GM Bold Strider's Mummy's Mask (Inactive)

Game Master rpblue

Wati
Combat Map
LOOT!


1,001 to 1,050 of 2,531 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

Teos punches the woman in the face again, dropping her!

Ankhef and Harkuf!


Oracle 5 | HP 13/43 | AC 18 T 9 FF 18 | Fort +4 Ref 1 Will +6 | CMD 14 | Init -1 | Perc +3
Resources:
Spells: 1(5/7) 2(1/5) RTD (0/1) CU (6/7) CLW (13/50)

Ankhef finishes summoning his celestial eagle.

The Eagle will smite evil and unleash a flurry of claws and beak on the target in back.

Claw: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Claw: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Bite: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

+1 Damage on each hit if evil.

Ankhef will 5ft step and cast guidance on Teos.


Ankhef finishes his spell and an eagle appears, clawing and biting the Osirion man, nearly dropping the man!

Harkuf!

Scarab Sages

Jafar:
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9

Harkuf moves around to join Seherab. He swings around the columnAt the offending gentleman.

Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Harkuf moves up and levels a mighty swing against the Garundi, dropping the man!

Seeing his companions all laying unconscious, the Osirion throws up his hands. "I surrender!"

Out of Combat!


Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6

Teos stops his punch mid throw and grunts in acknowledgement. He quickly moves to disarm the the Osiriani and bind him.

CMD 28 to escape, if it matters

Scarab Sages

Jafar:
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9

Harkuf leans on his staff as he catches his breath after the fight. He eyes the surrendered man up and down, cautiously.

"So, what are you and your friends doing in our tomb?"


Having tied up the Scorched Hand members, Harkuf begins questioning the conscious Osirion. "We..we were looking for a mask, the Mask of the Forgotten Pharoah, but it wasn't here."


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

Does Seherab know what that is?:

Knowledge (arcana): 1d20 + 7 + 1d6 ⇒ (2) + 7 + (3) = 12
Knowledge (dungeoneering): 1d20 + 7 + 1d6 ⇒ (20) + 7 + (2) = 29
Knowledge (engineering): 1d20 + 9 + 1d6 ⇒ (2) + 9 + (2) = 13
Knowledge (geography): 1d20 + 7 + 1d6 ⇒ (3) + 7 + (4) = 14
Knowledge (history): 1d20 + 7 + 1d6 ⇒ (6) + 7 + (4) = 17 (+9 on checks that pertain to dwarves or their enemies)
Knowledge (local): 1d20 + 7 + 1d6 ⇒ (1) + 7 + (5) = 13
Knowledge (nature): 1d20 + 7 + 1d6 ⇒ (19) + 7 + (4) = 30
Knowledge (nobility): 1d20 + 7 + 1d6 ⇒ (16) + 7 + (3) = 26
Knowledge (planes): 1d20 + 7 + 1d6 ⇒ (6) + 7 + (1) = 14
Knowledge (religion): 1d20 + 8 + 1d6 ⇒ (12) + 8 + (5) = 25
Spellcraft: 1d20 + 7 + 1d6 ⇒ (14) + 7 + (1) = 22

"Hmm," the scholar ponders the lost treasure, intrigued.

Still in NZ for another 6 days or so! Wifi for a few days (although very busy) but I'll try to keep up until I get back.


Seherab ponders the name of the mask....and thinks he has never heard of such an object, though it sounds like a funerary mask.

Scarab Sages

Jafar:
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9

Harkuf lets out a huff, "Well, what's so special about this mask that would bring you down here? You know you'll be turned in for poaching on our turf, don't ya?!"

Harkuf shifts his weight, leaning a little more on the quarterstaff, but glaring all the more at the bound man.


The man shrugs. "I don't know, Velriana was a fervant follower of Nethys, and she had found some obscure reference to the mask and its location. Regardless, she believed she had the right, or even the divine mission to explore this temple."


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

"Unfortunately her divine mission does not agree with the rules we all agreed to concerning the exploration of our own sites and only our own sites. We've got no choice but to report you and ask you to hand over anything you may have already taken from our site."


The man shrugs and nods. "Do what you will. We had'nt taken much anyways."

You still have a couple rooms to explore. Do you want to takes these guys back, rest, and return? Are you looting them?


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

"We should take back anything they took from this place and then go report them right away. I don't want to play babysitter longer than needed. I could use a rest anyways and then we can come back down here and finish our exploration."


