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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Inner Sanctum

And the last beast is torn apart by spell and claw..

Out of Combat!

You have a locked door in front of you, which Hemket has no issues dismantling.. Assuming yall will heal up before moving on so feel free to make your rolls..

Once the door is opened..

The air in this shop smells of food heavily seasoned with coriander seed, garlic, and other spices, mingled with the earthy aroma of decay. Bright stains mar the gray wooden shelves on the walls. In the rear of the shop, a beaded curtain hangs over an opening that leads deeper into the building.

Calla you also note some unnatural alchemical fragrances in the air..

You all also some sort of bar/counter/lounging area where 3 men currently sit.. They each look up as the door is opened. "Took care of the ghouls eh? They had us trapped in here since the Lottery started. We were assigned this tomb and just finished searching it when all the dam dead began rising. What brings you all here?"

Sense Motive and Perc Please

One of the others points to Logos.. "Your a big fella eh? Eat to many potatoes as a kid did yea?"


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 + 11 ⇒ (9) + 11 = 20
sense motive: 1d20 + 8 ⇒ (18) + 8 = 26


Inner Sanctum

Hemket:

His story is a half truth.. You think he's lying about the lottery portion..


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)

"Doesn't seem like much of a lottery pick. This looks like an old shop, not a tomb. Can't imagine you did well in here. "


Inner Sanctum

Imm wait till the others chime in..


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

sense motive: 1d20 + 15 ⇒ (11) + 15 = 26

perception: 1d20 + 16 ⇒ (18) + 16 = 34


Inner Sanctum

Marius:

You think he's telling some half truths in his story..

You also notice the one in the back move a small lever from one positon to another.


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 + 10 ⇒ (12) + 10 = 22
Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10

"What? Who are you?"


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Perception: 1d20 + 10 ⇒ (9) + 10 = 19
SenseMotive: 1d20 + 7 ⇒ (6) + 7 = 13

"Yes." Logos responds, thinking about his childhood.


Inner Sanctum

"We told you who we are.. Fellow adventurer's that came to seek fortune in the lottery. We did indeed pull a short straw with this place as there wasn't much here.. And then of course there was the, "getting trapped in here by hordes of undead". Which btw is it clear to get back to the living city now?"

SM DC 19:

Again some half truths to the lottery portion on his story..


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)

sense motive: 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

Sense Motive: 1d20 + 7 ⇒ (16) + 7 = 23

Calla sees the error in his explanation, and realizes something is wrong. She moves behind Logos and detects magic in the direction of the 3 bandits adventurers. "Your explanation doesn't make any sense. The undead pulse happened five days after the lottery. That's more than enough for you to come back. Why didn't you? I suggest you tell us the while truth."


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

"Explain why that man just moved a lever. I am warning you that I don't take kindly to people that lie to me. I don't care if they happen to be graverobbers but they had better not lie to me."


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Logos sharpens a claw on the wall, peeling curls of wood out before looking at his nice sharp claws. "I would listen to him and talk, he's scary when he get's angry. Way scarier than I am!" Logos grins, his eyes going wide and canines showing in a wolf grin any werewolf would recognize as an invitation to a fight to the death.

Intimidate: 1d20 + 6 + 4 + 1d6 ⇒ (20) + 6 + 4 + (6) = 36 Surge, for the heck of 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 Perception check: 1d20 + 14 ⇒ (8) + 14 = 22
Hadjii's Sense Motive check: 1d20 + 5 ⇒ (9) + 5 = 14

"If you are going to be trapped somewhere, it is lucky for you to be trapped in a nice restaurant! The food smells delicious! Did you just start the espresso machine?"

Hadjii also casts Detect Magic, and scans around...


Inner Sanctum

The man starts a response but Logos makes him pee himself so he instead pulls a potion.. The other 2 appear like there going to pull weapons..

1d20 + 4 ⇒ (14) + 4 = 18
Sheeba: 1d20 + 2 ⇒ (4) + 2 = 6
Logos: 1d20 + 2 ⇒ (11) + 2 = 13
Calla: 1d20 + 2 ⇒ (7) + 2 = 9
Hadjii: 1d20 + 2 ⇒ (4) + 2 = 6
Hemket: 1d20 + 7 ⇒ (3) + 7 = 10
Marius: 1d20 + 10 ⇒ (11) + 10 = 21

Marius goes before the baddies, the rest are after..


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 points at one of the guys who pulled out a weapon.

"Kill your ally."

casting murderous command on one of the goons in the back. DC 15 will save or attack the nearest ally to the best of his ability.


Inner Sanctum

Will: 1d20 ⇒ 4

He pulls his heavy mace and attacks his brethren..

1d20 ⇒ 6 but misses..

