MUMMY'S MASK ADVENTURE PATH - GM Spazmodeus

Game Master Spazmodeus

1st Gozran, 4714
The Gate To The Necropolis

Map of the Necropolis

Combat Map


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Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

Almost as an afterthought, Vash follows up with, ”Oh, nice to meet you too, Nimaethep.”. He takes his arrow back gratefully and completes the short prayer for the souls of the “re-dead”.

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Harmini smiles as the group converses. She seems to be enjoying the casual chatter.

A very potent enchantment indeed. Also, very useful in our current predicament. Vash will be a powerful ally.

"Wonderful! I'm somewhat of an artisan myself. Small magical trinkets mostly."

She gazes for a moment at Alabaster before continuing.

"On a more somber note, I am sorry to hear of the current displacement of your parents. If we manage to find any signs of them, we will most certainly assist."

She then looks over to Teos, raising an eyebrow at his apparent silence toward Vash and attempts to lure him into the discussion.

"Teos here is quite the family man himself. Fortunately, they have proven themselves resilient to the effects of this catastrophe. Quaint and kind as well. Just yesterday, his sister Cleos, succeeded at curing him of a severe case of mummy rot at the Hall of Blessed Rebirth. A most impressive feat if I do say so myself, wouldn't you agree Teos?"


Male Human Fighter 5; AC: 19; HP: 49/49; Saves: F+7 R+2 W+4 (+1 vs. Fear); Int +5; CMB +10 CMD 21

"Indeed it was. The old gods bless us still...even if the new ones attempt to push them aside."

He looks like he might say more on the subject, but then simply says, "I will assist in looking for your parents..."

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Teos can be a little touchy on the subject of the gods, I see. Always with religion there is conflict. Let's avoid that topic for now.

Sensing some tension, Harmini continues smiling politely but quickly changes the subject.

"Lovely! To business then. We're actually on a mission tasked to us by Nakht Shepses, the Commander of the Voices, not the High Priestess Sebti. One might be so bold as to say that the two do not exactly see 'eye to eye' on matters of crisis management."

She then waves her hand over toward the general direction of the necropolis to the north.

"Nevertheless, we've been asked to investigate whether there are any significant disturbances in the Precinct of Left Eyes. I myself, have pledged my considerable skills as a healer toward this endeavor. I would be pleased to extend these services to you as well, Vash, while you accompany us."

Harmini looks around at everyone before moving on. "Should be simple enough really. Are we all ready to journey forth, my dears?"


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

Casting a wary eye Teos’ way, Vash says, ”Good enough for me. As long as we are united in the purpose of destroying the undead, political and religious differences mean little to me.”

Finishing his tasks and looking up with a toothy grin, he adds,”I am ready, Lady Harmini. Let’s go.”


The party heads out towards the Precinct of Left Eyes and the headquarters of the town guard. As they approach the area a low sandstone building—worn smooth from centuries of exposure—stands out among the larger, more recent constructions. Statues lining the wall hold swords and scales, but the fresh corpses scattered on the street outside the doors hint at something far darker within.

The corpses are still and there are signs of blood trailing behind them, leading back towards the door with signs that these people crawled or stumbled out into the street before falling. The doors are closed on the building currently.

As we have yet to deal with "intended" combat where the group is approaching in a coordinated battle, I am just putting everyone in a clump to the side of the map. Feel free to assume whatever marching order you feel works. The assumption is you are about 40-50 feet away from the bodies. We are not currently in round and I assume you are approaching cautiously (taking 10 on stealth and perception).


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

Vash narrows his eyes and focuses on the bodies up ahead, softly speaking words of power to sharpen his vision and aim:

Aspect of the Falcon:
4 minutes of +3 Perception, +1 ranged attack, Crit on 19-20

”Are they undead?” he wonders as he stealths forward...

Take 10’s:

Perception take 10 is 22, 24 versus undead
Stealth take 10 is 18.

If he notices that the bodies are Undead, he will hold up his hand to stop the party from approaching too closely and getting ambushed before initiating an attack. If he can’t tell for sure, he may let an arrow fly at one of the corpses just in case.

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Harmini waits patiently with her own thoughts while the other, more subtle members of the group check for any immediate dangers. Once clear, she will approach to investigate and diagnose the cause of death in the sprawl of bodies.

