GMEdwin's The Pharoah's Race

Game Master Insnare

A motley group of adventurers fixing to find the pharoah's tomb first.


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Shot Putter Funkmeister

This really needs to move faster

Cooper =str check: 1d20 + 1 ⇒ (13) + 1 = 14

Your group is able to make the floors almost level although the floor is still 1 foot higher than the Panthereon.

Round 3

The Panthereon continues work 1d20 + 7 ⇒ (14) + 7 = 21


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino crosses his arms and waits.


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

round 4 (I think)

Cooper continues his help (or what he can do)

str check: 1d20 + 1 ⇒ (5) + 1 = 6


Shot Putter Funkmeister

Torsk and Ijen

Grand Lodge

HP: 17/17, AC/FF/TCH: 14 /10/14, Perception +0, Initiative +2, F/R/W: 4/2/3 | CMD 15 Half-Orc Magus (Kensai) 2

strength: 1d20 + 8 ⇒ (10) + 8 = 18


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

Ijen continues to try and shove stones out of the alcove she climbed up into.

str: 1d20 ⇒ 4

feel free to roll for me to speed this up


Shot Putter Funkmeister

The floor goes back into the other sides favor by three feet.

Round 4

The Panthereon continues work 1d20 + 7 ⇒ (19) + 7 = 26

Everyone go


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino reluctantly rolls up his sleeves and helps.

Aid another on strength check
1d20 - 2 ⇒ (12) - 2 = 10

Grand Lodge

HP: 17/17, AC/FF/TCH: 14 /10/14, Perception +0, Initiative +2, F/R/W: 4/2/3 | CMD 15 Half-Orc Magus (Kensai) 2

1d20 + 8 ⇒ (12) + 8 = 20 +2 = 22

Am I able to double move to pick up another stone or is it 1 vs 1?


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Cooper continues to help where he can

unfortunately I don't have any magic to help us along with this but I can try and pick up the pace

str check: 1d20 + 1 ⇒ (17) + 1 = 18


Shot Putter Funkmeister

Ijen 1d20 ⇒ 20

The platform stays still this round.

Round 5

The panthereon continues 1d20 + 7 ⇒ (18) + 7 = 25

Ancient Osiron

Spoiler:
Hmmm, five to one, lets make it five to two

She then pulls a piece of parchment from out of her throne and summons a 7ft tall Osirion man made from stone.

Grand Lodge

HP: 17/17, AC/FF/TCH: 14 /10/14, Perception +0, Initiative +2, F/R/W: 4/2/3 | CMD 15 Half-Orc Magus (Kensai) 2

does a wall if force prevent dispel magic and other such spells? Dispel the buddy lol? What exactly are we doing, stacking stones to alter base level? Am I able to lift the stone slab preventing escape? Does anyone have silence to nullify the owners commands?

strength: 1d20 + 8 ⇒ (14) + 8 = 22


Shot Putter Funkmeister

You are trying out strength the panthereon and crush it to death with the ceiling, you cannot lift the veinstone thats preventing you from leaving due to its perfect placement, however you can destroy it. DC28 Break or you can hit it with weapons or some other spelly thingy...


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

Ijen casts guidance.

Next round she'll push more rocks.

str: 1d20 + 1 ⇒ (9) + 1 = 10


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Cooper still assists using some of his luck to help him.

str check: 1d20 + 2 ⇒ (4) + 2 = 6


Shot Putter Funkmeister

Round 6

The floor moves up about two feet.

You guys can destroy the stone slab if you all attack it.

The panthereon continues 1d20 + 7 ⇒ (5) + 7 = 12

Assistance from Osirion man golem 1d20 + 5 ⇒ (14) + 5 = 19

Grand Lodge

HP: 17/17, AC/FF/TCH: 14 /10/14, Perception +0, Initiative +2, F/R/W: 4/2/3 | CMD 15 Half-Orc Magus (Kensai) 2

if we're not in threat of getting squished by the ceiling
Enough this, stone slab gonna shatter

1d20 + 8 ⇒ (18) + 8 = 26


Shot Putter Funkmeister

Through the help of aid another from everyone... Torsk is able to shatter the stone slab and the group make it out of the chamber.

The pharoah shakes her head in disgust at your group and says,

Ancient Osirion

Spoiler:
"We will meet again and under less favorable circumstances

You run back to the where the Golem was and after waiting a little bit, you see the platform return. Up or Down


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

Let's go back and try again! Othewise I'm good with continuing to go up.


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

"That took awhile! Up I guess."


Shot Putter Funkmeister

The group steps on the platform and Ijen says up in Ancient Osirion and the golem pushes the platform after another ten minutes to the next level where you see the same veinstone that you have seen and two doors. One straight in front of you and the other to the right.


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino heads straight ahead.


Shot Putter Funkmeister

Arduino opens the door and moves into an otherwise empty room which appears to be devoted to a huge panel of complex hieroglyphics.

Ancient Osirion

Spoiler:
reveals that the hieroglyphs
running along the north wall comprise
a single gigantic number expressed


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino opens the door to the right.