The potion wielding man throws it on the floor and then moves towards the back.. The potion busts and the room starts filling with mist.. As obscuring mist, 20' radius

You all here some foot steps heading to the back again..

Pc's are up! You can see 5' in front of you currently.


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 sends them all to hell and and releases a freaking Fireball inside the tight space to burn away the fog and kill the enemies!
"Freaking Fireball!"
Fire Damage: 8d6 ⇒ (2, 3, 1, 4, 4, 4, 1, 6) = 25
Fireball burns away the Obscuring Mist


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 forward after the fireball and ready a shot if someone appears from the back.

deadly aim
to hit: 1d20 + 12 ⇒ (3) + 12 = 15 damage: 1d8 + 8 ⇒ (8) + 8 = 16


Inner Sanctum

Lol a fireball in an alchy shop.. What could go wrong?

1d20 ⇒ 3

Calla's fireball rips through the store, bursting beakers and setting the ancient bar of fire! You also hear someone yell and as the curtain is burned away you see one of the men standing in the hall.. He looks burnt..

Hemket you step up to fire and as you move you feel a pressure plate trip under your foot.. A explosion of Acid erupts around you as the trap is set off..

Acid Dam: 5d4 ⇒ (3, 2, 2, 3, 3) = 13 DC 15 Reflex for 1/2..

After which your arrow sails wide of the man..

GM:

26/51
51/51
51/51

Logos rages and moves up to the man..

1d20 ⇒ 1 but cannot connect..

Hadjii is up!

Btw the shop is on fire in a few places where volatile liquids were exploded from the fireball.. Its not a raging inferno yet, but it's liable to become one if not put out..


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)

reflex save: 1d20 + 11 ⇒ (8) + 11 = 19


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 love to make a mess


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 guess the old expression 'bull in a china shop' should be revised to 'pyro in an alchemy shop'


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

"Sheeba, Guard me!"

Hadjii starts casting Create Water to douse the fire(s), 6 gallons at a time...


Inner Sanctum

The burnt man makes a full withdraw into the back room.. He'll take an AoO from Logos as he goes though..

No other enemies can be seen..

After his AoO the PC's can go..


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 wait on Logos and follow him into the back.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Attack of Op: 1d20 + 12 + 3 ⇒ (9) + 12 + 3 = 24
Damage: 3d6 + 16 ⇒ (2, 2, 6) + 16 = 26


Inner Sanctum

Ok instead of him running he's viciously clawed to the floor..

Still all yalls go..


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Logos steps into the hallway, over the body, and unless something attacks him, or he sees something, begins opening doors. If one is lock, he'll kick it in. If that doesn't work, he'll claw it open.

Str Check: 1d20 + 8 ⇒ (4) + 8 = 12
Str Check: 1d20 + 8 ⇒ (17) + 8 = 25

Damage, if locked and kick doesn't work: 3d6 + 16 ⇒ (4, 4, 6) + 16 = 30
Damage, if locked and kick doesn't work: 3d6 + 16 ⇒ (4, 6, 1) + 16 = 27
Damage, if locked and kick doesn't work: 3d6 + 16 ⇒ (6, 4, 1) + 16 = 27
Damage, if locked and kick doesn't work: 3d6 + 16 ⇒ (5, 1, 2) + 16 = 24


Inner Sanctum

Straight down the hall is a curtain.. As you steup up though the 2 remaining thugs are waiting with readied attacks on you.. They both use improved feint to make you flat-footed. They are level 5 rogues so im not sure if your uncanny dodge works.. Let me know..

2d20 ⇒ (1, 20) = 21
1d20 ⇒ 17

One misses and one crits you..

2d8 + 26 ⇒ (6, 6) + 26 = 38
Sneak: 6d6 + 12 ⇒ (5, 1, 4, 6, 1, 2) + 12 = 31 all damage is non-lethal

If you cannot be caught flat footed by him than its just 16 sneak damage

You can make your attacks now since this would have happened before your turn..


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 continues firefighting; Sheeba guards the entrance so nobody surprises us from behind.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

If they successfully feint me, then they can get sneak attack. However, the DC to feint me is 17. They don't get to auto succeed unless their minimum bluff check is 17. If they autosucceed on me, then I don't get an attack as the one guy insta-knocks me out. Not much I can do against a level 11 rogue. Unless that 6d6 sneak attack was doubled sneak attack from the crit. Normally sneak attack doesn't double from a crit.


Inner Sanctum

He's actually sporting the sap adept/sap master feats..

1d20 ⇒ 6 He actually fails to feint you..

So to make sure i have this right, you are flanked and can be sneaked, but your not flat-footed because he failed his Feint right?


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 a warning, Sneak Attack damage does not get multiplied on a critical.

