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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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'

As everyone else responds to the commotion, Nimaethep is slow to react, still winded from her long trek. She does her best to catch up with the others.


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 rushes forward to try and help the beleaguered Vash.

Running to help!!


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

Yeah, Vash didn’t do all too well on his stealth roll...

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Harmini follows Teos along into the fray.

Sorry. Hope no one was waiting on Harmini.

Dark Archive

Vash's arrow catches the thug in the shoulder, drawing blood and a groan of pain. He makes it part of the way back towards his companions, taking cover to try and remain safe from enemy fire. The thugs see him moving back and see the other running towards them, they decide that being defensive may be a better plan.

The thugs grab their crossbows off the ground and drop back into the ruins they came from, taking cover and remaining out of sight. One calls out as they move.

"Take our warning friend." he shouts. "Mind yourself and we won't hurt you further. Move on and everyone will be happy."

Teos and Harmini catch up to Vash's position at the end of their second round of double moves. Nimaethep will also join them after her second double move.

Vash is currently 15 feet off the map and will need to use 15 feet of movement to get to the position he occupies on the map. I added the red square as it will cost everyone 15 feet of movement to reach that square.

It is Vash's turn. The blue thug has TOTAL COVER from Vash's position. The red thug has IMPROVED COVER from Vash's position.

Last note, consider the right of the map (EAST) to be a wall with limited options for cover. You can get partial cover along the edge, but nothing more while on the map.


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

Talalmackk, perhaps I am doing the Roll20 map wrong, but it keeps loading up the previous encounter map. Could you check please? I'd like to be specific in Vash's movement.

Dark Archive

I am not sure what you mean by the previous map, but I would say you probably just need to scroll down or to the sides. It usually loads to the upper left of the map. The current aspect of the map to use is all the way to the right and about halfway down.


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 growls, "You had your chance to talk!" and he moves into position to get an angle on the Red Thug. He then takes careful aim at the Red Thug and lets his arrow do the talking.

Actions:

Vash is planning up to 30 feet movement, hopefully reduce cover of Red Thug, get within 30 feet, and get at least regular cover for himself. For whatever reason, I still can't access the new map. Please adjust the rolls for the proper cover penalties.
Hornbow attack with Falcon's Aim: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 (adjust for point blank shot and/or cover as it applies)
Hornbow damage: 2d6 + 3 ⇒ (6, 3) + 3 = 12 (+1 if point blank shot applies)
Hornbow confirm with Falcon's Aim: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24 (adjust for point blank shot and/or cover as it applies)
Hornbow extra crit damage: 4d6 + 6 ⇒ (3, 5, 1, 5) + 6 = 20 (+2 if point blank shot applies)

Dark Archive

Vash takes aim and fires an arrow at the barely visible thug. Its a tough shot but somehow he finds his mark. The thugs cries in pain but remains as hidden as he can.

For breath there is a stillness as if the thugs are waiting for something.

Vash hits but the Crit misses, though it was close.

It is now Teos' turn as the thugs appear to be readying some action.


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

Ok, I too am having the same problem that Vash has...it is the old map of the court that I can see...but I know I saw the new one awhile ago...not sure what is happening!

Teos brings his Khopesh around for a slash at the waiting thug.

Attack: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d8 + 8 ⇒ (6) + 8 = 14

Dark Archive

Teos, sorry about that. The map was just below the old one you could see. Unfortunately, you are still much further away than a single move could get you there. Please post a correction.


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

Ok, not a problem

Moving as swiftly as he can while still retaining a viable defence, Teos moves towards the waiting enemy. As he closes with the thug, an intimidating (I hope) snarl bursts from his lips.

Intimidate: 1d20 + 5 ⇒ (5) + 5 = 10

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Harmini approaches the scene quickly but remains wary of possible attacks. She takes cover near Vash.

"What goes on here, Vash? We heard shouting."

Move Action - 25' North taking cover next to Vash. Standard Action - Total Defense (AC 20 + partial cover until next turn).

