Family Game - Mummy's Mask

Game Master Jessica Catalan

A private family game of the Mummy's Mask Adventure Path.
Mummy's Mask Maps


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| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9 | Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

Bunursa pulls out her crossbow and loads it up with a acid bolt. She shoots the red ghoul.
crossbow attack: 1d20 + 7 ⇒ (17) + 7 = 24
crossbow damage: 1d6 ⇒ 3 plus Acid damage: 1d4 ⇒ 4


| HP: 20/23 | AC 20 (T15, FF 15) | CMB: +6 CMD: 21 | F:+6* R:+3* W:+2* | Init +3 | Perc +2, SM +2, Social +0 | Speed 30 ft. (Ignore desert difficult terrain) | Active Conditions: None

Usathis pulls out his masterwork long bow and attacks the ghouls with cold iron arrows. attack: 1d20 + 2 ⇒ (15) + 2 = 17 damage: 1d6 ⇒ 2


Male Blink Dog | HP: 22/22 | AC 14 (T12, FF 12) (50% chance to miss him) | CMB: +4 CMD: 16 (+4 vs. trip) | F:+5 R:+5* W:+4 | Init +2 | Perc +7, SM +1, Social +0 | Speed 40 ft. | At Will: Quickened Dimension Door | Active Conditions: Blink

Kembe gets ready to pounce.

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Rolls:
Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 2d6 + 2 ⇒ (6, 6) + 2 = 14
Fortitude 1: 1d20 + 5 ⇒ (5) + 5 = 10 Ghoul Fever
Fortitude 2: 1d20 + 5 ⇒ (6) + 5 = 11 paralyzed
1d4 + 1 ⇒ (2) + 1 = 3

Ankhet's holy water burns the blue ghoul. Meanwhile, Bunursa and Usathis' attacks slam into the red ghoul, killing it.

The green ghoul leaps out of hiding and attacks Kembe, driving its claws right into Kembe's neck! The poor dog freezes in place, becoming paralyzed by the gross nails of the ghoul. Kembe takes 14 damage and is paralyzed for 3 rounds.

COMBAT TRACKER - Round 1 - Bold may act!
Bunursa (damage taken: 0)
Usathis (damage taken: 0)
Ankhet (damage taken: 0)
————
Green Ghoul (damage taken: 0)
————
Talonflame (damage taken: 0)
Kembe (damage taken: 14; paralyzed: 1/3 rounds)
————
Red Ghoul (damage taken: 0)
Blue Ghoul (damage taken: 8)
————
Ava (damage taken: 0)

ONGOING EFFECTS / ENVIRONMENT
Kembe paralyzed for 3 rounds

PENDING
Talonflame and Kembe.


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Male Blink Dog | HP: 22/22 | AC 14 (T12, FF 12) (50% chance to miss him) | CMB: +4 CMD: 16 (+4 vs. trip) | F:+5 R:+5* W:+4 | Init +2 | Perc +7, SM +1, Social +0 | Speed 40 ft. | At Will: Quickened Dimension Door | Active Conditions: Blink

kembe barks in suprise!


Female Falcon | HP: 4/4 | AC 15 (T15, FF 12) | CMB: -4 CMD: 9 | F:+2 R:+5 W:+2 | Init +3 | Perc +14, Fly +7 | Speed 10 ft., Fly 60 ft. | Active Conditions: None

Talonflame caws.
CAW! CAW!

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Rolls:
1d20 + 3 ⇒ (2) + 3 = 5

The blue ghoul leaps off the roof, talons bared and tongue lolling, and chomps at Ankhet. She sidesteps, and the ghoul's jaws clamp shut well to the left of her.

COMBAT TRACKER - Round 1/2 - Bold may act!
Bunursa (damage taken: 0)
Usathis (damage taken: 0)
Ankhet (damage taken: 0)
————
Green Ghoul (damage taken: 0)
————
Talonflame (damage taken: 0)
Kembe (damage taken: 14; paralyzed: 1/3 rounds)
————
Red Ghoul (damage taken: 0)
Blue Ghoul (damage taken: 8)
————
Ava (damage taken: 0)

ONGOING EFFECTS / ENVIRONMENT
Kembe paralyzed for 3 rounds

PENDING
Ava, Bunursa, Usathis, and Ankhet may go!


