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's the point in me peeking or not? Revenge is a dish best served cold?


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 will begin to move around the creature so that he might flank it with Rajik next round.


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

did Hadjii's 28 Knowledge:Nature check give him any information about this creature? If so, Hadjii will announce whatever it is he may know about this freaky thing.

Then he will move around the table, so he's flanking with his summoned mutt, and attack with his dagger (unless his knowledge check revealed information that would make that action stupid):

attack with dagger: 1d20 + 2 ⇒ (6) + 2 = 8

Bandit attempts to nibble at his captor:

Bandit's bite attack: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8

Also: has the critter grappling Bandit also gained the Grappled condition, or is it one of those ones that can grapple and not be grappled itself?


Inner Sanctum

I spoilered you some info on the creature Hadjii.. Its on the previous page.. Post #797.. And he is one of those not grappled when grappling..

Everyone repositions to provide flanking and Bandit misses.. Terrified by being surrounding the creature screams and runs for its life, dropping Bandit in the process.. The summoned dog gets an AoO, as well as Rajik.. Hemket has a bow out and i doubt Calla has a dagger out.. It's attempting to flee the tomb..

Rajik AoO: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d4 + 9 ⇒ (3, 1) + 9 = 13

Rajik Reflex: 1d20 + 1 ⇒ (17) + 1 = 18

It takes the hit and keeps moving.. Can the doggie bring it down?

Rage Used 6/8


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

pitbull's bite attack: 1d20 + 4 ⇒ (8) + 4 = 12

nope!


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

Seems like Bandit should get an AoO as well, since the creature had to let Bandit go -- removing the grappled condition right then -- and then depart a square that is threatened by no-longer-grappled Bandit. If that is the case, then:

Bandit's bite attack: 1d20 + 4 ⇒ (19) + 4 = 23
if AC 23 hits, then 1d6 + 2 ⇒ (3) + 2 = 5 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 4 ⇒ (12) + 4 = 16 vs CMD...

Since the bad guy is surrounded, Bandit may get a Flanking bonus as well...


Inner Sanctum

He 5' stepped diagonal away from Bandit.. His 2nd 5' move wasn't in his threatened area therefor no AoO.. Ill trace a line showing his route to make it clearer.. Btw i stopped the guy to see if the dog hit him.. If not than he has enough movement to get clear of the tomb.. If yall wish to chase than you will have los to him till he acts again..


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)

"What the hell was that thing? Do we need to track it down and kill it?"


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's not that Calla has no dagger out, Calla has no dagger... She has an acid flask, tough...

After stepping away from the creature's path, Calla takes a step back and shots it with an Acid Splash!
Acid Splash: 1d20 + 3 ⇒ (19) + 3 = 22! Damage: 1d3 + 1 ⇒ (2) + 1 = 3


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)

Guess that means I shoot

to hit: 1d20 + 9 ⇒ (7) + 9 = 16 damage: 1d8 + 4 ⇒ (8) + 4 = 12


Inner Sanctum

Calla follows the creature and burns it down..

Combat Over!

Actions? Be specific..


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 take a close look at where the critter had been laying.

perception: 1d20 + 5 ⇒ (5) + 5 = 10 ok, maybe not that close


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

Hooray for Calla, dropping it like that before it got away!

although I don't think it can outrun Bandit...

From Hadjii's Knowledge:Nature, does he know if adherers are evil?

"It appears to be very sticky! How are we going to loot it without getting stuck to the corpse?"

He'll examine the body as close as he can without touching it:
Hadjii's Perception check: 1d20 + 9 ⇒ (18) + 9 = 27


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

After having taken the creature down, Calla realizes no one else was following it, aside from Hemket who probably just follow her example. She gets uneasy about what she did, and puts her back against the walls on the ladder, waiting for the others to do something. She seems in panick. "Did I miss something? Shouldn't we have killed the mummy? I mean, it could come back later and get us unprepared, right? Right? Is that a mummy? It should not be alive, 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

OK, so I just looked up Adherer -- if Hadjii knows what's in that entry, he definitely wants to obliterate the body!

"It is called an Adherer, Calla, and it is not undead -- but these creatures are most heinous! Once we are sure we've taken anything of value off the corpse, I want to burn the body!"

