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.


301 to 350 of 9,433 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

Inner Sanctum

As Hadjii moves up to the casket he barely fails to notice the small, metal snake that was coiled up there.. It strikes out at him!

Surprise!: 1d20 + 3 ⇒ (9) + 3 = 12 And hits FF!
Damage: 1d6 + 1 ⇒ (4) + 1 = 5 Plus Poison.. Fort Save Hadjii!

Know Arcana on the creature..


Inner Sanctum

Spoiler:

Hemket: 1d20 + 6 ⇒ (13) + 6 = 19
Marius: 1d20 + 6 ⇒ (6) + 6 = 12
Calla: 1d20 + 2 ⇒ (14) + 2 = 16
Hadjii: 1d20 + 2 ⇒ (5) + 2 = 7
Bandit: 1d20 + 2 ⇒ (5) + 2 = 7
Rajik: 1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 2 ⇒ (15) + 2 = 17

Init Order after surprise round..

Hemket
Snake
Calla
Rajik
Marius
Hadjii
Bandit


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.Arcana: 1d20 + 9 ⇒ (12) + 9 = 21
And once again poor Calla acts after the thing...


Inner Sanctum

This is an Iron Cobra Calla.. Its a construct that has SR, DR, and a bite attack that can be filled with poison, acid, or whatever the creator chooses.. Normally it carries 3 doses..

Hadjii's Save: 1d20 + 4 ⇒ (7) + 4 = 11 Fails and he takes 1 con damage..

Round 1

Hemket activates his favored target ability and slings a bullet at the creature..

1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22 A hit!
Damage: 1d4 + 4 ⇒ (1) + 4 = 5 But unfortunately the rock bounces off the creature's tough skin.. Dam everytime your damage is a 1 lol

The snake tries to bite Hadjii again..

1d20 + 3 ⇒ (20) + 3 = 23 Yikes..
1d20 + 3 ⇒ (7) + 3 = 10 Doesnt Confirm
1d6 + 1 ⇒ (5) + 1 = 6 plus poison..

Hadjii goes down, bleeding.. At -2
1d20 + 4 ⇒ (17) + 4 = 21 Makes his initial save for 2nd poison
1d20 + 4 ⇒ (10) + 4 = 14 Makes his save for 1st poison

Hadjii tries to stabalize Stabilize: 1d20 + 1 ⇒ (1) + 1 = 2 does not and bleeds.. -3

Bandit jumps up on the coffin and attacks the snake, grwoling furiously..

1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 and hits!
1d6 + 2 ⇒ (2) + 2 = 4 But doesnt pass its DR..

The rest of the group is up!


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 steps up and tries to behead the snake.

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 2d4 + 6 ⇒ (4, 3) + 6 = 13

I can't move myself on my phone.


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 my gods! That's... that's an Iron Cobra!!!"
She believes it will be useless, but sends a globe of acid at the creature anyway.
Touch Attack: 1d20 + 2 ⇒ (13) + 2 = 15! Damage: 1d3 + 1 ⇒ (2) + 1 = 3
SR: 1d20 + 1 ⇒ (20) + 1 = 21


Inner Sanctum

Confused as to why your Acid spell is 1d3+1.. Where does the +1 come from?

Rajik steps up and swings, but misses the nimble cobra..

Calla flings a globe of acid that damages the snake..

Marius is up!

Spoiler:

12/15


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

Because I'm special and overpowered and broken and destined and hold power beyond anyone's dreams?
Just kidding, it's because I'm using an Acid Flask as a Focus, by merely holding it.


Inner Sanctum

Gotcha.. I thought those were consumed but i see now that it is not..


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

Thanks for moving me 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 channels his energy to help out his allies.

Channel: 1d6 ⇒ 4


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've used that Power Component-enhanced Acid Splash pretty heavily ever since Adventurer's Armory came out -- glad to see others discovered it as well!

Hadjii stirs, but cannot do anything without provoking an AoO; the wolf snaps at the strange toy to protect his two-legged companion:

Bandit's bite attack: 1d20 + 3 ⇒ (19) + 3 = 22
if AC 22 hits, then 1d6 + 1 ⇒ (5) + 1 = 6 points of damage

does that dink it for a point?


Inner Sanctum

I had already rolled bandits attack for round 1, but you may keep that roll for round 2 and yes it will do 1 damage.. You can, as a full round action, withdraw from combat round 2 and not provoke..


