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

Movement: b3,c3,d3.

Gribb fishes the wand Herbert spent an afternoon hunting from a slot easily accessible on the right side of his pack. His legs carry him toward Herbert. He steals a glance at his brother and activates the wand's magic.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Fall back if you can Herbert!


Herbert's knee mends under the healing magic applied by Gribb. The bone makes an audible grind as it fuses together again. Herbert can feel it in his teeth. He could move again, as long as he doesn't faint. His head swims with pain.

Combat 1.3 Round 2

Initiative Order

  • Reed

  • Herbert

  • Isis

  • Solifugids

  • Gribb

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

    Reed's scimitar darts from it's defensive position and targets the exposed underbelly of the rearing solifugid.

    Attack: 1d20 + 2 ⇒ (13) + 2 = 15

    Damage: 1d6 + 2 ⇒ (4) + 2 = 6

    The curved blade passes through a chunk of flesh but the vermin continues its assault.


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

    Herbert strikes at his opponent. The intent of his attack is to purchase a few more seconds to deal with the stabs of lightning flowing from his recently rend knee.

    Attack: 1d20 + 3 ⇒ (5) + 3 = 8

    The strike is weak. Herbert's legs provided no power.

    Gribb, I need more healing magic unless we can end this soon!

    Movement: 5 foot step...c3

    Herbert scuttles into the space occupied by Isis.


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

    Herbert! Fall back behind me! Your still badly injured!

    Isis takes out her mace and takes a mighty swing at the evil vermin.

    Movement: 5 foot step...D3

    Attack: 1d20 + 1 ⇒ (3) + 1 = 4

    The spiderlike creature is stealthy and dodges the crushing blow her mace deals. Her mace instead crumbles away pieces of the stone alter and a cloud of dust billows into the air.


    Northern Solifugid's Turn

    The crawling monstrousity on the northern wall continues its clash with Reed. Claws and legs splatter blood from wounds dealt by the ranger. The larger gash in the solifugid's belly is leaking a dark smelly liquid.

    North Solifugid: 2 Claws vs Reed: 1d20 + 3 ⇒ (5) + 3 = 81d20 + 3 ⇒ (1) + 3 = 4

    Reed turns both attacks. His confidence surges. He makes an invitation with his curved blade.

    Come on!

    Southern Solifugid's Turn

    Herbert's instinctive step back leaves Gribb and Isis to deal with the southern-most arachnid.

    Movement: d4

    South Solifugid: 2 Claws vs Gribb: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (20) + 3 = 23

    Both claws score hits. The creature proves its danger again.

    Damage: 1d3 + 1 ⇒ (2) + 1 = 31d3 + 1 ⇒ (2) + 1 = 3


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

    Gribb glances down at the wand in his hand, momentarily.

    Not enough.

    His mind focuses the energies of life and sends them out, careful to exclude the two lifeforms lacking intellect.

    Channel Positive to Heal: 1d6 ⇒ 2

    Movement isn't an option. Gribb draws his weapon after switching the wand to his left hand.


    Combat 1.3 Round 3

    The vermin that Reed faces shows signs of fatigue, while the other seems angrier.


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

    Reed continues to press the solifugid. Each time he glances at the others his urgency increases.

    Herbert was their best hope with hard steel. I can't linger.

    Attack:Scimitar vs N. Solifugid: 1d20 + 2 ⇒ (10) + 2 = 12

    The creature evades his attack, causing him to refocus.


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

    Herbert flashes past Gribb and Isis. The pain in his knee is gone. He springs off the stone alter and attempts to tumble behind the solifugid.

    Acrobatics: 1d20 + 6 ⇒ (20) + 6 = 26

    Movement: C3, D4, E4.

    Herbert stops his momentum and lunges at the creature from his new position.

    Attack: Rapier vs Solifugid: 1d20 + 3 ⇒ (14) + 3 = 17


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

    Blood!

    Herbert has finally wounded the surprisingly strong creature.

    Damage: 1d6 + 2 ⇒ (2) + 2 = 4


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

    Isis swings her mace and attempts to bring down another crushing blow upon the creature.

    Attack: 1d20 + 1 ⇒ (16) + 1 = 17

    This time she makes contact and the creature shrieks in pain!

    Damage: 1d6 ⇒ 3


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

    Gribb's mace arcs at the insect.

    Attack: mace vs solifugid: 1d20 + 1 ⇒ (13) + 1 = 14

    The mace connects and a satisfying crunch sounds out.

    damage: 1d6 + 1 ⇒ (5) + 1 = 6


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

    Score one for the brother!

