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 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 refuses to make a kn(nature) check.

Logos roars, and casts mirror image, while moving 5ft closer to the scorpions.

Images: 1d4 + 2 ⇒ (4) + 2 = 6


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)

pick the closest, study the target, and open fire.

to hit: 1d20 + 17 ⇒ (6) + 17 = 23 damage: 1d8 + 13 + 2d6 ⇒ (1) + 13 + (2, 2) = 18
to hit: 1d20 + 17 ⇒ (13) + 17 = 30 damage: 1d8 + 13 + 2d6 ⇒ (6) + 13 + (1, 1) = 21
to hit: 1d20 + 17 ⇒ (7) + 17 = 24 damage: 1d8 + 13 + 2d6 ⇒ (5) + 13 + (6, 4) = 28
to hit: 1d20 + 12 ⇒ (17) + 12 = 29 damage: 1d8 + 13 + 2d6 ⇒ (5) + 13 + (6, 1) = 25


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 uses a Mythic Point to cast Atavism on Sheeba -- then moves in a direction away from the scorpions!


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 casts haste on his allies.


Inner Sanctum

The party casts some spells and Hemket lets a volley loose of which 3 of the arrows land and do horrible damage.. The thing lives though. I didnt do a map for this obviously.. The scorpions started 30' away. We'll call em west, middle, east scorpion.. Hemket shot the middle one.

Order:
Hadjii
Marius
Hemket
Logos
Scorps
Calla
Sheeba

Using your typical traveling order Logos and Hemket are towards the front with probably Sheeba or Marius as the 3rd target right?

1d2 ⇒ 2 looks like Marius

The Scorpids close the distance to 10' and lash out with there stingers at Logos, Hemket, and Marius..

Logos: 1d20 ⇒ 1 auto miss
Hemket: 1d20 ⇒ 17 hit
Marius: 1d20 ⇒ 7 hit

Damage Hemket: 1d8 + 9 ⇒ (7) + 9 = 16 DC 21 Fort save, if you fail
Str Damage: 1d4 ⇒ 4
Damage Marius: 1d8 + 9 ⇒ (5) + 9 = 14 DC 21 Fort or
Str Damage: 1d4 ⇒ 3

You must make 2 consecutive saves with this poison to be rid of it.

Calla and Sheeba are up then Round 2 and the rest are up again..

W Full
M -74
E Full


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 saunters to her left first, then arcs around to come into the rear quarter of the leftmost beast at the end of her 40' move -- setting up a flank for someone, as if she were part of a pack:

Sheeba's bite attack: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
if AC 22 hits, then 2d6 + 10 + 2 ⇒ (5, 3) + 10 + 2 = 20 points of damage
...*and* Sheeba'S TRIP attempt: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26 vs CMD
(against all those legs, I suppose I'm just checking for a nat 20 as a formality...)

With Atavism Sheeba's AC is currently 34

_______

on his turn, Hadjii (who I assume is in the form of a small air elemental) will fly to where he is 30' straight up from Sheeba and cast his prepared Bear's Endurance on his furry friend (using Faith's Reach).


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 enrages, spends a MP to ignore power attack penalties, and steps forward 5ft to full attack the scorpion. He spends another MP to take a sudden attack.

Claw 1: 1d20 + 17 ⇒ (10) + 17 = 27
Claw 2: 1d20 + 17 ⇒ (5) + 17 = 22
Claw 1: 1d20 + 17 ⇒ (12) + 17 = 29

Damage 1: 2d6 + 14 ⇒ (4, 5) + 14 = 23+Acid: 1d6 ⇒ 1
Damage 2: 2d6 + 14 ⇒ (1, 5) + 14 = 20+Acid: 1d6 ⇒ 4
Damage 1: 2d6 + 14 ⇒ (6, 6) + 14 = 26+Acid: 1d6 ⇒ 1


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)

fort save: 1d20 + 10 ⇒ (16) + 10 = 26


Inner Sanctum

That would be correct Hadjii.. 40+ cmd vs trip..

Sheeba round sides the scorpids and delivers a powerful, unfortunately she fails to penetrate the creatures thick carapace.. Logos however tears into the beast he's on..