A grisly scene to be sure. I do hope that this event’s unfolding has not caused any irreparable damage. Far too many similarities to the Plague of Madness for my liking. Undoubtedly, some mad god’s doing... yet the catalyst still remains a mystery. Perhaps one of these unfortunate souls holds the clue we need to discover it.


FM Catfolk Monk 2/Rogue 3 || Init. +3 || Hp: 6/39 || AC: 15/15F/11T || F6/R9/W5 || CMD 19|| Percep. +11 [12 vs traps + trapspotter rogue talent] || Low-light || 30 ft. Climb 20'

Nimaethep carefully approaches the corpses with Vash, staying close and ready to intervene on the archer's behalf should a threat present itself. In one hand she held a wand that would create a magical shield if she needed it. Although unreliable it was a potent protection when it did work.

stealth: 1d20 + 9 ⇒ (16) + 9 = 25
perception: 1d20 + 10 ⇒ (3) + 10 = 13

Once close enough, she carefully examined the nearest victim.


Male Human Fighter 5; AC: 19; HP: 49/49; Saves: F+7 R+2 W+4 (+1 vs. Fear); Int +5; CMB +10 CMD 21

A step to the side of their new 'companion', Teos moves to examine the bodies...his khopesh in hand and ready...just in case.


The party moves in to investigate the grisly scene. Once closer it becomes clear that all of these victims are missing their left eye, apparently ripped from each of them.

Harmini checks:
  • Heal: 1d20 + 11 ⇒ (9) + 11 = 20
  • History: 1d20 + 8 ⇒ (20) + 8 = 28
  • Local: 1d20 + 7 ⇒ (8) + 7 = 15
  • Perception: 1d20 + 1 ⇒ (11) + 1 = 12
  • With a glance Harmini can tell that these victims were beaten severely but they died of shock shortly after they had their eyes removed. They also appear to have staggered or crawl out from the sandstone building.

    The history of this area suggests that someone has been serving justice in the old manner. In times past there were only two punishments handed down, lose an eye or death.

Nimaethep checks:
  • Heal: 1d20 + 1 ⇒ (9) + 1 = 10
  • History: 1d20 + 6 ⇒ (12) + 6 = 18
  • Local: 1d20 + 5 ⇒ (18) + 5 = 23
  • Perception: 1d20 + 10 ⇒ (9) + 10 = 19
  • Assuming Harmini or Vash mention about the manner in which there people died...

    Nimaethep recalls the stories she has read of the old days when the only justice in Wati was to lose an eye or be put to death.

Teos checks:
  • Heal: 1d20 + 1 ⇒ (12) + 1 = 13
  • History: 1d20 + 6 ⇒ (12) + 6 = 18
  • Local: 1d20 + 6 ⇒ (14) + 6 = 20
  • Perception: 1d20 + 1 ⇒ (6) + 1 = 7
  • Assuming Harmini or Vash mention about the manner in which there people died...

    Teos recalls the stories she has read of the old days when the only justice in Wati was to lose an eye or be put to death.

Vash checks:
  • Heal: 1d20 + 6 ⇒ (13) + 6 = 19
  • Perception: 1d20 + 9 ⇒ (20) + 9 = 29
  • Vash looks over the bodies and can clearly see signs that the victims were roughed up quite bad, but not enough to have killed them. The must have died shortly after they lost their eyes, probably from shock. They clearly suffered as they crawled out into the street.

    Vash also notices a voice carrying from inside the building. A gravelly voice seems to be saying "The people will see justice again today." which is followed by a muffled scream.

Sorry for the delay, busy day. Also sorry for the large amount of details. Lots to learn.


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

If it matters, Vash’s perception check is 3 higher with the spell.

Vash whispers urgently to the others,”They are truly dead, of shock after their left eye was removed. And it sounds like the one doing it is just behind that door.” Already moving that direction, he says, ”We need to get in there now!”


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

If Vash has a moment while others catch up and inspect/open the door, he will use the time to use his wand (Gravity Bow). If not, he will just set up with bow in hand ready for combat (trying to set up on the door, but exact location is not obvious yet from the map).


Male Human Fighter 5; AC: 19; HP: 49/49; Saves: F+7 R+2 W+4 (+1 vs. Fear); Int +5; CMB +10 CMD 21

Teos moves rapidly to throw open the door to the building.


Vash moves into position with the door and grabs a wand off his belt. He quickly intones a spell but is nearly interrupted as Teos moves up. Teos grabs the door handles and throws them open. The sunlight spills into the old courthouse and onto a grisly scene.