Inner Sanctum

Round 2

Hemket
Snake
Calla
Rajik
Marius
Hadjii
Bandit

Hemket takes aim and tries another rock..

1d20 + 3 ⇒ (16) + 3 = 19 and just barely misses..

The snake bites at its newest target, Bandit!

1d20 + 3 ⇒ (7) + 3 = 10 and misses..

Everyone is up!


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 gets more determined to hit the snake.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12
Confirm: 1d20 + 5 ⇒ (1) + 5 = 6
Not confirmed...

"Not quick enough this time, you vermin!"


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 repeats her sucessfull acid spell, since it's all her exhausted self can do.
Touch Attack: 1d20 + 2 ⇒ (16) + 2 = 18! Damage: 1d3 + 1 ⇒ (3) + 1 = 4
SR: 1d20 + 1 ⇒ (15) + 1 = 16


Inner Sanctum

Confirm that crit Rajik..


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 waits in case one of his allies falls to the snake a again.


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

those are indeed meant to be round 2 actions...

If Hadjii can withdraw on a crawl, he'll get his one hit point the heck outa 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

Common folks break this thing apart!


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 is still just going to hold his action since he is horrible in melee.


Inner Sanctum

Rajik Confirm: 1d20 + 5 ⇒ (4) + 5 = 9 He doesn't

Rajik and Calla combo up and destroy the snake.. Out of combat!

Yall have full rein to search the room now.. You find..

Akhentepi’s mummified corpse wears an exquisitely crafted gold funerary mask. One of the chests contains Akhentepi’s armor.. The other chest holds a disintegrating cloth sack filled with 500 gp, as well as a small, well-preserved darkwood coffer. Inside the coffer is are 2 potions, an ornate lapis, carnelian pendant, and an assortment of
carnelian, lapis lazuli, and turquoise semi precious stones..

Need spellcraft of the Armor and 2 potions.. Need 5 Appraise Checks..


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 + 9 ⇒ (6) + 9 = 15
Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20
Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20
Appraise: 1d20 + 11 ⇒ (11) + 11 = 22
Appraise: 1d20 + 11 ⇒ (9) + 11 = 20
Appraise: 1d20 + 11 ⇒ (16) + 11 = 27
Appraise: 1d20 + 11 ⇒ (2) + 11 = 13
Appraise: 1d20 + 11 ⇒ (12) + 11 = 23

Am I the only one here with appraise?
Seriously, I've never used this skill so much in my life!

Calla is exhausted. She sits down with her back against a wall to regain her breath. She fails to notice how bad the others are, more worried with recomposing herself. "Ok, if this is not the end, we should think about resting for a while, or even leaving to come back later."

After a couple minutes she gets up and examines the findings. "This mask must be quite valuable!"


Inner Sanctum

Well when you can auto make a 20 with it ill quit asking for rolls lol.. You want market price for your goods yes? The best way to get that is having a number to haggle with so you don't get swindled..

Calla isn't quite sure what the padded armor is.. You'll have to seek someone in town to identify it for you i suppose..

She knows the potions are darkvision and lesser resto

The mask is worth 500
Darkwood coffer is worth 50
Ornate Lapis is worth 30
Carnelian pendant is worth 50 you think..
Assortment of smaller gems worth 80 total

Yall feel free to take whatever else you feel you can carry out and ill attempt to get a price for you.. The tapestries can be taken with a DC 15 dex check.. The chariot will have to be disassembled and pulled up piece by piece and then reassembled if yall wanna take it.. Remember its over an hour back to the gates and safety.. Gonna need forst saves if yall are taking the chariot as its alot of work in the hot air..

Oh and congrats for finishing the first dungeon.. You may all level up to 2nd!


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!
Spellcraft allows the user to try again the next day, if you don't mind applying that rule. Otherwise we can look for someone.


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

With Hadjii being at 1 hit point, he'll need healing before going up into the heat: if Marius is out of channels and spells, Hadjii will ask Marius to attempt a Heal check to Treat Deadly Wounds -- and Hadjii will attempt to Aid Another on Maruis' attempt:

Hadjii's Heal check: 1d20 + 8 ⇒ (10) + 8 = 18 to Aid Another

In any case, Hadjii can also Create Water all he wants, so any one who does get heatstroke gets immediates treatment.


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 informs the level 2 adventurers that the group has 2 Cure Light Wounds Potions.

