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.


1,651 to 1,700 of 9,433 << first < prev | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | next > last >>

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 start conjuring -- 1d3 + 1 ⇒ (1) + 1 = 2 vicious jackals will appear halfway throught his next turn:

"Sim, Sim, Salabim!"


Inner Sanctum

The Npc's won initiative.. For some dam reason i cant access google apps through my home computer.. It keeps saying the app is unreachable.. Or SSL connection error.. Not a comp guru so i have no clue..

The 2 hidden guys reload and fire their hand crossbows again.. One at Marius, 1 at Hadjii..

Marius: 1d20 ⇒ 2 miss
Hadjii: 1d20 ⇒ 10 Hit
Dam: 1d4 + 2d6 ⇒ (1) + (3, 5) = 9 Plus poison DC 15

The 2 swordsmen move up, 1 on Chester, 1 on Marius..

Chester: 1d20 ⇒ 7
Marius: 1d20 ⇒ 6 Man my npcs just suck..

PC's are up!

You were randomly targeted btw Hadjii..


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)

Is the skull next to me an opponent? I'll assume so. Step away from him, and rapid shot him.
mythic for 3.
to hit: 1d20 + 10 ⇒ (10) + 10 = 20 damage: 1d8 + 4 ⇒ (2) + 4 = 6
to hit: 1d20 + 10 ⇒ (17) + 10 = 27 damage: 1d8 + 4 ⇒ (2) + 4 = 6
to hit: 1d20 + 10 ⇒ (7) + 10 = 17 damage: 1d8 + 4 ⇒ (1) + 4 = 5

If it is not a target, I would more forward 5' apply the -4 and shoot the one to the direct south.


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 doubt that it matters, but Hadjii did have cover from both shooters...

Hadjii's Fortitude save: 1d20 + 5 ⇒ (17) + 5 = 22

Hadjii's Concentration check: 1d20 + 9 ⇒ (4) + 9 = 13

His conjuring blown, Hadjii casts Bull's ST on Bandit -- and sends the wolf after the farthest shooter.

Bandit's bite attack, w/Bull's ST and +2 Bless: 1d20 + 6 + 2 + 2 ⇒ (9) + 6 + 2 + 2 = 19
if AC 19 hits, then 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 6 + 2 + 2 ⇒ (11) + 6 + 2 + 2 = 21 vs CMD...

For his move action, Hadjii moves to stay within 35' of Bandit, taking cover behind what's left of the next kiln; he's ready to use Windy Escape if it looks like he's about to get hit again!


Inner Sanctum

The skull is Qasin, your guide, which is now invisible..

Bandit moves and attacks the guy, hitting him and tripping him.. Hemket plows 3 arrows into the other shooter, leaving him barely standing..

Calla, Marius, and Chester are up..


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 spend a round buffing himself.

casting barksin to buff ac by 2. 22 AC.


Male Human Barbarian 3/Fighter 1 (Perception 8, Init +2, HP 38/45, AC 25, Fort 7, Ref 3, Will 3)

Chester takes a swing

attack: 1d20 + 13 ⇒ (4) + 13 = 17
damage: 1d6 + 9 ⇒ (1) + 9 = 10


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)

Are we still in the 60 hour no Calla period?


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 you were. I'm back to normal now, but tomorrow is my birthday ^_^

Fort: 1d20 + 4 ⇒ (1) + 4 = 5
Calla moves closer to the farthest bandits, and releases a "Burning Arc!" at them, damaging #3 first, and later #4.
at #3: 6d6 ⇒ (5, 4, 3, 1, 6, 4) = 23 Reflex 19 for half.
at #4: 3d6 ⇒ (5, 2, 5) = 12 Reflex 17 for half.

AC 18!! I'm a freaking fighter!


Inner Sanctum

Sorry guys ive been busy.. Starting a new job this next week and its been hectic.. I should have time later today to catch up everything..