Five skeletal figures stand within, two holding the dying man who must have been the source of the screaming Vash heard. Two more appear to stand guard, perhaps as an audience. The fifth stands before the dying man, seeming to covered in gore, and within his clawed hand he holds an eye. It appears he has just dug the eye out of the captive in front of him, then he turns to the interruption.

"How dare you!" the gore covered skeleton screams. "This is my courtroom and I will see justice done. Leave or I will find reason to charge you for interrupting. The punishment will surely fit the crime."

As he finishes his statements he holds up the eye, clearly intending to show what punishment there would be if the party were to be found guilty.

Image of Gore Covered Skeleton


Knowledge Checks:
  • Harmini: 1d20 + 7 ⇒ (13) + 7 = 20
  • Harmini: 1d20 + 7 ⇒ (6) + 7 = 13
  • Nimaethep: 1d20 + 6 ⇒ (2) + 6 = 8
  • Nimaethep: 1d20 + 6 ⇒ (14) + 6 = 20
  • Teos: 1d20 + 2 ⇒ (20) + 2 = 22
  • Teos: 1d20 + 2 ⇒ (5) + 2 = 7
  • Vash: 1d20 + 5 ⇒ (16) + 5 = 21
  • Vash: 1d20 + 5 ⇒ (13) + 5 = 18

Nimaethep and Vash:
The four skeletal guards are not normal skeletons. The bones show signs of cracking and you fear these are exploding skeletons.

They explode in a 10 ft. burst when they are destroyed. They also have DR 5/Bludgeoning.

Harmini, Teos, and Vash:
The gore covered skeleton is in fact a bloody dread skeleton. Unlike the mindless hordes most skeletons are, they have a limited intelligence as well as other powers.

Collectively you would know the following details.

Aura:
Unnatural Aura (Su): Animals do not willingly approach the creature unless the animal’s master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check.

Fast Healing:
Fast Healing 5

Defenses:
Defensive Abilities channel resistance +4;
DR 10/bludgeoning; Immune cold, undead traits

Attacks:
2 Claws; Command Skeletons (Su): A dread skeleton can automatically command all normal skeletons within 30 feet as a free action. Normal skeletons never attack a dread skeleton unless compelled.

Special Qualities:
Deathless (Su): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

”Die, foul undead creature!” exclaims Vash, and he draws a blunt arrow, preparing to fire on the undead atrocity.

I am assuming you will call for initiative before he can act. Let me know if otherwise. Also, given Undead is his favored enemy, Vash is +2 on knowledge checks (already made) if it makes a difference.

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Harmini finishes her examination of the nearest body and moves up to the door behind Teos. Upon hearing the bloody dread skeleton call out its threat followed by Vash's curt rebuke, she pauses for an instant to think.

Another intelligent undead returned? Commanding others and with a fetish for eyes apparently. Perhaps it knows who or what brought it back?

She whispers to Vash her intent. "Foul as this creature may be, it may also possess some much needed answers to our questions concerning recent events."

Harmini then calls out to the robed, blood-soaked skeleton in the common tongue.

"Excuse me, we were just passing by and wondering exactly HOW you were able to return to your courtly duties and enact your justice, great Judge... oh what was your name again?"

Diplomacy if it even matters. I expect that combat is inevitable but I'd like to see if this thing knows something first.

Diplomacy:
Diplomacy: 1d20 + 3 ⇒ (13) + 3 = 16


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

”You are wise, Lady Harmini. I will wait.”

Vash has the blunt arrow on the bowstring, his body tensioned as much as the bowstring, yearning for release.


The dread skeleton smiles at Harmini with a disturbing glint in his eye.

"I am Magistrate Sotenre," he says. "and clearly this world needs some of the old justice. I will ask any further questions though. Bailiffs, present the accused to the court so they may provide for their defense."

The four explosive skeletons begin to approach Harmini and Teos. They seem ready to grab and drag them forward to the court.

We are not technically in "combat" at this time but the explosive zombies are converging on you.


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

”Sorry Lady, can’t let them get close—they explode.”

”Not gonna happen!” snarls Vash as he fires his held blunt arrow at the nearest approaching skeleton as it gets within 30 feet.