Oracle 5 | HP 13/43 | AC 18 T 9 FF 18 | Fort +4 Ref 1 Will +6 | CMD 14 | Init -1 | Perc +3
Resources:
Spells: 1(5/7) 2(1/5) RTD (0/1) CU (6/7) CLW (13/50)

Ankhef nods at Seherab's suggestion.

Scarab Sages

Jafar:
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9

"Aye, let's drag this lot back to town. Then we can get some rest."


Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6

Teos open his mouth to say something... but stops and nods happily in agreement.


Returning back to Living city, the party brings rogue group to the authorities, handing them over to the Pharasmins. As a sort of reward, you a given a share of their possessions.

Reward for the group
alluring golden apple, scroll of charm person, scroll of invisibility, scroll of magic missile, scroll of warding weapon, scrolls of bless (2), scroll of cure moderate wounds, scroll of effortless armor, scroll of hold person, scroll of magic weapon, scroll of sound burst, scroll of burning hands (CL 2nd), scroll of flaming sphere, scroll of identify, scroll of levitate, scroll of magic missile, scroll of shocking grasp (CL 2nd)

wand of cure light wounds (26 charges), wand of grease (10 charges), wand of vanish (9 charges); wand of scorching ray (6 charges), wand of shield (9 charges)

potion of cure light wounds, potion of hide from undead

bracers of armor +1, +1 leather armor

alchemist’s fire (4), holy water (2), acid


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

"Some bracers for our silent brother!" Seherab hands them to Teos. "Does anyone else want this wand?" he holds up the wand of shield.

"How about this armor? Harkuf, it seems a bit nicer than yours I think."

The scrolls and rest of the wands should be distributed between Harkuf and Ankhef I guess. Someone else can have the potions since I have extracts. If no one wants the splash weapons I'll take them.


After resting and selling off the spoils of your explorations, you remember that you have, but a few rooms left to explore.

Going back in?


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

Yep! Let's go!

Seherab leads the way to an open hall in the center was left unexplored.


Seherab leads the way to the central room. A large, star-shaped fountain with a circular basin in the center occupies most of this octagonal chamber, surrounded by a ring of stones engraved with hieroglyphs. Roaring blue flames rise from the basin to almost touch the ceiling. This pool is a near twin to the pool on the ground floor.

Electing to finish off the eastern portion of the underlevel. The party heads up the corridor the Scorched Hand exited, and find the a burial chamber. Hieroglyphs cover the walls of this chamber. In the middle of the room, a large and majestic stone sarcophagus rests atop a raised stone platform, and several clay jars sit on the floor nearby. Two lacquered benches stand near the doors to the south.


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

Seherab stands in awe of the blue-flamed fountain in the central room but doesn't know what to make of the still-roaring flames.

Knowledge?: 1d20 + 7 + 1d6 ⇒ (14) + 7 + (2) = 23 (+1 more for religion, +2 more for engineering)

Seherab steps into the next room and begins examining the many artifacts to be found, especially the sarcophagus.

Perception: 1d20 + 12 ⇒ (3) + 12 = 15 (+14 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion., +14 to notice unusual stonework)

dice=Knowledge (history)]1d20 + 7 + 1d6[/dice] (+9 on checks that pertain to dwarves or their enemies)

Knowledge (religion): 1d20 + 8 + 1d6 ⇒ (17) + 8 + (3) = 28


Seherab:
(Give me a Will Save.) Studying the stonework in the burial room, something catches your eye. You think there may be a glyph of warding on the sarcophagus.


Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6

Teos treads gingerly - all of this magnificence is well beyond his simple experiences, or understanding.


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

gm:
Will: 1d20 + 4 ⇒ (14) + 4 = 18 +4 poison, +2 spells/SLA, +1 traps

Seherab holds up a hand as something catches his eye. Oh no! Did I just look at what I think I looked at!


Seherab:
Heh, the Will Save was for the fountain. Before leaving the fountain, you note, the flames are an illusion, part of what you deduce, is a permanant image. Studying it in conjunction with someone detecting magic, you are able to discern that the water in the pool finds is cool, clean, and safe to drink. You think any spellcaster who drinks water from the pool gains a minor blessing. (...allowing her to cast one spell of the evocation school at +1 caster level and with a +1 bonus to the saving throw DC. The effect lasts for 24 hours or until used, and the benefit can be gained only once per day. Water removed from this room loses all magic and becomes ordinary water.)


Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6

Teos uses hand language with Seherab. "Danger?" he inquires.


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

"Yes, these is a glyph down here on the sarcophagus. We need to be careful not to cross over it or disturb it in any way."

"I just had another realization too!" he runs back to the fountain with the blue flame and sticks his hand in! "Ha! You see, just as I thought! It's an illusion! There's water down there, good clean water! And being that this is a temple of Nethys, I would suspect that it would be a boon to spellcasters." Allowing her to cast one spell of the evocation school at +1 caster level and with a +1 bonus to the saving throw DC. The effect lasts for 24 hours or until used, and the benefit can be gained only once per day. Water removed from this room loses all magic and becomes ordinary water.


Any way to deal with the glyph?


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

Can they be disabled? I don't remember how glyphs work. If so, Seherab will try to disable it:

Disable Device: 1d20 + 12 ⇒ (20) + 12 = 32


They can if you can disable magical traps. Looks like you have trapfinding!

Seherab carefully works at the glyph, changing its design to make it harmless!

Inside the sarcophagus, the party finds Inside a mummy, wearing a simple onyx funerary mask worth 20 gp and a gold and black-enameled holy symbol of Nethys worth 50 gp, is laid to rest next to a mummified rat, apparently a familiar in life. The clay canopic jars are sealed with wax, but if opened, they contain only desiccated and preserved internal organs.

Seherab notices a secret catch near the top of the sarcophagus. Pressing it causes the platform under the sarcophagus to slide to the south on a set of concealed tracks, revealing a secret opening beneath it! Inside secret compartment contains a pearl of power (1st level) and a ring of the grasping grave.


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

Seherab hands the pearl to Harkuf. He shrugs and puts the ring on his own finger. Just for now. We can sell it though; it's probably not worth using most of the time since it just prevents undead from being healed. And if we come across an evil cleric healing their undead minions, anyone's action is probably better spent just killing the cleric.

"Very interesting stuff in here, and fine workmanship on this compartment! Let's go back down the hall."

Seherab leads the way to the southwestern doors and, after inspecting for traps, leads the way!


Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6

Teos follows closely, always concerned for the well being of the brave Seherab.

perception: 1d20 + 9 ⇒ (9) + 9 = 18


Seherab opens the next door to reveal a shrine. A stone altar flanked by two bronze urns sits against the north wall of this chamber. To the south, three rows of stone pews face the altar. A lacquered wooden cabinet is bolted to the western wall at head level, and a long stone table runs parallel to the east wall. Stone double doors exit the room to the east and west.

A spear wielding, skeletal figure stands near the altar, turning as the party enters, it begins moving toward the party!

Rolls:
A: 1d20 - 1 ⇒ (14) - 1 = 13
H: 1d20 + 2 ⇒ (20) + 2 = 22
S: 1d20 + 3 ⇒ (20) + 3 = 23 +2 underground
T: 1d20 + 2 ⇒ (3) + 2 = 5
SC: 1d20 + 6 ⇒ (13) + 6 = 19

Initiative:
Seherab
Harkuf
Skeleton
Ankhef
Teos

Seherab and Harkuf!

Scarab Sages

Jafar:
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9

"Another bag o' bones for us to break up, eh?" Harkuf asks of nobody in particular. He easily makes his way into the chamber, drawing his new warhammer as he does so. He hefts it in both hands, bringing it down on the skeleton.

Adamantine Warhammer: 1d20 + 6 ⇒ (15) + 6 = 21
Blunt Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

Sererab follows his dwarven brother and pulls out his small mace to break some bones!

light mace piranha strike: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
damage: 1d6 + 2 ⇒ (2) + 2 = 4


Harkuf darts into the room and hits the skeleton with his hammer!

Seherab follows, knocking away a bone with his mace!

Attack vs Harkuf: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d8 + 12 ⇒ (6) + 12 = 18
Channel Smite: 1d6 ⇒ 2 DC 11 Will for half of the smite

The skeleton charges his spear with negative energy and stabs at Harkuf, but misses!

Party up!


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

Seherab keeps swinging!

light mace piranha strike: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
damage: 1d6 + 2 ⇒ (3) + 2 = 5


Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6

Teos slides in quickly and attempts to grab the undead abomination.

grapple: 1d20 + 8 ⇒ (20) + 8 = 28

The effect is much akin to thunder of an angry, charging camel!


