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

Acid glob... Still the opium affects us!


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

this is turning into a...uh...heck of a...fight!

BANDIT's Fortitude save: 1d20 + 7 + 1 + 1 ⇒ (10) + 7 + 1 + 1 = 19
BANDIT's Fortitude save: 1d20 + 7 + 1 + 1 ⇒ (2) + 7 + 1 + 1 = 11
BANDIT's Fortitude save: 1d20 + 7 + 1 + 1 ⇒ (20) + 7 + 1 + 1 = 29

three saves pretty much guarantees at least one failure -- and a sick pooch, of course...

Bandit takes half the damage (7 points); Hadjii takes the other half (6 points)!

Hadjii takes a 5' step in front of Calla, and begins a full-round of summoning, just one hound, spontaneously swapping out one of his CLWs.


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

Since Calla's player is going to bed, she prepares an action to happen if there are still standing living functional enemies on the place.

Readied Action:
Shot a "Maaaaaaaaaaaaaaaaaaaaagic Missile!" at whoever still stands!
MM: 3d4 + 3 ⇒ (1, 2, 3) + 3 = 9


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 charges one of them with his +1 Falchion.

Charge: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 2d4 + 7 ⇒ (2, 4) + 7 = 13


Inner Sanctum

Hadjii starts a summons and Rajik charges forwards, but is unable to hit the monsters..

"Round 2"

Hemket
Marius
Bandit
Calla
Musty ole cleric dudes
Hadjii
Rajik

Calla fires some missles into the already injured one and it falls..

Hemket, Bandit, and Marius are up!


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 to get a clear shot at one (to the south) and let loose an arrow.

to hit: 1d20 + 10 ⇒ (16) + 10 = 26damage: 1d8 + 5 ⇒ (4) + 5 = 9


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's bite attack: 1d20 + 5 ⇒ (16) + 5 = 21
if AC 21 hits, then 1d6 + 2 ⇒ (3) + 2 = 5 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 5 ⇒ (19) + 5 = 24 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 will move up to the nearest one and attack.

Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d8 + 1 ⇒ (4) + 1 = 5


Inner Sanctum

Ok so im getting an error message with google drive.. I guess ill have to update the map later..

Hemket sticks it with an arrow for good damage..

Bandit bites it for no damage but does trip it up..

Marius misses..

The thing chooses to swipe at Rajik twice on the ground..

2d20 ⇒ (19, 10) = 29 And hits once..
1d4 + 3 ⇒ (1) + 3 = 4 Plus a Fort Save..

Hadjii and Rajik are up!

Spoiler:

-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

Fort: 1d20 + 5 ⇒ (2) + 5 = 7

Rajik slices it again.

Attack: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9


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

A crazy dog appears in a nice flanking position, and tries to chomp:

pitbull's bite attack: 1d20 + 4 ⇒ (7) + 4 = 11
rather pathetically, of course...


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 pulls out his scroll with two remaining CLW, and casts one on his own self:

1d8 + 1 ⇒ (5) + 1 = 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

Calla tries another ray! And again she misses!
Disrupt Undead: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6! Damage: 1d6 ⇒ 2


Inner Sanctum

So now Rajik and Bandit have Filth Fever, but they will not suffer affects till tm..

"Round 3"

Calla again misses with her bolt..

Bandit, Hemket, and Marius are up!


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)

Same target.

to hit: 1d20 + 10 ⇒ (20) + 10 = 30 damage: 1d8 + 5 ⇒ (2) + 5 = 7
to confirm: 1d20 + 10 ⇒ (7) + 10 = 17 damage: 2d8 + 10 ⇒ (6, 6) + 10 = 22


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 swings again.

Attack: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Marius misses by a mile.


Inner Sanctum

Hemket puts an arrow through its eye, killing it instantly.. Combat over!

Ill update in the morn..


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! Well done guys!"


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 treat disease on Bandit; perhaps Marius will treat Rajik?

Hadjii's Heal check: 1d20 + 10 ⇒ (7) + 10 = 17

That'll give the wolf +4 on his save tomorrow...

