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 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 channels postive energy to harm the undead and then he tries to move so he is at least more than 30 ft. away from the wight (if possible).

Channel energy: 1d6 ⇒ 6 DC 13 Will save to half


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

Rajik gets mad at how the wight is treating his friends and Rages as he swings with the Falchion.

Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 2d4 + 10 ⇒ (1, 2) + 10 = 13


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 almost-dead-Calla takes a step back behind the others and sends her reliable spell to strike the creature!
"Maaaaaaaaaagic Missile!"
Empowered by Reservoir
Magic Missile: 3d4 + 3 ⇒ (3, 2, 4) + 3 = 12


Inner Sanctum

Marius channel to harm and steps away..

1d20 + 5 ⇒ (9) + 5 = 14 Makes it and takes 3..

Calla steps away and pummels it with magic missiles. It takes 12..

Hemket studies it and fires his bow, hitting. It takes 6..

Bandit bites it and trips it. It takes 5..

Rajik slices and dices. It takes 13..

And it collapses in a heap.. Dead..

Nice Teamwork there! It was up to 36 hp after draining Calla's booty..

What now? The group is almost there, but poor Calla is seriously injured..


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)

"Calla there isn't looking so good. We better get her some attention from a healer. "


Inner Sanctum

Yall can burn a couple of hours to return and purchase a restoration spell.. It will cost 380 total. I will have to roll for an encounter on your return though..


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 am bleeding, but there's more! This creature has a energy draining attack. It's worst than the opium! Do you think we can go back and come again? What will we lose, 1 hour, maybe two?"


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, it would be pointless to go in if we're already depleted. "


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

Cheating on fort saves 1!: 1d20 + 1 ⇒ (15) + 1 = 16
Cheating on fort saves 2!: 1d20 + 1 ⇒ (17) + 1 = 18

Just kidding. I don't think anyone will oppose us heading back to town to look for a healer... So let's move and come back later. Do the wight at least had any treasure?


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

"If we go back now, and come back later, we have that much more risk of running into bad things. I am thinking we should proceed to the Temple of the Eye, and do the best we can: we can bail when we have seen the place, and at least started to explore and secure it. We managed to chase off our tail today -- we may not be so lucky next time! I suppose the Scorched Hand would love it if we came back, and gave them another opportunity to acquire and follow us..."

Calla still has all her spells -- less one Magic Missile -- and can be healed up so she has 12 hit points. We'll have to protect her, but we do that anyway. Since we're almost there, I say the Obsidian Eye should at least get our first look at the Erudite Eye...


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

Rajik says to Calla, "We have healing available, right? That should get us up to the place and through it, but if the healing doesn't make you feel better, I would consider going back."


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 touches herself...

...with the Infernal Healing Wand.

Thing is, I partially agree with you that my spells are full, but my Caster level is back to 1, which make my spells less powerful (like the MM which could have made 4d4+4, instead of 3d4+3). Anyway, I'm ambivalent. You may vote or decide or whatever.


Inner Sanctum

While i understand yalls thought process on returning, I would like to add that the Sanctum is the last dungeon in this module so by default it will be the hardest.. Im not saying you cant take it easy and be fine, but if something gets the jump on yall like the wight and targets Calla theres a good chance she die's.. Sound like a few of yall are each way.. Lets get a decisive answer so we can move forward.. Oh and you can keep the fort rolls should yall decide to push on..


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 you convinced me. Forgive me, folks, but we are returning.


Inner Sanctum

The group makes it way back to the Living City, helping poor Calla along the way.. Once a sufficient level priest is found the spell is purchased and you return..

1d100 ⇒ 82
1d100 ⇒ 50
1d6 ⇒ 1
1d20 ⇒ 15

Spoiler:

Hemket: 1d20 + 6 ⇒ (11) + 6 = 17
Marius: 1d20 + 13 ⇒ (8) + 13 = 21
Calla: 1d20 + 7 ⇒ (13) + 7 = 20
Hadjii: 1d20 + 10 ⇒ (5) + 10 = 15
Bandit: 1d20 + 1 ⇒ (10) + 1 = 11
Rajik: 1d20 + 6 ⇒ (10) + 6 = 16

1d6 ⇒ 2

As yall make your way back once again the group is attacked.. This time its Marius who is pounced on.. By a large Cockroach!

1d20 + 1 ⇒ (13) + 1 = 14 Misses

Im not gonna roll init because the group will destroy it with little effort..

As the group approaches the site of the Sanctum it must pass through the ruins of some old abandon buildings..

