GM Pox's "The Mummy's Mask" (Inactive)

Game Master WerePox47

In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories.


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Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

What a pity. It's going to Snowball anyway.


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Question! Does the blessing fountain works again in a single day? Or we just don't know that information unless we try?


Inner Sanctum

There's no way for you to know if it works more than once a day..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Oh I'm SO bored today...

It's been two and a half hours with no update in any of the games I play... And I really could use a diversion today...


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

*Pokes Marius*


Inner Sanctum

I assume the lack of posts is from the Memorial Day recovery, so thats cool.. Id like to get things rolling again by tm though..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

There really doesn't seem to be any place for Hemket to get a shot off, so I'm not likely to be doing much this combat. There's auto cover since it seems to still be in the mini room, not to mention all the people in the way.


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

I know it's not your style, Hemket, but you could have a greatsword as a second weapon, could you not? (yes I know there's no space right now, but I'm saying it would be a nice option)

Otherwise I'm at my normal posting rate, but won't be available tomorrow morning.


Inner Sanctum

I realize this combat is kinda boxed in.. It was designed that way unfort.. The scroll guarding the safe contents and all.. With the corner and people in the way you would have a -6 to hit it.. Without Precise Shot a -10 and just an fyi with it's DR it will probably kill Bandit, and Hadjii since he's taking 1/2 damage before Bandit could kill it.. Yall need to move so the brawler can get in there..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Honestly I'm better off getting to the feats where I can shoot in melee without provoking. Me being on the front line is not a recipe for survival though since I can only do light armor and don't have much strength.


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

We have one melee, one archer and three pure casters, so we will suffer a lot in the beginning... Is this thing really that powerful? Cause in that case I can MM some more...


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Yes, but one of the casters does have a pet which can be fairly good as a front liner, so that's not so bad. I would give it the full spread. Also, I would think it wise if we get Jajik swapped in place of bandit doing the head to head work. He does a lot more damage.


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Or maybe acrobatics behind it?


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will 5' out of the way at the end of this turn, after the "scroll" goes -- then Rajik can step in. I figure Bandit should stay in to soak damage: the wolf has the highest AC in the party -- plus he only takes half the damage the scroll dishes out. Another feature of an animal companion: if it dies, the Druid can just summon another one! Hadjii will need healing, though.

It's only the 2nd round, and we're still learning about this unfamiliar threat. We'll figure it out...


Inner Sanctum

Yalls group is a little unbalanced for lower levels, but not much.. At higher levels the group will be Op.. I bought the 2nd book today and reviewed it, I like it better than this book.. And no the thing isn't that powerful, but Bandit can barely pass it DR on a good damage roll while it will stack bleed on him and possible strangle him to death.. He can move and make room for Rajik to get in there though..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

I assume the wand of CLW was used to heal Bandit after his little tangle with the dangerous scroll -- along with a shot of Infernal Healing each for Hadjii and Bandit (I've marked charge on the Wand tab of the loot sheet):

CLW from wand on Bandit: 1d8 + 1 ⇒ (1) + 1 = 2

I guess TWO charges are needed...

CLW from wand on Bandit: 1d8 + 1 ⇒ (8) + 1 = 9


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Well played GM... Evil chaotic manipulator!!


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Perhaps the Staff is actually a magical staff, and not a weapon?

Cause there's no "staff" in weapons, just quartestaff...


Inner Sanctum

Its a quarterstaff..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

but not a buck and a quarter quarterstaff


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Since you're all experienced players, maybe one of you can help me out.

I've got no time to research this, so...

The party, in the Runelords I run, abandoned the body of a dead follower in enemy's territory, fleeing since they had an army running to meet them.

Now, I would like to turn that body into an undead, concious or not, but something powerful. It's a 8th level cleric (Father Zantus, by the way, it's Runelords we're talking about) and the party is at 12th level. Suggestions to help in that process?


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

It depends on how powerful you want. There are some issues of course since the cleric stuff all goes bye bye unless you want them changing gods.

Simplest and most generic is probably adding the Vampire template and then maybe more levels to make them into a threat. Change the god to someone evil so they can still cast.


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

I want it to be powerful, not a match to the party alone, but its appearance will be a demonstration of their failure and they will certainly lose some time getting surprise and trying to understand what happened. A vampire is certainly an option, although a second one, since explaining that would be harder than other undead options, a Lich for example.

Casting is relative, although turning it into an evil cleric from another deity would work.