Female Dwarf Alchemist | HP: 17/20 | AC 15 (T11, FF 14) (+1 vs. undead, traps) | CMB: +4 CMD: 15* | F:+4* R:+4* W:+3* | Init +1 | Perc +13*, SM +3, Bluff +7, Social -2 | Speed 20 ft. | Bombs: 0/5 | Extracts: 1st: 1/3 | Draught: 0/1 | Active Conditions: 1 CON dmg

Ankhet lets out a little shriek as she pulls out a holy water and swipes it along her khopesh's blade. She slashes at the ghoul....

Attack: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Slashing Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Holy Water Damage: 2d4 + 3 ⇒ (1, 3) + 3 = 7

....but the ghoul ducks and her swing goes wide. Ankhet back-pedals quickly, taking a quick five-foot step back toward Usathis. "A little help?!" she asks.


| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9 | Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

Bunersa aims her crossbow and reloads.
attack: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d6 ⇒ 6


| HP: 20/23 | AC 20 (T15, FF 15) | CMB: +6 CMD: 21 | F:+6* R:+3* W:+2* | Init +3 | Perc +2, SM +2, Social +0 | Speed 30 ft. (Ignore desert difficult terrain) | Active Conditions: None

Usathis stab's the ghoul! attack: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d8 + 4 ⇒ (6) + 4 = 10

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Rolls:

Bite Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Usathis cuts the ghoul right in half, while Bunursa's bolt slams into the last remaining ghoul.

The green ghoul snarls and tears into Kembe taking a giant bite out of his side, then he swings around the paralyzed dog and slashes his filthy claws at Bunursa, but the quick rabbit folk ducks and both of the ghoul's attacks miss her by a mile!

Kembe takes 4 damage.

COMBAT TRACKER - Round 2/3 - Bold may act!
Bunursa (damage taken: 0)
Usathis (damage taken: 0)
Ankhet (damage taken: 0)
————
Green Ghoul (damage taken: 6)
————
Talonflame (damage taken: 0)
Kembe (damage taken: 18; paralyzed: 2/3 rounds)
————
Red Ghoul (damage taken: 0)
Blue Ghoul (damage taken: 18)
————
Ava (damage taken: 0)

ONGOING EFFECTS / ENVIRONMENT
Kembe paralyzed for 3 rounds

PENDING
Ava, Bunursa, Usathis, and Ankhet may go!


| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9 | Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

Bunersa loads and shots.
attack: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d6 ⇒ 4


Female Dwarf Alchemist | HP: 17/20 | AC 15 (T11, FF 14) (+1 vs. undead, traps) | CMB: +4 CMD: 15* | F:+4* R:+4* W:+3* | Init +1 | Perc +13*, SM +3, Bluff +7, Social -2 | Speed 20 ft. | Bombs: 0/5 | Extracts: 1st: 1/3 | Draught: 0/1 | Active Conditions: 1 CON dmg

Ankhet pulls out a holy water and lobs it over Bunursa, directly at the last ghoul biting poor Kembe!

Ranged Touch: 1d20 + 3 + 1 + 1 ⇒ (11) + 3 + 1 + 1 = 16
Holy Water Damage: 2d4 + 3 ⇒ (1, 1) + 3 = 5
4 Splash

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As Ankhet's holy water crashes into the ghoul's face, it howls and covers its face. But the holy energy proves too much, and the creature crumbles to ash and bone and rotten goo.

A gust of wind howls through the dusty street and an inhuman screech rings out from a few streets over—more ghouls.

The stomp of hurried footsteps and the clang of armour and drawn steel marks the arrival of three figures at the end of the road. Three members of the Voices of the Spire arrive on the scene, swords drawn and ready to fight. Two are human men, one with a scimitar and the other with a khopesh and dagger, and they both look around warily, looking for danger. The third, an oread woman dual wielding khopesh, casts her gaze at you.

