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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M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

"Look! It made a hole....." Khufu says.

Then he explains what happened to the ifrit.


Inner Sanctum

I take it yall rense and repeat.. Moving on..

Moving around the corner yall see a single door and the hall keeps going around..


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)

Check out the door with TRAPDAR, and open if clean.

perception: 1d20 + 29 + 6 ⇒ (11) + 29 + 6 = 46 for traps


Inner Sanctum

No traps


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)

"Let's check this door first. It is clear of traps. "

then he steps out of the way so the meatshield can do his thing


Inner Sanctum

Assuming Khufu goes in he see's to the west..

Several differently sized rectangular marble slabs sit scattered throughout this room. The tops of many of them are smeared and caked with what appears to be dried clay. A circular white dais in the room’s center softly hums with a strumming sound like that of a plucked bowstring. A small stack of parchments, a hawk-feathered quill, and a bottle of ink rest upon the southern edge of this two-foot-tall disk.

There is a hallway heading off to the east as well..


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)

Give the room a once over
perception: 1d20 + 29 ⇒ (11) + 29 = 40


Inner Sanctum

You get a danger sensor from the Dias.. You are sure it's trapped.. Nothing else other than the description. Know Arcana could help as well.


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)

"Careful with the dais, it's trapped. I suppose I can try to disarm it, or I can leave it there for comedy value. "


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

Khufu avoids the trapped dais and picks at some of the dried clay on the marble slabs, trying to figure out their purpose.


Inner Sanctum

Will need an arcana check for any other info about the room..


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Arcana: 1d20 + 17 ⇒ (12) + 17 = 29...Mythic Surge: 1d8 ⇒ 3

Ama carefully scrutinizes the dais


Inner Sanctum

Amarantha is sure that this place was used to make golems and other constructed creatures.. Apparently the dias casts Flesh to Stone on anything that steps on it allowing the evil dudes of old to transform slaves into statues and then use them as components for golems..


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Gentlemen what we have here is place that was used to make golems and such. The dias has a permanent flesh to stone effect on anyone who steps on it. So don't step on 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

I marked off a use of Wildshape, as Hadjii did indeed fly to the glyph, drop to human form to step on it, then morphed back to air elemental form and flew back -- using the groove he made to get through the blockage...

"Perhaps we should be prepared to battle golems ahead..."

Hadjii's Knowledge:Arcana check: 1d20 + 3 ⇒ (7) + 3 = 10

"...I know little of these things; what can you tell us of golems, Miss van der Griest?"


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)

"Big moving statue-ey things. How complicated can that be? You smash them. "


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,
Hadjii wrote:
"...I know little of these things; what can you tell us of golems, Miss van der Griest?"

What would I know Mr. DM?

Questions for DM:
1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities
3. Special attacks
4. Special defenses
5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity on me even though I beat their initiative.


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

"I think we should head south and find out by trial and error." Khufu says as he starts down the passage, looking for obvious danger.

perception: 1d20 + 18 ⇒ (8) + 18 = 26


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 trudge along beside him using TRAPDAR to keep him out of trouble.


Inner Sanctum

The arcana check was to figure out what the room was used for not info on golems..

You start heading south and you run into a golem like creature with the head of a scarab.. It is quickly destroyed however.. It was only a CR 10 and I didn't feel like buffing it.

A quick search of the area reveals some scrolls left behind for the creation on golems..

Scroll of animate object, beast shape III, and limited wish are found..


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

"I wish I was a pretty, pretty princess .... no wait!"

"Kidding aside, this path seems to be a dead end."


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)

Check the door to the east for traps.

perception: 1d20 + 29 + 6 ⇒ (20) + 29 + 6 = 55


Inner Sanctum

Moving on down the hall you see:

Two large rooms flank the central hall here. Each room has a stone shelf running along the walls, on which are stored numerous clay jars.

You also see 3 sets of double door, two along the east wall, and one to the norht..

Edit: None of the doors are trapped.. You do find a secret panel hidden down in the nook with the jars though..

In it you find a dozen bird feather toekns, a wand on sum monster IV(11 charges), and a +1 merciful whip.. The whip is inscribed with a name that translates to "Headknocker"..


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)

Sorry, got my east and west confused, first east door


Inner Sanctum

Also it appears all of the jars are busted but 2.. The seals seem good on them, but your not sure the contents..


