Mummy's Mask Book 1 PFS (Inactive)

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DungeonMaster

The bustling desert city of Wati is near bursting with excitement. You have all been told to investigate the Tomb of Akhentepi. The priests of the Grand Mausoleum go over a few basic rules with you all.

1. Remember how this came to pass. The Plague of madness was unleashed upon the City of Wati while religious authorities were engaged in infighting. This rule is a reminder that the necropolis remains a holy place, and those who engage in needless conflict and banditry are not only criminals, but accursed.

2. Every Slave's Hut is a Memorial. In lameness terms do not destroy or desecrate the structures, unless you must do this to disable traps.

3. Honor the Departed. Yes, respect the dead, but you may kill the undead, in fact do so.

A rectangular stone mausoleum sits alone in what appears to have once been an actual cemetery. The trunks of a few dead trees poke out of the sand of around the tomb, and a hot breeze whistles through their desiccated branches. A set of massive stone double doors is affixed to the northern side of the structure, beneath a facade bearing the likeness of an Osirian man. Windblown sand is heaped around the crypt, partially burying the doors that lead within.

Okay, everyone give me a perception check and a knowledge engineering check (if you know it). Also that sand needs cleared away, I need to know is helping or if you are doing something else, let me know. Also, let me know if you own a shovel, it is not necessary, but may speed up the time clearing the sand away.

Liberty's Edge

Male CG Ratfolk Unchained Rogue (Underground Chemist) 2 | HP: 19/19 | AC: 18 (14 Tch, 15 Fl) | CMB: 0, CMD: 14 | F: +2, R: +7, W: +1 | Init: +4 | Perc: +8 (With Trap Finding and Trap Spotter), SM: +1 | Speed 20ft | Sneak Attack +1D6 | Spells: none | Active conditions: none | Re-roll (+2) 1/1

Nor'scrik seems very keen to look inside an Osirion tomb.

"...so humans bury their dead in huuuuuuge places like this?"

Nor'scrik looks over the place like a homeless man would look over an empty house.

"We could have fit my family and uncle Screek's family too, and ratfolk have biiiiiig families you know!"

Whoever Nor'scrik is talking to finds the ratfolk stands just a little closer than comfortable. It's quite clear that the ratfolk understanding of personal space is vastly different to other humanoids.

perception: 1d20 + 7 ⇒ (7) + 7 = 14

"Those are some big heavy doors. They've been here for a long time, yes?"

Dark Archive

Status: 10/10 +1 Weapon | Human Magus 2 hp 13/13 | Init 2, Per 2 | AC 17, T 13, FF 15 | Fort +3, Ref +1, Will +3 | +4 CMB | CMD17 | MW Warhammer +6 (1-8+3 19-20x3), Dagger+3/4 (1d3+2 19-2023,P/S, Rg10)
Ready Spells:
Light, Prest, Ray of Frost | Chilling Touch, 1/3 Shocking Grasp
2/4 Arcane | Status: None] | 1/1 CLW Potion

Greetings folks, it seems we have our work cut out for us.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11

Never been afarid to get my hands dirty.

Haron begins moving sand with gusto, he is not very effectivly given his little halfling hands.

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

A small Oread with dwarflike prorpotions enters the room. A Bardiche rests comfortable on his right shoulder, an earthbreaker is in a backsheath. His armor consists of hundreds of small, interlocking pieces of steel shaped to resemble an ancient symbol for the word “mountain.” The mail is then riveted to a leather backing.
A warcat in studded leather barding follows into the room.
With a voice like gravell he introduces himself as Steinfaust and his friend as grumbler.
Perc: 1d20 + 8 ⇒ (18) + 8 = 26
Moving toward the entrance Steinfaust procures a rod that transforms into a shovel and start´s to dig.


DungeonMaster

Nor'scrik can't enter the building yet, but he did say he was looking over it, so he does in fact circle the building. The majority of this crypt is underground, so he walks around it which takes him no more than a minute if he walks all the way around it without stopping. 5 minutes to more to inspect it and nothing to see here. Just lots of sand around it a solid crypt.

