Mummy's Mask

Game Master Samy

GM Samy's Mummy's Mask Campaign --- Day 26 --- Google Drive Folder --- Experience --- Treasure --- Relationships --- Maps (Empty Graves)
Panic Level: 13

Party Inits:
[dice=Initiative Aleris]1d20+7[/dice]
[dice=Initiative Deseri]1d20+2[/dice]
[dice=Initiative Harmose]1d20+11[/dice]
[dice=Initiative Kito]1d20+0[/dice]
[dice=Initiative Polux]1d20+3[/dice]
[dice=Initiative Qari]1d20+2[/dice]
[dice=Initiative Ra-Khefer]1d20+1[/dice]
[dice=Initiative Turel]1d20+2[/dice]

[dice=Perception Aleris]1d20+9[/dice]
[dice=Perception Deseri]1d20+1[/dice]
[dice=Perception Harmose]1d20+9[/dice]
[dice=Perception Kito]1d20+2[/dice]
[dice=Perception Polux]1d20+10[/dice]
[dice=Perception Qari]1d20+6[/dice]
[dice=Perception Ra-Khefer]1d20+0[/dice]
[dice=Perception Turel]1d20+9[/dice]


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Inactive

Whoops you're right, had a brain fart there.
________

"True...and they're known for hungering for undead flesh...so..." Aleris replies as she slowly - and perhaps a bit reluctantly - comes to the same conclusion that Kito has.

"I guess if she's not going to bleed out now, we can try to wait until they're done eating and move on before we approach," she finally sighs.

Liberty's Edge

Female Human Commoner 1

Since none of you seem to be taking aggressive action, you wait about half a minute with the esoboks just chomping away eagerly on the fallen undead. After that half a minute, they begin glowing brightly, and then disappear in a flash of light.

Arcana DC 10:
They were likely summoned creatures that had been summoned here for a limited amount of time, and upon that expiration, they returned to their plane of origin. The summoning would require someone to do the summoning in the first place, but no one is in obvious view.

The fallen civilian can be easily treated once the esoboks have disappeared.


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

Qari wasn’t sure what she had just seen, but she rushed forward, trying to help the others heal the woman and get her to safety. ”Are those things going to reappear or
Could they be invisible,”
she wondered.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Kn: Arcana: 1d20 + 12 ⇒ (10) + 12 = 22

Kito looks around with a puzzled expression. In response to Qari, she says "They were summoned, but I don't know by whom."


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Harmose comes in to heal the fallen woman.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

“Hey there. Are you alright?”


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel glances about him when he hears Kito's warning, looking for anyone trying to stay out of sight.

Perception: 1d20 + 11 ⇒ (8) + 11 = 19

"Come out and show yourself. We know you are hiding from us." He calls out in a calm voice.


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Moving next to Turel, "We want to do the same thing you are doing and there is strength in numbers."

Diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Looking down at the woman, Kito mentions “I suppose it is possible she is the one who did it.

Perception: Any Divine focus, Spell component pouch, or other items suggesting the woman might cast spells?: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
Kn: Local: Do I recognize the woman?: 1d20 + 10 ⇒ (6) + 10 = 16


Inactive

"If someone summoned them, they probably meant to summon them to fight the undead," Aleris points out as she also looks around, a bit perplexed by Turel's choice of words. "Hopefully that means they're friend and not foe. Or at the very least, not foe."

Perception: 1d20 + 10 ⇒ (2) + 10 = 12

Liberty's Edge

Female Human Commoner 1

Perception or communication attempts both fail to locate anyone nearby, other than the fallen civilian. Whom Harmose heals back to consciousness. As the civilian (a human woman) gets back up onto her feet, she expresses great gratitude to all of you, but she has no information regarding the psychopomps -- she was surprised upon their appearance, just before she was knocked out.

So you do not manage to get any information that would clarify the origin of the psychopomps.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Frowning, Kito asks "I wonder why the summoner concealed themselves."

Turning on her heel, she then says "Best continue towards Meehr Zet's residence." The sooner we deal with the other areas, the sooner we can check on the outskirts.