Dark Archive

Teos and Harmini move forward, keeping to the wall to maintain cover from enemy fire. Teos glowers at the thugs, but they seem unfazed by his threats from so far away.

"Remember you curs," the more visible thug shouts out. "we tried to be civil. Come no further and we will let this go."

The thugs continue to wait, preparing for an assault they know is likely to be starting.

Vash and then Nimaethep, it is your turns.


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 is the last on the scene, tired as she was from the previous marathon. She takes a moment to process the scene before standing up. "Lets all take a moment to calm down here" she said, mostly to the guards, but she did glance back at her own group as well.

"It sounds like you are no more interested in a conflict than I am. We are here on a very important matter. Despite the initial hostilities, if you are willing I would like to discuss a peaceful resolution to this situation."


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
Harmini Wakestep wrote:

Harmini approaches the scene quickly but remains wary of possible attacks. She takes cover near Vash.

"What goes on here, Vash? We heard shouting."

Move Action - 25' North taking cover next to Vash. Standard Action - Total Defense (AC 20 + partial cover until next turn).

”We saw each other at the same time. I told them I was on a mission for the church and the city, then they shot me,” he says, showing the crossbow bolt sticking out of his thigh.

”When I returned fire and injured them and they saw you running to my aid, the cowards suddenly decided to negotiate. They block the path to the priest’s kidnappers. They must flee or be destroyed,” he concludes.

As he speaks, Vash moves 30 feet to the north using the wall as cover and trains his bow on the red thug, prepared to shoot if the thug does not follow instructions from the more reasonable people in his party.

Readied Attack:

Orc Hornbow Attack: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Orc Hornbow Damage: 2d6 + 3 ⇒ (2, 4) + 3 = 9

Dark Archive

Heading further north will not reduce the cover that the Red Thug has. If anything, it will likely increase it. I moved him 5 ft to the west so you can see the terrain better. To get a clean shot on him you will need to approach the door.

There is silence for a few second after Nimaethep calls for negotiation. Then the thug hidden completely from view shouts tnow what do you heir response.

"We have no interest in a fight either," he shouts. "so what do you propose as a resolution?

With the attempt at diplomacy we will be moving out of rounds. If combat erupts again, we will establish a new initiative.


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 wasn't well versed in negotiations, but she felt that she should at least try to resolve the situation peacefully as the opportunity had presented itself.

"We are here for the priest that you hold captive. Your hide out here has already been exposed, holding him serves no more purpose to you. You are outnumbered and surrounded. There's no need to risk your lives any further. If you free the priest and surrender peacefully I will advocate for leniency on your behalf."

diplomacy: 1d20 + 1 ⇒ (11) + 1 = 12


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 maintains his ready stance, wary of treachery, but he defers to Nimathep for the negotiations.

Dark Archive

The thugs listen as Nimaethep speaks for the group. The silence holds for a few seconds then the well hidden thug responds.

"What good is leniency to us?" he says. "If we surrender to you those who now lead the Chain will just see that we end up serving the army of the dead."

Sense Motive:
  • Harmini: 1d20 - 1 ⇒ (3) - 1 = 2
  • Nimaehtep: 1d20 + 1 ⇒ (1) + 1 = 2
  • Teos: 1d20 + 1 ⇒ (17) + 1 = 18
  • Vash: 1d20 + 2 ⇒ (18) + 2 = 20

Teos and Vash:
Nimaethep's words don't seem to be swaying them into surrendering but it seems more that they fear someone more than you rather than loyalty to their cause. Perhaps a change in negotiating tactic will work, if there is a chance to resolve this without further blood shed.


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

Meeting Teos’ gaze, Vash almost imperceptibly shakes his head, then pulls his arrow fractionally back further on his massive bow, saying to the warrior, ”Yes, there were guards here, but I filled ‘em full of arrows and the scavengers dragged away the bodies.”