The sun beats down on the lonely, silent streets of the necropolis. Dust and sand now cover the once-bustling streets, and buildings that were once homes and shops are gradually disintegrating into rubble after centuries of neglect. Scattered throughout the ruins is the occasional palm tree or shrub, kept alive by the broken remnants of a long abandoned irrigation system.

And thats where i stop for the night.. Ill pick it up first thing..


Inner Sanctum

The Ruins map will be out next one used.. Ive put your characters on the side you enter from.. The entrance to the Eye is on the other side..

Spoiler:

1d20 + 8 ⇒ (9) + 8 = 17
1d20 + 18 ⇒ (17) + 18 = 35

Hemket: 1d20 + 6 ⇒ (13) + 6 = 19
Marius: 1d20 + 13 ⇒ (11) + 13 = 24
Calla: 1d20 + 7 ⇒ (11) + 7 = 18
Hadjii: 1d20 + 10 ⇒ (13) + 10 = 23
Bandit: 1d20 + 1 ⇒ (14) + 1 = 15
Rajik: 1d20 + 6 ⇒ (9) + 6 = 15

As yall approach you only see whats described, but as you near the well, all of you but Rajik and Badit notice movement in the buildings ahead.. What you failed to notice was the archers as 2 arrows come firing down from the rooftops of buildings on either side of you..

Surprise round for the 2 roof archers..

2d6 ⇒ (4, 2) = 6 Targetting Marius and Hadjii

Attack vs Marius: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Attack vs Hadjii: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11

Dam Marius: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

Init:

Marius: 1d20 + 10 ⇒ (2) + 10 = 12
Hemket: 1d20 + 6 ⇒ (10) + 6 = 16
Calla: 1d20 + 2 ⇒ (15) + 2 = 17
Hadjii: 1d20 + 2 ⇒ (11) + 2 = 13
Bandit: 1d20 + 2 ⇒ (15) + 2 = 17
Rajik: 1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 3 ⇒ (18) + 3 = 21

Init Order:
Rooftop Archers
Calla
Bandit
Hemket
Hadjii
Marius
Rajik
Ground Fighters

Round 1

The archers fire at Marius and Hadjii again..

Attack vs Marius: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Attack vs Hadjii: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13

Dam Marius: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Dam Hadjii: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Yall are all 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

Rajik runs up to the base of the building with one of the archers, using it for cover.

Since I don't know where the arrows came from yet, besides general direction, I didn't move myself, but I plan on being out of bowshot for at least one of them.


Inner Sanctum

If you look at the ruins map there are deffinitely people you can engauge on the ground.. Not saying you would have cover from the archers but.. The arrows came from the 2 guys 10' up and rooftops..


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 move action to study the northern archer and then takes a shot at him.

to hit: 1d20 + 10 ⇒ (10) + 10 = 20 damage: 1d8 + 5 ⇒ (8) + 5 = 13


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 holds action (delays init) until Hadjii goes and gives direction...

Hadjii sends Bandit to attack nearest guy on the ground, and starts summoning a dog to put on the roof (I guess that's Hadjii's version of a "ranged attack" spell!):

"Bandit -- Nixon! points at target, then starts conjuring Sim Sim Salabim!"

Bandit's bite attack: 1d20 + 4 ⇒ (11) + 4 = 15
if AC 15 hits, then 1d6 + 2 ⇒ (3) + 2 = 5 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 4 ⇒ (2) + 4 = 6 vs CMD...

(if Bandit can Charge Attack, then he hit AC 17 -- I cannot manipulate the map from my iPhone...)


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

The "Eye" link was confusing me. I was clicking on the wrong map. I moved myself forward.


Inner Sanctum

You have a 30' movement Rajik, you can get all the way to the guy and still have an attack..


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 started straight under Marius, so I have 1 more square I can move diagonally, or 2 straight, by my calculations, but I'll move further and smack him.

Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 2d4 + 7 ⇒ (4, 3) + 7 = 14


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 takes cover and heals himself with the wand of CLW.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4


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

"Maaaaaaaaaagic Missile!"
Calla reacts quickly now, sending the spell toward the northern archer, or the other one in case Hemket killed that one.
MM: 3d4 + 3 ⇒ (4, 4, 1) + 3 = 12


Inner Sanctum

And the team goes to work..

Calla hits the Northern archer with some missiles and then Hemket sticks him with an arrow.. He goes down...

Bandit moves up and attacks a another one, scoring a hit but failing to trip him

Rajik moves up but his swing misses..

Marius takes cover and heals himself..

Ground fighters go..

1 attacks Rajik and the other charges him.. The final one attacks bandit..

Rajik Attack: 1d20 + 6 ⇒ (4) + 6 = 10 Miss..
Rajik Charge: 1d20 + 8 ⇒ (15) + 8 = 23 Hit!