Inactive

"I agree...but we'd best watch out if some summoner is summoning recklessly like this," Aleris scowls.

Liberty's Edge

Female Human Commoner 1

You resume your travel toward Meehr Zet's residence in the Veins district, and reach it without further interruptions.

Quote:
The Veins: Nestled between Midwife and Bargetown, Wati’s harbor district stacks block upon block with woodcarvers, tar kilns, warehouses, and whatever shanties can be crammed between them. Its myriad shallow canals breed unabating clouds of insects, the bites of which spot the bodies of the locals, who stain their hands and cheeks with pitch to repel the pests.

As you enter the Veins, and travel toward the industrial tarworks owned by Meehr Zet's father, you are suddenly beset upon by a flutter of feathers. A flapping of feathery wings bounces frantically among your group, accompanied by a distraught animal-like squealing. It will take you a few moments to ascertain exactly what has come to the middle of your group, but after a few moments of observing, you can make out the following appearance:

(Image)

Planes DC 12:
Nosois eagerly fill the roles of clerks, scribes, and messengers in Purgatory's bureaucracy. They record the circumstances of each mortal's death, any judgments for and against its soul, and its final destination among the Outer Planes. A nosoi looks like a songbird—usually a crow, sparrow, or whippoorwill—though it wears a funerary mask that accentuates its beak. Many nosois craft decorative artificial tails from grave goods and other decorations that trail behind them as they fly. A nosoi typically measures about 1 foot in length but is deceptively heavy, weighing between 10 and 15 pounds. It can use drawing and writing tools suitable for Small or Medium creatures without penalty.

DC 17:
Nosois serve within the libraries and scriptoriums of Purgatory, tirelessly scribbling away without rest. Being social creatures, they frequently chatter or sing with one another. A nosoi considers eating a rare treat, and sometimes shares the information it knows if given a suitable tasty bribe.

DC 22:
A nosoi's primary duties are to record happenings within Purgatory, conduct souls to and from their appointed destinations, and carry messages from Purgatory to agents in other planes. Most outsiders respect the couriers' neutrality and allow them safe passage. Many also serve as assistants to more powerful psychopomps or even to mortals with particularly morbid concerns or important fates. Nosois take pride in knowing that their trivial tasks aid in keeping one of the multiverse's most important systems functioning with general reliability.

The creature continues to frantically squeal and bounce among your group as if seeking your attention.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Kn: Planes: 1d20 + 10 ⇒ (5) + 10 = 15

Kito gets out some paper and a quill, setting them down near the ‘bird’. “It is a Nosois, used as a messenger. It should be able to write out what it needs!


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Planes: 1d20 + 7 ⇒ (18) + 7 = 25

Starting to dig around her hip pouch before looking up at Kito, "Hey give me some of Thera's treats." Holding out her hand expectantly while looking at the strange little bird.

Dropping down to her knees in-front of the Nosois with her hand still waiting for Kito. "Do you have a message for us?"


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Frowning for a moment, Kito asks Thera to allow her to share the treats. She offers some to Thera first, and then fills Deseri's hand.

Liberty's Edge

Female Human Commoner 1

The nosoi does not need the writing implements, as it seems capable of speech in multiple languages. "Very terrible...need help...so much need help...a big disaster...!" it jitters off sentence fragments that bode ill of some kind; the nosoi drifts from language to language, using Taldane/Common, Osirian, Keleshite as it rains off those word clusters. "Please...must have help...it is imperative...!" It can't manage to clarify what the issue is, however.

Sense Motive DC 20:
The nosoi clearly means no harm and wants your help, but is unable to express herself clearly because it is so agitated.


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Sense Motive: 1d20 + 9 ⇒ (13) + 9 = 22

Turel waves his hand in a slow motion to get the nosoi's attention, "We do wish to aid you, yet your words make little sense. Take a deep breath and collect your thoughts before speaking. We will wait for you."


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

"Thank you both." Lowering her hand and offering the treats to the Nosois. Can't be a good omen. The city is falling apart. Is it happening everywhere else too?

Opps. Apparently forgot to hit the post button. That part was meant for before Samy posted.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Kito puts away the writing implements.

