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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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)

"Or we could all go out and buy some alchemist fire. "


Inner Sanctum

Or you could just skip the bug infested grainery lol


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

"I think we should find a way to deal with these vermin. There may be something important in here. I'm with Hemket for Alchemists Fire, or if Calla has any spells to take care of them."


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

"Indeed, some simple flasks of lamp oil could be quite effective -- and much cheaper! Wait here, and I shall fetch some..."

Hadji and Bandit will head out of the Necropolis, to buy 5 flasks of Oil for 5sp -- and a drill for 5sp, plus a funnel for a few silver: he'll return as quickly as he can, and start cranking the drill to make a nice hole at the top of the wooden door...


Inner Sanctum

HA!

A few bettles come crawling ut of the hole as you make it, but for the most part the plan goes forward easily.. With a loud woosh the place goes up with flames.. You all here the clicking sounds of insect husks being scorched by the flames.. Its not long before all the availiable fuel source is gone though.. Opening the doors you finally see all the remains of the once fine grainery.. Thousands of dead beetles lay everywhere and there are several corpses lying in the middle.. Their picked clean to the bone.. Yall search around and find an Adamantine Heavy Flail.. Its filthy but perfectly usable..

Where too?


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)

Hemket will go start inspecting the doors at the NW corner of this area.

Perception for traps 26 (plus any assists).


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 flail might make for a good backup weapon. Does anyone else want it?"


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

"My god has not granted me the ability to wield such a weapon, so I think it would be best used if you carried it for now Rajik."


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)

Interrupting his search for a bit, "Nah, I think it suits you best. "


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

glad the oil scheme worked as planned! I figure 4 flasks of oil should do the trick (a gallon, for 8d3 damage, plus 50% on a swarm), so I'm putting the remaining flask on Hadjii's character sheet. I also scratched a Tindertwig...

Hadjii looks slightly repulsed at the idea of using the large metal weapon!


Inner Sanctum

Hemket checks the door for traps and finds none.. Opening it you see..

Two stone tables sit against the western wall of this room, while a third occupies the southeastern corner. A small, square wooden butcher’s block stands in the northeast corner, now almost collapsing under its own weight. A stone oven sits in the middle of the north wall. A humanoid skeleton lies beneath the northwestern table, surrounded by smashed crockery. A door to the east and an open doorway to the south exit the room.

Upon closer inspection the skeleton seems to have a dagger jammed into its ribcage..

Map Updated..


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)

Hekmet will leave looking at the dagger to someone with appraise. He will give the room a quick one over. It does seem to just be a kitchen after all.

perception: 1d20 + 5 ⇒ (17) + 5 = 22


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 detects magic on it before approaching.


Inner Sanctum

The dagger seems to be rusty and pitted.. It does not glow.. Yall find nothing more in the kitchen..

South or West?


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 vote for south.


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)

Hemket will head south. Not sure if that is a door or an opening.


Inner Sanctum

They are doors.. DOesn't look like it but they are..

Hemket heads south.. There door isnt trapped.. Entering you see..

Hieroglyphs and images of fantastic beings cover the walls of this small room. A small stone shrine, dusty and thoroughly defaced, stands against the eastern wall.

Seeing yall can read Ancient Osiriani you can tell that this used to be a shrine dedicated to Abadar, Pharasma, and Sarenrae although now it has been defaced.. A little cleaning could fix it up though..

West or South?


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)

Continue south unless someone wants to tidy up the place. Hemket isn't overly religious, so that's not really something he'd do.


Inner Sanctum

It would take the better part of an hour to clean this place up good..

Continuing south through the door you see..

A stone privy is built into one wall of this tiny room, and a stone table with a basin stands against the other wall. A large mirror once hung above the table, but it was shattered ages ago. The floor is covered in broken glass and dead scarab beetles. A headless corpse sits upright on the privy..

Nothing really to find..

Heading south again you see..

A large tiled pool sits in the center of this chamber, surrounded by sloping tiled floors. A few steps descend into the basin, which has accumulated a deep layer of sand on its bottom. Faded murals on the walls depict scenes of life along a river, with recurring themes of running water and aquatic life running through the artwork. In the northeast corner, a tarnished bronze spigot juts from the wall just above head level. An Archway leads west, and a stone door stands in the eastern wall. Detect Magic revels the spigot to be magic


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)

Do a long search in here.

take 20 for 25.