She also informs that she wants to take the tapestries, since they depict the man's history and may be sold for a good price along the rest of the items. However, she needs help with them, since they are heavy and could crumble if treated harshly.
Dex 1: 1d20 + 2 ⇒ (11) + 2 = 13
Dex 2: 1d20 + 2 ⇒ (11) + 2 = 13
Please help?


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

Hadji will Aid Another on Calla's checks:

Hadjii's Aid Another check #1: 1d20 + 2 ⇒ (13) + 2 = 15
Hadjii's Aid Another check #1: 1d20 + 2 ⇒ (8) + 2 = 10

I think we'll have to use the chariot to cart all the goodies we"ve collected -- so we'll have to make the Fort saves for the time spent re-assembling the chariot (disassembly takes place underground, where it is nice and cool). Hadjii and Hemket are mechanically inclined: they'll be handy at disassembly and reassembly...

Hadjii will use his Survival skill to improve our chances of making the saving throws vs heatstroke:

Hadjii's Survival check: 1d20 + 10 ⇒ (1) + 10 = 11

(It was worth a try!)

Hadjii's Fortitude save: 1d20 + 3 + 4 ⇒ (14) + 3 + 4 = 21

That should get Hadjii through the first hour of assembly...how long will it take?


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

Pox do you mind if Marius levels up after we get back? I plan on multi-classing into Wizard but Marius will need a spellbook to do that so he needs to get back before he can truly level up.

Marius pulls out the tools they found before and with Hajii's guidance Marius will work on treating his wounds.

Heal check to treat deadly wounds: 1d20 + 8 + 1 + 1 + 2 ⇒ (14) + 8 + 1 + 1 + 2 = 26


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 have a spellbook, just in case you want to borrow it for some minutes/day.


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 + 4 ⇒ (19) + 4 = 23

Rajik will help with the chariot.

If we rest before hand, I can get back my Rage and that should help immensely with the moving of the heavy weight items.


Inner Sanctum

Im at a sons ball game ill update when i get home..


Inner Sanctum

I would still advise rolling your hps and updating saves etc..

Dismantling the chariot, pulling it up and piecing it together takes the better part of the day.. Its hot.. It takes 6 hours total.. Ill say 1/2 of those are in the shade with water so no checks.. You all need to do 3 fort saves for heat etc.. Hadjii is good for the first..

Hours: 1d6 + 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

Now that the tomb has been cleared, while the strong man dismantle the charriot and ready the stuff to bring it up, Calla will take a second walk around the place, checking for any gliphs in the walls that might tell more of the story of the place. She will write everything down on her journal, and then help whoever need a hand with the stuff.

You don't need help from Strength-7-Calla, do you?

If you do:
Fort Save vs. Hot: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Fort Save vs. Hot: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Fort Save vs. Hot: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24


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

Two more Fort saves for Hadjii:

Hadjii's 2nd Fortitude save: 1d20 + 3 ⇒ (3) + 3 = 6
Hadjii's 3rd Fortitude save: 1d20 + 3 ⇒ (4) + 3 = 7

Awesome. Evidently, Hadjii went strong during the effort to bring the parts of the chariot up from below, and is fatigued and struggling during most of the reassembly effort...

He casts Create Water every 5-10 minutes or so, trying to use it as a sort of poor man's Endure Elements.

Since Bandit can't help with lifting and re-assembling the chariot, the wolf stays below, out of the heat, until we're ready to roll the chariot back to the entrance.


Inner Sanctum

Rajik Fort: 1d20 + 4 ⇒ (1) + 4 = 5
Rajik Fort: 1d20 + 4 ⇒ (16) + 4 = 20

Takes 1d4 ⇒ 1

Marius Fort: 1d20 + 4 ⇒ (2) + 4 = 6
Marius Fort: 1d20 + 4 ⇒ (5) + 4 = 9
Marius Fort: 1d20 + 4 ⇒ (15) + 4 = 19

Takes 2d4 ⇒ (2, 3) = 5

Hemket Fort: 1d20 + 4 ⇒ (10) + 4 = 14
Hemket Fort: 1d20 + 4 ⇒ (13) + 4 = 17
Hemket Fort: 1d20 + 4 ⇒ (7) + 4 = 11

Takes 2d4 ⇒ (4, 4) = 8

Hadjii takes 2d4 ⇒ (1, 2) = 3

The job takes what seems like forever and as the sun starts to fade into the western sky you guys are finally done.. The chariot is put back together and is full of yalls goodies, including the 2 tapestries..