Haron starts clearing away the sand str: 0 + 1d20 ⇒ 0 + (11) = 11 this is just to see how fast you do it, you still move it even with a zero.
Steinfaust does the same. str: 4 + 1d20 ⇒ 4 + (12) = 16 You're total will double since you are using a shovel.

The heroes start clearing away sand I'll wait till others post to see how long it takes to clear away the sand. In case you are wondering, the book is a little vague as to how long it takes, and features no mechanics for this part, I'll explain later.

Steinfaust notices that the doors are on concealed hinges and swing outward. Traces of mortar are there and the doors were meant to be sealed permanently and not opened again ever. He also notices that it looks like the door was pried open with a crowbar at some point, breaking the mortar.

Dark Archive

Male Nagaji Paladin (Enlightened Paladin) 2 | HP 6/18 | AC 20 TO 15 FF 15 | F +7 R +6 W +7 | CMD 18 | Init +3 | Perc +1 LLV | Lay on Hands 0/4

Kroone stays silent helping remove the sand. The enlightened paladin was extremely spiritual, the awkwardness caused by his unusual race was a mask he used to stay introspect. Tall, strong and covered by robes, he almost seemed like an ex-soldier hobo figure - if it wasn't for the crude tattoos and holy symbol adorning the Nagaji.

Scarab Sages

Human Druid 1 | HP 11/11 | AC 17; Tch 11; FF 16 | F +4; R +1; W +5 | CMB+3; CMD 14 | Speed 20 ft | Init +1 | Scimitar: +3 (18-20/1d6+3) | Perc+7

Silverback is an incredibly tall, hunched elf. Unlike most of his ageless kind, he seems old and frail. His weak form seems almost as if it had been stretched too thin.

"I remember when this was a desert oasis," the elf says as he watches the others clear the sand and occasionally lifts a handful with mage hand/

perception: 1d20 + 5 ⇒ (16) + 5 = 21


DungeonMaster

str for krone: 3 + 1d20 ⇒ 3 + (1) = 4 Although strong, Krone only scoops up small handfulls.
str for silverback: -2 + 1d20 ⇒ -2 + (2) = 0 I'll just cut your total in half for mage hand, though nobody can go lower than a 1

Silverback checks the area too, and notices just about as much as Steinfaust.

str totals: 11 for Haron, 32 for Steinfaust. 4 for Krone. 1 for silverback. 48 total. The books specifically states that clearing away the sand takes no more than 1 hour. When I played this PFS game, just about everyone helped and the DM said it took 1 hour. But the way it is written, no more than one hour means it could take any amount of time less than one hour with 1 hour being the max, not to mention the book does not say with help, so I assume it would take about that long with just one average Joe doing it alone taking his time. So I made it so that every 3 strength points lowered the time by 1 minute.

After 44 Minutes the heroes manage to clear away the sand in front of the door. It's a good thing they did it quickly, because it is hot out, and you don't want to be out here longer than necessary. However the door is heavy, you will need someone strong to pull it open, having a crowbar or something similar does help. A need a str check from someone and apply the crowbar bonus if you own one or if someone has one you can borrow.

Dark Archive

CN Male Shoanti Siegebreaker 5.2 HP: 44/44 | AC: 24 T: 12 FF: 23 CMD: 22 +2 overrun/bullrush, +5 trip/grapple, +10 disarm | F+7 R+3 W+4 | Init +1 | Perception +2
Tracked Resources:
Armored Vigor 5/5; Wand CLW 45/50

Fingers glistening with greasy chicken fat are busy working away at a piece of meat when the call for work is called. A helm with two horns arcing away from it looks up. Time for work. Eat later. A grubby hand slowly pulls off the lid of his bucket and he stows what's left of his meal within.

He works to the best of his ability clearing sand, but the other's easily outshine his meager pace. Sand not like ash of Cinderlands. Thundering Bull no good. Seeing but a door is left blocking their passage, he lumbers over and tries to open it.