"Where are they?" she demands. "The ghouls?"


| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9 | Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

We killed a few because the tried to kill us. Some more are a few streets over.

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The oread soldier looks at you in surprise, as if only now realizing the group might be capable of holding their own. "Impressive," she remarks. "But the ghouls within the Old City are one unit—a community of hungry dead. Their leader will not be pleased. But, perhaps, your valour has won you a reprieve."

As the keening wail from a few streets over is joined by another screech, one of the other guards looks at the oread. "Faiza?"

She gives him a nod. "Follow us. We'll escort you to the entrance. The Voices of the Spire have a tentative peace with the ghouls. If we're lucky, they'll let us pass without interference. If not... keep your eyes open and your weapons readied."

With that, the soldiers turn and lead the way out of the alley.

What do you say, do you follow them, and is anyone healing Kembe while they talk?


| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9 | Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

I heal kembe. Before we go I'm going to heal the blink dog.
healing: 1d8 + 2 ⇒ (4) + 2 = 6

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"His wounds are from the ghouls?" the scimitar-wielder asks nervously. "You're better off to leave him. The ghouls can infect those they bite and claw with ghoul fever. If it kills him, he'll become one of them."

"We'll not lose a tourist on our watch, Menes." Faiza remarks. Turning back to Bunursa she adds, "If you've the funds, there are priests at the Grand Mausoleum who can cure ghoul fever—if your dog has it at all. The disease won't show its symptoms for a few days."

The other guard scoffs and shakes his head as he notices the party's bulging bags. "With the treasures they're letting these grave robbers steal from the Necropolis, they'll all come out as rich as the pharaoh!" He spits on the ground, clearly upset about the lottery.

Faiza snarls and the guard falls silent. "The lottery is held at the command of the Ruby Pharaoh—praise his name—and you'd be wise to remember it! They're not thieves. Not today. Long may the pharaoh live!"

The angry soldier looks embarrassed, but both of the soldiers repeat Faiza's words, as all citizens of Osirion should.

"Long may the pharaoh live."

Anything else before you move on? And do you repeat the phrase, 'long may the pharaoh live'?


| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9 | Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

"Long may the pharaoh live."
"How much does it cost to heal kembe?"


Female Dwarf Alchemist | HP: 17/20 | AC 15 (T11, FF 14) (+1 vs. undead, traps) | CMB: +4 CMD: 15* | F:+4* R:+4* W:+3* | Init +1 | Perc +13*, SM +3, Bluff +7, Social -2 | Speed 20 ft. | Bombs: 0/5 | Extracts: 1st: 1/3 | Draught: 0/1 | Active Conditions: 1 CON dmg

"Long may the pharaoh live," Ankhet adds nervously. She hoped they didn't realize the trio were frequent grave-robbers here... Best to keep them busy. "Let's get out of here."


| HP: 20/23 | AC 20 (T15, FF 15) | CMB: +6 CMD: 21 | F:+6* R:+3* W:+2* | Init +3 | Perc +2, SM +2, Social +0 | Speed 30 ft. (Ignore desert difficult terrain) | Active Conditions: None

"long may the pharaoh live" Usathis nervously leave's

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The group sets out through the desolate, empty streets, keeping a brisk pace but moving in silence. The distant sound of scrabbling claws, howling voices, and mournful wails are nearly drowned out by the constant wind, and the swish of sand across stone.

In time, the group passes by the Umbracene Well, a massive hole in the earth, ringed in stones like a well, that drops down into darkness. The Voices of the Spire each raise a hand, drawing a spiral over their hearts with a finger, to ward themselves from evil with the sigil of Pharasma, goddess of life, death, and fate.

"Stay away from the edge," Faiza remarks, breaking the silence for the first time during the walk. "Evil dwells within." She doesn't explain further.

