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)

"Umm, I think we should try west first. "

OK, I'll run Chester. It's only fair, I helped build the character.


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

"Just give me a second Hemket, I'll use magic to see what's beyond this door."


Inner Sanctum

Caster Level: 1d20 ⇒ 1 Oops.. Haha! Revenge!

Calla needs to make a DC 5 Wisdom check or you will have a mishap..


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

BUT!

Wisdom!: 1d20 + 1 ⇒ (14) + 1 = 15

"Denied!" is all Calla says, to no one in particular.

"Well, it wasn't possible. Then it's West as you suggested Hemket..."


Inner Sanctum

"I'll get you Gadjet!"

You go west, entering the room you see..

The gentle lapping of water echoes through this chamber. Stone stairs descend from a raised platform into a subterranean canal that leads west.

There's a door to the south.. It's boarded up as well and has the same "Toxic" sign written across it..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

"You know, I just can't see anything saying 'toxic' as being good. I'm just not curious enough to risk it. "


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

"I believe you are correct Hemket. Nothing that says toxic is good, but we should know what it is, so we can warn the authorities. Maybe the whole undead thing was their idea, or they are planning some kind of disease spreading across the city."

She shakes the spell-trigger wand to check it there was anything wrong with it, then sends her dancing lights to the other room and tries again. Can I do that?
Caster Level: 1d20 + 4 ⇒ (14) + 4 = 18


Inner Sanctum

I thought it was on a scroll.. You would auto activate the wand with it on your spell list..

Beakers, cauldrons, and other alchemical equipment crowd several tables in this cramped room. A decomposing body sprawls across the floor, its face concealed behind a brass funerary mask. The room is well lit by torches.. Perception Check


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

Perception: 1d20 + 8 ⇒ (2) + 8 = 10 Oh crap...
Calla narrates the room as she observes it, allowing others to ask things that she might have missed in her concentration.

Help 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)

Don't really see how we're gonna help with that.


Inner Sanctum

Yea no help on that.. Your viewing a magical sensor created by you..

You see nothing more than described 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

"Well, I don't see anything wrong, aside from a dead body and chemical reagents. We will never know what happens if we don't go in, since the enemies are dead. Your call."


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)

"Then I guess we'll never know. We don't know what those chemicals are and we don't have a way of making sure they won't hurt us so I say we just go check out that secret door. "


Inner Sanctum

Just to much curiosity to say no..

So is it kick the door down or head back to the death trap that somehow you've already set off?


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla will respect Hemket's wisdom, although her curiosity is digging a hole inside her.


Inner Sanctum

The party heads back to the secret door and Hemket/Hadjii attempt to disarm the trap, but set it off instead.. Countless tiny spines strike out from the door and attempt to pierce Hemket and Hadjii..

2d4 ⇒ (2, 4) = 6

Attack Hemket: 2d20 ⇒ (4, 7) = 11
Attack Hadjii: 4d20 ⇒ (15, 11, 15, 1) = 42 AC is 16 Hadjii? It's bonus is +5..

Hemket is missed, but Hadjii is stuck 3 times.. It stings real bad.. You take..

Damage: 3d6 ⇒ (4, 1, 2) = 7 And need to make 3 Fort saves DC 15
Dex Damage from Poison if fail: 3d2 ⇒ (1, 1, 1) = 3

The barbs instantly retract into the wall, resetting the trap..


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

During inspection of the room marked "Toxic": a few seconds after Calla uses the wand of Clairvoyance, The Hadj will summon a poor little jackal just on the other side of the door: it's bound to move around sniffing things once it appears. Calla can observe the pooch for 4 rounds...


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)

"Gods damn it, I was sure I had that one. Gotta try again. You don't looks so good Hadju, you might want to get clear. "

disable device: 1d20 + 17 ⇒ (14) + 17 = 31


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

Great idea Hadjii!

"Holy gods! Are you alright guys?"


Inner Sanctum

Calla see's the doggie sniff around and then start shaking his head.. Moments later it starts running around confused and biting itself until it rips out its own entrails and dies..

Hemket's 2nd attempt is successful.. Opening the door you see.

A tunnel stretches out some 50' before disappearing around a corner. The area is dark, musty, and has a smell of old stale sea water..

Ptemenib speaks up.. "Perhaps we should return to Sebiti and report before continuing on.. She needs to hear about this cult and the artifact their searching for.."


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 reckon a typical canine would sniff the body first -- unless there's a garbage can to knock over!

(AC is indeed 16 -- flat-footed is 14) apparently Hadjii jumped in front of Hemket to protect him from the barbs!

first Fortitude save: 1d20 + 6 ⇒ (10) + 6 = 16

second Fortitude save: 1d20 + 6 ⇒ (17) + 6 = 23

third Fortitude save: 1d20 + 6 ⇒ (6) + 6 = 12

I actually made two-out-of-three saves! (that's unusually good, considering my typical die-rolling...)