Strength Check w/o Crowbar: 1d20 + 4 ⇒ (10) + 4 = 14 Door heavy. Sun hot. Need help. In a quiet voice he calls out to the others, "Need help."

Grand Lodge

Male Human(Varisian) Bard 2 Percept +6, Sense Motive +6, Init +2 15 of 15 hp

A brightly dressed figure tramps over a dune. "Sorry I'm late. I had a little shopping to do." As he approaches he shrugs his pack onto one shoulder, the better to loosen the ties holding a long iron bar to his pack. He hands the crowbar to Thundering Bull. "This might help."

He'll lean in to aid another if needed.
Strength, aid: 1d20 + 1 ⇒ (12) + 1 = 13


DungeonMaster

Thundering Bull tries really hard and Triccio pulls with him, but the door only budges 1 millimeter. They figure out it can move.

Ps the strength check is really high, and no one has a crowbar, lets see how many rounds this will take, because waiting for my response on each one takes forever.

Thundering Bull Str checks. str: 10d20 ⇒ (16, 6, 11, 17, 7, 15, 15, 1, 6, 10) = 104 I'll add the +4 bonus to each number rolled.

aid from the strong paladin: 10d20 ⇒ (16, 3, 18, 5, 10, 11, 2, 10, 5, 12) = 92 of course his modifier is +3, so I add to each number rolled as well.

The dc is 25, the crowbar lowers the dc to 20 in addition to the bonus it gives. So Thundering Bull can't roll less than a 19 if he wants it open, it's just a matter of time when he does.
thundering bull: 10d20 ⇒ (9, 7, 5, 8, 18, 8, 17, 7, 2, 15) = 96
paladin aid: 10d20 ⇒ (8, 18, 5, 2, 19, 15, 1, 13, 6, 18) = 105 the other pain in the butt thing is that the Paladin has to roll a 7 or higher the exact same time our bull rolls 19 or higher.

Okay, so 2 minutes have passed. Lets try the 3rd minute str check: 10d20 ⇒ (8, 11, 5, 15, 20, 11, 19, 7, 2, 8) = 106
aid: 10d20 ⇒ (8, 8, 9, 10, 16, 4, 5, 12, 11, 14) = 97

Yeah, a 20 roll and a 16 aid roll 2.5 minutes in they get the door open


DungeonMaster

Finally after trying for a long time, the heroes get the door open. They knew the could, it was just a matter of where and when they pull and how to shift their body weight around to pry open the door.

Room A1: Tomb Antechamber. This rectangular room is empty save for some engravings and fixtures upon the walls, a pair of heavy stone doors to the north, (where you came from), and an immense stone wheel agaisnt the south wall. The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The stone wheel to the south is engraved with a large spiral and is set in stone tracks in the floor and ceiling.

Okay, the room is 20 feet wide by 15 feet long. If you want to identify the glyphs that will be a religion check. Up to foor people can try to turn the wheel at once, and this one is much easier to do than the door. Let me know what you are doing at the moment and where you would be in the room, (spoiler, but location is very important, if map is needed I can draw one)) or if you want to be outside the room in the hot desert sand for a minute.

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

Steinfaust pushes another button and the shovel transforms into a crowbar."Need this?"

Dark Archive

Status: 10/10 +1 Weapon | Human Magus 2 hp 13/13 | Init 2, Per 2 | AC 17, T 13, FF 15 | Fort +3, Ref +1, Will +3 | +4 CMB | CMD17 | MW Warhammer +6 (1-8+3 19-20x3), Dagger+3/4 (1d3+2 19-2023,P/S, Rg10)
Ready Spells:
Light, Prest, Ray of Frost | Chilling Touch, 1/3 Shocking Grasp
2/4 Arcane | Status: None] | 1/1 CLW Potion

With a big smile, stepping into the room.

Looks like it is time for an adventure.

Haron checks to make sure his pistol is loaded and ammo is readily availabe.

Anyone have an idea what these symbols might mean?