Inner Sanctum

Reflex: 2d20 ⇒ (1, 20) = 21 The primary target is burned badly but stands.. The 2nd target is burned badly as well, but is still alive..

The gang members quickly realize they are far outgunned and all 4 surrender, throwing down weapons and begging for mercy..

Out of Combat!

Calla you take Con Damage: 1d2 ⇒ 1 and need to make a save again until you make DC 15 or until 6 rounds happen.. Heal checks can assist her or if you have other means of dealing with poison so be it..

The gang members had:

Silver chain 50gp x4
Mwk Hand Crossbow x4
Poison bolts x14(asp poison dc 15 1d2 con for 6 rds)
+1 Studded Leather x4
Rapier x4
Cure light pot x4

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

Loot sheet updated. We have 12 CLW potions now. I'm ready to drag the pace way up again!

Fortitude DC 15: 1d20 + 4 ⇒ (7) + 4 = 11 Con Damage: 1d2 ⇒ 2
Fortitude DC 15: 1d20 + 4 ⇒ (16) + 4 = 20
Lesser Restoration: 1d4 ⇒ 3 Noted.

Calla fights off the poison soon enough, but asks for a touch of the Lesser Restoration Wand, that as much as she knows is with Hadjii or Marius.
She approaches the surrendered bandits and tries to cut a deal with them. "So, when you wielded you assumed too much, thinking we would just spare your lives. In fact, we usually get rid of all witness, unless they are being very cooperative. So, now is the time to be cooperative, and you can start by describing what are we going to find down there, and who, and what are they capable of. Furthermore, you can tell us about any prisoners you have, and what did you do to release the undead into the city. If you are very detailed on your explanation, the first two who speak will be free to flee and leave the city. For the other two, it's feed-the-dog time!"

Before we go in, Calla suggests we assume a formation like the one she just did on the map, heading south through the stairs, while using the invisibility sphere (centered on Marius). We scout the place and decide on the best course of action! What do you say?


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

While administering the Lesser Restoration from the wand, Hadjii speaks conspiratorially to Calla, but loud enough for our captives to hear:

"Are we really going to spare these vermin? Bandit is quite hungry -- he prefers our 'no witnesses' policy! Perhaps it is better for the wolf's tummy if these bad men get caught lying to us..."

Hadjii will also snag one of the 4 potions of Cure Light Wounds.


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 believe we'll be single-file on the stairs -- and sometimes (maybe often) whilst underground: we should have predefined party order for both cases. RP-wise, Bandit will typically be in back, with Hadjii second from last -- desperately trying to control the wolf and keep him from running all over the place (or, at least, limit him to running all over the place behind the party, where we've has already been)! Chester in front when single file, of course, with Marius optionally moving up next to Chester when we're not single-file. Hemket 3rd and Calla 4th.

Even when not in single-file, Bandit should be behind Hadjii, alone in the rear rank; he'll be large in a couple of levels, so that'll be a prelude of what's coming anyway. (Both Hadjii and Bandit will be large most of the time starting at 6th level...)


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)

That order is fine with me, though Chester might be eating some traps.


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

Chester's Perception (+8) is only one worse than Hemket's (+9 vs traps) -- and better than Hemket's (+7) otherwise...

Are these henchmen gonna talk?


Inner Sanctum

The men answer to the best of their ability.. "The gang was recently taken over by some outside guys calling themselves The Cult of the Forgotten Pharaoh.. Their leader killed our old boss and took over.. Nasty bugger wields two weapons, one of which is pink! Anyways most of the original members have left or are planing on it.. He's got several of his mask cronies running around down there.. Over heard em mention looking for some mask is the reason they were here. As far as prisoners there's only 1.. Some Cleric of Pharasma was caught trying to sneak into the place.. They got him beat up real bad and in a holding cell.." They go on to give you a basic layout of the place and tell you there's a pit trap in the first hallway.. After that they swear that's all they know and beg to be let go.. They have no clue how the undead outbreak got started..