Single action attack:

Point Blank, Gravity Bow, Falcon’s Aim in effect:
Attack: 1d20 + 13 + 1 + 1 ⇒ (2) + 13 + 1 + 1 = 17
Damage: 5d6 + 8 + 1 ⇒ (1, 4, 1, 6, 3) + 8 + 1 = 24


FM Catfolk Monk 2/Rogue 3 || Init. +3 || Hp: 6/39 || AC: 15/15F/11T || F6/R9/W5 || CMD 19|| Percep. +11 [12 vs traps + trapspotter rogue talent] || Low-light || 30 ft. Climb 20'

Nimaethep was still checking to see if any of the people were still alive when the others opened the doors. As a result she was one of the last to enter the building. The scene was shocking, a mockery of the routines of the living. She clenched her fists, ready to strike down the undead with Vash when Harmini held him in check, so Nimaethep paused as well as the Lady addressed the court.

She tensed up as the undead approached, but something caused her to pause even as Vash sprung into action "Wait, if they explode that man may be killed if he is not already dead."


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet
Nimaethep wrote:

Nimaethep was still checking to see if any of the people were still alive when the others opened the doors. As a result she was one of the last to enter the building. The scene was shocking, a mockery of the routines of the living. She clenched her fists, ready to strike down the undead with Vash when Harmini held him in check, so Nimaethep paused as well as the Lady addressed the court.

She tensed up as the undead approached, but something caused her to pause even as Vash sprung into action "Wait, if they explode that man may be killed if he is not already dead."

Fair point. I am hoping that, by targeting the nearest one approaching, that the “dying man” will be out of the blast if Vash’s shot is lucky enough to bring the skeleton down.

I am also assuming Vash gets just one action (not a full attack) since that is typically what a surprise round restricts you to.


Vash, this would not be a surprise round. Everyone was prepared. Your initiative will simply be the top of the order. You may continue with the full action if you wish or take a move action. It is still your action for now. The red bailiff will go next if possible.

Initiatives:
  • Harmini: 1d20 + 0 ⇒ (1) + 0 = 1
  • Nimaethep: 1d20 + 3 ⇒ (17) + 3 = 20
  • Teos: 1d20 + 5 ⇒ (11) + 5 = 16
  • Vash: 1d20 + 6 ⇒ (5) + 6 = 11
  • Red Skeletal Bailiff: 1d20 + 8 ⇒ (13) + 8 = 21
  • Blue Skeletal Bailiff: 1d20 + 8 ⇒ (7) + 8 = 15
  • Green Skeletal Bailiff: 1d20 + 8 ⇒ (1) + 8 = 9
  • Yellow Skeletal Bailiff: 1d20 + 8 ⇒ (11) + 8 = 19
  • Old Eye-Taker Soterne: 1d20 + 8 ⇒ (3) + 8 = 11

Vash draws back his bow and lets fly as the skeletons begin to approach. The shot goes wide as skeletons ducks away from it.


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

Fair enough. Let’s say Vash had readied an action to shoot the first skeleton that came within 30 feet, so the previous post can be for that. Otherwise he would have to shoot while they were adjacent to the dying man (and risk killing him in an explosion). He was also purposefully not shooting while they talked so Lady Harmini could attempt to get info.

If you are granting him a move action (too late for full attack since I already rolled without rapid shot), Vash will use his Hunter’s Bond to give +1 (Attack, damage, etc) to the rest of the party for 2 rounds against the Bloody Dread skeleton

”Bring him down with blunt weapons and holy power, blessed if possible.”

Since the shot missed, Vash will take a 5 foot step up to block the skeletons from breaking easily through their line.


One of the bailiffs moves quickly to engage with Teos and tries to claw him. Its claws scratch across his armor and the into his upper thigh, blood begins running down his leg, though not too much.

Red Skeletal Bailiff Attack:
  • claw: 1d20 + 4 ⇒ (17) + 4 = 21
  • Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Red takes a move action to get into position and claws Teos. Vash does give the +1 hunter's bond bonus, please make note of it.

Nim, it is your turn.


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

Note that the favored enemy bonus is +1 and only applies to a single undead. In this case, it is their leader. It lasts for 2 rounds and applies to attack, damage, Perception, Sense Motive, Bluff, Survival, and Knowledge/Undead.