Sense Motive: 1d20 + 2 ⇒ (17) + 2 = 19 So close! :)

"Can you point the way to where help is needed?"


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

Qari shoots a crooked eyebrow at this creature. She’d so many strange monsters in the last few days, some meaning them harm and some not. Perhaps this one was one of the ‘good’ ones?

Sense Motive 1d20 ⇒ 20

Qari decides to trust her gut, and decides to risk it and help the creature.


Inactive

"Shh, it's okay," Aleris murmurs, hoping to calm the agitated little creature. "We'll do our best to help you. As Turel says, take a deep breath and calm yourself, then tell us what the trouble is."

Diplomacy (Calm Down): 1d20 + 9 ⇒ (1) + 9 = 10
________

Lol wow, worst possible roll. Anyone else want to try? :)


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Seeing the others trying to calm the creature, Kito figures it is worth a try.

Taking a little bit more food, she puts it into her hand and reaches out the hand to in front of the bird. “You have found help, no need to be excited. Just calmly explain who needs what help where. Who, what, where.

She lays the bird food out in front of the Nosois where it can easily reach it.

Diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Polux waits for the creature to settle down somewhat, watching the surroundings as the others mill about.

Liberty's Edge

Female Human Commoner 1

The bird food that Kito lays out does the trick, and manages to calm down the nosoi enough that it can now start disseminating its information.

During the auction at the Canny Jackal, Ptemenib (whom the nosoi refers to as a 'master') recognized one of the attendees as an agent of the Silver Chain. Wati’s grave-robbing gangs are a personal interest of Ptemenib’s, so when the agent abruptly left the auction, Ptemenib followed him into the Veins. Ptemenib had planned only on gathering intelligence about the group’s hideout, but he was discovered by cultists of the Forgotten Pharaoh masquerading as Silver Chain members, and was captured. Not wanting to draw undue attention to themselves, and perhaps hoping the priest might be of some later use, the gang has kept Ptemenib alive for now.

So you now know that Ptemenib has been captured by the criminal gang calling itself the Silver Chain, and the nosoi ("Qasin") is willing to lead you to the "Bright River Brickworks" if you are willing to help his master.


Inactive

For a moment, Aleris looks positively flummoxed by what little Qasin eventually manages to tell them - she wasn't sure what she'd been expecting but it wasn't this. But then she gives her head a shake and looks to her friends.

"Okay...so I guess it's off to the Brickworks, then?" she asks, her expression determined.


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel's expression is one of concern as the nosoi mentions the cult of the Forgotten Pharaoh."[/b]

Yet another piece of the puzzle reveals itself...

"Yes Aleris, that is our next destination and time is of the essence."


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

”This creature risked everything to approach us. The least we can do is reward its bravery by helping find its master.”


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

"That's fair."


1 person marked this as a favorite.
HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Knowledge (Local), does Polux know anything about this cult of the Forgotten Pharaoh?: 1d20 + 9 + 1d6 ⇒ (20) + 9 + (3) = 32

"I guess we should at least investigate" - Polux agrees with the others.

Liberty's Edge

Female Human Commoner 1

That is a really, really good roll. So I'm going to reward it with a piece of information that you technically should not yet have at this point.

Polux has heard some very vague rumors about a cult dedicated to a "forgotten pharaoh" who venerate a supposedly forgotten pharaoh that has been stricken from history books -- by the name of "Hakotep". It's reasonable that Polux knows that said cult is currently infiltrating the Silver Chain -- Wati's main graverobber mafia -- and that he can supply said information when Qasin informs your group of Ptemenib's proclivities with the Silver Chain.

So this is probably the order in which the information came out:

* first Qasin tells you of Ptemenib investigating the Silver Chain
* upon hearing this, Polux can tell the group that the Silver Chain is currently being infested with an organization called the Cult of the Forgotten Pharaoh
* then Polux can elaborate that the cult venerates someone called Hakotep who seems stricken from history books

Probably makes most sense if this is the order in which you get all the information.