Rolls:

Bunursa: 1d20 + 8 ⇒ (17) + 8 = 25
Ava: 1d20 ⇒ 18
Ankhet: 1d20 + 13 ⇒ (16) + 13 = 29
Usathis: 1d20 + 2 ⇒ (13) + 2 = 15
Kembe: 1d20 + 7 ⇒ (3) + 7 = 10

Bunursa and Ava hear whispers rising up from the well. Distant echoing voices that sound vaguely familiar. The pair strain to catch the words... Bunursa, you recognize one of the voices as your grandma who died when you were a little bunny! And Ava's certain she hears her mother down there... (Ava's mother kicked her out and is alive) Neither of you can quite tell what Bunursa's grandma or Ava's mom are saying.


| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9 | Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

Hey! I hear my grandmother!! She strains to hear! But does not go closer.


| HP: 1/3 | AC 15 (T15, FF 12) | CMB: -6 CMD: 7 | F:+2 R:+5 W:-1 | Init +3 | Perc -1, SM -1, Social -1 | Acrobatics +3 (+11 to jump), Stealth +16 | Speed 50 ft. | Active Conditions: None

Ava whispers I hear my mother! She also strains to listen. But does not go closer.


Female Dwarf Alchemist | HP: 17/20 | AC 15 (T11, FF 14) (+1 vs. undead, traps) | CMB: +4 CMD: 15* | F:+4* R:+4* W:+3* | Init +1 | Perc +13*, SM +3, Bluff +7, Social -2 | Speed 20 ft. | Bombs: 0/5 | Extracts: 1st: 1/3 | Draught: 0/1 | Active Conditions: 1 CON dmg

"Are... Are you sure? Isn't your grandma dead?" Ankhet asks warily. "Sounds like a trick to me..."

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"It is!" Faiza retorts. "Keep moving."

The group continues past the well, until they reach a tall obelisk, marked with hieroglyphs and Pharasma's religious iconography. Located a short distance from the Necropolis' entrance, this is a holy site, a landmark, and a grave marker honouring all those who died in the Plague of Madness. Here, citizens of Wati can enter, pray and honour their ancestors, then leave, without venturing deeper into the Necropolis.

At the sight of Pharasma's Needle, the Voices of the Spire point. "Exit's just past the Needle. You can find your way from here."

They turn and leave, heading back into the Necropolis.

What do you do?


| HP: 20/23 | AC 20 (T15, FF 15) | CMB: +6 CMD: 21 | F:+6* R:+3* W:+2* | Init +3 | Perc +2, SM +2, Social +0 | Speed 30 ft. (Ignore desert difficult terrain) | Active Conditions: None

Okay say's Usathis


| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9 | Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

"Lets go!" Shoats Bunursa.

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The group hurries to the exit where they're greeted by a familiar face—Bal Themm!—the friendly guard who let them into the Necoropolis early this morning.

"Back just before my shift ends, hey?" she asks pleasantly. "Happy to see you return. Many groups haven't yet." She grows silent for a moment, then shakes her head and smiles, rattling off questions while a lottery official scribes notes on a piece of papyrus and a second official examines your treasures.

"Which site did you explore?"

"What purpose did the site serve?"

"What condition was the site in upon your arrival?"

"What condition was the site in upon your departure?"

"Recount your experience within."

"What objects did you remove from the site?"

"What records did you keep?"

"Have you any documents or relics to turn over to the church?"

"And finally, if considered worthy, would you like to continue in the lottery?"

Please answer each question as clearly as you can. Remember: your continued participation might depend upon how detailed your responses and your attitude to these officials.


| HP: 20/23 | AC 20 (T15, FF 15) | CMB: +6 CMD: 21 | F:+6* R:+3* W:+2* | Init +3 | Perc +2, SM +2, Social +0 | Speed 30 ft. (Ignore desert difficult terrain) | Active Conditions: None

"We explored The Tomb of Ahkentepi".

"It served as a tomb for Ahkentepi".

"The tomb was in pristine condition other then a infestation of termites".