FM Catfolk Monk 2/Rogue 3 || Init. +3 || Hp: 6/39 || AC: 15/15F/11T || F6/R9/W5 || CMD 19|| Percep. +11 [12 vs traps + trapspotter rogue talent] || Low-light || 30 ft. Climb 20'

Nimaethep realized that she needed to act quickly to stop any more of the exploding skeletons from getting close to her allies. While she might be nimble enough to roll with the brunt of the explosion, she was not certain whether her companions were as agile.

The move was reckless and risky. She dashed around Vash, drawing a wand as she went while also exposing herself to the skeleton's attack.

AC 21 vs AoO due to serpent pauldrons

Once she had the skeleton between herself and Theo, and more importantly had positioned herself so that the remaining undead had a more difficult time approaching the rest of the group, she attempted to use the wand.

It was a trick that she had been taught by her cousin, Khepri. The subtle art of coaxing magic from an item without actually knowing how the items worked. She had practiced it on small, cheap trinkets with some success, but here was her first time attempting it in the heat of battle with a wand she had never tried to activate before.

"Ikam" she intoned as she waved the wand UMD: 1d20 + 9 ⇒ (13) + 9 = 22

She allowed herself just the briefest moment of relief as a faint haze of blue mist coalesced into a disc before fading leaving behind an invisible shield of force.

Shield for 10 rounds, AC22


As Nimaethep moves around the skeleton, it takes a swipe at her with it's claw. Nimaethep easily ducks the blow and moves into position.

Red Skeletal Bailiff AOO:
  • claw: 1d20 + 4 ⇒ (10) + 4 = 14
  • damage: 1d4 + 4 ⇒ (3) + 4 = 7

Before Nimaethep can take advantage of her position, the next bailiff comes charging forward and attacks. The skeletal claws come no where near Nimaethep as it seems to have tried to intercept her path but could not correct itself as she stepped to the side.

Yellow Skeletal Bailiff Attack:
  • claw w/ charge: 1d20 + 4 ⇒ (1) + 4 = 5
  • damage: 1d4 + 6 ⇒ (2) + 6 = 8

Well, that didn't work out so well for the skeletons. Teos, you are up.


Male Human Fighter 5; AC: 19; HP: 49/49; Saves: F+7 R+2 W+4 (+1 vs. Fear); Int +5; CMB +10 CMD 21

Teos pushes forward striking at the skeleton before him (red). He calls out a warning to Nimaethep.

Nim! Beware! This creature might explode if I destroy it."

If I do take it down, Teos will use his movement to step forward beside Nim and try to shelter her from the blast.

Attack: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d8 + 8 ⇒ (6) + 8 = 14


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet
Teos of An wrote:

Teos pushes forward striking at the skeleton before him (red). He calls out a warning to Nimaethep.

Nim! Beware! This creature might explode if I destroy it."

If I do take it down, Teos will use his movement to step forward beside Nim and try to shelter her from the blast.

Attack: 1d20+11
Damage: 1d8+8

Don’t forget a flanking bonus...and perhaps leaving a window for Vash to shoot next round).


Teos brings his khopesh down on the skull of the skeleton who attacked him and smashes it. The blow causes the brittle bones to explode in a spray of shards that engulfs the whole area.

Death Burst:
1d6 ⇒ 3

After the first bailiff explodes, the next one comes charging forward to attach Nimaethep. Once again, Nimaethep is able to avoid the claw with her nimble reflexes.

Blue Skeltal Bailiff Attack:
  • Claw: 1d20 + 6 ⇒ (4) + 6 = 10
  • Damage: 1d4 + 4 ⇒ (2) + 4 = 6

The old magistrate moves forward as he commands his minions to continue their assault. He takes to the edge of the fight, moving into position to get a better chance to do some damage.

"Hold that one down!" the magistrate shouts as he points to Nimaethep. "They all will be punished!"

The last bailiff who has not yet moved into position pushes past and goes to attack Nimaethep, seeming to be intent on grappling her.

Green Skeletal Bailiff Attack:
Grapple: 1d20 + 4 ⇒ (8) + 4 = 12

Nim can make an AOO, either for the movement provoking or the grapple attempt. I don;t see Combat Relexs on your sheet, so I think you need to pick one.

Everyone can give me a Reflex for half damage against the death burst ability.

Harmini, I believe it is your turn.


