimidated by some drama queen with corpse pale skin!

Inside you see he's tidied up mightily - the wood needs to be replaced but otherwise it could actually be a working shop.

Ancient Osiriani:

Now, as much as I'd like to help you gratis, I do need a little something. The shop is in a shocking state of disrepair. If I let you stay the night, I'd really like it if you could see your way to picking up a few supplies for me in town.

Djar produces a rather lengthy list with Ancient Osiriani hieroglyphs listing parchment, ink, cedar wood, linseed oil, a reed broom, citronella candles and a new robe and fez.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

Not having a clue what is going on Thorrpe will wait until they are in then point to his bruise and ask Takara

So can you fix it?

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 nods and smiles at the beyond-old old man. Not understanding what he is saying at all.

He whispers back to Thorpe.

"I can take a look while Takara is chatting nice with Mr. Shopkeep.

Dwalindar will find the pointy end of the party CLW wand and try not to poke his eye while administering to Thorpe.

Thorpe only looks down 5 hp in status, so if down more, roll the CLW and let me know how many charges to mark off


Active Buffs:
Mage Armor: 6 Hours
Embalmer 6 HP: 33/39 | AC 15 | T 15 | FF 14 | Fort +5 | Ref +4 | Will +7 | CMD 12 | Initiative +9 | Perception +3 | Sense Motive +2 | Kn.(Arc/Loc/Pla) +14 | Kn.(His/Rel) +15 | Spellcraft +14 | UMD +11
Resources:
Arcane Reservoir: 4/6; Spells: 1st-5/7; 2nd-4/5; 3rd-3/3; Command Undead feat: 7/8 | Solar Healing: 3/3 | Command (Feat) 2/10 HD Used

AO:
"We would be delighted to help you in exchange for a room, sir. Do you need these errands done today or tomorrow morning?" Takara says politely.

"We must run some errands for the man, but he has agreed to let us use a room." Takara informs the party.

Dwalindor pulls out the wand to fix Thorrpe but Takara waves him off. "The boy has a small bruise and my minor healing magicks will be sufficient to heal him before we head to bed. No need to waste the use of a wand."


Map Undead M Railroad Engineer 13

So is that a yes on staying? If so ready when y'all are.

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)

if he lets us stay before the errands then yes.


Active Buffs:
Mage Armor: 6 Hours
Embalmer 6 HP: 33/39 | AC 15 | T 15 | FF 14 | Fort +5 | Ref +4 | Will +7 | CMD 12 | Initiative +9 | Perception +3 | Sense Motive +2 | Kn.(Arc/Loc/Pla) +14 | Kn.(His/Rel) +15 | Spellcraft +14 | UMD +11
Resources:
Arcane Reservoir: 4/6; Spells: 1st-5/7; 2nd-4/5; 3rd-3/3; Command Undead feat: 7/8 | Solar Healing: 3/3 | Command (Feat) 2/10 HD Used

We will stay if the errands are the be ran in the morning. We will run the errands tonight if they need to be done tonight.


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Albus follows the others almost zombie like.
Hmmmmmmm... stay, rest. No more tonight, no more. His mind fells so numb can barely keep his eyes open.


Map Undead M Railroad Engineer 13

Djar is not without a heart - well, he is since he's an animated skeleton, but not without a metaphorical heart. He's happy to let you stay as long as you deliver the goods to him within a week.

You awake in the clean stone room on the second floor he showed you to refreshed and safe.

When you come down stairs you see Djar, freed from the need to sleep and rest, has polished the stonework inside the shop. With you awake he begins clearing the ruins of his map shelving.

He waves you on cheerfully as you depart back towards the Pyramid.

Roll Perception

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 agrees to spend the night but will stll suggest watches.

In the morning he nods in appreciatiation, hoping the skeletal shopkeep can get his meaning.

"Thanks...we will be back ."

Perception : 1d20 + 9 ⇒ (10) + 9 = 19


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

1d20 + 9 ⇒ (10) + 9 = 19 percep

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)

"Thorpe, do you see what I see? What is that? ." lol .


Map Undead M Railroad Engineer 13

The footsteps you left in the sand have been obliterated by other footprints - someone has been here before you.

As you enter deeper into the Pyramid you see a room where tools and notes have been placed upon this chamber’s broad stone worktables with apparent significance and precision. Several sarcophagi lie along the walls, surrounded by dusty models, urns, and statues. In the northeast corner, a disorderly campsite mars the mathematical order of the room’s design.

But out of the shadows shamble two terrible figures - mummies.

Initiative:

Initiative (Ayre): 1d20 + 5 ⇒ (20) + 5 = 25
Initiative (Galean): 1d20 + 1 ⇒ (5) + 1 = 6
Initiative (Nymph): 1d20 + 2 ⇒ (3) + 2 = 5
Initiaitve (Yuki): 1d20 + 3 ⇒ (6) + 3 = 9
Initiative (Mummy): 1d20 ⇒ 18
Initiative (Mummy): 1d20 ⇒ 20

They advance remorselessly on you and attack.