Calla positions a Fireball to where it hits the creatures but not the group.. Empowered by her metarod..

3d20 ⇒ (12, 6, 6) = 24 all fail..

10d6 + 12 ⇒ (2, 3, 6, 1, 1, 3, 1, 5, 1, 1) + 12 = 36 what a s#$@ roll lol.. Regardless they all fail and the two damaged ones go down..

The rest of the grp is up..


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

Hemket will study the last target and let fly

deadly aim, rapid for 3, etc.
to hit: 1d20 + 18 ⇒ (2) + 18 = 20 damage: 1d8 + 13 ⇒ (8) + 13 = 21
to hit: 1d20 + 18 ⇒ (3) + 18 = 21 damage: 1d8 + 13 ⇒ (7) + 13 = 20
to hit: 1d20 + 18 ⇒ (15) + 18 = 33 damage: 1d8 + 13 ⇒ (5) + 13 = 18
to hit: 1d20 + 18 ⇒ (6) + 18 = 24 damage: 1d8 + 13 ⇒ (7) + 13 = 20
to hit: 1d20 + 13 ⇒ (11) + 13 = 24 damage: 1d8 + 13 ⇒ (5) + 13 = 18


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

Assuming the thing is still alive

Logos will charge it, using acrobatics to avoid an AoO, and then claw it.

Acrobatics: 1d20 + 12 ⇒ (13) + 12 = 25

Attack: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 2d6 + 14 ⇒ (6, 5) + 14 = 25+Acid: 1d6 ⇒ 5


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

Fort 1: 1d20 + 8 + 1d6 ⇒ (10) + 8 + (3) = 21

Marius assumes that all of his allies take down the scorpion, but if they don't then he will just fire a scorching ray at it.

Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 4d6 + 1 ⇒ (1, 2, 6, 2) + 1 = 12

Crit?: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 4d6 ⇒ (5, 5, 1, 4) = 15


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 moves to gnaw on the carapace of the one that survived Calla's fireball:

Sheeba's bite attack: 1d20 + 13 ⇒ (9) + 13 = 22

and treats the chitinous shell like a big giant rawhide bone -- just something to chew on for hours and hours...


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

Is it still alive?


Inner Sanctum

Negative... Ill update in the morn..

Need Fort saves form Hemket and Marius again..


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)

No, my initial poison save means I am not affected by poison. See here. I've had GMs misunderstand poison like this before. The multiple save issue only applies if you fail the first save.


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 small air elemental directs the practically berserk she-wolf towards the partially-buried structure, in case there's more threats to be found -- then flies 40' over head as the wolf moves, inspecting the area from 40' up the air...


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

Don't forget your gloves are ready. We also have the clairvoyance wand if you need it.


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

So do I need to make another fort save or no?

Marius follows Sheeba in case anything pops out and tries to attack the wolf.


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
Calla Voni wrote:
Don't forget your gloves are ready. We also have the clairvoyance wand if you need it.

I added the gloves in. Not sure I nee a clairvoyance spell usually, but I will carry it around if you need me to.


Inner Sanctum

With an hours work or so the group clears out the structure and is able to have a look around.. You find a pair of skeletons that were apparently the scorpids last victims.. One body has a magic ring, the other has a pair of magic bracers.. Apparently most of their wealth was spent on these items as the is no coinage.. After a look the it is determined that the items are:

Ring of Counterspells, which currently holds Feeblemind
Bracers of AC +3

The rest of the hex is cleared not finding anything..

Where to the following day?


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 recommends going Northwest for tomorrow's search...


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'm OK with following the gigolo's lead.


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 is fine with that as well.


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

part of the air elemental may have blushed a little at Hemket's reference:

"I think we were most fortunate to gain Muminofrah's patronage -- the clues from the library were essential!"

Hadjii points at the map:

"Perhaps searching our way to the oasis would be the most efficient method of combining our need to search for two "bridges" with our desire to find that desert haven..."


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
Logos The Mad wrote:
Calla Voni wrote:
Don't forget your gloves are ready. We also have the clairvoyance wand if you need it.
I added the gloves in. Not sure I nee a clairvoyance spell usually, but I will carry it around if you need me to.