Liberty's Edge

Male CG Ratfolk Unchained Rogue (Underground Chemist) 2 | HP: 19/19 | AC: 18 (14 Tch, 15 Fl) | CMB: 0, CMD: 14 | F: +2, R: +7, W: +1 | Init: +4 | Perc: +8 (With Trap Finding and Trap Spotter), SM: +1 | Speed 20ft | Sneak Attack +1D6 | Spells: none | Active conditions: none | Re-roll (+2) 1/1

"Hey Stein is that magic? It looks like magic. I want one, though Nor'scrik not big-strong like you so maybe wait till i get one of those magic bigger-inside backpacks."

Nor'scrik follows Haron in to the room and starts to look around at the hieroglyphs and masks on the wall.

"They look nice but i have no idea what they all mean."

Finally he goes over to look at the big stone wheel and see if it looks safe.

perception (with +1 for traps): 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17

If he thinks the door is safe:
"Wheel door looks safe but very heavy. Some big-strong people should move this, yes?”

Grand Lodge

Male Human(Varisian) Bard 2 Percept +6, Sense Motive +6, Init +2 15 of 15 hp

Trig quickly scuttles into the room. He smiles, "This should be interesting. " He casts a quick detect magic and scans the room. Then he starts a close examination of the walls.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Bardic knowledge: 1d20 + 2 ⇒ (9) + 2 = 11

Edit: that should be good enough to aid another on the religion check.

You can position Trig half way along the eastern wall.


DungeonMaster

Haron moves to the entrance of the room standing in the doorway, pistol loaded, held in his hand down to his side, ready to shoot anything that may appear.

As Steinfaust pulls out his special shovel, the heroes realize they could have got that door open about a minute ago, at least it wasn't hours or even several minutes. You did not say you enter the room, so I would assume you are just outside it, about 5 to 10 feet.

Nor'scrik goes into the room, he steps into the doorway and just west of Haron, still towards the entrance. He searches the room carefully for traps including the door at the end and finds none.

Triccio steps into the middle of the room and hugs the east wall. He carefully examines the room and finds nothing else of interest here. He then casts detect magic and nothing in the room detects as magic. He carefully examines the walls. He sees the symbols and knows what they are as he has seen them before, but has a brain fart and can't quite remember what God they represent or what they are. He describes a small history about them and describes good detail and stories about them, in hopes that one of the other religious folks might remember.

Also, what are you all doing with the entrance door. Right now, it is wide open, as in beyond 90 degrees. You can't close it shut, because, you will be trapped, there are no handles or anything on the inside. You can leave it slightly ajar at best when it comes to closing it.

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

Steinfaust inspects the door, then uses some pebbles to jam it open. "Don´t want to be trapped inside. No, not good!" Following the ratling Steinfaust pushes another button to collaps the crowbar again.
"Yes magic, but achatecheap. And useful. Me likes."

Dark Archive

Status: 10/10 +1 Weapon | Human Magus 2 hp 13/13 | Init 2, Per 2 | AC 17, T 13, FF 15 | Fort +3, Ref +1, Will +3 | +4 CMB | CMD17 | MW Warhammer +6 (1-8+3 19-20x3), Dagger+3/4 (1d3+2 19-2023,P/S, Rg10)
Ready Spells:
Light, Prest, Ray of Frost | Chilling Touch, 1/3 Shocking Grasp
2/4 Arcane | Status: None] | 1/1 CLW Potion

As his eyes adjust to the dark Haron looks back out the door. The shimmering heat mariage makes him happy to be inside.

Once were all in we should probably try and keep the heat out a bit.

He pulls off his hat and fans himself a little bit.

So far it seems I am not made for tombs. Heavy stone at every turn . Well I will just stay out of the way for the moment and wait to shine.

Dark Archive

Male Nagaji Paladin (Enlightened Paladin) 2 | HP 6/18 | AC 20 TO 15 FF 15 | F +7 R +6 W +7 | CMD 18 | Init +3 | Perc +1 LLV | Lay on Hands 0/4

Kroone smiles to the others. Despite being a paladin, however, he didn't know much about religion besides the teachings of Sarenrae. He definitely wasn't the most intelligent being around, despite his obvious friendliness.

