HeroicSort's Midnight Mummy's Mask (Private)

Game Master HeroicSort

The Mummy's Mask Adventure Path presented as a private storytelling experience designed to help us through those long nights.


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Male Human (Keleshite) Ranger 1 (AC: 17 / HP: 11 / Fort: +3 Ref: +5 Will: +2 / Init: +3 / Perc: +6)

My brother is no climber, but we've done this sort of thing. Herbert has made it easy enough. I can secure the top of this hall or follow him down, your call Isis. My advice is to stay put at the bottom. Until we get everyone's eyes and ears in to the tomb the danger is multiplied.

Reed noticed the smile his brother hid poorly.
He caught me being serious...


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Reed, your one of the stronger members of our group and have a better chance of being able to defend yourself alone if need be. I think it is best if you secure the top while we all climb down and then come down after the rest of the group is safely at the bottom.


Male Human (Keleshite) Ranger 1 (AC: 17 / HP: 11 / Fort: +3 Ref: +5 Will: +2 / Init: +3 / Perc: +6)

Reed begins to make some room to defend the portal if necessary. He loosens his pack and unbuckles the strap of leather across the blade on his hip.

Get yourselves down the rabbit's hole my pretties.

The ranger leaves his back to the hole and waits.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

In I go dear brother.

Gribb hikes his robes and places his leg into the hole. He takes the rope and lowers himself down.

Climb: 1d20 ⇒ 20


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

down I go!

Isis lowers herself down into the hole

Climb: 1d20 - 2 ⇒ (14) - 2 = 12


Male Human (Keleshite) Ranger 1 (AC: 17 / HP: 11 / Fort: +3 Ref: +5 Will: +2 / Init: +3 / Perc: +6)

Reed lowers the rest of the gear then enters the hole himself.

So long world of the living.

Climb: 1d20 + 5 ⇒ (6) + 5 = 11


Room Beneath the Shaft

Mirrored images of a warrior in side profile, facing inward, are carved on an ornate pair of stone doors in the west wall of this square room. The figure is depicted wearing padded armor with a scarab shaped shield on the arm facing the viewer and a raised khopesh held aloft in the other. A crumpled humanoid body lies directly in front of the doors. A hint of decay hangs in the air, and a dried stain mars the stone floor under the body. A square shaft in the ceiling leads back up to the chamber above.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Halt everyone! There is danger close at hand. This man is dead. I will check these doors to see if they are emitting any magical auras. Herbert, check for traps. Reed and Gribb, ready your weapons in case we need to defend ourselves.


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Herbert sets forward as Reed and Gribb ready their weapons. The light from the bullet reflects of the newly drawn steel.

Herbert looking for Traps: 1d20 + 4 ⇒ (2) + 4 = 6

Careful of the body.


Herbert:
The doors seem to be trap free.

Isis:
The doors are mundane and offer no magical aura.

The legs of the body are mostly skeletal and bent at unnatural angles.


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

In a low whisper Herbert relays his findings:
The doors aren't trapped.

He moves slowly away from the body. Something about the way those legs bent unnerves the rogue.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Heal Check: 1d20 + 3 ⇒ (20) + 3 = 23

A look at this corpse may reveal something.


Gribb:
The attire marks the remains as a man. His useless tools are what someone would expect a grave robber to carry. Several of his finger nails are wedged in cracks upon the stone floor. He probably drug himself over to the door on broken legs


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

The shaft is a death trap. It would take a brave and competent thief to climb out. This man was only the first.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

I`m going to have one more look around the room...something still seems amiss.

Percp.: 1d20 + 6 ⇒ (12) + 6 = 18
Knowledge Engineering: 1d20 + 9 ⇒ (5) + 9 = 14


Isis:
The room offers no other information. The body has nothing useful after the years of rot.


Male Human (Keleshite) Ranger 1 (AC: 17 / HP: 11 / Fort: +3 Ref: +5 Will: +2 / Init: +3 / Perc: +6)

This is becoming an exercise in exercise.

Reed places his crowbar into the gap of the doors to get the most leverage.

Strength: 1d20 + 2 ⇒ (17) + 2 = 19


The doors groan open and reveal another area of Akhentepi's tomb.

The walls of this 10ft wide corridor are decorated in carvings of ancient battles. Another set of doors lies at the far end.

Corridor


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Herbert scans area for traps.