Inner Sanctum

Ive added yall to the map, just need to know which way your going..


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

If Calla believes they are being honest, she will insist they get released and given a few gold coins to be able to flee the city.

While outside, Calla insists on the stealthy idea.
"Would you like to use the invisibility sphere folks? Or the standard 'we are mythic and will kick your ass' policy?"


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

"What is the name of this new leader, this head of the Cult of Forgetful Pharoahs?"

Hadjii agrees with letting the Henchmen go.

Hadjii is all for using the sphere o' invis. He'll use one of his Totem Transformations for the day, and Speak with Canines, to explain the plan to Bandit -- he must stay close! Then the two will try to be quiet in the back (I assume there's a bonus to be added to the rolls below):

Hadjii's Stealth check: 1d20 + 2 ⇒ (14) + 2 = 16

Bandit's Stealth check: 1d20 + 3 ⇒ (6) + 3 = 9

dumb dog keeps panting!


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)

"If we can be invisible, we might as well be for as long as it lasts. "


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 suggest we use it to find the cleric, who can help us then."


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)

"Sounds to me like they need our help a bit more, but we definitely need to find them."


Inner Sanctum

Ok so yall are using the scroll.. Calla needs to roll to use it since she's not of the level to cast it.. The caster level check is 6 so she prob has it..

The party goes into stealth mode.. East of West door?


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

Caster Level check!: 1d20 + 4 ⇒ (14) + 4 = 18

We go in the direction of the cells, or west if that was not mentioned. Taking care with the trap, of course.


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)

to shut down the trap disable device: 1d20 + 16 ⇒ (13) + 16 = 29


Inner Sanctum

Hemket easily disables the trap and the group investigates to the east, where the gang members said the cleric was.. Opening the door you all see..

Four stone wells fill much of this otherwise unremarkable room. Disassembled mechanical remains lie scattered around plumbing connections in the southeast corner.

To the north it looks like some beds and storage lockers.. You all here some moaning coming from the southwest well..


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 whispers.

"Zombies."


Male Human Barbarian 3/Fighter 1 (Perception 8, Init +2, HP 38/45, AC 25, Fort 7, Ref 3, Will 3)

Chester will peek down the southwest well.


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 pull the group along with Chester, since they cannot separate more than the invisibility circle's range or become visible.


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 Hadj keeps hold of Calla's hand, and keeps tight reign on Bandit -- trying to keep the wolf quiet the whole time; after going through the double doors, he'll pop another use of totem transformation so he can whisper instructions in dog-ese for one minute, trying to keep Bandit from getting confused...

(whispering) "Do you smell anything, boy?"

if Bandit smells those things he likes to trip so much (zombies), he can just say so to Hadjii...


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
Hadjii wrote:
The Hadj keeps hold of Calla's hand...

Calla blushes. "You know, I can see you. You don't need to hold my hand, unless there's some other reason?"

^_^


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 failed to read the spell description, didn't realize we could actually see each other! Still, it would help Hadjii keep track of where he is relative to the center of the sphere, whilst he wrangles his beastly buddy...

Hadjii blushes right back: "Oh, Ms Voni, I merely want to keep track of you while my wolf friend is distracting me with his unruly behavior! Please guide me along, and I'll keep him in check!"


Inner Sanctum

As the group peeks into the hole you all see a man at the bottom of the 30' pit.. He's obviously been beaten badly and is burles in the fetal position moaning..


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 moves to the edge of the pit, and without hesitation he quietly casts Cure Light Wounds -- employing his Faith's Reach ability to use the spell at 30' range:

Hadjii's CLW: 1d8 + 4 ⇒ (8) + 4 = 12

Then he'll use his other Pearl of Power to recover the spell.

does Bandit smell anything worth mentioning? the wolf has the ability to speak to Hadjii for 1 minute...