It takes Rajik and Hemket to pull the full chariot back through the trash filled streets.. Its getting dark, and you all here noises you rather not..

1d100 ⇒ 17

But amazingly you guys make your way back to the gate unaccosted..

You make your way to the market and spend the next couple hours selling your wares.. You can get 60% market value on everything but the gems.. The tapestries got some wow's among the market and you all were able to sell them for 400gps each! You are also able to sell your notes made from the tomb to clerics/scribes for 100gps

Theres an RP point coming up, but im gonna give yall time to finalize levelings and purchasing of goods before we move to it..


Inner Sanctum

Oh btw.. Cosidering it will be ided eventually..

Armor:

This suit of +1 stanching padded armor is of traditional Osirian design,
consisting of a quilted cuirass of lightweight, breathable linen; a linen
kilt; and a teardrop-shaped groin guard of stiffened linen. Besides its
anti-bleeding properties, Akhentepi’s armor grants its wearer a sense of
impending danger. Once per day as a free action when the wearer attempts
an initiative check, the wearer can add a +3 insight bonus on that initiative check. Its worth 5235.. THe shield is worth 4399..

Remember that your not getting 100% items worth, your getting 60% on antiquities like the tapestries, chariot, documents, masks etc.. Weapons/Armor/Magic/Gems are still sold at 50% worth..


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

Being the attire of an important general of ancient times, I think Akhentepi’s armor should count as an antiquity, rather that as just another plain ol' suit of armor -- so I'll argue that Calla should be able to fetch 60% (or maybe 55%, as a compromise)...


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

As would the shield, in my understanding. But we're already richer than we should be on level 2, so I don't mind if it doesn't count, but eventually we will stop finding valuable antiques... Or won't we?


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

C.Alchemy on Wax-sealed clay urn: 1d20 + 9 ⇒ (19) + 9 = 28
Appraise on 25lbs Book: 1d20 + 12 ⇒ (19) + 12 = 31
Spellcraft on armor: 1d20 + 10 ⇒ (9) + 10 = 19

If anyone wants to keep anything from the loot list, including the armor, just say so before we sell it definitely.
@Marius Are you keeping the shield?
@Rajik Are you keeping the khopesh?

Does everyone agree to contribute with 150gp to a wand of Infernal Healing?


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

I will not be keeping the shield.


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)

Ok with the wand purchase. Will get the character leveled up tomorrow morning. Tired from traveling.


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

What about plus 500gp each for a bag of holding? ^_^


Inner Sanctum

The 2 clay urns contain nard, an expensive, oily perfume, worth 75 gps each.

The books are worth 300gps each..

You still have no clue about the armor.. Spending 25gps will get it Identified as..

Armor:

This suit of +1 stanching padded armor is of traditional Osirian design, consisting of a quilted cuirass of lightweight, breathable linen; a linen kilt; and a teardrop-shaped groin guard of stiffened linen. Besides its anti-bleeding properties, Akhentepi’s armor grants its wearer a sense of impending danger. Once per day as a free action when the wearer attempts an initiative check, the wearer can add a +3 insight bonus on that initiative check. Its worth 5235..


Inner Sanctum

Returning victorious to the Living City you guys are able to sell your findings and buy new gear.. Several hours latter upon your return to the Tooth and Hooka you all see that many groups have made it back before you and are all mingling, discussing the days adventures and treasures found..

You all see The Cryptfinders, whom you spoke with before.. In addition there are several other groups present.. Assuming you all take the time to talk amongst them you meet.. Each spoiler contains the information you can find out by speaking to each group.. Additional information can be obtained by Diplomacy checks, and or the exchange of goods/gold.. Feel free to post these checks/offers and the questions asked, along with the corresponding group asked..

Daughters of the Desert:

This all-female adventuring party follows the lead of Sigrun Firehai. The group also includes an exiled Rahadoumi cleric of Iomedae,
a barbarian from one of the nomadic desert clans of Thuvia, and two Osirian witches, twin sisters who always wear veils. Sigrun has journeyed south seeking adventure, hoping to pen an epic tale of her exploits to take back north. You overhear the Daughters were assigned the house of a wealthy pawnbroker to explore the 1st day..