It seems as if that's the point where we go in. - he finally says, quickly completing - Maybe we could leave a metal bar or something holding on the door passage, just in case we have to force it open from inside...? I mean, in case it somehow collapses closed?

As much as he was trying to suggest that, his curiosity was peaking beyond his own wisdom. That, besides his own duty as a paladin, instigated him to take point and enter.


DungeonMaster

Steinfaust manages to find a rock big enough to stick in the doorwar, the door is open about an inch now and is not going anywhere, not even the wind can close it now. The only way you are getting locked in is if someone else traps you in, and people don't come out here either.

Kroone, you too are at the wheel then?

Dark Archive

Male Nagaji Paladin (Enlightened Paladin) 2 | HP 6/18 | AC 20 TO 15 FF 15 | F +7 R +6 W +7 | CMD 18 | Init +3 | Perc +1 LLV | Lay on Hands 0/4

Yes!

Dark Archive

Status: 10/10 +1 Weapon | Human Magus 2 hp 13/13 | Init 2, Per 2 | AC 17, T 13, FF 15 | Fort +3, Ref +1, Will +3 | +4 CMB | CMD17 | MW Warhammer +6 (1-8+3 19-20x3), Dagger+3/4 (1d3+2 19-2023,P/S, Rg10)
Ready Spells:
Light, Prest, Ray of Frost | Chilling Touch, 1/3 Shocking Grasp
2/4 Arcane | Status: None] | 1/1 CLW Potion

Seeing the others at the wheel his curiosity gets the better of him and Haron joins.

Not sure if I will be much help but I will help turn the whell if I can.

Scarab Sages

Human Druid 1 | HP 11/11 | AC 17; Tch 11; FF 16 | F +4; R +1; W +5 | CMB+3; CMD 14 | Speed 20 ft | Init +1 | Scimitar: +3 (18-20/1d6+3) | Perc+7

Silverback examines the runes outside. "This looks vaguely familiar. When you have seen as much of recorded history as I have, sometimes you lose track of less-important information," the ancient elf says.

knowledge religion: 1d20 + 6 ⇒ (6) + 6 = 12


DungeonMaster

Okay, so locations are 3 at the wheel. Krone, Haron and Nor'scrik.

Steinfaust at the entrance, he was propping open the door with a rock.

Tricco in the middle and at the east wall. As the length of the room is 15 feet, so the middle is the 10 foot mark.

Thundering bull is still unknown, though I assume he would try to be at the wheel.

Silverback identifies some symbols but not all of them. Since Tricco is aiding him, he would be next to him, so you are at the east wall towards the entrance. They are the symbol of Pharasma.

To be clear, there is no door at the south end. It's just a giant stone wheel, not a giant steering wheel of some kind were you would turn it and open the door. So you would just roll this wheel out of the way to reveal the opening. If you know the story of Jesus, you know exactly what they used to seal his tomb. Anyway, when you are ready to move the wheel let me know, I just need a post from someone to say we move the wheel. No strength check required, moving the wheel just requires a total strength score and with three or four of you, you have more than enough to cover it.

Dark Archive

Male Nagaji Paladin (Enlightened Paladin) 2 | HP 6/18 | AC 20 TO 15 FF 15 | F +7 R +6 W +7 | CMD 18 | Init +3 | Perc +1 LLV | Lay on Hands 0/4

I move the wheel :)

Kroone puts his arms over, and pushes the wheel out of the way of the passage.

Dark Archive

Status: 10/10 +1 Weapon | Human Magus 2 hp 13/13 | Init 2, Per 2 | AC 17, T 13, FF 15 | Fort +3, Ref +1, Will +3 | +4 CMB | CMD17 | MW Warhammer +6 (1-8+3 19-20x3), Dagger+3/4 (1d3+2 19-2023,P/S, Rg10)
Ready Spells:
Light, Prest, Ray of Frost | Chilling Touch, 1/3 Shocking Grasp
2/4 Arcane | Status: None] | 1/1 CLW Potion

I had picutred the room incorrectly, now I understand.