Making your way to the Veins district, and the Bright River Brickworks, you may or may not know the following about your destination:

Local or History DC 10:
Not long ago, the Bright River Brickworks produced a steady supply of mud bricks for Wati’s less glorious homes and businesses, but one setback after another eventually led to a cracked kiln and a fire that raged through the building and the surrounding shanties in the Veins. In the 2 years since, the hovels have quickly grown back, but the brickworks remains uncannily silent and empty for a structure in Wati’s crowded harbor district.

Local DC 15 (trained):
In truth, the criminal gang known as the Silver Chain moved into the brickworks almost before the ashes cooled. The isolation shielded them from prying eyes, and the brickworks’ supply tunnels provided easy access beneath the walls of the necropolis, ideal for smuggling tomb robbers in and valuables out.

Local DC 20 (trained):
More recently, the Silver Chain has been thoroughly infiltrated by the Cult of the Forgotten Pharaoh, which is using the gang’s expertise to search the necropolis for the Mask of the Forgotten Pharaoh. Through intimidation and blackmail, the cult seized control of the gang, placing it under the leadership of a cultist named Ekram Iffek. Since the cult’s takeover, the original members of the Silver Chain have grown less and less loyal to its new leader, and now that the ravenous dead are prowling Wati, many gang members not affiliated with the cult have run off.

I have made a Google Slide of the Brickworks: here, let me know if it doesn't work.

I have positioned your group outside the Brickworks.

Empty Graves, p. 21 wrote:
The kiln floor and a single office are all that’s left of the Bright River Brickworks, built atop a low hill in the Veins. By day, the brickworks appears abandoned.

Do you enter what's left of the decrepit building?


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Kn: Local: 1d20 + 10 ⇒ (19) + 10 = 29

It is likely that any gang members we meet in the tunnels below could be convinced to just leave. There has been tension between the original gang and the Cult.

She then relates the rest of what she knows of the situation.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Knowledge (Local): 1d20 + 9 + 1d6 ⇒ (8) + 9 + (3) = 20

Knowledge (History) - do I know anything specifically about Hakotep?: 1d20 + 3 ⇒ (19) + 3 = 22

Polux nods at Kito - "If they are being infiltrated and overtaken, you are probably correct. May be worth a shot convincing them to leave"

He then stares at the structure for a moment, and motions to move inside - "Wait here a few moments - I am going to scout the area"

Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Stealth: 1d20 + 10 ⇒ (17) + 10 = 27

Plan is checking F1 along the wall to the left, and then F2.

Liberty's Edge

Female Human Commoner 1

Polux feels confident that he's studied Osirian history pretty well and there's no known pharaoh by the name of Hakotep.

Your Local rolls (Kito + Polux) know that:

Empty Graves, p.21 wrote:
By day, the brickworks appears abandoned, but Silver Chain agents stealthily come and go at night. Locals know to avoid the site, and steer outsiders away from it even if they don’t know who exactly lives there now.

So you know this place has a reputation as a place to avoid.

As Polux enters F1 to scout, he sees:

Quote:
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.

The door in the southeast corner (leading to F2) appears boarded shut.

Perception or Craft (carpentry) DC 15:
reveals that the door is actually perfectly functional and is merely disguised as if it were boarded shut. It may or may not be locked, however.

Two Silver Chain smugglers are posted in F1 at all times, disguised as watchmen. (Polux's Perception roll -- combined with all the pre-info your group has about the Silver Chain -- is good enough to make an educated guess that the two watchmen-seeming individuals are 99% sure Silver Chain smugglers. No useful purpose is served by me playing coy about it. :))

Smuggler Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Smuggler Perception: 1d20 + 6 ⇒ (6) + 6 = 12

The two watchmen do not come even close to detecting Polux as Polux sneaks around F1.

I'm gonna add the two watchmen to the map once I find a digital picture of them. I think Mummy's Mask Pawns PDF will probably have a suitable one but that's on a different computer right now.

I believe the time-of-day is about noon-ish -- I've been making my posts with that assumption. Ping me if I'm mistaken and I'll fix anything that might be affected.

Liberty's Edge

Female Human Commoner 1

I have now positioned two opponent pawns on the map.


