Mummy's Mask Version 1.5 (Inactive)

Game Master DoubleGold

Mummy's Mask with 33.3% more enemies, 10% extra enemy treasure.
Dungeon Map
Awesome Loot


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DungeonMaster

This is about me and abut the campaign.

1. Sometimes I take what you say literally. If you say I walk into the door, I will misread the meaning and roll 1d4 non-lethal damage, meaning you walked into the door and banged your head off a wall. Don't take it personally if I take you literally, just clarify what you meant.

2. Mummy's mask is full of traps, perception and disable device are good skills to have. You do not have to worry about searching for traps, but you do have to be careful of them. If your character walks by a trap, I will roll a perception check for your character automatically to detect a trap, but sometimes it is better to search for them as you can take 10/20 as you please.

3. Init: I will roll init at the beginning of each dungeon, not each combat, so the dungeon crawl will go by rounds and each player can do something each round, rounds will be measured even if not in combat to determine time. I will mark all visible enemies on the map that aren't in stealth mode ahead of time. Example, an enemy you can't see yet is around the corner, your IC can see it, your OC cannot, as long as you have init you can move around that corner and hit the enemy, but if the enemy has init, you can move around that corner, but you do not get to attack first, it gets to hit you.

4. Mummy's mask does have roleplaying between dungeons while in town, but the books does not Mr. DM how to run them. Leaving it free roleplay for the DM to decide, but the DM also has to give the PCs a set goal outside the dungeons, I'll do my best. This is not a homebrew, it is harder to run roleplay.

5. I will map the entire dungeon, including visible enemies

6. There are many places to explore in town, the 1st book allows you to only explore a few places. After we get through all the dungeons, PCs are free to explore the town, this will be most of your roleplaying for book 1. There are descriptions about each location, so when a PC enters the area, the DM is free to do as he pleases, things will happen when in these places, this will be free roleplaying. Free roleplaying will be done for about 1-2 weeks based upon description and then Mr. DM goes onto book 2. For those who own the 1st book, you know what I'm talking about, just flip to page 68 where it has the town map and you will get to explore all the areas, even if book 2 covers it. I will be writing stuff up based upon descriptions. And this is where most of the extra enemies can come in.

7. One or more people will want a rope for the 1st dungeon, at least one person take a rope, otherwise you will be forced to go back to town to buy one to complete the dungeon.

8. Metagamers, pm me if you want to be a Metagamer which has benefits and downsides obviously. And I will pm you with knowledge that others do not know. All I ask, is that you don't spoil the story and surprises for others.

9. The first book is pretty linear, which is why I'm giving you free roleplay with my interpretation of the areas when all dungeons are complete. You can get extra treasures, extra experience, explore the rest of the half-dead city as you please. Again page 68 of the town map shows people who have the book what I mean.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
DoubleGold wrote:

This is about me and abut the campaign.

Example, an enemy you can't see yet is around the corner, your IC can see it, your OC cannot, as long as you have init you can move around that corner and hit the enemy, but if the enemy has init, you can move around that corner, but you do not get to attack first, it gets to hit you.

I think you got IC and OC swapped? Also, I didn't follow your explanation about you having init versus the enemy having init. Specifically, I'm not sure how that works if everything is in init order because you might be somewhere in the middle of init when you find the enemy. This makes it unclear if you're before the enemy because you started combat mid-round or if you're after because you absolute value is lower.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Elmar Thonson reporting, here. (It took me a bit to realize where the discussion thread is).

Also, what are your DM thoughts on rebalancing skills slightly now that the party is listed out? As far as I can tell, for instance, nobody is trained in Heal.


Fighter (Rondelero Duelist) 1

Sefu Kadiyk, reporting for duty!

I'll go ahead and pick up some rope while I'm filling out the rest of my adventuring gear, if someone else wants to bring some too, that'd be great.

Also, I think I understand about the initiative thing. Say your initiative for the dungeon was 15. You know there is a bad guy around the corner. You think 15 is a high number so you think you'll go first. That's your wager. You post that you turn the corner and strike the enemy, rolling attack and damage as usual. If the bad guy had a 10, you'd be right and the post would stand as you wrote it. On the other hand, if he had a 20, he'd get to hit you before you got to hit him. Unless he does something that nullifies your post (knocks you prone, paralyzes you, etc) you don't need to worry because your attack can still be used.