Perception for traps: 1d20 + 4 ⇒ (6) + 4 = 10


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

The carvings show an older man in their scenes. We are walking through Akhentepi's life.
Gribb's voice is solemn, the tone appropriate for a funeral.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Let me take a look down this corridor before we proceed.

perception: 1d20 + 6 ⇒ (16) + 6 = 22


Herbert:
You detect nothing out of the ordinary

Isis:
The last two flagstones on the floor are slightly higher than the rest of the hall. They send off an internal warning.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Herbert, check out the last two flagstones on the floor, they are slightly higher than the rest of the hall.


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

It takes a while for Herbert to see it. He feels embarrassed that the flagstones evaded his view.

How'd I miss this? It is pretty simple. Let me see about getting this deactivated. Everyone stand back please.

Disable Device: 1d20 + 7 ⇒ (19) + 7 = 26


Herbert:
The mechanism is old, but functional. Fortunately, its age makes the trap a familiar form. Herbert had disarmed several similar triggers in his less than upstanding life.


Male Human (Keleshite) Ranger 1 (AC: 17 / HP: 11 / Fort: +3 Ref: +5 Will: +2 / Init: +3 / Perc: +6)

Herbert took care of that. Let's get a marching order for the rest of the tomb. He should be up front. I'm sure he'll be more alert after this mistake.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Herbert you go first, followed by Reed, then myself and Gribb can bring up the rear


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Herbert takes his spot in front, pausing long enough to snatch a dart from an unseen recess in the carving.

One of these in the ribs would've been a poor way to start.

He brings the dart closer to the glowing bullet.

No poison, but rusty and nasty none the less.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Lets continue onward. These doors seem to be stuck shut. Reed, can you try to get them open?


Male Human (Keleshite) Ranger 1 (AC: 17 / HP: 11 / Fort: +3 Ref: +5 Will: +2 / Init: +3 / Perc: +6)

The doors aren't locked. Just, takes, some, muscle.

Strength Check: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8

Some help please

Reed's crowbar is sliding from it's place losing any leverage it may have had.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Isis slides her crowbar in as well

strength: 1d20 - 2 ⇒ (11) - 2 = 9


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Gribb's Crowbar comes in for the assist.

Watch your knuckles brother.

Assist: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8


Herbert scrambles into the last available spot. His crowbar threatens to smash his own face if it kicks back.

Grrrrrrr!!

Assist: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13


Herbert's crowbar slides into Reed's giving each the leverage they need to pull the doors apart. Isis's crowbar darts into the hole, followed shortly by Gribb's. The Obsidian Marketers make a team effort of defeating the door, but finally it lays open.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Isis takes a look around at what the now open difficult door reveals

perception}=: 1d20 + 6 ⇒ (16) + 6 = 22


The Foyer

A faded tapestry hangs on a wooden frame on the west wall. Faded and delicate, the tapestry depicts a middle aged man accompanied by a woman and two children. A small estate stands as the backdrop. To either side of the tapestry stand two pedestals, upon which sit two dead and preserved animals. Stone double doors mark all four sets of walls.


Isis:
The animals on the pedestal are cats. As an Osirionologist, you know it was common practice to strangle and mummify pets to accompany the departed to the afterlife.

A knowledge local or linguistics check could reveal more...


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

isis attempts to detect magic in the room.


Detection:
Isis concentrates for a few seconds. Nothing in the room gives off the aura of magic.


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Herbert stares at the tapestry.

There's something here..

Local: 1d20 + 6 ⇒ (6) + 6 = 12
Linguistics: 1d20 + 6 ⇒ (9) + 6 = 15


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

I recognize several of these symbols and some of the form. I think his family died of a tragedy...see this is disease or death. This means untimely...Does that make sense with what you know of the symbols Isis?


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Yes, it does Herbert


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

We can go north or south Isis. What do you think?

The look of concern hasn't left Gribb's face. His step has been light and his voice soft.

Akhentepi certainly did a fine job commemorating his life. I feel like I know the man and know that feeling will only grow. Surely this must be against the Lady's wishes. Khamet is greedy and thoughtless. The dead deserve better.


Male Human (Keleshite) Ranger 1 (AC: 17 / HP: 11 / Fort: +3 Ref: +5 Will: +2 / Init: +3 / Perc: +6)

Brother, I say this with respect for the dead. This man was a warrior who dreamed of immortality. If I know you, his story will find its way to your journal and reports. A millennia ago he sealed the doors on his story. Without us here to see it and retell it, that story dies. The goddess would be aware of this man with or without his effort. Our eyes and minds find his story, perhaps not immortal, but memorialized at least.