Attack (Slam): 1d20 + 14 ⇒ (2) + 14 = 16 Vs. Albus
Damage (Slam): 1d8 + 10 ⇒ (7) + 10 = 17
Attack (Slam): 1d20 + 14 ⇒ (17) + 14 = 31 Vs. Dwalindor
Damage (Slam): 1d8 + 10 ⇒ (8) + 10 = 18

The mummy spread their terrible disease over you, and fear washes over you as well.

Albus & Dwalindor, make a DC 16 Fortitude save or you take 1d6 ⇒ 3 Constitution damage and 1d6 ⇒ 4 Charisma damage after 10 rounds.

Everyone needs to make a DC 16 Will Save vs. Fear or you're paralyzed for 1d4 ⇒ 4 rounds.


Map Undead M Railroad Engineer 13

Map!


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

This would have been my stealth 1d20 + 16 ⇒ (8) + 16 = 24.


Active Buffs:
Mage Armor: 6 Hours
Embalmer 6 HP: 33/39 | AC 15 | T 15 | FF 14 | Fort +5 | Ref +4 | Will +7 | CMD 12 | Initiative +9 | Perception +3 | Sense Motive +2 | Kn.(Arc/Loc/Pla) +14 | Kn.(His/Rel) +15 | Spellcraft +14 | UMD +11
Resources:
Arcane Reservoir: 4/6; Spells: 1st-5/7; 2nd-4/5; 3rd-3/3; Command Undead feat: 7/8 | Solar Healing: 3/3 | Command (Feat) 2/10 HD Used

Before they rest, Takara summons up some magical healing for Thorrpe.

CLW: 1d8 + 5 ⇒ (8) + 5 = 13

---

As they encounter the mummies, Takara is paralyzed in fear.

Will Save: 1d20 + 6 ⇒ (9) + 6 = 15
Will Save: 1d20 + 6 ⇒ (14) + 6 = 20

Saved against one, failed the other. :(

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 tries to shake off the effects of the hit and the fear itself

fort: 1d20 + 9 ⇒ (18) + 9 = 27 vs disease
fort: 1d20 + 4 + 4 ⇒ (6) + 4 + 4 = 14 vs fear
fort: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13 vs fear

Dwalindor easily resists the disease and some of the damage, but the fear of the sight of these creatures overpowers him.


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Will: 1d20 + 5 ⇒ (6) + 5 = 11
Will: 1d20 + 5 ⇒ (10) + 5 = 15
Albus gets paralysed by the horror.

Edit:Fort: 1d20 + 7 ⇒ (12) + 7 = 19


Map Undead M Railroad Engineer 13

So, Thorrpe has to save the day then?


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

2d20 ⇒ (19, 17) = 36 both +2

WTF am I going to do again two frigging mummies


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

1d20 + 8 ⇒ (20) + 8 = 28 UMD for wand of Scorching Ray
1d20 + 9 ⇒ (10) + 9 = 19 Ranged Touch

Thorrpe shouts Yipe! What do I do Shad!

He cocks his head for a moment then reaches into his pouch and pulls a wand Whats the word? Oh thats right! and he sends a blast of fire the slams into one of the mummies heads

4d6 + 1 + 3d6 ⇒ (3, 5, 3, 1) + 1 + (1, 5, 1) = 20 thanks for letting me buy that wand with 10 charges!! we might live.

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)

we definitely need to work on our will saves when the rogue is saving and the rest of are sitting ducks - lol


Map Undead M Railroad Engineer 13
Dwalindor the Pahmet wrote:
we definitely need to work on our will saves when the rogue is saving and the rest of are sitting ducks - lol

lolololol

Too bad Thorrpe doesn't have a wand of protection from evil

The mummies decide to pursue Thorrpe after he sets one on fire. Their groans as they approach Thorrpe reach a low bass rumble like an avalanche.

Move to N11 and N10

Attack (Slam): 1d20 + 14 ⇒ (5) + 14 = 19
Damage (Slam): 1d8 + 10 ⇒ (8) + 10 = 18
Attack (Slam): 1d20 + 14 ⇒ (15) + 14 = 29
Damage (Slam): 1d8 + 10 ⇒ (1) + 10 = 11

DC 16 Fort Save!

This might be curtains guys.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

might be time to run away, maybe they will pursue me for two more rounds


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

Thorpe withdraws...not sure if I need to make an acro to avoid an AOO, I don't think I do,

Thorrpe moves away as fast as he can

That's right Shad, they can't get me, then they will come back and SET THEM ON FIRE!


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

Thats right Shad, they will never see the FIRE BREATHING dragon behind them!

Bluff-who cares cause they are mummies


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

wow those hits almost put me down for the count


Map Undead M Railroad Engineer 13

Hence the "curtains" comment! The +14 to attack puts them into almost auto-hit category for you.