FM Catfolk Monk 2/Rogue 3 || Init. +3 || Hp: 6/39 || AC: 15/15F/11T || F6/R9/W5 || CMD 19|| Percep. +11 [12 vs traps + trapspotter rogue talent] || Low-light || 30 ft. Climb 20'

Reflex: 1d20 + 9 ⇒ (1) + 9 = 10

Nimaethep dodged and weaved about the skeletal claws and prepared to roll with the burst of fragments when one of them was felled. Teo's warning came as a bit of a surprise to her. "Yes, they explode. That's why I'm trying to keep them away from the rest of the group." she thought, puzzled by Theo's concern.

"Wait, what are you...?" her concentration, already mildly distracted with Theo's concern was completely broken as he lunged towards her with the defeat of the skeleton. Momentarily confused by the turn of events she was caught completely unawares as the undead exploded, sending bone shards in every direction. The wounds were superficial, but they stung. What hurt more though was that she had let down her guard so completely.

Attack (AoO): 1d20 + 6 ⇒ (2) + 6 = 8
Still unable to collect her thoughts she failed to take advantage of the skeleton's poor positioning. She felt an ember of anger well up, first at Theo for getting in the way but then towards herself as she reflected upon what just happened "I have to speak up with my intentions, we have only known each other for a day or so."


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

Reflex Save:
Reflex Save: 1d20 + 8 ⇒ (3) + 8 = 11


Male Human Fighter 5; AC: 19; HP: 49/49; Saves: F+7 R+2 W+4 (+1 vs. Fear); Int +5; CMB +10 CMD 21

Reflex Save: 1d20 + 2 ⇒ (6) + 2 = 8

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Alabaster's Reflex save:
Improved Evasion: 1d20 + 3 ⇒ (14) + 3 = 17

Harmini's Reflex save:
1d20 + 3 ⇒ (6) + 3 = 9

Harmini's hair falls from its bindings violently as shards of bone cut her skin from the sudden explosion. Her eyes flash as she screams out in both pain and frustration. She then takes cover behind a pillar and readies a trusted wand.

AHHH! Teos, be careful! Vash was right, these skeletons explode! Let him shoot them down from a safe distance. Go harry their leader, Magistrate Sotenre commands them!

Standard Action - Activate prehensile hair hex for 1 minute. Free Action - 5' step west to take cover behind a small pillar (likely only partial cover in relation to the 3 remaining exploding skeletons but still +2 AC, +1 reflex save, GM discretion). Swift Action - Eject wand of CLW from spring-loaded wrist sheath. No move action.


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

"Brace yourselves," intones Vash as he pulls out blunt arrows and fires in rapid succession at the skeletons directly in front of him (starting with green, moving to yellow if the first shot fells green).

Attacks:

Includes Rapid Shot, Gravity Bow, Falcon's Aim, and Point Blank Shot
First Shot Attack: 1d20 + 11 + 1 + 1 ⇒ (9) + 11 + 1 + 1 = 22
Damage: 5d6 + 8 + 1 ⇒ (6, 3, 4, 6, 4) + 8 + 1 = 32
Second Shot Attack: 1d20 + 11 + 1 + 1 ⇒ (3) + 11 + 1 + 1 = 16
Damage: 5d6 + 8 + 1 ⇒ (2, 5, 2, 3, 3) + 8 + 1 = 24


The bone shards from the first skeleton bite into the flesh of the party then Harmini dashes behind a pillar in hopes of avoiding such fate again. Vash draws back and fires again, his first arrow smashing through the skull of the nearest skeletal bailiff but his second shot going wide. The closer bailiff flies apart as the one before it did, showering the area again in shards. The furthest bailiff staggers a bit from the explosion and chips fly off in several places.

Death Burst:
1d6 ⇒ 6

Reflex Saves:
  • Blue Skeletal Bailiff: 1d20 + 4 ⇒ (2) + 4 = 6
  • Yellow Skeletal Bailiff: 1d20 + 4 ⇒ (19) + 4 = 23

The skeletal bailiffs seem to be moving to coordinate in grabbing Nimaethep.

The yellow skeletal bailiff is delaying.

Everyone, except Harmini will need to give me another Reflex save for half damage on this second death burst. The save can wait until your next post as the group is not in danger of death just yet.

Teos, it is your turn.


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

Reflex Save:
Reflex save: 1d20 + 8 ⇒ (17) + 8 = 25


Male Human Fighter 5; AC: 19; HP: 49/49; Saves: F+7 R+2 W+4 (+1 vs. Fear); Int +5; CMB +10 CMD 21

Reflex Save: 1d20 + 2 ⇒ (15) + 2 = 17

Buffeted by the blast of another of the skeletons, Teos moves forward to confront the "judge".

Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d8 + 8 ⇒ (3) + 8 = 11


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet
Teos of An wrote:

Reflex Save: 1d20+2

Buffeted by the blast of another of the skeletons, Teos moves forward to confront the "judge".

Attack: 1d20+11
Damage: 1d8+8

Remember the +1 to hit and damage from Vash's favored enemy bonus.


I was looking into doing a post to move things along and I just realized... I completely skipped Nima. So, feel free to take your action and unless something would change for Teos, we will keep his action as is. Sorry for the continued delay on that.


FM Catfolk Monk 2/Rogue 3 || Init. +3 || Hp: 6/39 || AC: 15/15F/11T || F6/R9/W5 || CMD 19|| Percep. +11 [12 vs traps + trapspotter rogue talent] || Low-light || 30 ft. Climb 20'

reflex: 1d20 + 9 ⇒ (6) + 9 = 15

Finally collecting herself, Nimaethep was able to roll with the explosion, avoiding the majority of the shattering bones.

"I will take care of these two skeletons, you can focus on the magistrate. Try to put some distance between yourself and the bailiffs." she said as she struck at the skeleton farthest from Theo.

attack: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d6 + 1 ⇒ (3) + 1 = 4

confirm: 1d20 + 6 ⇒ (10) + 6 = 16
crit damage: 1d6 + 1 ⇒ (5) + 1 = 6

With her wits about her, Nimaethep struck decisively at the centre of the skeleton's rib cage in order to shatter its torso and hopefully carry through to smash its vertebrae holding it together as well.

She then rolled up, onto the table and motioned to the skeleton nearest Theo hoping to draw it away from him. "Your master gave you a command, come for me and let me put you to rest."
AC 24 vs AoO


Nim, I am going to assume you were punching the bailiff. The damage does not seem to match but I am pretty sure you would have realized the sickle would be less effective.

Nimaethep, Teos and Vash seem more prepared for the explosion of bone shards this time, shielding themselves or darting out of the way of most of the harm. Nimaethep then smashes one of the skeletons, breaking off several ribs. She then scales the table behind her and taunts the skeletons. They strike out at her but she easily avoids their claws.

Skeletal Bailiff AOOs:
  • Blue Skeletal Bailiff, Claw: 1d20 + 4 ⇒ (7) + 4 = 11
  • Damage: 1d4 + 4 ⇒ (1) + 4 = 5
  • Yellow Skeletal Bailiff, Claw: 1d20 + 4 ⇒ (13) + 4 = 17
  • Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Teos, steps up to the magistrate and cuts at him with his khopesh. The blow strikes true but the blade glances off the bone, mostly harmless, though a few bones chip.

The two remaining bailiffs converge on Nimaethep and try to grab her. They manage to get a hold of her and restrain her, which seems to please Magistrate Sotenre.

Yellow Skeletal Bailiff Aid Another:
  • Grapple: 1d20 + 4 ⇒ (18) + 4 = 22

Blue Skeletal Bailiff Grapple:
  • 1d20 + 6 ⇒ (17) + 6 = 23

"Yes, now keep her still." the magistrate shouts as he claws at Teos. "I'll be there in a moment to serve justice."

Magistrate Sotenre:
  • Claw 1: 1d20 + 6 ⇒ (19) + 6 = 25
  • Damage: 1d4 + 3 ⇒ (2) + 3 = 5
  • Claw 2: 1d20 + 6 ⇒ (8) + 6 = 14
  • Damage: 1d4 + 3 ⇒ (2) + 3 = 5

The magistrates claws scratch at Teos, mostly just leaving marks on his armor, but Teos grunts from the blow and a trickle of blood can be seen running down at his waist.

Nim's evasion lets her avoid all the damage from the second explosion, Teos and Vash avoid some as well. Nim gets swarmed and is now grappled by the two skeletons. Teos gets attacked and one claws hits.

Harmini, it is your turn.

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Seeing her companions in danger, Harmini steps out from behind the cover of the small pillar and unleashes a burst of renewing positive energy.

Channel Energy: 2d6 ⇒ (1, 3) = 4

Everyone in the party should be in range of the channel for healing. Free Action - 5' step east. Standard Action - Channel Energy to heal. No move.