Bandit Attack: 1d20 + 6 ⇒ (12) + 6 = 18 Miss..

Rajik Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Round 2

Then the archer goes again.. He tries to bring Hadjii down..

1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24 Hit!
Damage: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

The team is up!

Spoiler:

G1 15/20
G2 20/20
G3 20/20
A2 18/18


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 Concentration check: 1d20 + 7 - 6 ⇒ (16) + 7 - 6 = 17

after Calla and Hemket go, Hadjii gets his summoning spell off -- despite being skewered by an arrow! -- and puts the dog at the little yellow 'x', on the roof with the surviving sniper. Hadjii then moves to cover, and casts CLW on himself:

Hadjii's Cure Light Wounds: 1d8 + 3 ⇒ (6) + 3 = 9

The little dog charges the only enemy target on roof:

pitbull's bite attack: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
-- but it's a poodle, apparently...

and Bandit tries again:

Bandit's bite attack: 1d20 + 5 ⇒ (16) + 5 = 21
if AC 21 hits, then 1d6 + 2 ⇒ (4) + 2 = 6 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 5 ⇒ (9) + 5 = 14 vs CMD...


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 then study the one directly south of Rajik.

to hit: 1d20 + 10 ⇒ (12) + 10 = 22 damage: 1d8 + 5 ⇒ (7) + 5 = 12


Inner Sanctum

Waiting on the rest of the teams actions..


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

Common people you didn't move at all while I was gone!

Not wanting to run out of spells so soon, Calla sends a minor one toward an archer, realizing now that she should have prepared a Daze cantrip...
"Acid Missile!"
Touch Ray: 1d20 + 3 ⇒ (7) + 3 = 10! Damage: 1d3 + 1 ⇒ (3) + 1 = 4


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

Rajik gets mad and Rages to put more effort in to his attack.

Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Confirm: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 2d4 + 10 ⇒ (2, 2) + 10 = 14
If crit confirmed:Crit Damage: 2d4 + 10 ⇒ (3, 1) + 10 = 14 and a DC 16 Fort or staggered for 1 round.


Inner Sanctum

Init Order:
Rooftop Archers
Calla
Bandit
Hemket
Hadjii
Marius
Rajik
Ground Fighters

Gonna assumue Marius is healing himself again this round..

1d8 + 1 ⇒ (2) + 1 = 3

Round Summary:

Calla Fires an acid glob but it hits teh wall instead, sizzling..

Bandit again bites his foe, but can't seem to bring him down..

Hemket fires an arrow and is much more succesful.. The man yelps but stands..

Hadjii moves and heals himself..

Marius heals himself..

Rajik cuts his oppenent deeply, blood spraying on the other wounded one.. He goes down..

The advantage quickly turned the two remaining ground fighters try to run away.. Both doing a full witdraw south..

Round 3

The archer see's his companions run and tries to do the same.. He withdraws from the pitbull and jumps over the side of the building..

Acro: 1d20 + 8 ⇒ (17) + 8 = 25

And he lands softly and takes off..

The group is up! You all have fleeing ambushers!


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 shot at the one directly to the south after taking a move action to study him.

to hit: 1d20 + 9 ⇒ (10) + 9 = 19 damage: 1d8 + 4 ⇒ (5) + 4 = 9


Inner Sanctum

Hemket burns one down.. Arrow errupting from his throat as he runs..


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 is a predator -- instinct compels him to pursue his prey! Since that badguy started out on the other side of Bandit, getting away is a little trickier: he must use up 10' of movement to get out from where he had his back to the wall, so 60' of withdraw should leave him only 50' from the wolf. Bandit has a move of 50'...

Bandit's bite attack: 1d20 + 5 ⇒ (4) + 5 = 9
But that guy is just too lucky...

Hadjii pulls and uses a scroll of CLW:

CLW on Hadjii: 1d8 + 1 ⇒ (3) + 1 = 4


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

Next level and they won't be able to withdraw from me so easy...

Aggravated, Rajik throws a chakram at the one fleeing from him.

Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 + 6 ⇒ (1) + 6 = 7


Inner Sanctum

And Rajik moves up and takes down another one.. Only the Archer remains and he goes wide eyed at the wolfs sudden charge.. He manages to duck away form the bite but he knows he cannot outrun this creature.. He drops his weapons and yells for a surrender..

"Call your beast off! I surrender!


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 calls Bandit to his side:

"Bandit! Heel! Let our archer cover this one! Hemket cover me while I speak to this fellow..."

Then Hadjii approaches the man:

"Sir, we simply want to know who sent you!"