Being a predator, I figure Bandit would naturally have given chase when his prey fled -- but Calla went in between the creep's move and Bandit's initiative. So Calla was never really alone, Bandit was right there chasing it when she nubbed the Adherer with her Acid Splash...


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... an Adherer... I've never heard of such thing. Even Walter knows nothing about it. Is it dangerous to touch it? Cause it doesn't seem to have much of value..."

Calla detects magic on it, from her current spot.


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 looks around for traps in the room while everybody else examines the body.

Perception: 1d20 + 12 ⇒ (14) + 12 = 26


Inner Sanctum

The poor dead Adherer doesn't have anything.. However Marius's search of the room detects a trap on the stairs..

Sorry for the hype, but the trap is heavy so i wanted to hear someone was gonna search the stairs area.. I know doors are SoP, but no so much stairs so..

Hemket you know that they are evil and it prob wouldn't be a good idea to touch it till about an hour after it is dead..


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

Just to be sure the thing is dead, Calla sends several other Acid Splashes at the creature. "Just in case..."


Inner Sanctum

Calla melts the poor Adherer into the dirt.. Murdered in its own house.. What a shame..

I assume some trap disabling will commence..


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 Aid Another on Hemket's Disable Device check:

Hadjii's Disable Device check: 1d20 + 8 ⇒ (3) + 8 = 11

barely made the Aid Another check -- glad Hadjii wasn't actually disarming the trap!


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 undo the indicated trap.

disable device: 1d20 + 13 ⇒ (1) + 13 = 14 or not


Inner Sanctum

The group stands aside as Hadjii assits Hemket un the trap disabling.. Something goes wrong however and a split second later spikes jut out from both sides of the walls down the staircase..

Hemket: 1d20 + 15 ⇒ (14) + 15 = 29
Hadjii: 1d20 + 15 ⇒ (16) + 15 = 31

Damage Hemket: 1d8 + 2 ⇒ (6) + 2 = 8
Damage Hadjii: 1d8 + 2 ⇒ (2) + 2 = 4

The both of yall are skewered by the spikes.. Having set the trap off though you figure it has a manual reset so yall should be good now..

Moving to the bottom of the stairs you all see..

The air in this chamber is cool. The walls and ceilings are tiled with stone, but the floor is hard-packed earth, giving the area an unfinished quality. A long stone table rests against the western wall, flanked by two large brass urns. A flight of steps ascends to the south, while two passages lead north and east out of the room.


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

Bandit starts sniffing around the nearest urn, so Hadjii will check it out:

Hadjii's Knowledge:Religion check: 1d20 + 3 ⇒ (13) + 3 = 16
Hadjii's Perception check: 1d20 + 9 ⇒ (12) + 9 = 21

He'll eat 4 of his Goodberries while he's doing this.

"I believe Calla has the wand of Infernal Healing, 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)

"Arrgghh! Ok, it's disarmed now. "


Inner Sanctum

It appears this was a preperation chamber at one time.. Im assuming there's some wand action before moving on?

North or East?


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)

"Medic!"


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

Is there anything in the urns?

"I prefer to north first, if that is OK with the rest, please..."


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 taps Hemket with the Wand (And Hadjii if he needs it, do you?), then when they move on she detect magic on the room and spreads her Dancing Lights on the two corridors leading north and east.
"What's in the urns?"
Appraise: 1d20 + 12 ⇒ (18) + 12 = 30


Inner Sanctum

The urns are empty and made of bronze.. They weigh about 20lbs each and are worth around 10gp each..

Scanning north you see the north passage runs into a wall after a bit.. It looks like there might be passages off to the right and left..

To the east is a room, but you'll have to head in to see the whole thing..


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)

"Thanks. Nasty trap that. "

and he will head into the room to the East (or at least to the entryway and take a look).

perception: 1d20 + 5 ⇒ (3) + 5 = 8 apparently he has his dice warmed up today


Inner Sanctum

As you move into the room..

An earthy scent fills this large chamber. The ceiling and walls are tiled with stone, but the ground is bare earth. Stone benches are set against the east and west walls, and torch holders are mounted in the corners and on either side of a wide doorway to the west. The beginnings of several shallow, rough passages have been started along the eastern wall and in the southwest corner, but the excavations are incomplete, ending in earth and rubble after only a few feet. At the south end of the room, a short, wide flight of steps descends to a set of stone double doors.