Seherab attacks, but misses!

Teos moves up and grabs the skeletal figure!

Harkuf!

Scarab Sages

Jafar:
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9

"Sit down, ya bunch of dusty bones!"

Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Harkuf tries to swing at the skeleton using two hands!


Harkuf swings at the skeleton, but misses!

Ankhef moves closer and blesses the party!

CMB: 1d20 + 8 ⇒ (14) + 8 = 22

The skeleton tries to break free from Teos' hold, but can't quite maage it!

Party up!


Male Pahmet Dwarf Investigator 5 | HP 28/34 |
stats:
AC 22 T 16 FF 17 (+2 dodge vs aberrations) | CMD 17 (+4 bull rush/trip) | F +3 R +9 W +6 (+4 poison, +2 spells/SLA, +1 traps) | Init +4 (+2 undrgrnd) | Perc +14 (+2 stone, +2 traps)
Inspiration 4/5

"Keep him right there, yeah!"

light mace piranha strike: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
damage: 1d6 + 2 ⇒ (2) + 2 = 4

let's add some inspiration to that attack: 1d6 ⇒ 3


Oracle 5 | HP 13/43 | AC 18 T 9 FF 18 | Fort +4 Ref 1 Will +6 | CMD 14 | Init -1 | Perc +3
Resources:
Spells: 1(5/7) 2(1/5) RTD (0/1) CU (6/7) CLW (13/50)

Ankhef will attempt to take control of the skeleton before his companions finish smashing it.

Command Undead -> Will DC 13.


Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6

Teos attempts a pin, but suddenly finds his hold slippery.

1d20 + 8 + 5 ⇒ (2) + 8 + 5 = 15 It's free - well assuming its CMD is 15 or less


Seherab swings and strikes the skeleton, chipping away a few more bones!

1d20 ⇒ 8

Ankhef tries to take control of the undead, but it resists!

Teos tries to maintain his hold on the skeleton, but can't find enough "meat" to hold on to!

Harkuf!

Scarab Sages

Jafar:
Snake (Constrictor) 4 HP 34/34 | AC 18 T 13 FF 14 | Fort +8 Ref +7 Will +2 | CMD 25 | Init +3 | Perc +1
Druid 4 | HP 35/35 | AC 16 T 12 FF 14 | Fort +5 Ref +3 Will +7 | CMD 18 | Init +2 | Perc +9

"Hold that thing still, Teos!" Harkuf shouts in exasperation before taking another swing at the skeleton.

Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Confirm?: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 2d8 + 8 ⇒ (1, 7) + 8 = 16

"Take THAT!"


Harkuf hits the skeleton with a devastating blow, finishing it!

Out of Combat

Examining the remains of the skelton, you find a mithral shirt, spear of the watchful guardian, wooden holy symbol of Nethys, and keys to temple crypts.

Spear of the Watchful Guardian:
SPEAR OF THE WATCHFUL GUARDIAN PRICE 8,462 GP
SLOT none CL 5th WEIGHT 6 lbs.
AURA faint transmutation
This magically strengthened bronze-tipped +1 spear enables its wielder to better face a variety of foes. Originally created by priests of Nethys for use by their temple guards, a spear of the watchful guardian also grants its wielder arcane aid to strike true. Once per day as a standard action, the wielder of a spear of the watchful guardian can alter the physical properties of the weapon, allowing it to bypass damage reduction of one of the following types: bludgeoning, cold iron, silver, or slashing. This change lasts for 5 minutes. In addition, if the wielder of a spear of the watchful guardian fails an attack roll, as an immediate action once per day, she can retroactively add a +1 competence bonus on that roll. If this bonus is enough to make the failure a success, the attack roll succeeds.
Finally, a spear of the watchful guardian sharpens the senses of its wielder, granting her a +2 insight bonus on Perception checks.

The lacquered cabinet on the west wall holds simple religious tools, including a gold chalice engraved with the visage of Nethys worth 50 gp.

After healing, the party heads through the western doors, into the main crypt room.

After some searching, you find a secret door that hides a small room with a chest. The chest holds a few riches, consisting of apprentice’s cheating gloves, a potion of bull’s strength, two potions of cure moderate wounds, 330 gp, and a pouch containing six rubies worth 25 gp each.

And you have finished Book 1. Level up to 4!

1,001 to 1,050 of 2,531 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Tektite's Mummy's Mask All Messageboards

Want to post a reply? Sign in.