"It is very rude of those disgusting undead to disguise themselves as proper clerics!")


Inner Sanctum

As yall surely search the room you find..

A silver chalice
A silver ritual knife
A darkwood tithing box
A small darkwood cabinet used to hold all 3 items
As a set it would go for 70gp(A)

Gonna assume yall keep checking to the south..

In the next room you all see..

The southern area of this large space contains a long stone table, two benches, and two wooden hutches. Just visible behind a partition wall to the north is a kitchen with tables, cabinets, and a stove in the corner. Around a corner to the south stands a stone enclosure with a rounded top and a hatch set in the front.

The place is pretty wrecked up.. There's a set of silver spoons, forks, and knives strewn about in this place.. If collected to make a full set it would be worth 100gp(A)..

Where to 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)

We'll head across the entryway to the west into those areas.


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 will pick the silverware and check the stone enclosure before following the others, seeking to understand its purpose, mainly trying to open it and know what's inside.

Calla will also touch Rajik to heal him with the infernal wand if he's 9 HP down.


Inner Sanctum

Bandit is injured as well..

Calla takes a peek around and discover the stone enclosure is some sort of cooking oven.. After the group is patched up they head west to check it out..

A series of cubicles encircle an open central space here, each separated from the common area by a curtain hanging from a rod over the doorway.

Once yall move it though a few of the curtains are removed by 4 shambling zombies coming for your brains! Their rather fast zombie and cover the ground to attack in a matter of seconds..

Init:

Marius: 1d20 + 10 ⇒ (15) + 10 = 25
Hemket: 1d20 + 6 ⇒ (20) + 6 = 26
Calla: 1d20 + 2 ⇒ (7) + 2 = 9
Hadjii: 1d20 + 2 ⇒ (6) + 2 = 8
Bandit: 1d20 + 2 ⇒ (3) + 2 = 5
Rajik: 1d20 + 1 ⇒ (4) + 1 = 5
1d20 + 2 ⇒ (14) + 2 = 16

Init Order:
Hemket
Marius
Brains!
Calla
Hadjii
Bandit
Rajik

Hemket and Marius are up.. You go before the zombies have closed to distance..


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 NW zombie and then shoot it.

to hit: 1d20 + 10 ⇒ (5) + 10 = 15 damage: 1d8 + 5 ⇒ (5) + 5 = 10


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 only down one hit point (he only took 7 from the 13 points done by the heucavas -- the other 6 points going to Hadjii -- and he had 6 temp hit points from the fountain)...


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, then Rajik is healed to full hit Points with a charge from the Infernal Healing Wand.


Inner Sanctum

Marius channels energy to harm the undead..

1d6 ⇒ 3

4d20 ⇒ (10, 20, 15, 5) = 50

Hemket sticks his with an arrow but not all the damage goes through..

Spoiler:

#1 -1
#2 -6
#3 -1
#4 -3

Zombies go.. BRAINS!

2 attack Rajik

2d20 ⇒ (13, 15) = 28 2 hits vs FF
Damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17

1 on Bandit, but it gets a full attack..

2d20 ⇒ (15, 15) = 30 2 hits vs FF
2d6 + 6 ⇒ (3, 2) + 6 = 11

1 on Hemket.

1d20 ⇒ 15 hit..
1d6 + 3 ⇒ (3) + 3 = 6

Thats alot of dam 15's..

Calla, Hadjii, Bandit, Rajik are up!

Then Round 2

Hemket and Marius..


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

Although there's a whole sea of flesh in front of her, the Arcanist manages to find a precise spot to deliver a ray of multiple colors, which melts bone and decayed flesh from the rotten enemies!
"Disrupt Undead!"
Touch Ray: 1d20 + 3 - 4 - 4 ⇒ (19) + 3 - 4 - 4 = 14! Damage: 1d6 ⇒ 6

"Move out of the way so I can grease the floor Rajik!"


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

Half the damage on Bandit goes to Hadjii, so Bandit takes 6 and Hadjii takes 5...