One option is involve one of the three parts of the Gluttonous Tome in the process:

The three portions of the text and the abilities they confer
are as follows:
The Kardosian Codex:Named for a sinister devourer
wizard who became its custodian a thousand years ago, this
is the middle portion of Zutha’s masterpiece, a 4-inch-thick
sheaf of bone-white blank parchment, indestructible and
completely impossible to mark. The Codex’spower is a secret
only told in blood. Soaking its pages in fresh gore reveals
it to be a spellbook containing spells from the necromancy
school. The only marring the book’s pristine pages suffer is
the addition of more necromancy spells penned in blood.
The book contains every arcane necromancy spell of 1st to 7th
level. Any necromancy spell prepared from the Codexis cast
at +1 caster level. The book also absorbs necromantic energy,
granting the bearer a +4 bonus on saves versus necromancy
effects and immunity to energy draining effects of any kind
(such as from enervationor a vampire’s slam attack). Finally
this section of the Gluttonous Tomeincludes a flesh golem
manualthat re-scribes itself one year after it’s used.
The Codex’shunger passes to the bearer as well. Although
he does not notice this, the bearer begins eating far more
than before and rapidly puts on weight, his physical form
beginning to emulate Zutha’s in life.
The Bone Grimoire: This portion of the tome bears the
leathery flesh front-cover, twisted rib binding, and a hundred
pages of blood-scripted verse and grisly diagrams. Anyone
who reads the entire text of strange runic code (requiring
1 week of uninterrupted study and a DC 25 Decipher Script
check) must make a DC 20 Will save, or gain a +2 inherent
bonus to Intelligence and begin to take on traits of the
undead (see below). Regardless of this save’s result, the
bearer acquires a deep understanding of necromancy,
gaining a permanent +4 insight bonus on all Knowledge
(arcana) and Spellcraft checks involving this school of magic.
In addition, this section includes a flesh golem manual
identical to the one in the Kardosian Codex.
After reading the Grimoire, the bearer’s flesh takes on a
pale cast and, if he failed his Will save, his life force is slowly
replaced by necromantic unlife. After reading the entire
text of the Bone Grimoire, the bearer is no longer healed by
positive energy, but rather harmed by it. Negative energy
now heals him. If the bearer channels energy (if he is a cleric
for example) he now channels negative energy. Only a wish or
miraclereverses this condition.
The Black Book: This portion of the Gluttonous Tome
consists of a charred flesh back-cover and 100 pages of
smoked skin scrawled with blood runes in Zutha’s erudite
hand. Anyone reading theBlack Book and keeping it on their
person gains the ability to rebuke or command undead as a
cleric of his total character level. If the bearer already possess
this ability, he doubles the amount of undead he can control
at any one time. This section also includes a flesh golem
manual, just like the others.
TheBlack Bookcorrupts its reader’s mind and heart. Every
day the GM should make a secret Will save for the bearer—
the DC starts at 10 but increases by +1 for every consecutive
successful save the bearer makes. Every failed save shifts the
bearer’s alignment one step toward chaotic evil.
Rebinding the Gluttonous Tome: If two or more portions
of the Gluttonous Tomeare brought within 10 feet of each
other, they surge together, tearing free from anyone holding
them and bathing a 30-foot radius spread with ghoulish
green light. This light causes all living creatures within it to
become nauseated for 1d6 rounds (no save). The sections
mesh and meld, flesh knitting with flesh and bones grinding
together. If two or more individuals control a portion of the
tome when they fuse together, the one with the highest total
character level gains control (determined randomly if there is
a tie). Two fused sections grant the bearer the effects of both
parts and the following spell-like abilities at a caster level
equal to the bearer’s HD:
At will—detect undead, gentle repose
3/day—empoweredray of enfeeblement, false life
1/day—bestow curse

Ideas?


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

can a GM add class levels to a Bodak?


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Actually a Lich is far harder to explain than a vampire since it involves the individual doing a whole lot of preparation and have a high level of mastery of necromancy while alive. Since this person is already dead, that's not really an option. Though now that I think about it vampire doesn't make much more since as you have to be alive for another one to kill you and make you into one.

Ghost is likely your best bet really. Ghosts when build correctly are very unpleasant to face. The justification could be that the act of abandoning him is what made him into a ghost.


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Ok, I might have explained it wrongly.

The enemy got his body, and know what he means to the party (important). Previously a Cleric of Sarenrae, turning him into an Undead something would mess with the party's stability. And there is a Mage powerfull enough to do that, with whatever tools I deem necessary, but to do WHAT?