Calla tries to take one of them out of the battle for at least one round.
"Ear-piercing scream!" Targeting the one on the left.
Empowered by reservoir to increase DC by 2.
Sonic damage: 3d6 ⇒ (2, 5, 3) = 10 DC 20 fortitude or be dazed for one round. If he passes he takes half damage.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1
GM Pox wrote:

He's actually sporting the sap adept/sap master feats..

1d20 He actually fails to feint you..

So to make sure i have this right, you are flanked and can be sneaked, but your not flat-footed because he failed his Feint right?

If they are flanking me, then they can sneak attack. I don't get improved uncanny dodge (unless I go rogue a couple of levels). I'm not flat footed though, because he failed his feint.


Inner Sanctum

Ok so you take 54 non-lethal damage then.. If your still up you can act.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1
GM Pox wrote:
Ok so you take 54 non-lethal damage then.. If your still up you can act.

EDIT : Math fail. :) Yes, still up, attacking now.


Inner Sanctum

Right, but Sap Adept gives you a flat 2x dice to dam with doing non-lethal sneak.. 3d6 = extra +6 damage.. It doesnt require you to be flat footed.. Only Sap Master does..


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Logos growls at the man who hit him with the little leather thing. "GRRRRRRRRRRRR!"

Attack 1: 1d20 + 12 + 3 ⇒ (5) + 12 + 3 = 20
Damage: 3d6 + 16 ⇒ (2, 4, 1) + 16 = 23
Attack 2: 1d20 + 12 + 3 ⇒ (2) + 12 + 3 = 17
Damage: 3d6 + 16 ⇒ (6, 4, 4) + 16 = 30

54*/69 *-NonLethal


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1
GM Pox wrote:
Right, but Sap Adept gives you a flat 2x dice to dam with doing non-lethal sneak.. 3d6 = extra +6 damage.. It doesnt require you to be flat footed.. Only Sap Master does..

Yep! Math fail on my part, not you. :)


Inner Sanctum

You hit once, dealing massive damage, but he stays up.. Calla sonic blast then hits him in the face!

1d20 ⇒ 10 and he looks dazed and confused afterwards..

Hemket and Marius are up!

GM:

18/51 Dazed
51/51

Lol yea.. Good thing the other guy fumbled. Sap Masters can be dangerous.. I should make one for PFS..


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 shoot the one to the east.
deadly aim, rapid for 2
to hit: 1d20 + 13 ⇒ (10) + 13 = 23 damage: 1d8 + 8 ⇒ (1) + 8 = 9
to hit: 1d20 + 13 ⇒ (7) + 13 = 20 damage: 1d8 + 8 ⇒ (2) + 8 = 10 miss probably
to hit: 1d20 + 8 ⇒ (16) + 8 = 24 damage: 1d8 + 8 ⇒ (8) + 8 = 16


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 into the room after logos and heal him with a converted cmw.

converting grace to a cmw

cmw: 2d8 + 3 ⇒ (3, 1) + 3 = 7


Inner Sanctum

The man goes down with the first 2 arrows.. Even 5'stepping and add some cover your 3rd shot will hit the other one..

With an arrow sticking out of him the man attempts to feint and bash Logos..

1d20 ⇒ 11 and does..

Attack: 1d20 ⇒ 20 jeezz..
Confirm: 1d20 ⇒ 7 no confirm, lucky you..

Non-Lethal Damage: 1d8 + 13 ⇒ (1) + 13 = 14
Non-Lethal Sneak: 6d6 + 12 ⇒ (3, 2, 1, 4, 3, 1) + 12 = 26 Sure hope you have raging vitality..

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)

Same plan, other target.

to hit: 1d20 + 13 ⇒ (10) + 13 = 23 damage: 1d8 + 8 ⇒ (6) + 8 = 14
to hit: 1d20 + 13 ⇒ (20) + 13 = 33 damage: 1d8 + 8 ⇒ (6) + 8 = 14
to hit: 1d20 + 8 ⇒ (20) + 8 = 28 damage: 1d8 + 8 ⇒ (8) + 8 = 16
confirm: 1d20 + 13 ⇒ (1) + 13 = 14 nope
confirm: 1d20 + 8 ⇒ (1) + 8 = 9 nope


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 think you misse the 1 in the first confirmation Hemket...

Calla once again tries an Ear-piercing scream, but this time on the other bandit. "Ear-piercing scream!"
3d6 ⇒ (6, 5, 2) = 13 DC 18 Fortitude or be Dazed for one round. If he's not dead, 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)

Damn, didn't see that one. Ironic after 2 20s.


Inner Sanctum

The dice roller does like to throw alot of 20's and 1's back to back..

Hemket and Calla end the life of the other rogue, but not before he knocks Logos out cold..

At this point we're staying in rounds..

Marius and Hadjii are up..

Everyone gimme a Perc Check


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

perception: 1d20 + 16 ⇒ (9) + 16 = 25

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