    Reed risks a smile. It turns vicious and he lashes out!

    Attack: scimitar vs solifugid: 1d20 + 2 ⇒ (4) + 2 = 6

    Reed misses badly


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

    Herbert's rapier darts and flashes.

    Attack: rapier vs solifugid: 1d20 + 3 ⇒ (1) + 3 = 4

    The creature repeats its feat of parrying Herbert's strikes.

    That things needs to die.


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

    Isis's mace barrels down upon the creature again...but the creature manages to dodge out of the way AGAIN!

    Attack: 1d20 + 1 ⇒ (3) + 1 = 4


    Northern Solifugid's Turn

    The battle continues. The creature's successes against Reed confounded the ranger and emboldened the solifugid.

    North Solifugid: 2 Claws vs Reed: 1d20 + 3 ⇒ (7) + 3 = 101d20 + 3 ⇒ (17) + 3 = 20

    Reed's scimitar turns the first attack but can't come across his body and intercept the second.

    Damage: 1d3 ⇒ 1

    Southern Solifugid's Turn

    The solifugid is surrounded by Isis, Herbert, and Gribb. It is lashes out blindly.

    Who? Isis(1),Herbert(2),Gribb(3): 1d3 ⇒ 1

    Attack:bite vs Isis: 1d20 + 3 ⇒ (12) + 3 = 15

    Saliva dripping mandibles close vertically inches from the gnome's face. The stench is rancid. The view down its gullet seems cavernous.


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

    Gribb's mind goes to his goddess and that place of peace as he channels life into the intelligent lifeforms he senses. The solifugids register as sub-life and are easy to exclude.

    Channel Positive to Heal: 1d6 ⇒ 2


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

    Reed tries a different technique. It's something he'd usually reserve for another humanoid opponent. Perhaps a new angle or different rhythm would find blood like his first attacks had.

    scimitar vs solifugid: 1d20 + 2 ⇒ (10) + 2 = 12

    The creature's ability to dodge blows brings a fount of curses from the again cracked lips of the desert ranger.


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

    Herbert uses his sword and speed to target the side of the solifugid. It's fuzzy carapace an inviting nest for the tip of his rapier.

    Attack: rapier vs solifugid: 1d20 + 3 ⇒ (15) + 3 = 18

    Die!

    damage: 1d6 + 2 ⇒ (3) + 2 = 5

    The thrust slides through the outer armor of the creature and finds arteries and organs. Herbert twists and withdraws the tip of his sword. The blood pours from the wound. The back six legs of the creature give out and it falls to the tomb floor.


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

    Hooray Herbert!
    Come on Marketers let's kill this final creature!

    Movement: 5 foot step D2

    Isis steps toward Reed and the Solifugid. She raises her mace hoping to land a deadly blow and crush the creatures fuzzy exoskeleton.

    Attack:Mace vs Solifugid: 1d20 + 1 ⇒ (8) + 1 = 9

    +1 Warden of Nature, -4 cover around corner = 6

    However, she once again epically misses instead.


    The creature hisses at Isis then attacks Reed.

    Attack: bite vs Reed: 1d20 + 3 ⇒ (6) + 3 = 9

    Reed uses his boot to deflect the head of the solifugid.


    The battle continues...

    Combat 1.3 Round 5


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

    Reed feints and comes in low against the creature.

    Attack: scimitar vs Solifugid: 1d20 + 2 ⇒ (6) + 2 = 8

    His arm is burning. The lightning quick strikes of early combat are gone.


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

    Herbert leaps onto the stone alter and advances.

    Movement:E3,E2.

    The high ground allows him to strike down at his opponent.

    Attack: rapier vs solifugid: 1d20 + 3 ⇒ (20) + 3 = 23

    Confirm crit: 1d20 + 3 ⇒ (10) + 3 = 13

    13 + 1 (high ground)= 14

    damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8

    The rapier tip emerges through the mouth of the solifugid. Isis and Reed have a full view of the mandibles dying grasps, clutching the steel from the inside.


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

    Wow! That was quite the fight Marketers! We emerge victorious!


    A thorough sacking of the room provides nothing useful. The only notable feature of the mummification chamber is the jackal lamps. The red eyes turn out to be made of crimson glass.


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

    The effort wasn't worth the reward.

    Reed adjusts his pack and sheathes his scimitar.

    Damn good thing we found that wand. Your knee was a mess Herbert.


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

    Herbert turns toward the taller Ranger and smiles a tired grin.

    I nearly fainted from the pain. These vermin put up a fight because they nest here.