Hadjii will promptly pull out his wand o' CLW and use a charge: 1d8 + 1 ⇒ (8) + 1 = 9


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 would like to finish this while we have the surprise element, but your worries make sense. Anyway, what is it they seek Ptemenib? What did you find out when they took you in?"

"I'll give you an idea, but first I would like to hear what is happening here, since we killed all the enemies..."


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 simply waits for the new cleric to answer Calla's question.


Inner Sanctum

"From what I could tell they were looking for some sort of mask.. I overheard them saying something about it containing a piece of their most holy one. They've been searching the Necropolis for it since the lottery started, but since you've slain their leader perhaps the threat is over.. What were you saying about some 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)

"Well it is pretty bad out in the city right now so we either continue on or head back as a group. I think anything else would be foolhardy. How are we for resources right now? I know you hocus pocus people can run dry after a while. How full is the jug? "


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

"Mr Ptemenib has a good point: I think part of our mission in the necropolis is to 'observe and report'! I believe we should ensure the authorities at the temple are advised of what we've learned so far. If we go forward now, and risk whatever dangers we may encounter ahead, we also risk that what we've learned so far could die with us..."


Inner Sanctum

Ptemenib's eyes go wide as you mention the undead horrors running amok in the city.. "I must return immediately! Whatever is down this tunnel will have to be found out without me.. I'm sorry and I do appreciate you rescuing me, but i must return.. Please just com back with me.. This tunnel isn't going anywhere.."

Give me a survival check..


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)

survival: 1d20 + 7 ⇒ (20) + 7 = 27


Inner Sanctum

Even though your underground you are certain the tunnel heads off in the direction of the Necropolis.. Most likely it goes underneath the wall separating the Living City and the Necropolis..


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)

"By my estimates, this goes back into the Necropolis. I think there might be something serious at the other end of this tunnel. Might be best if we head back and appraise the powers that be of what has been going on. Anyway, I think we need to be in top form if we head in there. "


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 still have 40% of my arcane power. The battle was tough! I was thinking about using a feather token to get them updated, but I don't believe we will be able to give many details, so I'm ok with heading back and exploring this later. Perhaps we can acquire some filter hoods to investigate the toxic room further?"


Inner Sanctum

Sounds like yall are heading back.. Your trip back to the Mausoleum is uneventful.. You still hear the occasional scream, but things have definitely settled down from the initial attacks.. Upon arrival you are ushered before Sebeti for a report.. Ptemenib tells her what he knows.. She contemplates for a moment and then speaks.. "With this new information I think it's obvious that this mask is what was stolen from the Sanctum of the Erudite Eye.. With the cultist still searching for it I do not think it was them who stole it, so we still have an unknown player here.. From Ptemenib's report it doesn't sound like the Cult was involved with the undead uprising.. You all have any further ideas?"


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)

"Nope, I guess we better see where that tunnel leads. "


Inner Sanctum

Sebiti replies.. "While I agree it needs investigating I feel your groups particular talents can be used better elsewhere.. The Living City is on the brink and I really need your group to help above ground after you get some rest.. I will dispatch a veteran group of priests led by Arthur to investigate the tunnel.. If it does lead to the Necropolis than opening it could give the undead there another access to the Living City.. I think it best if it's investigated thoroughly before breaching the other side.. Yall should get some rest."

And level 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

Calla loves that chunk: "level up!"

She also tries to be detailed about the toxic room and what happened to the summoned dog.


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

"Very well, but that mask still belongs to the temple of Nethys."


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're going to rest, Hadjii will use the remainder of the day, and his last two Mythic Points: one goes to Charm Animal, and Hadjii will "de-Carry Companion" the hyena he's been teaching to fetch, and chalk up another day of training; the other MP is used to cast Carry Companion on that hyena once again at the end of the training session.

Also, Hadjii would like to purchase the fixin's for a couple of scrolls of Cure Light Wounds, if that kind of stuff is available at Pharasma's temple. Hadjii has a new pastime: creating scrolls! He's looking to create one typical scroll of CLW -- at caster level 1 -- then (if he gets a chance in the next few days) another scroll of CLW but at CL 5 -- so he needs 75gp of scroll-making materials.

Can scroll-making supplies be procured at this time?


Inner Sanctum

The next morning comes early.. Ptemenib wakes you all and fills you in on your assignment for the day..

"There has been rumor's of a people disappearing at an alarming rate in the area south east of here.. We need you all to go check it out.. After that we need you to head up to the gate of the Necropolis and check in on the status there.." He points out the location of the disappearences on your map of Wati.. Red X on the map

1d140 ⇒ 127
1d8 ⇒ 6

You guys head off in the direction, keeping an eye out on your way..

1d20 ⇒ 18

Perception Checks


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)

perception: 1d20 + 8 ⇒ (6) + 8 = 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

Calla was about to complain, but well, their treasure increased exponentially in this last incursion. Having legitimate authority to go after bandits and keep their loot is really, really interesting. So she just followed along, and her nightly researches proved quite useful to her, learning a lot of new things, specially some theory about elements and their difference, which in the evocation is quite easy to deal with. She was eager to test her theory, just needed a test subject!