Haron lends his less then considerable mass to the pushing effort.

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

Nodding to grumbler Steinfaust prepares for the worst that might come from the sealed tomb. Binding a scarf around his nose he grips his weapon tighter.

Dark Archive

CN Male Shoanti Siegebreaker 5.2 HP: 44/44 | AC: 24 T: 12 FF: 23 CMD: 22 +2 overrun/bullrush, +5 trip/grapple, +10 disarm | F+7 R+3 W+4 | Init +1 | Perception +2
Tracked Resources:
Armored Vigor 5/5; Wand CLW 45/50

Walking past the symbols without a glance, Thundering Bull trudges into the middle of the room. Seeing people move into position to push the stone, he joins in. Feeling everyone else begin to push against the stone, Thundering Bull begins to heave as well. More rocks. Such a pain.

Grand Lodge

Male Human(Varisian) Bard 2 Percept +6, Sense Motive +6, Init +2 15 of 15 hp

The sound of the moving rock wheel prompts Trig to turn away from the wall and look toward the others. "Pharasma, I should have known. Of course she'd be watching over the dead."

He glances over at the elf. "Looks like our friends are doing the heavy lifting."


DungeonMaster
Kroone wrote:

I move the wheel :)

Kroone puts his arms over, and pushes the wheel out of the way of the passage.

Correction, you and your teammates move the wheel because it requires a combined strength score of 28 or higher. Hence we move the wheel

As soon as Kroone moves the wheel, something happens. I'm ignoring all posts beyond this one, because the action happens at this point.
stealth: 8 + 1d20 ⇒ 8 + (8) = 16
init: 0 + 1d20 ⇒ 0 + (9) = 9

everyone roll me a perception and a init. If you were watching the entrance door, the stone door you all came through, you automatically pass your perception. I trust that you know what your character would have been doing. Not that there are any rangers in the party, but it is a Vermin entering for anyone who gets any type of bonus including perception bonuses against that enemy. Add 2 to your perception if you own lowlight or better, ie. favorable conditions, even though it is not lowlight in here, it is not quite as bright as the outside with a door slightly ajar, because as the door opens slightly more, you are more likely to notice even the slightest darkness change. If you were at the wheel, take off 6 from your perception, 1 for distance and 5 for slight distraction.

Dark Archive

Male Nagaji Paladin (Enlightened Paladin) 2 | HP 6/18 | AC 20 TO 15 FF 15 | F +7 R +6 W +7 | CMD 18 | Init +3 | Perc +1 LLV | Lay on Hands 0/4

Perception: 1d20 + 1 + 2 - 6 ⇒ (1) + 1 + 2 - 6 = -2
Initiative: 1d20 + 3 ⇒ (11) + 3 = 14

We move the wheel! Wheels in the sky...!

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

INISteinfaust: 1d20 ⇒ 4
Grumbler: 1d20 + 2 ⇒ (9) + 2 = 11

Liberty's Edge

Male CG Ratfolk Unchained Rogue (Underground Chemist) 2 | HP: 19/19 | AC: 18 (14 Tch, 15 Fl) | CMB: 0, CMD: 14 | F: +2, R: +7, W: +1 | Init: +4 | Perc: +8 (With Trap Finding and Trap Spotter), SM: +1 | Speed 20ft | Sneak Attack +1D6 | Spells: none | Active conditions: none | Re-roll (+2) 1/1

"Hooray, you did it!" squeeks Nor'scrik in a higher pitch voice than he intended.

perception: 1d20 + 7 ⇒ (12) + 7 = 19

initiative: 1d20 + 4 ⇒ (1) + 4 = 5

Dark Archive

CN Male Shoanti Siegebreaker 5.2 HP: 44/44 | AC: 24 T: 12 FF: 23 CMD: 22 +2 overrun/bullrush, +5 trip/grapple, +10 disarm | F+7 R+3 W+4 | Init +1 | Perception +2
Tracked Resources:
Armored Vigor 5/5; Wand CLW 45/50

Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative: 1d20 + 2 ⇒ (11) + 2 = 13

With the rock out of the way, Thundering Bull tries his best to see what lies ahead. What inside? Want to check.