Inner Sanctum

You scour the room but come up with nothing beyond what you first see entering the room..


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

Spellcraft: 1d20 + 10 ⇒ (9) + 10 = 19
Calla tries to identify what does the spigot does, but she's almost certain that logic would dictate some relation to creation of water to fill the pool. If that's the case, she opens it.

"It would be good to clear up the previous shrine, once we secure the place. This dead zone has been cursed for ages, so some help would be nice, wouldn't it? I can also check the runes better when we clean it, cause for now I've got nothing relevant on this place, aside from the names of the ex-owners. What do you say Marius?"


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 hold no predisposition to this place. Cleaning it would be fine, but first we must make sure to clear this place of the restless spirits and get everything out of here."

Marius also take the time to look around this room.

Take 20 on perception for a 32.


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)

If there is nothing to be found in there, Hemket will proceed into the room to the west.


Inner Sanctum

Calla discovers the spigot is indeed enchanted to create fresh water on demand.. Nothing else is found..

Heading west you see..

Brightly colored columns stand in the four corners of this foyer. Hieroglyphs cover the walls and tiled floors, obscured in places by piles of dust and sand. Open archways lead to the north, east, and west, while a set of stone double doors exit to the south.

Yall notice 3 Skeletons here.. Perc Checks, no take 20


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

Can Calla remove the enchanted spigot without damaging it?

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


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

Perception: 1d20 + 5 ⇒ (2) + 5 = 7


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

Perception: 1d20 + 12 ⇒ (8) + 12 = 20


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's Perception check: 1d20 + 9 ⇒ (12) + 9 = 21


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)

perception: 1d20 + 5 ⇒ (9) + 5 = 14


Inner Sanctum

Ok Rajik is apparently staring at the ceiling but still somehow sees the skeletons rise to attack yall with Khopesh's.. Calla, Marius, and Hajii also here a strange woman's voice, Marius catches it as the same one outside at the gates.. It says.. "“They’re inside! Protect the family!” and another voice shouts, “It’s too late! Save yourselves!” Screams and the clash of arms fill the air..

Init:

Marius: 1d20 + 10 ⇒ (19) + 10 = 29
Hemket: 1d20 + 6 ⇒ (8) + 6 = 14
Calla: 1d20 + 2 ⇒ (3) + 2 = 5
Hadjii: 1d20 + 2 ⇒ (20) + 2 = 22
Bandit: 1d20 + 2 ⇒ (16) + 2 = 18
Rajik: 1d20 + 1 ⇒ (9) + 1 = 10
1d20 + 6 ⇒ (7) + 6 = 13

Init Order
Marius
Hadjii
Bandit
Hemket
Skele's
Rajik
Haunt
Calla

Calla Know Rel: 1d20 + 9 ⇒ (11) + 9 = 20
Marius Know Rel: 1d20 + 7 ⇒ (6) + 7 = 13

Calla recognizes the Voices as a haunt.. Its to bad that she goes after it..

Marius, Hadjii, Bandit, and Hemket are up! Map Undated!


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

Knowledge Religion: 1d20 + 4 ⇒ (4) + 4 = 8

Rajik will use the flail.

Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d10 + 6 ⇒ (8) + 6 = 14

My day will be busy, so I made sure to get my first round in.


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)

Hemket will favored target the closest skeleton, and shoot it with a blunt arrow.

to hit: 1d20 + 9 ⇒ (1) + 9 = 10 miss


Inner Sanctum

The Knowledge roll was for only if you made the perc to hear the Haunt.. Hadjii appears to be untrained in it and its higher than a dc 10 so i didnt roll for him..

Rajik i think your damage is off.. 19 str two handed is +6..

Rajik smashes the skeleton to dust in one mighty blow..

Hemket fires but apparently is blinded by the bone dust that is now in the room..

Marius and Bandit are up!


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

too many to remember... yeah... that's 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 casts Guidance on Bandit, and indicates the south skeleton:

"Nixon!"

the wolf moves along the south wall and snaps at the south skeleton's nethers:

Bandit's bite attack: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10


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

Marius steps forward and attacks the nearest skeleton.

Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d8 + 1 ⇒ (1) + 1 = 2


Inner Sanctum

There's a whole bunch of whiffing going around and then the skeleton's act..