    Herbert gestures toward the alter with his rapier then replaces the sword in the scabbard on his left hip.

    The far corner of the alter is hollowed out. Crumbling stone loosely fills the gap between the alter and the eastern wall.

    Can I see that glowing bullet Gribb?


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

    The cleric replaces his mace in a metal ring on his belt and moves forward. He directs the bullet's light into the recess under the alter.

    Nothing here either.

    There is naught but the leavings of the two insects.


    The Obsidian Marketers back track to the door leading west. The doors stand slightly ajar and exhibit the same vermin sign as the doors that led east to the Preparation Chamber.

    Reflection Chamber Heading West


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

    Marketers, let us head west down this passage and see were it leads us. There is vermin sign heading this way as well. When we see vermin stand back and I will launch some of my alchemists bombs at them. Hopefully that will keep us out of direct melee for a time. Let us prepare ourselves before we continue

    Isis takes out a vial of Bomber's Eye Extract.
    This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. 1 round/level

    I shall drink this extract before I launch my bombs. It will improve my throwing distance and accuracy.


    The room before you contains a set of stairs leading down. The walls contain the stylized art of Osirion antiquity, now crumbling and maimed. A few insect sized tunnels lead to the south and a deep pile of sand blocks the center of the staircase. It levels out five or six steps into a sandy plateau that ends in a six foot drop.

    Broken Staircase

    A-F and 1-2 for the movement grid. Just the area between the doors. The pile of sand is in C1, C2, D1, and D2.

    Roll initiative so we can move in order.


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

    Initiative: 1d20 + 1 ⇒ (18) + 1 = 19


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

    Initiative: 1d20 + 3 ⇒ (12) + 3 = 15


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

    Initiative:: 1d20 + 2 ⇒ (18) + 2 = 20


    Secret Rolls:
    No peaky: 1d20 + 7 ⇒ (15) + 7 = 221d20 + 9 ⇒ (18) + 9 = 27


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

    Reed's Init: 1d20 + 3 ⇒ (3) + 3 = 6


    Initiative Order

  • Isis
  • Gribb
  • Herbert
  • Reed

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

    Let's see what we have down this stairway

    Perception: 1d20 + 6 ⇒ (8) + 6 = 14

    Isis readys her vial of Bomber's Eye Extract to drink if she sees any vermin pop up.


    Isis:
    Your senses detect nothing out of the ordinary.


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

    Gribb removes his mace and starts forward. The walls in this chamber are porous with bug tunneling. Several cave-ins spill onto the rubble strewn stairs. The clerics steps crunch scarabs and spiders.

    Monster's Initiative: 1d20 + 1 ⇒ (5) + 1 = 6

    The sand in the middle of the stairway swirls in a miniature spiral, then coalesces into a serpent. Gribb is caught off guard as the serpent strikes.


    Attack vs Gribb: 1d20 + 5 ⇒ (16) + 5 = 21

    The teeth of the serpent are sharp enough to damage the cleric. The fangs leave Gribb's arm with the abrasive pull of sand polishing silver.

    damage: 1d8 + 4 ⇒ (4) + 4 = 8


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

    Gribb stumbles and nearly faints. His only choice is to heal himself. The wand he carries flicks.

    CLW: 1d8 + 1 ⇒ (1) + 1 = 2


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

    As soon as Isis sees the serpent appear she drinks her Bomber's Eye Extract.

    Drinking this extract causes the distance of any thrown weapon she uses to be increased by 10 feet. Isis also gains a +1 insight bonus on Attack Rolls made with a thrown weapon.


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

    Herbert rushes forward, drawing his sword clear of its scabbard.

    Rapier vs Monster: 1d20 + 3 ⇒ (2) + 3 = 5

    The thrust passes through the thin mist of sand left where the serpent had been. Herbert feels the sting of hundreds of sandy missiles on his hand.


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

    Reed draws his scimitar. He glances at his brother. He is hurt but still fighting. The ranger wishes he'd been in the lead.

    Scimitar vs Monster: 1d20 + 3 ⇒ (3) + 3 = 6

    Reed finds his slash unmet by any resistance. A miss!


    The sandy serpent strikes again. This time Reed is the creature's quarry.

    Bite vs Reed: 1d20 + 5 ⇒ (6) + 5 = 11

    The serpents strike is turned by Reed's scimitar. The snake-like visage reverts to sand and passes on either side of the blade only to reform on the other side.


    The initiative is the same except the monster is last.

    Combat 1.4.1


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

    isis launches a bomb at the serpent

    Bomb vs Monster: 1d20 + 6 ⇒ (6) + 6 = 12

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