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

Calla believes that she can become a danger if by chance she survives and gets the opportunity to channel on the group, so she doesn't mind with whatever you do.


Inner Sanctum

Yea she's just bleeding out on the floor..

5d20 ⇒ (16, 11, 4, 17, 10) = 58

Actually she stops bleeding moments after falling.. She's now taking shallow breaths, her fate in yours hands..

Hemket you dont see any obvious ways of disabling it.. You think it would take a while studing it, with perhaps help from others to figure this thing out..


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

Perception to help: 1d20 + 5 ⇒ (15) + 5 = 20


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)

"Ok this thing is being a bother. Someone want to give me a hand? "

Actually stabilization is not a guarantee of survival. She still needs medical attention soon or will likely still die. There are rules for beyond stabilization which are quite harsh actually.


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

There are also rules on drugs which I am sure are worst than those...


Inner Sanctum

IF no help is given the lady will parish..

Taking 20 again, with help from Calla and either Marius or Hadjii and you find a tiny key hidden on the backside of the crossbow.. You also find the small hole that its meant to be put it.. Doing so gives you a nice click as the trap is disarmed and the box inside the box opens up revealing..

A Pit Fiend!.. 20 small gold ingots, each bearing a seal. Know History or Nobility

I must admit upon reading the rules for drugs i was like, "DAM!", at how harsh they were..


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 prefers to just leave the stricken necromancer to die naturally from her combat wounds. He also wants to report her to necropolis authorities (and let 'me know where she fell): perhaps the temple of Pharasma is already on the lookout for a cult or Lamashtu -- or perhaps they should be!


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

"She gets what she deserves for attacking us. We should end her now."


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'm pretty sure we already ended her. Let's keep looking around. "

He will then check out the door down to the south across from the stairs. 26 perception for traps.


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 and Bandit will poke through the piles of fabrics in the closets, and take a closer look at the old hornet's nest -- being careful not to disturb the nest until he's sure there's no swarm there, eager to terrorize the party!

Hadjii's Perception check: 1d20 + 9 ⇒ (15) + 9 = 24


Inner Sanctum

Nothing else to see in that room..

Hemket see no signs of a trap..

Entering the room you see..

The walls of this room are decorated with a scenic vista of a river valley running through a desert, resplendent with verdant life and greenery near the shores. Only a few pieces of lacquered furniture remain in the chamber. A faint, musty odor of decomposed wood and fabric lingers in the air. A set of doors stands in the western wall.

The body of a human man lies on its back in the small alcove to the east. Unlike most of the remains in the house, the body is only a year old, and its flesh is in a state of advanced decomposition. It bears a gold wedding band inscribed “To Akar from Panhet, Love Eternal.”


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

K.History - Ingots: 1d20 + 9 ⇒ (12) + 9 = 21

Now Calla realizes they haven't been treating the dead accordingly. They should receive more respect and a careful search, to guarantee they do not have identification on them, like this one partially have.
"What a beautiful view! Such a pity we cannot take it with us..."
Or can we? It is painted on the walls, right?
K.Geography to know where is that: 1d20 + 9 ⇒ (9) + 9 = 18

Then she focus the corpse. First she detects magic over it, and if the guys consider it safe, she approaches, analyzing the bracelet.
Appraise on the bracelet: 1d20 + 12 ⇒ (19) + 12 = 31

"Do you think the woman was this Panhet that is written here?"
Is that even a female name to begin with?


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 check out the corpse, ensuring it is safe for Calla's examination:

Hadjii's Perception check: 1d20 + 9 ⇒ (8) + 9 = 17

Bandit sniffs around the doors to the closet...


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 simply sees the dead body nods, and goes back into the other room for a second to kill the woman lying on the ground. After that he walks back over.

Coup de Grace the woman just to make sure she dies.

Damage of necessary: 2d8 + 2 ⇒ (4, 6) + 2 = 12

"Probably not these corpses have decayed for too long for them to have been considering marriage. Panhet is probably one of the skeletons we killed below."


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

"Perhaps it is possible this body was to become another zombie, joining the necromancer lady's so-called 'Legion of Undead'!"

Does it look at all like this body was suitable for zombification? Is there any prep that must done for such a thing?

Hadjii's Knowledge:Religion check: 1d20 + 3 ⇒ (16) + 3 = 19


Inner Sanctum

Calla recognizes the seal on the ignots as from a Keleshite sultan who governed Osirion at the time of the Plague of Madness, 2,215 years ago. They are extremely rare and could be worth as much as 50gp each to the right buyer..

You would need a chainsaw to take the wall with you, unfortunatley those are rare.. You have no clue what the location of the painting is..

The ring is non-magical and yes Panhet is a girls name.. You think its value is around 50gp..