I can certainly upgrade whatever I want in the Bodak, but it does not seem like a good option since it involves the Abyss and all...


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Depending on how much you are willing to fiddle around with the rules I imagine the listing of options from create undead, greater is probably a good place to start. Of course technically the caster level available does rather limit what can be produced.

Seems to me like a specter is a decent choice from the list. The cleric levels without casting would effectively become warrior levels and be cheap in CR.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Huecava sez specfically it starts with the body of a cleric -- maybe a good starting point, just add some actual levels of cleric?


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Huecuva's though are CR 2 critters and really wimpy. They would add very little in the way of challenge against a level 12 party. Even if you piled on caster levels using it as just a template, that template wouldn't synergize to make it any nastier.

Honestly I'm really warming up to a specter. They are incorporeal which always makes the melee people panic, and level drain is a stone cold pain in the kiester no matter what level you are.


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

I'm no good with making a dead cleric a challenge but if you want to add insult to injury just have the necromancer animate him as a 1 HD zombie and then stick him on a spear and put him at the top of the runelords lair as an insult to the party. May I ask what runelord we are speaking of?


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

We're currently speaking of Mokmurian, not exactly a runelord. Although he originally don't have that much power I'm the owner of the ball, so my rules ^_^

I'm gonna delay the meeting with the undead until deeper in the complex, so I'll have enough time to plan something properly. Thanks folks!


Inner Sanctum

Make it a GHost or Vampire if you wanna keep the cleric levels.. A Banshee if not.. Thats my 2cents..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Can't make a banshee unless the NPC was a female elf.


Inner Sanctum

Sure you can.. It's not pfs.. Call it a Bandito instead.. Have him wailing about burrito mudbutt..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Bandito! Love it!

Thanks to all seven gods that made me not to have time to study the freaking Jorgenfist Dungeon, since my coward players didn't believe they are strong enough to face the challenge... seriously, they would easily kill everything in that dungeon, including the dragons... Anyway one of them somehow believed that they needed to become stronger, earning xp and finding Thassilonian items and Ta-dan! We are currently in the Emerald Chambers...


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Excuse me Pox, but are we Dazed or Dazzled?

Cause this is turning into a TPK in about one or two rounds...

A Dazed condition typically lasts one round...


Inner Sanctum

Says DC 15 or Dazed for 2d4 rounds.. What sux is that you are granted no immunity against it for saving so technically it could do it again till it dazed Marius as well.. Kinda powerful for a CR 3 creature.. Hey at least you can't be coup de graced while daze..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

I recognized how dangerous these things were when I ran Midnight Mirror -- especially if the entire party (or almost the entire party, in this case) misses their saves. The forums mention higher risk of TPK with this particular foe.

One thing I think is a little extra rough here is one common roll for duration on all characters: I believe each character that failed save should have an independent 2d8 rounds of Daze -- maybe some of us will recover a little quicker!


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3
Hadjii wrote:
I believe each character that failed save should have an independent 2d8 rounds of Daze -- maybe some of us will recover a little quicker!

Agreed, but I believe I would keep the 2d4 instead ^_^ Much better than 2d8 he he


Inner Sanctum

Ill go with that yall can roll your 2d4s..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla is reaaaaaaly wishing that the fountain works again...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii would be pretty surprised if it does -- but he'll sure try it!


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

This week kicked off a major project for migration at work, so I'm going to be sporadic with posting. I'll try to post when I can. They decided to ramp up to the full project early, so it's taking more time than it would have. Got to love management rushing in to things.


Inner Sanctum

Alrighty.. Thanks for the heads up..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Marius the Two-Wand Healer!


Inner Sanctum

I hope yall are enjoying this so far.. Its been fun for me.. I plan on spicing things up a bit at the conclusion of this book.. Make it a bit different from the normal Mummy's Mask.. Start considering what mythic path you would take if it came up..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

I've been enjoying it. I'm stuck in so many PbPs which run like frozen molasses.


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

PBPs that do not move, die. The faster we move the awesomer it will get!

It's being pretty fun!

If you're gonna spicy things a bit give me my spells back!!! *mean face*


Inner Sanctum

Hey.. I gave you your spells back once already.. That wasn't even built in.. I added that so no more whining.. Yea ive been trying to keep it moving.. We're close to the end of book 1..

The rod is a custom item as well.. I figured this part of the book has been so light with gear i needed to bump it up.. Kinda plays into the Legendary items theme too, of which you all will be getting something eventually..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

I am definitely engaged - thanks to everyone for keeping things moving! I really like the module so far.

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