Inactive

While Polux goes to scout ahead, Aleris waits some safe distance back, hunkered down with the rest of the group.

"This entire day just gets stranger and stranger...Kito, you said this Cult is looking for a mask? I wonder why?"


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

We have already learned that they wiped one pharaoh from the history because they didn’t like them. I expect the cult members are looking for the mask because it links in some way with why this Hakotep is not in our history either.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

After avoiding the watchmen, Polux focuses his attention on the boarded door for a second.

Perception: 1d20 + 11 ⇒ (4) + 11 = 15

With a smile, he returns to the others with the information - "First thing we need is decide what to do about those on watch" - he whispers.

Stealth: 1d20 + 10 ⇒ (14) + 10 = 24


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

"Capturing them silently would be the wisest course of action." Turel whispers, "Perhaps some magic applied here would be useful, either a silence spell or failing that..." he raps his hand against his temple for emphasis.


2 people marked this as a favorite.
Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

As long as sound is all we are worried about, Harmose probably has the best magic for the job. His rainbow is bright, but it doesn’t make much noise.

She spreads her fingers out like a flare as she says this.


1 person marked this as a favorite.
Inactive

"A sneak attack seems like the best idea," Aleris agrees. "If these guys on watch are really just Silver Chain and not part of this Cult, then we should probably be nice and not kill them today - if we can help it, I mean."

Liberty's Edge

Female Human Commoner 1

Holding off while you make plans, I will post after you guys describe taking actions, until then feel free to plan as much or as little as you like. Just describe taking actions when you're good to go.


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Nodding along, "That seems like the best outcome. What happens if it goes wrong? Do we all rush out?"


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Kito just nods in response to Deseri's question.

Isn't that always part of any plan? Wing it when things go pear shaped.


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

”If someone can use a silence spell, we could rush them and knock them out quickly. My blast doesn’t need me to say anything, so I’m fine in the quiet,” Qari offers up helpfully.


Inactive

"Silence magic? Not something I can help with, but definitely a good idea," Aleris nods before turning a questioning look to Kito and Harmose. "Maybe combining that with some of us creeping forward will let us take the two by surprise."


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Haven't heard from Harmose in a while. Kito, should we bot?


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

She is at work. She will get a lunch break in about 4 hours. Wait until after that.


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Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

With the aid of a message spell, Harmose listens to Polux’s whisper. “Great. I’m going to come in there and be social then drop the rainbows. You’re going to bail me out in case they pass. Anyone want to come with me? Qari could be good eye candy if she wants to get closer. Otherwise, I’ll just be my smiling self.”

“Since I’m going in, loop me into your own message spell, Kito.” Taking Qari’s hand he asks, “Ready? Oh... and you may feel free to beat me up for the disrespectful and racist language that I’m about to use to sell this. But let Aleris get first dibs, because I’m about to be scum.”

Squeezing Qari’s hand, he then creates water over both of them, and adds via prestidigitation the unmistakable smell of bad booze. “Oh come on, DEVIL GIRL! You know you want to play the old game of HAUNTED HOUSE!” He slurs a bit, and then giggles in a way too loud way. “Boo! SCARE THE PANTS OFF ME, WILL YOU?” He starts picking at Qari’s clothes as they go in, acting oblivious to anyone who’s in there. “Did I tell you you’re pretty yet? Yeah, pretty. Pretty HOT! Get it, devil girl, hot? C’mon, let’s go,” he leers. “Maybe the monsters want to EAT you!”

Bluff: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30

When he finally notices the bad guys standing there, he tries to lure them closer with his ineptitude. “WHOA! Where’d you come from?” He says, slipping and hanging on to Qari to stand up.

Yes, that’s right. Come closer. It’s rainbow time!

Wow, 36. Posts!? The forum had stopped notifying me. Derp.


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As Harmose drags Qari forward to aid in his little charade, Aleris frowns...what did he have in mind? But then she can hear Harmose open his mouth.

OH.

Even though she knows it's just a ruse and that Harmose means none of what she can hear him spewing, she groans softly, shaking her head in disbelief.

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