The body could have deffinitely be made into a zombie..

Oh and Marius smashes the womans head like a grape.. There's now brains on the floor in that location..

Where to?


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)

Being systematic, Hemket will check the souther room first. 26 for traps on the door.


Inner Sanctum

You find no traps.. Opening the doors you see..

A large lacquered desk, now in poor condition, sits in the center of this room. Bookcases stand along the eastern and southwestern walls, sagging as if ready to collapse at any moment. Their shelves have fallen out, and the piles of dust at their bases are all that remains of books and scrolls that failed to survive the long years. The lacquered wooden frames of what might once have been divans stretch along the north and south walls, but their upholstery has disintegrated.

The only thing you find of intrest in this room is a key that looks like it might fit into the outer lock of the bronze chest..

To save time, since yall already defeated the encounter up here..

The middle room..

Most of the contents of this room have fallen apart or otherwise
been reduced to dust from the dry desert air. A foul, cloying smell fills the room

The north room..

Dust blankets this room. The walls, once brightly painted to depict life in ancient Wati, are now faded. A smaller room or alcove takes up the northeast section of the room; it was once closed off by a wooden door that since has rotted away, leaving only its hinges in the doorframe. A strong, cloying odor of decay pervades the room.

Assuming yall take your time searching you find..

In Middle Room:
Small rusted dagger, a handful of marbles, and a small lacquered wooden box. The lacquered box is an ancient board game whose rules have been forgotten over time. Inside the box are several small, carved stone playing pieces.

In North Room:

A large darkwood Hope Chest. Inside is a white silk Osirian wedding robe that is extremely fragile with age. The chest also contains several pieces of jewelry, and a strand of freshwater pearls. A small sealed tube contains five applications some unknown makeup.
Finally, a long scroll tube holds a rolled-up papyrus painting—a self-portrait of girl, accompanied by her signature in Ancient Osiriani. Unlike the wedding robe, the painting has been protected from air for many years.

The girl's name was Ariseti according to the signature..
Need Perc checks, 6 appriase, 1 spellcraft


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 ⇒ (7) + 5 = 12


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

Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Appraise: 1d20 + 12 ⇒ (6) + 12 = 18
Appraise: 1d20 + 12 ⇒ (19) + 12 = 31
Appraise: 1d20 + 12 ⇒ (13) + 12 = 25
Appraise: 1d20 + 12 ⇒ (11) + 12 = 23
Appraise: 1d20 + 12 ⇒ (3) + 12 = 15
Appraise: 1d20 + 12 ⇒ (13) + 12 = 25
Spellcraft: 1d20 + 10 ⇒ (7) + 10 = 17

Do the painting looks like the woman we found?


Inner Sanctum

Calla you think without a make whole or mending spell the dress will fall apart if disturbed..

You think the board game is worth about 40gps
The Chest is worth 100gps
The dress if preserved is worth 150gps
The Jewelry total worth is 100gps
The Pearls around 150
The Portrait around 100 to a collector..

Makeup:

KOHL OF UNCANNY DISCERNMENT PRICE 1,500 GP

The dark cosmetic in this small decorative tube is made from finely ground minerals. Favored by Osirian men and women alike, nonmagical kohl is applied around the eyes and is used to reduce the glare from the desert sun, and cosmetically to cause the whites of the wearer’s eyes to stand out distinctly. When applied to the eyes, kohl of uncanny discernment grants its wearer low-light vision and a +2 competence bonus on Perception checks. If the wearer already has low-light vision, the kohl doubles the distance the wearer can see. The wearer also gains a +2 resistance bonus on saving throws against gaze attacks, patterns, visual effects, and sightbased attacks. These effects last for 1 hour. Applying the kohl is a full-round action, and it must be applied to both eyes to function. An unopened tube of kohl of uncanny discernment contains 5 applications.

The girl in the painting doesn't look like the chick yall just fought..

From what yall found out so far its easy to put together that Pentheru had a wife and kids.. Perhaps these were their room initially..


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

The dagger and the marble are worthless, right?

"So, I think we're done up here, right? Praise the gods that we didn't find any more abnormalities. Can we put this chest with the dress on the bag? Tomorrow I will devise something to make it less fragile, so we can get a nice price on it."


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)

"Weren't there a couple of buildings outside to be checked out? One might contain a cellar or tomb. "


Inner Sanctum

Worthless.. So are yall camping here or heading back to the Living City?


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

"Yes, there was the crypt itself. Judging by the appearance of the family it should be impressive, and hold more treasuries than this place. Let's go?"

Although I'm out of spells I don't see why we should rest now. Do you folks? (we could stop to eat something, Calla is hungry)


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 we are out of spells, resting might be a good idea. But I would say that is up to the casters. I'm only limited by HP.