Turning to the thugs, he continues, ”Now, that’s how I remember it. If you ‘guards’ dropped your weapons and ran like Hades to a new town for a fresh start, well, I’d still remember it that first way.”. Drawing a bead on the thug he already wounded, Vash finishes, ”Ah course, I am perfectly willing to do it the hard way, if you so choose.”

Intimidate: 1d20 + 4 ⇒ (1) + 4 = 5

Another fine monologue ruined by a bad die roll!


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

Seeing that the half-orc's speech might need a little more force, he snarls at the guards.

"Run little men, before the old gods take your souls!"

Intimidate: 1d20 + 5 ⇒ (10) + 5 = 15


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 about to reply when Vash took the lead. She turned to him, with a confused look "What is he talking about? Is he going to trying to flush them out so he has a better shot to kill them?"

The pause was promising, she needed to act quickly before the moment was lost. "What do you mean by Those who now lead the Chain? And what do they have to do with the undead plague? Is the Chain responsible for the threat facing the city? If so then you need to help us.

I suspect that you two never signed up for unleashing a calamity on the city, the Silver Chain has historically been a den of tomb robbers and thieves. In exchange for your aid in putting an end to this, perhaps while we deal with the much larger threat you may be overlooked.

diplomacy: 1d20 + 1 ⇒ (17) + 1 = 18. I know these guys are likely getting mixed messages right now.

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Harmini feels this conversation stands on the edge of a knife and tries to tip the scales toward peace. She steps forward and addresses the opposition.

"Ahem! My dear friend, Nima has a point, ya know. You have seen the undead are awakened and ravaging the city, yes? While you may not fear us, all but the very foolish should fear them."

She glances over to Vash and Teos.

"This situation has put us all on edge. Yet we've come to put a stop to the outbreak of undeath and we believe your captive may have the answers we seek. Will you not help us?"

Hamini smiles and retrieves an apple made of pure gold, offering it to the thieves.

"I promise you will be richly rewarded."

Diplomacy assist to Nima: 1d20 + 6 ⇒ (1) + 6 = 7

Doh! Worth a shot. The apple is an Alluring Golden Apple btw.

Dark Archive

Well, this may be fun...

The thugs seem to pause and the one to the south sneaks a peak around the wall he hides behind. Seeing the gold apple he smiles slightly and nods over to his friend as he calls out to Harmini.

"That masked cat can't handle herself I think." the thug says. "Throw the pretty over and we'll leave you to do as you wish. We'll even give you some direction on where to head next."

The thugs remain hidden, though not completely behind the walls now, and await receiving their bribe.

I guess at this point the question is who are you throwing it AT.

Of note, they both now have improved cover as opposed to one having total cover.

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Harmini gives a brief glance back to her companions coupled with a subtle wink before obliging the thug's request. She then slowly takes a few steps forward and tosses the apple to the ground.

Throw Apple: 1d20 + 2 ⇒ (11) + 2 = 13

Hamini's not throwing it AT anyone. She's simply tossing it to the ground where they can both see it (marked on the map). Either one could be considered the nearest hostile creature within 20' by my guess. It's a DC 13 Will save for whichever one you choose to be the nearest.

Dark Archive

Will save:
1d20 + 2 ⇒ (4) + 2 = 6

Harmini throws the magic apple towards the thugs. It lands gently and the sun seems to glint off it into the eyes of the thugs hiding behind the wall to the south. He steps out to grab the apple but then freezes mid-stride. He stares at the apple but does not move further.

His companion calls out to his friend. "So, do we take it and go?" The second thug then looks out from his hidden position and begins to shout. "What is this? What have you done to him?"

The second thug steps out and moves for the door.

Well, it seems this last thug is trying to flee into the building. His companion is paralyzed by Harmini's magic apple (who would have guessed that would ever get used). Does the group allow him to flee?

Keep any actions to within reason for 1 ROUND of actions.


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

Running into the door was not one of the options presented. Vash’s readied action goes off, targeting the disobedient thug. Readied Action

”We can’t let him give us away!” calls Vash, moving forward and drawing another arrow.