"The site was in nearly perfect condition as the termite's were eradicated".

"My experience was rather good".

He hand's her the cart and bag's

"My freind shall say the notes"

"Yes" He point's to the loot

"We would like to continue".


| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9 | Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

I agree.
My experience was awesome!


Female Dwarf Alchemist | HP: 17/20 | AC 15 (T11, FF 14) (+1 vs. undead, traps) | CMB: +4 CMD: 15* | F:+4* R:+4* W:+3* | Init +1 | Perc +13*, SM +3, Bluff +7, Social -2 | Speed 20 ft. | Bombs: 0/5 | Extracts: 1st: 1/3 | Draught: 0/1 | Active Conditions: 1 CON dmg

Ankhet hands the group's collection of notes, maps, and blueprints over to the scribe, then shows the scribe through the treasures, showing her the inventory notes match the treasures the group have taken.

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The group passes by the gate. Outside, a crowd lingers to cheer on the explorers. Some see the group's pile of loot and start shouting prices at them, hoping to purchase the goods for cheap.

Did you want to try selling some of your items to the crowds? It's likely you'll get less money than if you sold to a vendor, and much less than you'd get at an auction, but it's also easy to get rid of right now.

How do you react to the crowd of cheering, yelling, grasping people?


| HP: 20/23 | AC 20 (T15, FF 15) | CMB: +6 CMD: 21 | F:+6* R:+3* W:+2* | Init +3 | Perc +2, SM +2, Social +0 | Speed 30 ft. (Ignore desert difficult terrain) | Active Conditions: None

WE KEEP OUR STUFF

By-AHHH that's a lot of people!


| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9 | Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

Bye, Bal Themm!

Paizo Employee Organized Play Line Developer

The group scurries through pressing crowd, pushing and shoving and winding their way through—and keeping a close eye on their loot!

Finally, they arrive at their home just outside town, and stash their loot inside.

As you pass through Wati, everyone can give me a Knowledge Local check, a Perception check or a Diplomacy check to Gather Information.

When you arrive at your home, what are you doing? How are you stashing away your treasure? Are you eating dinner in or going out to eat? Any plans?


| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9 | Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

perception: 1d20 + 8 ⇒ (18) + 8 = 26
Time for a dinner... of fried sweet potatoes!


...


| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9 | Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

...?


| HP: 20/23 | AC 20 (T15, FF 15) | CMB: +6 CMD: 21 | F:+6* R:+3* W:+2* | Init +3 | Perc +2, SM +2, Social +0 | Speed 30 ft. (Ignore desert difficult terrain) | Active Conditions: None

no plans


Bunursa cooks a delicious dinner using fresh produce plucked right from her garden. After tidying up, the group turns in for the night, exhausted from the day's events.

Come dawn, the group begins the journey back to the Grand Mausoleum. Outside, crowds of angry locals gather to protest the continued exploration of the tombs within the Necropolis. The priests and guards on duty seem wary of the crowds—priests looking nervous and perhaps even scared and the guards looking on high alert.

Outside the Grand Mausoleum, beyond the massive ritual pool speckled with gold coins (tossed in for luck) and the small white crocodiles that live inside, is the Sunburst Market, with the temple of Abadar and various other shops situated on the plaza's edges, and rows of orderly stalls throughout the centre—all shops and stalls for buying, selling, and trading.

Where to? If you want to heal Kembe (in case of ghoul fever) you'll need to visit the Grand Mausoleum. If you want to buy or sell anything, you'll need to visit the Sunburst Market. Later, when you're all ready, you'll need to head to the Necropolis Gates to proceed with your second lottery location—presuming the church has decided you deserve to have a second chance!


| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9 | Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

Heal Kembe, Necropolis Gates for the lottery.


| HP: 20/23 | AC 20 (T15, FF 15) | CMB: +6 CMD: 21 | F:+6* R:+3* W:+2* | Init +3 | Perc +2, SM +2, Social +0 | Speed 30 ft. (Ignore desert difficult terrain) | Active Conditions: None

yep

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