Inner Sanctum

And arrows, which i hope your keeping track of.. The standard 50/50 recovery is in effect of course..


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 I spent the money on durable arrows. Unless I'm shooting a fire elemental or something which will incinerate my arrows, I keep them.


Inner Sanctum

Only the finest for the party archer! Gotcha!


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)

Nah, it's more that I hate tracking resources. Hence why I rarely play casters.


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 ⇒ (5) + 9 = 14

Hadjii will use one of the Mending spells from his scroll of two, to preserve the wedding dress: I hope it fetches more than 12.5 gp! Or at least makes some girl *very* happy!

"I am up for spending a night in this haunted house -- but are we not supposed to check in with the authorities of the temple of Pharasma when we return each 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

Well that explains why you're HP is never up to date. ^_^
I'm just the opposite he he.

"Oh, nice, thanks Hadjii! This will allow us to move it freely. I think we would lose ground on the treasure hunting if we delay our arrival back."

I would say we keep moving, although it should be dangerous down there. Far more than on the surface. Hemket is ambivalent. Marius and Hadjii, what do you say?


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 we're going to rest for the night, I see no reason to do it here instead of an inn. It's not like we're some distance from the city. We're in the city. "


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

"Hemket has a good point, and now I am all for returning now: we can report our progress to the temple, let them know about the necromancer -- and a possible cult of Lamashtu! Plus perhaps we can sell the stuff we have already found, and maybe even have time to shop -- so we can return tomorrow better prepared for going into the crypt! I for one have no torches..."


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 have torches and magical light, in any case, but it never hurts to be too careful, right? May we at least check the part of the first floor which we haven't been to?"


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, we might as well finish clearing this building before we head back to the inn. "


Inner Sanctum

Sounds like yall are heading back down stairs.. Ill update it later.. Have a Tee Ball game to go too now..


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

Okay have fun Pox

"I agree with Hemket and Calla. Leaving right now could be dangerous if we didn't explore the rest of this place."


Inner Sanctum

Ok so yall are searching the room with the staircase in it or the room to the north?


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)

The room to the north inside this building.


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 will disagree with Hemket. If there's something on the room with the staircase we're all to investigate it, right?


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 don't see skipping the room as we go through it -- especially with a wolf that runs around sniffing everything! I reckon we're gonna wind up searching the staircase room by default...

Hadjii's Perception check: 1d20 + 9 ⇒ (13) + 9 = 22


Inner Sanctum

A large staircase climbs to the second floor from this room. Sand and dust cover the floor, and painted columns stand in all but one of the corners. Pieces of broken wood, shattered pottery, and disintegrating fabric litter the room’s perimeter.

Searching you all find:

A silver anklet with tiny gems and a silver ankh
A tarnished silver serving tray
A small ornate vase

1d5 ⇒ 2

A platinum ring that Hemket finds.. Do you pick it up?
The dam random dice gods hate you Hemket..

3 Appraise Checks, the ring detects as magical but dont roll spellcraft just yet..


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 he picks it up. He doesn't know any better.

Grrr.


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

Appraise: 1d20 + 12 ⇒ (15) + 12 = 27
Appraise: 1d20 + 12 ⇒ (4) + 12 = 16
Appraise: 1d20 + 12 ⇒ (14) + 12 = 26

Someone else could have appraise to help me, you know?


Inner Sanctum

Perc check Hemket.. No take 20..

Anklet is worth 150gps(A)
Silver tray worth 25gps
Ornate Vase worth 50(A)


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

It was nice to meet you Hemket...


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 +1 if it's a trap. He's not putting it on, just picking it up.


Inner Sanctum

As Hemket picks the ring up you all witness something astonishing..

A ghostly scene superimposes itself over the ruins of the room, as translucent furniture and decorations like potted palm trees and richly upholstered divans waver into existence. In the center of the room, a ghostly young man clasps the hands of ethereal young woman. They speak in Ancient Osiriani, but any listener can mysteriously understand them, regardless of language. “I’m so sorry,” the young man says. “I can’t find the ring I bought you anywhere. I just had it!” “It’s all right, my love,” the girl replies quietly. “It’s not the right time to tell my family anyway.” “Come with me, Ariseti! Come across the river where we’ll be safe!” “Not just yet, darling. My father says we’ll be safe here. You go, and when all this is over, you can come back for me, and we’ll announce our engagement then.” She pauses, and reaches out to touch the man’s forehead. “Are you feeling all right? You’re burning up!” With this the vision ends, as first the figures fade from view, followed by the room and its furnishings.

Hemket make me a Fort save.. You all can do Know Religion..


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)

fort save: 1d20 + 5 ⇒ (2) + 5 = 7 the dice, really, really hate me

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