Dark Archive

The thug dies from Vash's arrow.

In the future, when we exit rounds, that means readied actions will not continue to be valid.

The remaining thug is paralyzed, so he cannot act. What does the rest of the party do?


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's ear twitched in irritation at the suggestion that she couldn't handle herself. It was true that she wasn't a skilled diplomat, but she still considered her offer to be a fair and reasonable one.

She was glad when Harmini took over the conversation. The noble seemed more eloquent than herself. Still, it seemed like an extravagant gesture to offer them an apple made of gold simply for their cooperation.

When the first guard froze, she realized that there was some kind of magic afoot with the apple. She saw the other guard panic and run. "No wait!" she called out, raising her hands both to the guard and to Vash, but it was too late. She watched as the man fell, an arrow in his back.

Nimaethep sighed regretfully. It was unfortunate that it had come to this, she had hoped at the very least to render them unconscious through non-lethal means. Still, she realized that the uncooperative man had to be stopped before alerting the others. She couldn't fault Vash for the guard's choice.

At least one of them survived. She retrieved some rope from her pack and proceeded to bind the ensorcelled guard. "Will this enchantment last long?" she asked Harmini.


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

With the immediate threat neutralized, Vash finally de-escalates from his ready position and puts away the bow and nocked arrow, reaching down and grabbing his curing wand. He keeps a wary eye on the remaining thug as he pulls the now dead red thug’s bolt out of his thigh and jabs the curing wand in its place, calling on the magical healing to staunch the flow of blood.

”I tried to talk with them, and they shot me. I would rather have negotiated with them, Nimaethep, but they chose the nature of our interaction,” Vash explains as the healing energy flows into his wound.

Wand of Healing: 1d8 + 1 ⇒ (8) + 1 = 9


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 forward with the others and examines the dead man and to help bind the unconscious one before he could awake.

"Not all confrontations can go as planned. Nice shot Vash!"

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Harmini smiles wickedly at the potency of her seemingly innocent trinket as her companions bind the remaining thug. She picks up the non-magical apple, approaches her victim and puts it into the magically held man's pocket.

"There you are, my dear. Payment as promised. I am sorry for the loss of your companion."

She then turns to reply to Nima.

"I honestly can't say how long the effect will last. Depends on how strong-willed our new friend here is. Moments more maybe. Undoubtedly, he will be quite displeased once he regains his faculties. Perhaps it might be best we leave him to his thoughts and make haste toward our goal?"


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 nods at Teos' comment, saying, "Thank you. And Harmini is right--let's move quickly." Vash moves up to the set of double doors, checks them for traps, and listens carefully. Once the others are ready, he will open the double doors.

Perception for Traps: 1d20 + 9 ⇒ (4) + 9 = 13
Perception for Listening at Door: 1d20 + 9 ⇒ (15) + 9 = 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'

"I'm sorry for your companion, it would really have been better if you had accepted my offer" Nimaethep says to the incapacitated man, despite not knowing if he could hear her.

She said a brief prayer to Anubis over the body of the fallen guard before turning her attention to the doors. "Let me have a look at those as well." She began carefully inspecting the portal with a practiced eye after Vash.
perception vs traps: 1d20 + 11 ⇒ (17) + 11 = 28

Dark Archive

Moving along a bit more. There will be a post later discussing how I want to deal with dungeon exploration a bit. Perception and such. I will need to know what is the normal marching order for your group, who is in the lead and how far ahead you will likely go. Or do you move as one solid group.

Vash and Nimaethep both examine the door for traps and proceed with caution ahead. The doors open with a slight creak but it appears no other guards are around to notice them. The building beyond is in ruins, two fire-scarred mud-brick walls and a half-dozen crumbling
clay kilns are all that remains of the building that once stood in
this weed-choked lot. A boarded-up, scorched door stands in the
southeast corner where the walls join.