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 uses Message (which will last for 40 minutes so we may communicate inside the dungeon) and will speak to the man. "Pay attention, we came here to help! Who are you?"


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 get his silk rope out of his pack in case they are going to get the man out of there.


Inner Sanctum

The man's eyes blink open and he sits up.. Hearing the noise he looks up, but not seeing anything has a troubled look on his face.. "My name is Ptemenib.. Who are you? Can you get me out of here?"


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

"We are the Obsidian Eye, and for this moment your rescue team. Do you need more healing? Let's clean the place first, and catch up later!"

Calla could cast invisibility in him, but he would still not see them, so she suggests giving him the end of Hemket's rope, so he would be able to follow 25feet behind them.

Where to?


Inner Sanctum

Once he conscious he stands and heals himself.. He's basically naked but way i understand it cures don't have a material or divine focus so..

4d8 + 8 ⇒ (8, 1, 3, 5) + 8 = 25
2d8 + 8 ⇒ (5, 6) + 8 = 19

He casts two quick heal spells and is all good.. He uses the rope and climbs out of the hole.. He points to the northern door.. "The leader stays in there.. He's a tough bastard though, and he has a pair of twins that follow him everywhere.."


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

"Let's use the invisibility to our advantage, then! First let's check the north of this room, to guarantee we won't get flanked. Then we move in! Ready?"


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

Whispering to Ptemenib: "Sir, we captured a few suits of magic leather armor from hired thugs just before we came in here: I suggest you pick one that fits you best. At least you'll have a modicum of protection then!"

Hadjii will help the man suit up as quickly as possible...

Still whispering while helping the cleric suit up: "What do you know of the other door we passed, as we came into this room?"


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

We also have MW: Chainmail, Khopesh, Longbow, Crossbow, Kukri, Nethys Holy symbols, and whatever else he needs.


Inner Sanctum

He's a Priest of Pharasma not Nethys so the symbol is of no use.. He'll take the chainmail..

"I have no clue what's in the rest of the complex.. I will do my best to help out, but I only have a few spells I can use without my holy symbol.."


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

Pharasma... pharasma... no sorry, mr pharasma no here! No, no, no here.


Inner Sanctum

So he's told all he knows.. He"ll follow u guys and help in any way he can.. I need to know what yall are doing before i can move it forward..


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)

Might as well check those double doors in this room. Start with a methodical search of the place so we can clear it.

checking for traps perception: 1d20 + 8 ⇒ (20) + 8 = 28


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 whispers to the cleric:

"I suspect when we open one of the doors in this room, the occupants will be able to call for support from henchmen in the other room. Do you have the Silence spell prepared? Perhaps you can cast it when we open the door, so calls for assistance cannot be heard..."


Inner Sanctum

The double doors is where the "Leaders" room is.. Searching the area directly north reveals many storage areas and some beds.. This is probably where the gang would sleep..

Spoiler:

Bandit: 1d20 + 1 ⇒ (16) + 1 = 17
Calla: 1d20 + 8 ⇒ (3) + 8 = 11
Chester: 1d20 + 8 ⇒ (15) + 8 = 23
Hadjii: 1d20 + 12 ⇒ (7) + 12 = 19
Hemket: 1d20 + 7 ⇒ (11) + 7 = 18
Marius: 1d20 + 14 ⇒ (19) + 14 = 33

Searching the place quickly Hadjii and Marius both notice a secret hiddy hole.. Inside is an Amulet of NA +1..

The cleric answers Hadjii questions.. "Im not sure how many men the leader has or if they will be called.. I do not have that spell prepared unfortunately.. Should we clear the rest of the building first?"


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'd just as soon deal with the leader now before he gets any warning. If we go ripping through the rest of the place before we confront him, he will likely notice and get prepared. "

1,651 to 1,700 of 9,433 << first < prev | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Pox's "The Mummy's Mask" All Messageboards

Want to post a reply? Sign in.