Dog Soilders:

This group’s membership is composed entirely of halflings and their pack of trained Katapeshi fighting dogs, led by the loquacious and hard-drinking “Mad Dog” Marrn. The Dog Soldiers were sent to explore an
abandoned tannery, where half of their dogs died fighting a gelatinous cube they found within. Mad Dog is broken up over the loss of several of his favorite pets, but he proudly shows off the magic sword he salvaged from the cube after slaying it. He is interested both in a potential buyer for the sword and in purchasing replacement dogs from a respected breeder.

Sand scorpions:

This party contains no fewer than three rogues, along with a single magus for combat and magic support. Each rogue specializes in a different area of expertise.. Their leader is a mysterious woman called Black Kiss..

The Scorched Hand:

Led by a Taldan Osirionologist named Velriana Hypaxes, this group is
dedicated to the pursuit and acquisition of knowledge. They all wear holy symbols of Nethys. Velriana is quite vocal in her disapproval of the Grand Mausoleum’s refusal to assign specific sites to groups that requested them. It seems that the Scorched Hand was denied a petition to explore a site sacred to its members’ faith, and was instead allocated what turned out to be an ancient brothel. Although the group easily dispatched the nest of zombies in the brothel’s basement and even
managed to recover a few minor treasures from the site, it’s evident that the group’s members are disappointed with their first foray. Velriana makes a point of asking everyone present at the gathering whether they have learned of an ancient temple or shrine being assigned, or heard any rumors of something called “The Erudite Eye.”


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

Being essentially a dog loving kinda guy, Hadjii is a little choked up about the loss of dogs to the gelatinous cube -- so he'll buy Mad Dog and his crew a round of drinks and snacks (everyone knows hobbits love snacks). While socializing with them, he'll take the opportunity to examine that sword. He'll also ask for details of their trek to and from the tannery: the route they took through the necropolis, whether they had any encounters going to and fro, and what landmarks they came across.

Having no skill in diplomacy, the idea here is that Hadjii is spending enough time with that group -- and engaging with them as best he can -- to take 20 on the gather information check: with all his bonuses, that'll add up to....uh...20. (Plus any possible bonus as one dog lover to a group of 'em...)

Having lived in the area for over a year, perhaps Hadjii can tip 'em off to a local breeder...


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

Paid your 25 gp fine. Hey Marius please get spellcraft!

Calla approaches The Scorched Hand's leader to have a little conversation and exchange some info. She mentions that they came through a very interesting place today, Akhentepi's tomb, but it was filled up to the top with traps and monsters. "Well, we got what the traps didn't manage to destroy.... there was even this water trap which began to fill the room at an alarming rate! We would be all dead if weren't for a very perceptive eye in our group. I've never seen that much water in the desert..."

She let them check the two heavy books (since she have already investigated them and there's nothing there) to get some knowledge, asking for some more information about the Erudite eyes, since they can get material ready for the Scorched Hand in case she finds it.
Diplomacy: 1d20 + 1 ⇒ (9) + 1 = 10


Inner Sanctum

Hadjii, the halflings are more than happy to share drinks with you and Mad Dog takes a liking to Bandit, noting that he would a fine fighter if properly trained.. He lets you take a look at the sword and tells you that it is.. A +1 Neutralizing Longsword He would be willing to part with it for 5000 gold pieces.. Being halflings his crew snuck throught the ruins undetected, but he did notice several groups of undead and elemntals crawling about.. You are aware of local dog breeders, but none that train fighting dogs..

Calla, Velriana for lack of a better word is a B%*&$! She has an arrogant, the world owes me kinda mentality.. Definitely a large chip on her shoulder.. However she listens to your story and is interested in yalls findings, especially the death trap.. She examines the gold leaf books with interest and makes notes here and there about things.. She thanks you for your sharings, but isn't willing to discuss the Sanctum with a none believer.. Perhaps if a worshipper of Nethys were to approach her it would be different..


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, I see it now. In that case, I can't guarantee I won't share the knowledge with other people, or sell the spoil to others, if we ever find them... But you're right, keep the knowledge among your faithful and try to find it yourself." She gets up, clearly offended with the woman's attitude, and leaves. "Have a good day, gentleman."

Common where are the hearthbreakers of our group? No one wants to invest some time with the desert daughters?


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, for lack of anything better to do, sit with Hadji and the halflings. They seem a convivial enough lot, so it is a decent way to spend an evening.

When asked if interested in the sword:
"Sorry, swords really aren't my favorite weapons. Just managed to get a decent bow finally with my part of the proceeds. "

301 to 350 of 9,433 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 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.