After examining the door, the group continues finding a ramshackle, soot-stained office have been pried up and used to construct a crude stairway leading underground. The air is quite musty. To the side appear three small kegs emitting an earthy smell. A wavering light can be seen down the stairs, it seems that someone may be home.

Nimaethep:
The earthy smell is clearly saffron, and given its strength these kegs are full of it.

OK, I am making the assumption you will be heading down the stairs at some point, but timing-wise you are still at the top of the stairs.

As a note, which will be spelled out a little later when I can fully explain the "exploration" aspect in the discussion, those scouting ahead will need to make ONE perception check which will apply to all elements, traps, listening at doors, etc.


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 paused by the fragrant kegs "These seem to be full of saffron. It seems odd to keep them here, I wonder if they were just in the process of being moved or if they have some other use."

appraise: 1d20 + 1 ⇒ (7) + 1 = 8
It had been a long time since she had needed to estimate the price of anything. She had no idea how valuable this much saffron might be.

She cautiously crept further into the complex, keeping an eye out for traps or other guards.

stealth: 1d20 + 9 ⇒ (15) + 9 = 24
perception: 1d20 + 10 ⇒ (10) + 10 = 20 (+1 vs traps)
trap spotter talent: 1d20 + 11 ⇒ (18) + 11 = 29

She moved slowly and cautiously, keeping close to the walls while advancing towards the closest set of doors.


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 waits for the others to file down the steps, bow drawn and keeping a sharp eye out for threats.

Dark Archive

Sorry for this delay. I was debating how to deal with Trap Spotter in the format I was doing and then work got busy and special events on the weekend (Trick or Treat with about 1000 kids!) wiped me out. But here we go.

Nimaehtep moves down the steps and turns to approach the nearby door. She goes to take a step and her foot brushes some dirt ahead and the sound of it falling past the floor signals her to stop. She looks again and spots the seem of the pit trap ahead of her. The pit appears to be ten feet squared, taking up the entire hallway.

Listening carefully before further examining things, Nimaethep does not hear or see anything further.

Nima, please give me a DISABLE DEVICE check, assuming you are planning to disable the trap.

Also, in the future, do not make the Trap Spotter check. I will make them when appropriate. You should still make Perceptions checks in each section for normal cautious exploring. Basically it will give you a second check, but only specifically for traps. The method I was working towards didn't take Trap Spotter into consideration and so I needed to thing how it would work for it. Hopefully this is a good one.


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'

At the sound of sand falling some distance, Nimaethep stopped moving forward and knelt down to inspect the floor more closely. Most of the joints between stones were packed with sand, but along one line in particular there were empty spots here and there, a possible sign that there was nothing underneath and the sand had fallen away.

She carefully blew on the sand. It was only along that one line between the stones where the sand was loose enough to be blown free making the door to the pit more obvious.

Nimaethep unrolled a long leather apron to reveal all sorts of chisels, files, wires of various materials, blocks of wood and metal in different shapes and small tubes and vials filled with exotic materials. All implements of a skilled trapsmith designed to bypass a myriad of traps both mundane and magical.

"This should be a simple job, but it has been so long since I've practiced these skills."

She took a breath and brushed the moment of doubt aside as she set to work. Carefully she took a series of small wedges and methodically began tapping them into place at strategic locations around the trap door. I all went well, the door should end up jammed shut.

disable device: 1d20 + 13 ⇒ (5) + 13 = 18

Dark Archive

Nimaehtep attempts to brace the trap door against dropping under weight. She works for a moment, then checks it is secure. As she leans on it, two of here braces fall out.

With some additional effort, she manages to wedge it in securely and then moves ahead towards the first door.

Nimaehtep failed but not by 5 or more so it didn't set it off. Given the delays (my fault) I'm not going to delay further for rerolls.

Nimaethep does not hear anything from the hall or the doors, and she does not notice any additional traps. I assume you wish to go through one of the doors, but which one?


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 frowned as she put a little weight on the trap and watched some of her work come undone. Despite her disappointment, she tried again, taking a little more time to figure out what she had done wrong the first time.