The arcanist will cast Mage Armor when they leave the church, one of her new prepare spells, lasting for 5 hours. She also prepared Web, and explains to you that you should avoid entering the webbed area.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27


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 orientation of the map threw me off for a sec -- now I see that North is to the left, and east is up...

"The Obsidian Eye Sockets are are happy to help during this crisis -- but I hope this means we'll get some special consideration when sorties into the necropolis resume, like maybe a mulligan on a lottery draw! I would have to hate to take all these risks helping Pharasma's authorities, then wind up investigating an ancient compost heap because of a bad draw!"

Hadjii's Perception check: 1d20 + 12 ⇒ (8) + 12 = 20

Bandit's Perception check: 1d20 + 5 ⇒ (13) + 5 = 18


Inner Sanctum

Marius Perc: 1d20 + 15 ⇒ (2) + 15 = 17
Chester Perc: 1d20 + 8 ⇒ (1) + 8 = 9

No one see's whats about to happen.. Which will in the morn..


Inner Sanctum

As you all are closing in on your destination you round a corner that leads into a square and most of you see a figure hunched over another one.. It seems to be feeding on the corpse.. Know Religion Your about to act when out of nowhere comes 5 more of the things.. They pounce on your group, attempting to eat your life energy!

Surprise Round

On Marius: 1d20 + 4 ⇒ (11) + 4 = 15 miss
On Calla: 1d20 + 4 ⇒ (7) + 4 = 11 miss
On Hemket: 1d20 + 4 ⇒ (9) + 4 = 13 miss
On Hadjii: 1d20 + 4 ⇒ (17) + 4 = 21 hit
On Chester: 1d20 + 4 ⇒ (8) + 4 = 12 miss

Hadjii Damage: 1d4 + 1 ⇒ (3) + 1 = 4 +1 level drain

Group Init: 1d20 + 5 ⇒ (6) + 5 = 11
Baddie: 1d20 + 1 ⇒ (11) + 1 = 12

Somhow their vicious attack has thrown the group off as the baddies go first..

Round 1

The one is still munching and pays yall no mind..

On Marius: 1d20 + 4 ⇒ (6) + 4 = 10 miss
On Calla: 1d20 + 4 ⇒ (18) + 4 = 22 hit
On Hemket: 1d20 + 4 ⇒ (4) + 4 = 8 miss
On Hadjii: 1d20 + 4 ⇒ (11) + 4 = 15 hit
On Chester: 1d20 + 4 ⇒ (5) + 4 = 9 miss

Calla: 1d4 + 1 ⇒ (4) + 1 = 5 +1 level drain
Hadjii: 1d4 + 1 ⇒ (2) + 1 = 3 +1 level drain

PC's 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)

Chester will rage and swing against the target to his front (directly east) AC drops to 21

power attack
to hit: 1d20 + 14 ⇒ (14) + 14 = 28 damage: 1d6 + 11 ⇒ (3) + 11 = 14

Hemket will attempt to tumble away from his adjacent foe and then shoot him once.

acrobatics: 1d20 + 11 ⇒ (3) + 11 = 14 that doesn't look good likely an AOO

and he will shoot the target Chester already hit.
deadly aim.
to hit: 1d20 + 8 ⇒ (5) + 8 = 13 meh


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

K. religion: 1d20 + 16 ⇒ (18) + 16 = 34

Marius finally feeling effective once again channels positive energy to harm undead.

Channel damage: 2d6 ⇒ (5, 3) = 8 DC 14 will save to half.


Inner Sanctum

I believe Chester recieved the Amulet of NA +1 so his AC is 24, not 23..

These are Wights Marius.. They have no special defenses and have an energy drain attack..

Chesters attack hit the wight hard, but it doesn't fall..

The wight does indeed claw at you Hemket..

1d20 + 4 ⇒ (11) + 4 = 15 and misses..

6d20 ⇒ (12, 1, 3, 20, 16, 15) = 67 4 save, 2 do not..

GM:

11/29
21/29
21/29
25/29
25/29
25/29


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

Holy lord they are stealthy!!

K.Religion: 1d20 + 12 ⇒ (13) + 12 = 25
Calla takes a step back beside Hemket and summons a
"Burning Arc!" starting at #1, but also hitting #2 and then #3.
Damage to #1: 6d6 ⇒ (1, 4, 3, 3, 2, 5) = 18 Reflex 19 for half.
Damage to #2: 3d6 ⇒ (4, 6, 2) = 12 Reflex 17 for half.
Damage to #3: 1d6 ⇒ 4 Reflex 15 for half.


Inner Sanctum

Lol i rolled an 18 and they have a +16 mod.. Sneaky Wights..

3d20 ⇒ (14, 18, 18) = 50 fail, pass, pass..

The first one is roasted.. The other 2 are still standing..

Spoiler:

11/29
21/29
21/29
19/29
23/29


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)

Oops, had the rage already applied to AC, Chester has an AC of 24 while raging (with the amulet).


Inner Sanctum

Just waiting on Hadjii..

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