Grand Lodge

Male Human(Varisian) Bard 2 Percept +6, Sense Motive +6, Init +2 15 of 15 hp

Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

"Well done. What lies beyond?" Trig tries to look past his companions into the space revealed now that the stone has moved.

Edit: those were my two twenties for the adventure. It's going to be all downhill from here.

Dark Archive

Status: 10/10 +1 Weapon | Human Magus 2 hp 13/13 | Init 2, Per 2 | AC 17, T 13, FF 15 | Fort +3, Ref +1, Will +3 | +4 CMB | CMD17 | MW Warhammer +6 (1-8+3 19-20x3), Dagger+3/4 (1d3+2 19-2023,P/S, Rg10)
Ready Spells:
Light, Prest, Ray of Frost | Chilling Touch, 1/3 Shocking Grasp
2/4 Arcane | Status: None] | 1/1 CLW Potion

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

Inititive: 1d20 + 6 ⇒ (17) + 6 = 23


DungeonMaster

Okay, a scorpion, opens the door and tries to sneak up on the party, but a few notice it. Nature to identify the type of scorpion
This small sized creature looks like it is ready to strike the people with its tail pointed towards you and it is located just outside the building at the doorway.

If you beat its init of 9, and its stealth of 16, go ahead and post. This is round 0, you act in the surprise round, which means one move or one standard action, for those of you who played 5th where it is different. You don't have to draw your weapons, I would assume you are smart adventures and would have them already drawn when you entered the building if you aren't holding a torch or something else. If you are up against a corner towards the entrance, it only has partial cover from you.

edit: sorry silverback. Just roll your init and perception and post if you beat both numbers. I'll make sure you get caught up before I move onto round 1

Scarab Sages

Human Druid 1 | HP 11/11 | AC 17; Tch 11; FF 16 | F +4; R +1; W +5 | CMB+3; CMD 14 | Speed 20 ft | Init +1 | Scimitar: +3 (18-20/1d6+3) | Perc+7

I should point out that I roll twice on initiative.

init: 1d20 + 4 ⇒ (3) + 4 = 7
init: 1d20 + 4 ⇒ (19) + 4 = 23
perception: 1d20 + 5 ⇒ (7) + 5 = 12 But don't see it!

Grand Lodge

Male Human(Varisian) Bard 2 Percept +6, Sense Motive +6, Init +2 15 of 15 hp

"We've crawly company at the door." Trig fits an arrow to his bowstring and looses a quick shot at the chitinous monster.

Shortbow, point blank: 1d20 + 4 ⇒ (15) + 4 = 19 ... damage: 1d6 + 1 ⇒ (1) + 1 = 2


DungeonMaster

It got hit by Triccios arrow, and it moves out the door and out of sight. You will have to move outside if you want to see it, then you have to make a survival check dc 11, or you can move around randomly to the right or left or straight ahead or around back outside in hopes you find it.
Round 1 start

Scarab Sages

Human Druid 1 | HP 11/11 | AC 17; Tch 11; FF 16 | F +4; R +1; W +5 | CMB+3; CMD 14 | Speed 20 ft | Init +1 | Scimitar: +3 (18-20/1d6+3) | Perc+7

"Eh? Enemy infiltration? Time is a river, but we can guide it within its banks," he says, improving Haron's aim on his next shot.

Casting Guidance on Haron and moving away from baddie.

Dark Archive

Male Nagaji Paladin (Enlightened Paladin) 2 | HP 6/18 | AC 20 TO 15 FF 15 | F +7 R +6 W +7 | CMD 18 | Init +3 | Perc +1 LLV | Lay on Hands 0/4

Kroone moves outside and tries to track the scorpion. If he manages to do so, he will immediately point the vermin out to the others - so they can just move directly to it.