Reed doesn't find any pleasure in the undecided look on his brother's face. Gribb is probably coming around;Reed won this round. The simple crude remarks that flush Gribb's cheeks delight Reed. This profound reordering of beliefs is scary. The depth of his brothers convictions has always been a quiet point of pride for Reed.

It takes a genuinely good man to take his beliefs through this tough life. My brother is wise enough to set down the beliefs that prove false and continue forward. He is braver than I.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Why don`t we check each of these doors for traps and then listen at each one to see if we hear anything on the other side before deciding which one to open?


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

When Gribb's head comes up and his eyes refocus after the deep searching, he looks clearly at Reed.

I will tell his story, as long as it doesn't shame the man. I am still unsure of our right to be here, but you may have hit upon the goddess's saving grace in this excavation,Reed. Thank you for helping brother.

It is Reed's turn to redden and stammer. His brother rarely praised his internal processes.


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

I'll take the north door Isis.

Good thing the Cleric came to terms early on. His stance could've been a problem later.

Perception: 1d20 + 4 ⇒ (10) + 4 = 14


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Isis takes a closer look at the door to the south

perception: 1d20 + 6 ⇒ (5) + 6 = 11


Isis:
The southerly doorway is carved stone and exhibits hinges. There is no noise coming from beyond the stone doors.

Herbert:
The northern door is well made and hinged to swing inward. There are no sounds from beyond the stone barrier.

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This is the place to discuss our campaign.


The most important thing to learn here is text formatting. There is a description below.

The MB has a built in dice roller and a cool way to hide spoilers. Let me try...

A Big Juicy Secret:
Yo Mama's a spoiler!

Grand Lodge

Male Human Ranger/2

I can post as any character that I've made...Like your old Society characters.


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Herbert is my Skull and Shackles Rogue.

Shadow Lodge

Nice big juicy secret!


Lol. I forget how to create a new character.

Shadow Lodge

My favorite color:
Is blue.


This link will help:
Player's Guide


This too:
Common Formatting of PBP


It is assumed that everyone knows each other to a point in this AP. I would like to have an Osirian noble have recruited your team. You are in a tavern in Wati awaiting the Lottery the pharasmans have to decide who gets which ruin...


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

This is going to be epic!


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Test - Test - Test

attack: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d6 + 1 ⇒ (3) + 1 = 4


Linking to unfamiliar rules is a good way to make a GM happy. If you use a skill or power that is not the norm, then just mention in Gameplay to see the discussion thread and do something like this...

Rules on Bombs


This looks very cool: Occult Mysteries


I'm going to try to link to google drive for some of the images we need. This is a trial run:
Map of Tomb

Does it work for you?


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Its works! Sweetness!


I found a way to link like this...

Gribb Harak
Human (Keleshite) Cleric of Pharasma 1
LN Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee light mace +1 (1d6+1) and
. . masterwork dagger +2 (1d4+1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 7/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—bleeding touch (1 rounds), rebuke death
Cleric Spells Prepared (CL 1st; concentration +4):
1st—bless, cause fear [D] (DC 14), divine favor
0 (at will)—detect magic, guidance, mending

I will start sending updated sheets in this format
[D] Domain spell; Domains Death, Healing
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 10, Wis 17, Cha 15
Base Atk +0; CMB +1; CMD 12
Feats Extra Channel, Selective Channeling
Traits armor expert, undead crusader
Skills Diplomacy +6, Knowledge (history) +4, Knowledge (religion) +5, Sense Motive +7
Languages Common, Kelish
SQ aura, counter swarm, domains (death, healing)
Combat Gear wand of cure light wounds; Other Gear chain shirt, scarab shield, crossbow bolts (10), light crossbow, light mace, masterwork dagger, cleric's kit, 6 gp, 5 sp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch (1 rds) (6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Positive Energy 1d6 (7/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Counter swarm (1/day) (DC 11) Mindless swarm must succeed on a Will save or avoid the you for 3 rds.
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Scarab shield (1/day) +2 sacred bonus to saves vs fear for 3 min. End effect to heal 1d8+3 points of damage.
Selective Channeling Exclude targets from the area of your Channel Energy.

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