Shot Putter Funkmeister

Arduino walks into the room to the right and a gigantic black metal spyglass jutting out of the wall, its tip hanging in the middle of the room. A veinstone chair rests on a raised dais in front
of the lens.


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino grins. "Hello..."

Arduino raises his hand and scans the spyglass.

Detect Magic


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

Ijen watches, magical? She looks around the rest of the room while Arduino checks for magic.


Shot Putter Funkmeister

Arduino

Spoiler:
You can ascertain a moderate magical aura from within the the telescope.


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Take 10 on K. Arcana and Spellcraft to identify: 17 and 17


Shot Putter Funkmeister

Lazy ;)

Arduino

Spoiler:
You feel you can get a better handle of magic if take off the eyepiece of the telescope Disable Device 15 or Break DC 20


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

will post tomorrow need some sleep


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

"Is anyone here skilled with locks and tricks?"


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Cooper steps behind Arduino. I've been on the recieving end of numerous tricks and traps in my day, learned a thing or two about them as well. why do you ask?


Shot Putter Funkmeister

Cooper Disable Device to take off the lense, does anyone want to look through the telescope?


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Cooper will take a look through the telescope but first will examine it for any traps that may be present.

find some traps: 1d20 + 12 ⇒ (6) + 12 = 18

disable device: 1d20 + 19 ⇒ (12) + 19 = 31

before removing any lenses Cooper will look through the telescope to see if there are any new revelations observed.

disable device to remove the lense: 1d20 + 19 ⇒ (6) + 19 = 25


Shot Putter Funkmeister

Cooper

Spoiler:
You look through the telescope and you can see a violet planet fly across sky.

DC 10 Knowledge (nature) check

Spoiler:

is good enough to identify Aucturn, a
ringed planet in Golarion’s system.

Grand Lodge

HP: 17/17, AC/FF/TCH: 14 /10/14, Perception +0, Initiative +2, F/R/W: 4/2/3 | CMD 15 Half-Orc Magus (Kensai) 2

Torsk will keep a lookout for anything else out the the ordinary in the room or simply to protect them from anything wanting to intrude on their investigation.
perception: 1d20 + 10 ⇒ (14) + 10 = 24


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Presuming Alistair doesn't melt into goo or anything similar, Arduino looks through the telescope as well.


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

What did you see?

Ijen stands near Alistair, watching as he looks through the telescope.


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Alistair seemed intrigued by the vision through the scope he is starteled at Ijen's question.

huh? Oh what I saw. strange really, some sort of violet planet or maybe a moon. I don't really know much about that stuff though. anyway as you can tell it isn't trapped.

He gets up and pffer the chair to anyone else that cares to see.

anyone else want to look?


Shot Putter Funkmeister

What next?


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

Let's see how much crap that lift can haul and go back to the mummy. Unless I'm missing something, that was the only other exit. Ijen thinks for a moment, that does make one wonder where the other parties went...


Shot Putter Funkmeister

There is a door to the right as well


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

Oh hey, just noticed a door! Ali, should we open it?


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Cooper has been fascinated with this telescope. then Ijen shows him the door.

Cooper heads over to check it out.

many times the ancients would create traps to test the mettle of those that dared to enter.

Cooper checks the door for traps:

looky for traps: 1d20 + 12 ⇒ (13) + 12 = 25
disable if there is one: 1d20 + 19 ⇒ (17) + 19 = 36


Shot Putter Funkmeister

As Cooper searches for traps, Adruino takes a peek into the telescope.

Cooper is able to with utmost certainty that there are no traps on the door.


Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1 | HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9 | Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Cooper makes some motions with his hands over the doorway. checking various things. thn performs a eries of light knocks and apparently random locations along the door edges.

I removed the traps now to see if we can open this doorway.

He then checks to see if the door is locked, if not he tries to open the door.


Shot Putter Funkmeister

As Cooper opens the door he sees a a black sarcophagus etched with hieroglyphic numbers, which stands upright in the center of the
room, facing the doorway.

In the room you see Ankana just opened the sarcophagus as you are opening the door, revealing a mummified corpse which has become completely
desiccated over the passing millennia.

Initiative: Cooper 1d20 + 4 ⇒ (1) + 4 = 5, Ijen 1d20 + 7 ⇒ (16) + 7 = 23, Torsk 1d20 + 2 ⇒ (8) + 2 = 10, Arduino 1d20 + 3 ⇒ (2) + 3 = 5, Ankana 1d20 + 4 ⇒ (4) + 4 = 8, Numbers
1d20 + 5 ⇒ (16) + 5 = 21

Round 1

Ijen, Numbers, Torsk, Ankana, Cooper, Arduino


Shot Putter Funkmeister

Ijen


Human Cleric 6
Stats:
Init +7, Perc +11, AC 19/t11/ff18, F+8/R+6/W+11, CMD 17, HP 24/24

Now how in a sand flea's hind tit did she get here? Ijen moves into the room and stands to one side, allowing her companions to come in after her. She casts protection from evil on herself.

Sorry, took longer than expected to recover from a trip to mexico.

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