Somewhere to the south you coulda swore you heard a cat meow..


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 guys hear something?"


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, I heard it. If it's really a cat, it's been probably long dead."
Calla lights a torch, holding it since she has nothing in her hands. She sends her Dancing Lights slowly into the room, allowing them to check every corner before moving in.


Inner Sanctum

You see nothing other than what was described from your present location..


Inner Sanctum

Moving 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 move into the room.


Inner Sanctum

As the party moves into the room you all start to here meows.. Not just 1 but mutiple.. All the sudden from a out of a nook in the southwest corner a hoard of nasty looking house cats burst out and head at the party.. And it seems ive messed up the map somehow.. Its a swarm of house cats attacking yall

Init:

Marius: 1d20 + 10 ⇒ (4) + 10 = 14
Hemket: 1d20 + 6 ⇒ (7) + 6 = 13
Calla: 1d20 + 2 ⇒ (8) + 2 = 10
Hadjii: 1d20 + 2 ⇒ (19) + 2 = 21
Bandit: 1d20 + 2 ⇒ (6) + 2 = 8
Rajik: 1d20 + 1 ⇒ (5) + 1 = 6
Cats: 1d20 + 3 ⇒ (5) + 3 = 8

Init Order:
Hadjii
Marius
Hemket
Calla
Cats
Bandit
Rajik

Hadjii, Marius, Hemket, Calla are up! Map is eff'd up so unless someone can fix it.. The cat swarm is large.. Seeing it has been mentioned yall can roll Know Religion..


Inner Sanctum

For some reason a certain Ted Nugent song is stuck in my head 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)

"OK, please someone tell me they brought catnip."

Then he will do his focus thing and take a shot.

to hit: 1d20 + 9 ⇒ (7) + 9 = 16 damage: 1d8 + 4 ⇒ (8) + 4 = 12


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

K. religion: 1d20 + 7 ⇒ (14) + 7 = 21


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

(Hadji needs no healing -- he ate 4 of his Goodberries)

Hadjii's Knowledge:Religion check: 1d20 + 3 ⇒ (14) + 3 = 17

How many cats do there seeme to be? Hadjii takes a move action into the room, and will try a rough estimate while he glances quickly around the room:

Hadjii's Perception check: 1d20 + 9 ⇒ (2) + 9 = 11

"I think I have the correct solution to too many cats!"

after moving into the room, his standard action is to start a full-round cast -- a dog will appear halfway through Hadjii's next turn...

(I got it right this time!)

Of course, Hadjii will be unable to restrain his wolf! Bandit races 50', and if he reaches a cat he'll chomp:

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

(if he doesn't reach any cats after a 50' move, then he readies an attack, and the above whiff applies if his ready goes off...)


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.Religion: 1d20 + 9 ⇒ (10) + 9 = 19
Calla would like to know what can kill the swarm, so she could take her action. Magic Missile, Grease or Alchemist's fire?


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

is this "swarm of cats" an actual 'swarm' type of swarm? Immune to weapon damage and all 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)

when something as large as a cat forms a swarm, it is not immune to weapons, it takes half damage


Inner Sanctum

At tee ball practice so ill post latter.. It is an undead cat swarm.. An actual swarm.. It does take 1/2 from weapon, 1.5 from aoe..


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

so Alchemist's Fire may be the best attack in this case -- Hadjii ain't got none, but if somebody else throws one, Hadjii can add a flask of lamp oil (acts the same as Alchemist's Fire, but doesn't auto-ignite -- unless the target is already on fire!)


Inner Sanctum

Still need actions from Marius and Calla..


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 moves to get in a better position to throw a flask with alchemist's fire at the undead cats, but something goes really really wrong and she freaking MISSES!
Red dot is intended square, to avoid hitting Bandit and the others.
Alchemist's Fire!!: 1d20 + 3 ⇒ (1) + 3 = 4
Random Direction: 1d8 ⇒ 2 Red explosion is where it falls then. 1 splash damage to the swarm.
Damage: 1d6 ⇒ 1


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

Now knowing that his enemy is undead Marius channels positive energy to harm the undead.

Channel: 1d6 ⇒ 2 DC 13 will save to half

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