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)

"Did she get her hands on some more smack or something?"


Inner Sanctum

In that case Bandit grabs her up and slams her down to the ground.. Although he does no damage..

Apparently the opium has had a last affect on Calla..


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 moves over and tries to restrain Rajik from leaving.

Grapple check versus CMD: 1d20 + 2 ⇒ (19) + 2 = 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

good job Marius! not an easy guy to grapple!


Inner Sanctum

Marius somehow manages to grapple the Bloodrager..

The fiend scowls at being tripped.. She says a sharp phrase and the world around you all turns to a sandstorm.. Instantly yalls vision is obscured and sand starts to penetrate all the little cracks and crevices thats its not supposed to be..

1d10 ⇒ 5 Visibility is reduced to 25', which unfortunately isn't very good for the chick.. She scrambles away from Bandit regardless.. He gets an AoO at +4, but she moves 30' away regardless..

Calla is up!

Rajik struggles.. "Hey man let me go.. I need to get to the city to get a cold drink! Im thirsty dammit! Let me go!" He tries to break free..

CMB: 1d20 + 7 ⇒ (3) + 7 = 10 But is unable to break Marius's rock hard grip! Lol...

After Calla its Round 5 and the top of the init order can go again..


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 is really spending energy to kill this woman. Once again she sends missiles at her, but this time there's four of them!
"Maaaaaaaaaagic Missile!!"
Empowered by Reservoir.
Magic Missile: 4d4 + 4 ⇒ (3, 4, 2, 3) + 4 = 16
The freaking SR: 1d20 + 7 ⇒ (11) + 7 = 18 I'm checking something about this. More in the discussion thread.


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 over and take a shot at her.

to hit: 1d20 + 10 ⇒ (1) + 10 = 11 miss

but there's too much grit in his eyes


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 she just crawl 30'? or did she stand up, move 30' (2 move actions), and summon the storm? so the storm is a swift or free action?

Bandit's AoO:

Bandit's bite attack: 1d20 + 5 ⇒ (20) + 5 = 25
Bandit's crit confirm check: 1d20 + 5 ⇒ (1) + 5 = 6 *nope!*
so 1d6 + 2 ⇒ (4) + 2 = 6 points of damage snick!

When it comes around to Hadjii's turn again, he'll try to start a full-round summoning -- his last 1st-level spell, for another lone battle-pooch...
Hadjii's concentration check: 1d20 + 7 ⇒ (4) + 7 = 11 *nope!* (unless the DC for the storm is really low!)

Then Bandit will charge through the storm:

Bandit's bite attack: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
if AC 19 hits, then 1d6 + 2 ⇒ (6) + 2 = 8 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 vs CMD...


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 now attempts to pin down Rajik so that he cannot get away so easily.

Grapple check to pin: 1d20 + 2 + 5 ⇒ (20) + 2 + 5 = 27


Inner Sanctum

Ok my bad Hadjii, she crawled, so she would have only made it 5' so no AoO.. For some reason i thought you could crawl yourmovement lol.. So she is still prone with Bandit all over her ass..

The fiend crawls 5' again and casts a spell, disappearing..

Spellcraft DC 19:

Dem Door

The sandstorm ends, leaving a fine layer of gritty ass sand everywhere.. For those of you wearing armor its horrible.. The room is quite cept for Rajik's feeble mumbling about some cold water..


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

when a creature is tripped, it is very difficult to avoid provoking a subsequent AoO: crawling does in fact provoke (no 5' step allowed). Standing up provokes; casting or using a spell-like ability while prone provokes -- unless it's swift action -- same as when not prone. Pulling something out of a pack provokes. Attacking while prone does not provoke -- but attacks take a -4 penalty -- and that's just about the only thing that doesn't provoke...


Inner Sanctum

Okie doke, i read it wrong when i looked it up.. Bandit hits but her DR allows her to live still.. She was at 6 hp.. He did 6 but couldnt overcome her DR 5 so..