Survival: 1d20 + 1 ⇒ (16) + 1 = 17


DungeonMaster

Kroone easily finds the sucker. It moved outside to the right around the building. It's not quite to the back of the building yet, about halfway. He then shouts Walk to the right side of the building when you get outside Krone you find it when you are 20 feet away from it, but your full movement allows you to be as close as 15 feet away from it. How far away do you want to be?

Everyone else. You cannot get into melee with it with a single move, even those towards the entrance of the building, so you best bet is to single move, drop your melee weapon and draw your ranged weapon if you want to hit it this turn. The closest anyone will get with a single move is 10 feet.

Dark Archive

Male Nagaji Paladin (Enlightened Paladin) 2 | HP 6/18 | AC 20 TO 15 FF 15 | F +7 R +6 W +7 | CMD 18 | Init +3 | Perc +1 LLV | Lay on Hands 0/4

I'd recommend someone trying to double move to it... So if it tries to move away without tumbling, the person would get an AoO. Kroone will continue his move towards the scorpion, ending at 15 feet away from it.

Dark Archive

Status: 10/10 +1 Weapon | Human Magus 2 hp 13/13 | Init 2, Per 2 | AC 17, T 13, FF 15 | Fort +3, Ref +1, Will +3 | +4 CMB | CMD17 | MW Warhammer +6 (1-8+3 19-20x3), Dagger+3/4 (1d3+2 19-2023,P/S, Rg10)
Ready Spells:
Light, Prest, Ray of Frost | Chilling Touch, 1/3 Shocking Grasp
2/4 Arcane | Status: None] | 1/1 CLW Potion

If I am tracking the location properly this will work.

Haron moved out of the building, 20ft from the scorpion.

Sneaky sneaky my friend but you missed your chance.

Pistol To Hit: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 against touch.

Pistol Damage: 1d6 ⇒ 4

Grand Lodge

Male Human(Varisian) Bard 2 Percept +6, Sense Motive +6, Init +2 15 of 15 hp

Trig follows after the others. Squinting against the bright desert light he nocks another arrow and let's it fly at the scorpion.

Shortbow: 1d20 + 3 ⇒ (16) + 3 = 19 ... damage: 1d6 ⇒ 5

Add 1 to hit and damage if Trig can get within 30'.

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

Sending grumbler after the scorpion Steinfaust keeps guard. attackgrumbler: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 4 ⇒ (5) + 4 = 9

Dark Archive

CN Male Shoanti Siegebreaker 5.2 HP: 44/44 | AC: 24 T: 12 FF: 23 CMD: 22 +2 overrun/bullrush, +5 trip/grapple, +10 disarm | F+7 R+3 W+4 | Init +1 | Perception +2
Tracked Resources:
Armored Vigor 5/5; Wand CLW 45/50

Thundering Bull's body jerks in the direction of the door, looking for signs of the announced threat. Not seeing anything, he remains perfectly motionless. This trick? No see crawly. When Kroone calls from outside, he breaks into a moderate run to find the target. "CRAWLY DIES," he roars when he catches sight of the scorpion and closes in on his prey.

Double move to get as close as possible. If he has the movement for it, he would move in front of it.


DungeonMaster

Triccio and Haron both pump some well placed shots into it. You all realize this isn't an ordinary scorpion, but an intelligent one using tactics and summoned because you all went into the tomb. Not one summoned by a person, but summoned by a protective curse of some kind, or maybe was always there guarding the tomb waiting for adventures like you to invade.

Its turnIt will use its two claw attacks at Thundering bull
hit: 2 + 1d20 ⇒ 2 + (11) = 13
hit: 2 + 1d20 ⇒ 2 + (14) = 16 and does not hit him at all.

Okay, I'm calling this fight, now that it went and missed. It has one HP left, so the rest of the party goes for round 1, then those who beat its init in round 2 go. With AC 12, you are not all going to miss

The thing dies and you can see through its shell. It then disappears into the air. That curse is gone, or at least the thing protecting the tomb, you know that there are no more of these things and that there will not be anymore. You can all go back into the building if you like and explore what is on the other side of the wheel or stay out here for a minute, just let me know what you are doing.

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