On Marius: 1d20 + 4 ⇒ (20) + 4 = 24
On Rajik: 1d20 + 4 ⇒ (5) + 4 = 9 Miss
On Bandit: 1d20 + 4 ⇒ (10) + 4 = 14 Miss

Confirm Marius: 1d20 + 4 ⇒ (4) + 4 = 8 Not Confirmed
Damage Marius: 1d8 + 3 ⇒ (3) + 3 = 6

Then Rajik smashes one to dust..

Then you all need to make a Will save DC 11

If you fail:

Subject to Lesser Confusion for 1 round

Calla is up after her save.. She knows this is a haunt and can be neutralized by doing enough positive damage in the area..


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)

will save: 1d20 + 1 ⇒ (10) + 1 = 11


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's Will save: 1d20 + 7 ⇒ (14) + 7 = 21

BANDIT's Will save: 1d20 + 2 ⇒ (7) + 2 = 9

BANDIT's confusion: 1d100 ⇒ 40

Bandit babbles like a dog having a strange dream, and drools all over himself!

dumb dog!


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

Will: 1d20 + 3 ⇒ (17) + 3 = 20

"Troubled spirits surround us! Don't let yourselves be fooled by their attempts to confuse your mind!"
Calla moves over the corpse of the creature Rajik burst to pieces and sends a ray of colored arcane energies toward the skeleton fighting poor Bandit:
"Disrupt Undead!"
Touch Ray: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13! Damage: 1d6 ⇒ 3


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

after Marius strikes, Hadjii will move to Bandit, concerned by his strange behavior in the midst of combat:

"What is wrong with you, my furry friend? I have taught you to destroy such creatures as these, yes?"

Hadjii will cast Guidance on the confused beast, whilst reassuring him.

(this is the round that Bandit whimpers strangely and snaps at his tail...)


Inner Sanctum

Calla's bolt hits the skeleton in the chest, cracking bones a bit..

GM Only:

14/14
11/14

Init Order
Marius
Hadjii
Bandit
Hemket
Skele's
Rajik
Haunt
Calla

Marius, Hadjii, Bandit, and Hemket are 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)

Try again with shooting a skeleton with a blunt arrow.

to hit: 1d20 + 5 ⇒ (6) + 5 = 11 miss


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

Will: 1d20 + 2 ⇒ (3) + 2 = 5


Inner Sanctum

Marius and Hadjii are up..

Rajik Confusion: 1d100 ⇒ 48 On his turn he babbles incoherently..


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

Will save: 1d20 + 9 ⇒ (9) + 9 = 18

Marius continues to attack the skeleton in front of him.

Attack: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d8 + 1 ⇒ (4) + 1 = 5


Inner Sanctum

Hadjii casts guidance on a confused bandit while Marius smashes his skeleton good..

Spoiler:

9/14
11/14

The skele's swing their khopesh's again..

VS Marius: 1d20 + 4 ⇒ (12) + 4 = 16 Miss
VS Calla: 1d20 + 4 ⇒ (15) + 4 = 19
Calla Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Rajik babbles..

Eveyone has to make will saves again as the haunt continues..

Marius: 1d20 + 9 ⇒ (1) + 9 = 10
Hadjii: 1d20 + 7 ⇒ (18) + 7 = 25
Hemket: 1d20 + 1 ⇒ (19) + 1 = 20
Bandit: 1d20 + 2 ⇒ (5) + 2 = 7
Rajik: 1d20 + 2 ⇒ (20) + 2 = 22
Calla: 1d20 + 3 ⇒ (10) + 3 = 13

Next round Marius 1d100 ⇒ 76 attacks the nearest companion..

Next round Bandit 1d100 ⇒ 61 attacks himself for 1d8+str damage..

Calla is up!


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

Oh, I see -- you made our will save for us...

Hadjii takes a 5' step out of danger, pulls his final scroll of CLW, reads and casts on Calla:

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

BANDIT's attack on self: 1d8 + 2 ⇒ (6) + 2 = 8

the table actually reads "attack nearest creature" -- not nearest companion -- so Marius should continue to bash the skeleton...


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

Will: 1d20 + 3 ⇒ (10) + 3 = 13

Calla steps away from the remaining skeleton and sends forth another spell!
"Disrupt Undead!"
Touch Ray: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8! Damage: 1d6 ⇒ 5

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