Actions of the group? Have yall anyway to give Rajik another save? Pro Evil pot or scroll? If not he's gonna be struggling to get to the city for quite some time, as in hours..


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

Can we offer him water from our waterskins to stop the spell?


Inner Sanctum

Nice! If you worded it right that might work.. Read back at the specific wording of the suggestion..


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 spend his time searching since there is nothing he can do to help Rajik.


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 + 11 ⇒ (2) + 11 = 13

Calla, uncertain of what has happened to the woman, assumes she's hidden somewhere in the sandstorm. She searches around for her, ready to kill on sight!
Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Later on Calla uses prestidigitation to cool the water on her waterskin and tries to convince Rajik not to leave. "Why do you need to go to the city if there's cold drink right here? Try this out Rajik! Cause if you want to go back to the city you will walk for hours on the hot sun, it's not worth 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's Spellcraft check: 1d20 + 8 ⇒ (9) + 8 = 17

Hadjii believes she cast a spell of some sort...

His Summon goes off, wasting the spell -- but just so it's not a complete waste, Hadjii directs the little dog into the room that the she-monster appeared to be headed towards...

Hadjii's Handle Animal check: 1d20 + 7 ⇒ (18) + 7 = 25

When Bandit starts to follow the summoned pooch, Hadjii stops him at the door:

"Bandit! No! Stay right there!"

Then, he'll try to assist Calla's effort to trick Rajik:

"Oh, yes, Rajik -- that water is from the city! And it is nice and cool...you can have a nice cool drink from the city right here!"


Inner Sanctum

Rajik stops struggling and looks from the door to the waterskin, to the door.. He seems to be pondering something..

Hadjii, Calla Bluff: 2d20 ⇒ (5, 17) = 22
Rajik Sense Motive: 1d20 + 4 ⇒ (12) + 4 = 16

"I agree that a better idea Calla.. Ill just have some water here.." Spell broke, nice job!

There's nothing else to be found in this room besides the pool.. Know Arcana checks now that you have a chance to look at it..

Hadjii's pitbull runs off into the eastern room.. Yall here splashing as he runs right into a pool of water..


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 guess the little beastie will dog-paddle 'til it disappears!

Hadjii will go to the doorway to observe, wondering if his summoned pet will get attacked by 1,000 pirahna or 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

Calla focus on the pool, detecting magic and analyzing its contents.
K.Arcana: 1d20 + 11 ⇒ (17) + 11 = 28


Inner Sanctum

At tee ball so ill post later

Calla u think a nice buff would come to those who drink that water..


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 spreads the word, but tries it herself before letting the others risk their lives based on her knowledge. After all, women tend to be more sensitive to this stuff...


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 happen to notice if the summoned canine appeared to be stronger or more robust?

Hadjii's Perception check: 1d20 + 10 ⇒ (17) + 10 = 27


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 give it a drink if it is indicated to have a positive effect.


Inner Sanctum

A bit of confusion.. The magic water pool is in the main room.. The pool the dog ran into is in the off room.. Its not magical, although yall haven't searched it yet..

As Calla drinks from the well she kills over dead she feels arcane power rush through her veins.. Your spells for the day replenish and you gain a +1 cl to any 1 spell you know.. To power of Nethys is grand..

As the others drink they also gain buffs.. Any casters gain what Calla did, any non-casters gain +1 to all saves and +1d8 temp hps..

As Hadjii peers into the other room he see's..

An immense tiled pool, empty and no more than two feet deep, lies beneath a vaulted ceiling covered with images of celestial beings. Four columns stand beyond the pool to the northeast, each carved to represent one of the four primal elements. A ring of hieroglyphs encircles the base of each pillar.

Once everyone is ready and the whole group enters you may make Know Religion and History checks..

Marius:

You feel an overwhelming closeness to your deity as you drink this water.. This truly is a holy site of your God.. You gain the benifits of both of the above..


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 gods! I'm loving this place! So much power! Do you think that will work again?"