It was a simple mistake that was easily corrected, but one she chastised herself for making in the first place. Again she tentatively stepped onto the trap door and was satisfied with the result.

With the pit overcome, she quietly made her way over to the first set of doors. She gently and quietly opened the door, just a crack so she could peek in and have a peek inside before deciding how to proceed.

[ooc]Peeking through the first door. Is there light in here since the guards above were human? I have lowlight but not darkvision.[/b]


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 fallows up behind the catfolk, his weapons and shield at the ready.

"What do you see?", he whispers as she peeks through the crack in the door.

Dark Archive

There is light, though it does create some shadows. I updated the map so you can see for yourself.

Cracked ceramic tiles cover the walls and columns in this expansive chamber. In the center of the room, iron posts connected by chains delineate several smaller subsections, each crowded with boxes, crates, urns, and sarcophagi. The stink of soot and the leathery smell of death hangs heavy in the air.

This appears to be a kind of storage room.

As you as investigating a new area, please give me a single Perception check and a single Stealth check. If there is a trap that Trap Spotter may notice, I will make another check.

GM Rolls:
  • 1d20 ⇒ 18
  • 1d20 ⇒ 1


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 waits for Nimaethep to wave them forward before he moves up at the aft of the group. He tries to move stealthily and keep an eye out for any dangers.

Stealth: 1d20 + 8 ⇒ (8) + 8 = 16
Perception: 1d20 + 9 ⇒ (17) + 9 = 26 +2 more if versus 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'

perception(+1 vs traps): 1d20 + 10 ⇒ (17) + 10 = 27
stealth: 1d20 + 9 ⇒ (11) + 9 = 20

If Nimaethep doesn't notice anything:
Nimaethep cautiously opened the door wider and motioned the rest of the party through the door into the warehouse.

Dark Archive

There is nothing obvious without searching the room more, which will take some time if you wish to do so. The group can all move up in the room and if you wish to search through things each PC may give me the following checks. Perception, Knowledge (engineering), Knowledge (nobility), and Knowledge (religion).

If Nimaethep investigates either of the doors.

Southern Door:
The doors to the south are boarded over and as Nimaethep approaches there is a hint of a foul odor. It is a chemical smell but she is not sure what may be causing it.

Eastern Door:
Beside the eastern door, hanging from a nail in the door frame, are a holy symbol and vestments of a priest of Pharasma. Beyond the door she can hear two distinct voices. In addition she can smell the presence of some kind of guard animal, possibly a dog.


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 moves forward as Nimaethep gives the signal. He enters the room and looks around a bit...

Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Religion: 1d20 + 5 ⇒ (2) + 5 = 7

+2 on these checks if related to 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'

As Vash is about to go into the room, Nimaethep gently puts a hand on his shoulder "Wait, what is that over there?" she whispered and directed his attention to the robe hanging on the hook.

She carefully crept over to the garment and gently held up the holy symbol, displaying it to the rest of the group. It seemed like a reasonable clue as to the location of the captive priest.

Hearing voices on the other side of the door, she gently pressed her ear to the portal and tried making out the words.

Dark Archive

GM Rolls:
  • 1d20 ⇒ 2
  • 1d20 ⇒ 9

Vash heads into the open storage area, following Nimathep. He begins looking around and catches sight of a few bottles nearby that look old but well preserved. Before he can look further into it though, Niamethep stops him.

Nimaethep moves quietly to the eastern door and examines the nearby vestments. She looks back at her friends and then leans into the door to see if she can here anything more clear. The voices are faint but she can make some of the conversation out.

"I don't see how Ekram can blame us for it." one of the voices says. "It's not like we knew that cat told us to watch out for the ghouls."

"Well, she was a solid fighter." another voice says. "Ekram said he would need every blade we could spare in the coming days. And with the dead rising, I can't say I am happy to lose her."

Are Harmini and Teos entering the storage room?

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