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 approaches, puffing a little from the effort. "Yes, among other things... You can cooperate or join the others... your call..."
Aid Diplomacy: 1d20 + 1 ⇒ (12) + 1 = 13


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 draw a bead on the last one preparing to shoot if he tries to run.


Inner Sanctum

The man goes on to beg for his life, offering his gear and everything he knows about his employer.. The thug reveals they were specifically hired to ambush anyone approaching “Some old temple down the way” and stop interlopers from entering the site, but they don’t know why. He doesn't have any names but after a brief desciption of who hired him you all are pretty sure its Velriana Hypaxes, leader of The Scorched Hand..

Thugs Gear:

Mwk Chainshirt x2
Mwk Chainmail x3
Mwk Khopesh x3
Mwk Comp Lb(+2 str) x2
Cure Light Wounds Pot x5
Longbow x3
Scimitar x2
50 platinum

"I've told you all I know, so can I go 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)

"Begone. If I were you, I would try to make sure I don't see you again. "


Inner Sanctum

The man hurridly scampers off..

It is now quite again.. Down the road you all see A large building with a dome top.. As you get closer you notice the structure windowless, and the exterior walls are carved with likenesses of the Nethys and other celestial figures. The entrance to the building is doorless, although you can onlt see in a few feet as its mostly dark in there..

Actions?

I assume you all would have healed to full before moving on so just mark off charges please..


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 go up to the entrance and look inside with his darkvision (60')

perception[: 1d20 + 6 ⇒ (12) + 6 = 18


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, Mark off charges please.

"Whoa, this is impressive. We should have asked if was there anyone inside the building..."
Calla conjures Dancing Lights and sends them to illuminate the way ahead, strengthening the presence with a Light spell on the Acid Flank she has in her left hand.

Then she detects magic at the range she can get.


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 1 charge on a wand will cover me.


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 remain at 18 of 22 hit points -- don't wanna waste charges of CLW! He'll grab a scimitar, one of the few weapons he's ever trained with (I assume there's a scabbard).

Approaching the temple, the Hadj will heel Bandit in close to his side, and see if he recognizes anything about the structure:

Hadjii's Knowledge:Religion check: 1d20 + 3 ⇒ (5) + 3 = 8

But it appears quite alien -- if it's not flora or fauna, it's not likely the Druid is gonna know much about 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

Marius will heal himself one time with the wand of infernal healing before getting ready to go. He will also channel once to help out everybody.

Chanel: 1d6 ⇒ 3

Marius is going to take 10 on a k. religion check about this temple for a 17, and he will also take 20 to examine the door for traps for a 33 perception.


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

with that channel, Hadjii is all better!

now that Hadjii's Disable Device skill is at +9 (as of 3rd level), he can auto-assist at Disable Device checks -- and will do so if a trap is found...


Inner Sanctum

With the place lit up..

No doors block the grand entrance to this building—a wide flight of steps leads directly up into the temple’s interior. Two humanoid statues flank the stairs, wearing black-and-white masks and holding quarterstaves. Just inside the entry, two rows of columns lead toward an archway in the north wall. Two smaller passages open to the east and west. The ceiling in this entryway is 15 feet high. Map is EYE, Ive placed yalls characters.. What you can see is what you got for now..

You all notice that this place is in much better shape than the previous buildings yall have been in.. Marius recognizes the statues to be Nethys himself.. The other obvious thing in the room is 6 skeletal dogs!

Init:

Marius: 1d20 + 10 ⇒ (3) + 10 = 13
Hemket: 1d20 + 6 ⇒ (11) + 6 = 17
Calla: 1d20 + 2 ⇒ (12) + 2 = 14
Hadjii: 1d20 + 2 ⇒ (13) + 2 = 15
Bandit: 1d20 + 2 ⇒ (13) + 2 = 15
Rajik: 1d20 + 1 ⇒ (19) + 1 = 20
1d20 + 7 ⇒ (14) + 7 = 21

Init Order
Dead Dogs
Rajik
Hemket
Hadjii
Bandit
Calla
Marius

The dogs attack!
Vs Bandit: 1d20 + 2 ⇒ (3) + 2 = 5 Miss..
Vs Marius: 1d20 + 2 ⇒ (11) + 2 = 13 Miss..
Vs Rajik: 1d20 + 2 ⇒ (15) + 2 = 17 Hit!
Vs Rajik: 1d20 + 2 ⇒ (19) + 2 = 21 Hit!
Vs Hemket: 1d20 + 2 ⇒ (19) + 2 = 21 Hit!
Vs Hemket: 1d20 + 2 ⇒ (11) + 2 = 13 Miss..

Rajik Damage: 2d4 + 2 ⇒ (4, 3) + 2 = 9
Hemket Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Yall are up!

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