Calla is writing furiously on her journal. Oh this will be worth a hell lot! She scans the room for magic, again, and recalls her knowledge.
K.Religion: 1d20 + 9 ⇒ (18) + 9 = 27
K.History: 1d20 + 9 ⇒ (10) + 9 = 19


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

WOW! That is a great boon! Hadjii's summoned allies will last 4 rounds instead of just 3 for the rest of the day...

"I am thinking: Nethys is being oh-so-good to us today! The god must want us to do something for him -- perhaps right here in this house of his..."

Hadjii's Knowledge:Religion check: 1d20 + 3 ⇒ (10) + 3 = 13

Since the summoned doggy didn't wind up in a pool of water after all, then I figure it sniffed around the 4 columns -- trying to decide if it wanted to mark territory on Earth, Fire, Water, or Air; I'm sure it disappeared before it actually lifted it's leg on any of 'em...

Did anything happen to the pooch when it went near the columns? (this occurred before Calla discovered how cool the pool in the other room was.)


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

"Nethys is the greatest of gods willing to even be kind to those who don't share his faith. If only every god could be so kind."

Temp: 1d8 ⇒ 2

Taking ten on both k. religion and k. history for an 18 and a 17 respectively.


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 will lap up some magic water, too: does he gain temp hit points? If so: 1d8 ⇒ 6!


Inner Sanctum

Sorry for the delay.. Been a busy weekend.. Bandit can indeed gains the temp hps and save bumps..

As the group files into the other room you see as above described.. Calla recognizes a few things..

Calla:

Baptismal rites were most likely performed in this pool, which was filled with magically created water when needed. Although the water has long lost its potency.. The Ancient Osiriani hieroglyphs around the columns identify each element, it symbolizes life and the melange of all creative energies. Large, shallow pools were not uncommon in ancient Osirian architecture, particularly on temple grounds, though this one is unusual in that it is indoors.

Which way?


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 check out the passage due east.


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

"Baptismal rites were most likely performed in this pool, which was filled with magically created water when needed. Although the water has long lost its potency.. The Ancient Osiriani hieroglyphs around the columns identify each element, it symbolizes life and the melange of all creative energies. Large, shallow pools were not uncommon in ancient Osirian architecture, particularly on temple grounds, though this one is unusual, since it's indoor. That's what I know."

She gets in range of the columns, and detects magic on them. "I wouldn't be surprised if this pool could still be magically filled. Remember the spigot we found at Pentheru's house?"


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 seems energized, running around the pools and sniffing everything in sight! Hadjii examines the pedestal (or whatever that thing is I put his marker next to) on the west wall of the northeast pool room. Eventually, Bandit is bound to start wandering into the middle room to the east...


Inner Sanctum

There's nothing else to see in the room..

As the team moves south the see..

A small shrine occupies a raised dais in the north of this room. Two waist-high fonts stand on either side of the altar, and a small wooden cabinet is bolted against the eastern wall. Two rows of stone benches stand to the south of the dais. A fetid odor permeates the room.

The shrine is dedicated to Nethys, but it has been defaced. On the stone benches set what appears to be 2 Priest of Nethys.. They don't seem to take intrest to your entrance and seem to be praying.. The are speaking Ancient Osiriani with very archaic accents..


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 keeps her voice low, to avoid calling the attention of the priests. "Careful now, guys. These folks should be dead a long time ago."


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)

"They don't look dead. I mean no bones or rot or anything. They are speaking the old tongue though. Nobody speaks that these days. " he whispers 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

"Except all of us."
Calla detects magic on them.


Inner Sanctum

2d20 ⇒ (7, 13) = 20

Even though yall are being quite one of the men looks over at you.. "Come Brothers and Sisters.. Come worship almighty Nethys.." They beckon you closer..

1d20 ⇒ 3

Without even trying you can tell somethings up with these guys.. Will Saves


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 + 3 ⇒ (11) + 3 = 14


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 + 4 ⇒ (8) + 4 = 12


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 + 3 ⇒ (11) + 3 = 14


Inner Sanctum

Non-Spellcasty types dont forget your +1 to all saves via magic pool water..