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

Concerned at the skeletons holding down Nimaethep, Vash continues his barrage of blunt-tipped arrows, this time at the backs of the yellow and blue skeletons while they are preoccupied.

Attacks against Skeletons:

Point Blank Shot, Gravity Bow, Falcon’s Aim apply:
Attack vs grappling Yellow Skeleton: 1d20 + 11 + 1 + 1 ⇒ (10) + 11 + 1 + 1 = 23
Damage: 5d6 + 8 + 1 ⇒ (4, 3, 3, 5, 1) + 8 + 1 = 25
Attack vs grappling Blue Skeleton: 1d20 + 11 + 1 + 1 ⇒ (13) + 11 + 1 + 1 = 26
Damage: 5d6 + 8 + 1 ⇒ (2, 1, 1, 5, 2) + 8 + 1 = 20

After taking his shots, Vash moves up (5 foot step) to better see what is going on in the room (already moved icon).


Harmini concentrates and the positive energy washes over the area. The undead take note but are unaffected by it and the wounds of the party begin to heal over. Then Vash draws back and fires at the remaining bailiffs. His blunted arrows smash through them and as they begin to crumble the explosions send shards of bone across the area.

Yellow Bailiff Death Burst:
1d6 ⇒ 4

Blue Bailiff Death Burst:
1d6 ⇒ 4

Nim it is your turn. Please begin with giving me two Reflex saves, the first with a -2 penalty from being grappled.

Teos, you will follow Nim. Please give me two Reflex saves as well, though without a penalty.

Vash, please give me one Reflex save from the Yellow Bailiff's death burst.


Male Half-Orc | Neutral Good Ranger (Corpse Hunter) 5 | Speed 30 | Initiative +4 | Climb +6, Craft +10, Diplomacy +2, Handle Animal +4, Heal +6, Intimidate +4, Religion +5, Dungeoneering +4, Geography +4, Perception +10, Merchant +6, Ride +8, Spellcraft +5, Stealth +10, Survival +10, Swim +6| AC: 22 (Touch 14, FF 18, Armor +5, Shield +2, Dex +4, NA +1) | Fort: +6, Reflex +9, Will +4 | CMD: 21 (BAB +5, Str +2, Dex +4) | Hp: 33/44 [44 hp] [10 + 4d10 (24) + Con (5) + FC (5)] Ranged Hornbow (+11 or +9/+9, 2d6+3) or Hornbow vs. Undead (+15 or +13/+13, 4d6+10), Melee +6 Spear, 1d8+3 | CMB: +7 | Spells Level 1 (2/2) Character Sheet

Sorry for the death explosions, but I figured it was better than being held down and having an eye plucked out.

Reflex Save: 1d20 + 8 ⇒ (15) + 8 = 23


FM Catfolk Monk 2/Rogue 3 || Init. +3 || Hp: 6/39 || AC: 15/15F/11T || F6/R9/W5 || CMD 19|| Percep. +11 [12 vs traps + trapspotter rogue talent] || Low-light || 30 ft. Climb 20'

reflex: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
reflex: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22

Although she was too encumbered by the pair of bailiffs to avoid the shower of bone shards from the first exploding skeleton, once it was destroyed she had just enough freedom to twist away and momentarily roll behind the table to avoid the explosion of the second, regardless of the fact that it still had a firm grasp on her arm at its moment of death.

She was a little disappointed that she had been unable to keep them far enough away from Teos so that he did not have to endure their death throes though. Still, there was still the judge that needed to be dealt with.

Hopping off the table she quickly made her way over to the red skeleton to catch it between herself and Teos. She struck at the mad judge, intent on putting and end to his perversion of the system of law.

unarmed: 1d20 + 6 ⇒ (10) + 6 = 16
damage (b): 1d6 + 2 ⇒ (5) + 2 = 7


Male Human Fighter 5; AC: 19; HP: 49/49; Saves: F+7 R+2 W+4 (+1 vs. Fear); Int +5; CMB +10 CMD 21

Reflex: 1d20 + 2 ⇒ (7) + 2 = 9
Reflex: 1d20 + 2 ⇒ (16) + 2 = 18

Teos barely acknowledges the flying bone shards as he changes tactics against the 'Judge'. Instead of slashing with his sword, he instead swings his shield up and slams it into the skeleton.

Attack-Shield Bash: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d4 + 5 ⇒ (2) + 5 = 7

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