Hadjii will cast Bull's Strength on Bandit, and the strengthified wolf will snap back at the one who mauled him:

Bandit's bite attack: 1d20 + 7 ⇒ (8) + 7 = 15
if AC 15 hits, then 1d6 + 6 ⇒ (2) + 6 = 8 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 7 ⇒ (16) + 7 = 23 vs CMD...


Inner Sanctum

Which one did you target Calla?

Calla sizzles flesh and bones..

Hadjii cast a spell on Bandit..

Bandit delivers a powerful bite and puts his opponent on the ground..

Rajik is up!

Then Hemket and Marius..


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)

Finding himself on the front line, which is really not a good situation, Hemket will go total defense.

AC 24


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 rages, adtivates his Elemental Assault and attack with his Falchion.

Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 2d4 + 10 + 1d6 ⇒ (4, 3) + 10 + (6) = 23


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 attacked the one southeast.


Inner Sanctum

In the future can yall please designate which one you attack..

Rajik destroys one of the zombies with a powerful blow, and Calla finishes off the one shot by Hemket..

Marius is up!


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

Maybe try to put a number or something similar on them?


Inner Sanctum

Yea ok, i figured NE, NW, SE, SW would be fine for this.. Ill add numbers from now on..


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 do. :)


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 hold his action for now.


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. But I believe I said SE and you killed SW, but it's dead and I'm grateful ^_^


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

In case that pesky zomboid Bandit tripped tries to get up, here's an AoO roll:

Bandit's bite attack: 1d20 + 5 ⇒ (2) + 5 = 7

-- Bandit will just nash his teeth at it (I guess it tasted pretty bad!)


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)

Since he's still stuck adjacent to an enemy, he will remain in defensive mode.


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

actually, with +2 for Bull's Strength and +4 for the creep being prone before trying to stand up, Bandit's AoO hits an AC of 13 -- even though he rolled a '2' on the die -- just in case it matters...


Inner Sanctum

1d6 + 6 ⇒ (4) + 6 = 10

Bandit tears the prone zombie's head off..

The remaining zombie continue's to try and eat Hemkett..

2d20 ⇒ (4, 3) = 7 2 misses..

And yall destroy it.. Out or combat..

Assuming yall search the place..

Within each cubicle, a bed frame and footlocker are bolted to the floor. The curtains, bed frames, and footlockers are all dusty but in good repair. The bedding, however, has rotted away and served as nests for mice and insects over the years.

Nothing of value is found, assuming you head north..

A short hallway connects a shallow, empty pool to the west to two curtained cubicles to the east. A wooden bench is bolted to the floor in a small alcove across from the pool. A set of stone doors marked with hieroglyphs stands to the north.

In the alcove is a pair of corpses.. One is an old rotting body, the other is a broken skeleton. They are obviously a pair of recently destroyed undead..


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)

Search the room.

take 20 perception 26


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

"Ouch... those things hurt... I either need to rest, or some healing."


Inner Sanctum

The heiroglyphs on the double doors read "High Priest Only—All Others Forbidden".. The doors are locked..


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 doors for taps.

peception: 1d20 + 7 ⇒ (8) + 7 = 15

and unlock them

disable device: 1d20 + 14 ⇒ (11) + 14 = 25

"OOh, it says don't go in here, that sounds good. "


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 will detect magic on the corpses and door, and then take 20 to search the cubicles while the others deal with the locked obstacle.
"These skeletons look to have been recently destroyed. Do you think it was this way that the woman came?"


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

Before leaving the destroyed zombies, the Hadj will use up his scroll that had two remaining CLW, one on himself and one on the Bloodrager:

CLW on Hadjii: 1d8 + 1 ⇒ (6) + 1 = 7
CLW on Rajik: 1d8 + 1 ⇒ (7) + 1 = 8

"Perhaps two charges of Infernal Healing are in order, please, Ms Voni -- one for Rajik and one for Bandit..."

Hadjii will do his own check for traps on the doors:

Hadjii's Perception check: 1d20 + 10 ⇒ (18) + 10 = 28

And auto-assist Hemket with the lock...


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 could use a bit of healing myself. I did get tagged once. "

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