AS you all interact with the clerics their appearance begins to fade, revealing what they truly are.. Rotting vestments hang across the withered flesh of this walking corpse, and its mouth hangs open in a silent scream. Know Religion

They appear to be trying to lure you all closer.. Ill go ahead and roll Init..

Init:

Marius: 1d20 + 10 ⇒ (9) + 10 = 19
Hemket: 1d20 + 6 ⇒ (20) + 6 = 26
Calla: 1d20 + 2 ⇒ (10) + 2 = 12
Hadjii: 1d20 + 2 ⇒ (6) + 2 = 8
Bandit: 1d20 + 2 ⇒ (11) + 2 = 13
Rajik: 1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 8 ⇒ (2) + 8 = 10

Order:
Hemket
Marius
Bandit
Calla
Musty ole cleric dudes
Hadjii
Rajik

GO!


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 ⇒ (19) + 7 = 26

BANDIT's Will save, w/fountain and Shield Companion bonuses: 1d20 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10

Bandit's bonuses sure didn't mean squat...

Hadjii's Knowledge:Religion check: 1d20 + 3 ⇒ (15) + 3 = 18
Hadjii's Perception check: 1d20 + 10 ⇒ (2) + 10 = 12


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 ⇒ (12) + 4 = 16


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 Hemket and Marius go, Bandit will scurry across the bench and bite at the closest creep's face:

BANDIT's Acrobatics check: 1d20 + 9 ⇒ (3) + 9 = 12
I assume the bench is at least 7-11 inches wide, which bandit can auto-make -- but if it's really more like a rail (less the 7" wide), Bandit falls down instead of attacking...

Bandit's bite attack: 1d20 + 5 ⇒ (20) + 5 = 25

Bandit's crit confirm check: 1d20 + 5 ⇒ (20) + 5 = 25

if AC xx hits, then 2d6 + 4 ⇒ (3, 3) + 4 = 10 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 5 ⇒ (13) + 5 = 18 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 study the northern 'priest' and take a shot.

"Ok, now that looks more like what I expect in here. "

to hit: 1d20 + 10 ⇒ (17) + 10 = 27 damage: 1d8 + 5 ⇒ (4) + 5 = 9


Inner Sanctum

Just waiting for Marius and Calla to act..


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 + 11 ⇒ (4) + 11 = 15
K. religion: 1d20 + 8 ⇒ (20) + 8 = 28

Marius will step forward and channel postive energy to harm undead.

Channel: 1d6 ⇒ 6


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 ⇒ (5) + 9 = 14

"Wait, we can talk!" She effortlessly try to convince the undead to speak to them, but there's not much point to it since her allies are already putting the things to pieces. She also sends forth a ray of multiple colors, but there's too much cover in the way, and she misses.
"Disrupt Undead!"
Touch Ray: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2


Inner Sanctum

These things are called Huecuva's.. Their undead risen from evil clerics.. They have DR Magic or Silver, and their claws carry the Filth Fever Disease.. These two look to be advanced..

Hemket
Marius
Bandit
Calla
Musty ole cleric dudes
Hadjii
Rajik

Hemket fires into one the ragged undead.. His arrow finding solid purchase..

Marius channels energy, but it does a lesser effect..

Bandit charges forth and deals a nasty bite, but his damage does not fully go through.. His trip is unable to put the thing down either..

Calla tries an acid glob to no avail..

1d20 + 8 ⇒ (17) + 8 = 25

Both of the musty guys attack Bandit.. Seeing how hes the only living thing close.. They move to flank him..

4d20 ⇒ (17, 9, 16, 16) = 58 3 attacks hit poor bandit..
Damage: 3d4 + 9 ⇒ (2, 1, 1) + 9 = 13 3 fort saves as well..

Hadjii and Rajik are up!

GM:

H1 -14

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