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 grabs four of the bird Feather Tokens:

"These can be quite handy -- I suggest everyone grab a couple!"

he cannot use any of the other things found

"I think someone should carry these two jars as well..."


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 frowns, looking over the books for the golems. "These could be useful and valuable... but I'll need to check if they involve any necromancy, any sacrifice. If so, they may be better off burnt." Not being the strongest sort, he doesn't much volunteer to varry any of the new items.

He scans the jars for magical auras, and encourages someone to ponder as to their likely history and use.

After the party's long exposure to the Osirians, can we think 'canopic jars' without meta-gaming?


Inner Sanctum

Yall would know what a canopic jar looks like yes.. These are not canopic jars..

Ard can tell the two unopened jars likely contain some magical within..


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)

Heck, while I might know what a canopic jar is, I have no idea what I'd want to do with some stiff's internal organs.

Check the jars for traps, and then open them.

perception: 1d20 + 29 + 6 ⇒ (4) + 29 + 6 = 39

perception: 1d20 + 29 + 6 ⇒ (8) + 29 + 6 = 43


Inner Sanctum

Not trapped.. One jar contains 10 doses of unguent of timelessness, while the other contains 10 doses of universal solvent.


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

Khufu will advance and listen at the door in the north wall.

perception: 1d20 + 18 ⇒ (14) + 18 = 32


Inner Sanctum

YOu hear nothing beyond the door..


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

"Quiet as a tomb...... imagine that."


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)

"One has to imagine the expression came from somewhere. "

TRAPDAR to check the doors in the area.


Inner Sanctum

No traps detected on any doors..


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

the double doors suggest large rooms: since there is plenty of space, Hadjii will get his friend Jack out -- in case there is trouble...


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)

"You might as well open it Khufu. "


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

Khufu opens the north door and prepares to take it in the face.


Inner Sanctum

Khufu opens the doors and a rush of cold darkness hits him in the face.. Before him is a tunnel that goes 40' and then opens into a large room, those without darkvision cannot see here. The room is quite, but there is a disturbing feeling about it, chills crawl down your spines..

Across the room you can see 11 blue dots lit up on what appears to be a map of the slave trenches.. In the four corners of the room there is a large sarcophgus.

You also see:

Bas-relief adorns the walls of this immense dark chamber, depicting what appear to be small children and elderly folk fleeing from some sort of giant hulking beasts.

Know History if anyone has it. Seperate Know Arcana check or Spellcraft if detect magic is used..


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)

"This is a bit creepy. "


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

History: 1d20 + 17 ⇒ (2) + 17 = 19...Surge: 1d8 ⇒ 5

Ama will cast Detect Magic

Arcana: 1d20 + 17 ⇒ (20) + 17 = 37


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

Knowledge(History): 1d20 + 9 ⇒ (1) + 9 = 10

"Pretty lights....."


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 also cast Detect Magic, and accompany with Spellcraft:
Hadjii's Spellcraft check: 1d20 + 18 ⇒ (15) + 18 = 33


Inner Sanctum

The room is desecrated, not only that, but there is a source somehwere making it the stronger version of desecrate. Like an evil altar or symbol or something..

Amarantha recalls:

The pictographs on the walls portray an Ancient Osirian fable about the kalnaka, a monster that was believed to prey upon the children and the elderly and served a role as a sort of bogeyman for the time. Furthermore that the kalnakas were said to be particularly fond of feasting upon slaves who disobeyed their masters.

The map across the room also glows with strong 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)

"I bet there are confections in the corner scarcophag, or monsters. Probably monsters. "


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

What we have here a lovely story from Ancient Osirian ,A fable/propoganda tale about the kalnaka, a monster that was believed to prey upon the children and the elderly and served a role as a sort of bogeyman for the time. Furthermore that the kalnakas were said to be particularly fond of feasting upon slaves who disobeyed their masters.


Inner Sanctum

And you all stand in the creepy room of dread..


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)

Take a close look around examining everything as I walk around.

perception: 1d20 + 29 ⇒ (6) + 29 = 35

Which should make things want to pop out and hit me as usual.


Inner Sanctum

As you move around the room you get closer looks at what is already described.. Until you come close to the wall next to the map.. You notice a secret compartment in the wall.


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

Nice

Arduino scans the compartment for magic, then encourages someone to search it for hidden traps, then encourages someone hardy to open it just in case.

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