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)

Running is probably the best move. One more hit will drop you. You dont have to outrun the mummies, you just need to outrun the paralyzed priest, magus and barbarian - lol .


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

yea, puts me in a bad spot :( sorry guys


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

I guess there is a chance that they don't kill you in the coming rounds before you come to


Map Undead M Railroad Engineer 13

Thorrpe's headlong flight distracts the mummy he attacked, and it pursues, lumbering along trailing smoke from the burned bandages wrapping its desiccated form.

The other one turns to the intruders still standing paralyzed by its attacks and clubs Dwalindor with its clumsy yet powerful limbs.

Attack (Slam): 1d20 + 14 ⇒ (20) + 14 = 34
Attack (Slam): 1d20 + 14 ⇒ (14) + 14 = 28
Damage (Slam): 2d8 + 20 ⇒ (2, 5) + 20 = 27

Ow.

Go! (Round 3 of paralysis!)


Map Undead M Railroad Engineer 13

Map


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

oh good the mummy is slower!

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)

The mummy easily pounds the paralyzed dwarf
23 dmg after DR/2.leaving Dwalindor at 14

Fort : 1d20 + 9 ⇒ (7) + 9 = 16
Fort : 1d20 + 9 ⇒ (11) + 9 = 20

makes both...barely. Not that it will matter much longer.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

1d20 + 9 ⇒ (15) + 9 = 24 UMD

1d20 + 9 ⇒ (16) + 9 = 25 Ranged Touch

4d6 ⇒ (3, 2, 5, 2) = 12 fire

Thorrpe sends another Ray at the one pursuing him then flees 30 more feet, leaping over a hedge as he goes 1d20 + 16 ⇒ (3) + 16 = 19 Acro should do it


Map Undead M Railroad Engineer 13

The burned mummy continues to pursue Thorrpe, while the other one clubs Dwalindor again.

Attack (Slam): 1d20 + 14 ⇒ (9) + 14 = 23
Damage (Slam): 1d8 + 10 ⇒ (8) + 10 = 18

Dwalindor drops before your horrified, paralyzed eyes. Stabilize time!

Map


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

dwalindor you can play shad if you die


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

dm is the mummy moving slower than 30 per move?[/ooc]


Map Undead M Railroad Engineer 13

Yes, 20.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

1d20 + 9 ⇒ (11) + 9 = 20
1d20 + 9 ⇒ (11) + 9 = 20

Thorpe hits the Mummy a third time with his wand, then moves away again

4d6 + 1 ⇒ (5, 5, 5, 5) + 1 = 21


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]
Thorrpe wrote:
yea, puts me in a bad spot :( sorry guys

No worries. I did not saw any other viable alternative either.

A small green scorpion jumps out from one of Albus many pockets and starts to climb on the mummy desperatly trying to sting it.
Attk: 1d20 + 8 ⇒ (6) + 8 = 14
1dmg plus poison.

Goodbye little guy.


Map Undead M Railroad Engineer 13

The mummy chasing Thorrpe finally gives in to the burns spread by the wand, collapsing on the ground.

The mummy ignores the scorpion, having not been stinged by the crazy thing.

It takes a step and clubs Albus instead.

Attack (Slam): 1d20 + 14 ⇒ (19) + 14 = 33
Damage (Slam): 1d8 + 10 ⇒ (8) + 10 = 18


Map Undead M Railroad Engineer 13

No map at the moment, at work. But you can now move since it is Round 5.


HP 44/44 AC 16(24)14(16)/12 (22); F +3 R +9 W +3 ; Init +4; Shield 2/3, Monkey Fish 2/3 Quickrunner 1/1 Skills: Appraise +11 Acro +13 Percep +10 UMD +9 Alchemy +11 Stealth+17 DD+16 SM+9 SoH+10 EA +10 Dungeon +8 Local +9 Linguistics +8 Spellcraft+9

Thorrpe pops a scroll out of his wrist sheathe and casts Clw on himself...maybe

1d20 + 9 ⇒ (8) + 9 = 17 but the scroll doesn't go off, but at least he is 30 feet closer to the party

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 falls to the mummy fist to the face.

fort: 1d20 + 9 ⇒ (3) + 9 = 12
stabilize: 1d20 + 2 ⇒ (4) + 2 = 6

Not looking good


Active Buffs:
Mage Armor: 6 Hours
Embalmer 6 HP: 33/39 | AC 15 | T 15 | FF 14 | Fort +5 | Ref +4 | Will +7 | CMD 12 | Initiative +9 | Perception +3 | Sense Motive +2 | Kn.(Arc/Loc/Pla) +14 | Kn.(His/Rel) +15 | Spellcraft +14 | UMD +11
Resources:
Arcane Reservoir: 4/6; Spells: 1st-5/7; 2nd-4/5; 3rd-3/3; Command Undead feat: 7/8 | Solar Healing: 3/3 | Command (Feat) 2/10 HD Used

Are we all up?

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