Yes, your gloves are ready, but I saw you using them already ^_^ I was actually talking about Hadjii's gloves' upgrade.

Calla will remove her Ring of Feather Falling, leaving it aside to sell later, and put on the Ring of Counterspells, knowing it will rarely be used, but you never know. She is also OK with following the gigolo's lead.

She also puts on the Bracers of Armor, if no one wants it, although it is really not needed.


Inner Sanctum

The group heads northwest the following day.. Surv Check

As you meander that way the low lying sand dunes make way for much larger ones.. The going is slow and not much is found.. Perc 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 + 13 ⇒ (12) + 13 = 25

percpetion: 1d20 + 18 ⇒ (18) + 18 = 36


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 + 12 ⇒ (8) + 12 = 20
Survival: 1d20 + 6 ⇒ (5) + 6 = 11


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 + 20 ⇒ (1) + 20 = 21


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

Survival: 1d20 + 1 ⇒ (17) + 1 = 18
Perception: 1d20 + 12 ⇒ (15) + 12 = 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

Hadjii's Survival check: 1d20 + 20 ⇒ (8) + 20 = 28
Hadjii's Perception check: 1d20 + 19 ⇒ (1) + 19 = 20

it appears the Hadj is flying at around at 14,000', his vision blurring from anoxia...


Inner Sanctum

Sand, Sand, and more Sand.. BUt you seems to be staying on track and are not getting lost..

Which one the next day?

Its now been 3 days..


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

I thought we had a list of 3 to check next
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Survival: 1d20 + 6 ⇒ (6) + 6 = 12


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

Gigolo's order: 3421, 3321, and 3320

Survival Aid: 1d20 + 1 ⇒ (14) + 1 = 15
Perception Aid: 1d20 + 12 ⇒ (9) + 12 = 21

Are you ok with crafting half time (2 hours) during our adventure or something like that Pox?


Inner Sanctum

Im fine with 2-4 hrs a day depending on activities.. Ok so 3420 is searched with nothing found..

Backtracking a bit the group searches 3421 the following day.. Perhaps they got turned around despite a great survival check. Survival checks again..


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 + 13 ⇒ (19) + 13 = 32
perception: 1d20 + 18 ⇒ (8) + 18 = 26


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

And another check (just typed so the website quits rejecting it as duplicate, not a complaint)

Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Survival: 1d20 + 6 ⇒ (17) + 6 = 23


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

Survival Aid: 1d20 + 1 ⇒ (16) + 1 = 17
Perception Aid: 1d20 + 12 ⇒ (12) + 12 = 24

"You know, we're basically finding nothing at all in this place. I'm starting to get bored."


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 picks up a scorpion by the tail and sets it on Calla's shoulder. "Fixed..." He says gruffly, suppressing a grin.


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

Suddenly frightened by the stupid joke, Calla turns around swiftly, tossing the scorpion to the ground, and unleashes a powerful spell upon it, although the arc also catches Logos, who was too close.
"Burning Arc!"


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 + 19 ⇒ (12) + 19 = 31

Hadjii's Survival check: 1d20 + 20 ⇒ (11) + 20 = 31


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

Reflex: 1d20 + 9 ⇒ (15) + 9 = 24

Logos brushes at the cinders, his natural fire resistance and reflexes meaning he's only picked up a few bits of soot. "Let me know if you get bored again."


Inner Sanctum

Sry guys.. This part of the book seemed boring for me as well.. Ill try to spruce it up.. Im considering cutting the search time in half again lol.. I hate delaying the inevitable..

Ill push forwards in the morn..


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 I might suggest, maybe we make 3-5 checks in advance, so it's not so long? This wouldn't be an issue at the table.


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 + 20 ⇒ (7) + 20 = 27


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

In my opinion we can tell you the order of the squares and you just roll the checks and tell us what is there. If there's nothing, just go to another one in the same post to speed it up. And btw I was not saying I was bored. Calla was bored, not 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 looks around for a foot long millipede to fix Calla's boredom...


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 prepares an action to cast Giant Vermin on the creature while Logos is still holding it.


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 would like to note, to Calla, that he's strong enough to toss it to her even after it grows...

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