At least, that's how I read it. DG, care to weigh in?


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

I've got some rope as well, although it's rather heavy, and I'd probably prefer to leave it with my pack mule at the entrance to the ruins.


DungeonMaster
Kaylor Traice wrote:
DoubleGold wrote:

This is about me and abut the campaign.

Example, an enemy you can't see yet is around the corner, your IC can see it, your OC cannot, as long as you have init you can move around that corner and hit the enemy, but if the enemy has init, you can move around that corner, but you do not get to attack first, it gets to hit you.

I think you got IC and OC swapped? Yes I did Also, I didn't follow your explanation about you having init versus the enemy having init. Specifically, I'm not sure how that works if everything is in init order because you might be somewhere in the middle of init when you find the enemy. This makes it unclear if you're before the enemy because you started combat mid-round or if you're after because you absolute value is lower.

Example you are in square d6 and you have to move around the corner to square g9 to get to the enemy, if you have init over the enemy you can move and attack on the same turn, but if the enemy has init, you get to move around the corner to see the enemy but the enemy gets to hit you first. As long as you have init you always get to hit first, regarldless of who moves first. I understand this may be confusing at first, but you'll get the hang of it.


Female Kitsune Rogue 1

Yumi reporting in.

I am amused by the rule regarding taking stuff literally. I will be sure to keep it in mind through out the game.

Edit: As far as rope goes I am more than willing to chip in some gp for silk rope (which is less heavy); however, I can not really carry anything more on my person due to my low strength score.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

I'll figure the init thing out as we go along.

Also, I have some silk rope. And a grappling hook.


DungeonMaster
Sefu Kadiyk wrote:

Sefu Kadiyk, reporting for duty!

I'll go ahead and pick up some rope while I'm filling out the rest of my adventuring gear, if someone else wants to bring some too, that'd be great.

Also, I think I understand about the initiative thing. Say your initiative for the dungeon was 15. You know there is a bad guy around the corner. You think 15 is a high number so you think you'll go first. That's your wager. You post that you turn the corner and strike the enemy, rolling attack and damage as usual. If the bad guy had a 10, you'd be right and the post would stand as you wrote it. On the other hand, if he had a 20, he'd get to hit you before you got to hit him. Unless he does something that nullifies your post (knocks you prone, paralyzes you, etc) you don't need to worry because your attack can still be used.

At least, that's how I read it. DG, care to weigh in?

There is a bad guy around the corner, you have a 15 and he has a 10. You say I move around the corner and attack him and you do so.

Or there is a bad guy around the corner with a 20, you say I move around the corner and attack him. You move up to him, but he attacks you, then you attack him. Or if he has init over you, you say I move around the corner and use my bow to attack, I'll say before you can pull out your bow, he moves up to you and melees you, and you know he had init over you, then you post if you still want to fire or take a 5 foot step and fire the bow.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Ok, got it. :-)


DungeonMaster

where is the rest of the group at, we have like 5 people here.


Fighter (Rondelero Duelist) 1

Good question. Maybe we should poke them with a PM?


DungeonMaster
Sefu Kadiyk wrote:

Good question. Maybe we should poke them with a PM?

true, but I should not have to. I know people get busy and threads get burried, but a simple way find the tread is to stalk your own alias, find out the last post you made, click on the link, then read all posts below the last post you made. By doing this, you can keep up with like 7 games, though you might not fully understand what is going on in each if you played that many.


Alright reporting in!


HP 8/8, Glory 7/7, Channel 5/5
Spells:
At Will: Light, Create Water, Detect Magic. Prepared: Bless, Hide From Undead. Active Endure Elements
Character Sheet

Howdy folks.


Female Kitsune Rogue 1

Yay! Everyone is here. :D


DungeonMaster

okay will have storyline and map up by tonight.

Storyline is up, feel free to free roleplay until I get maps up. What you do in the beginning does not affect the storyline. If you really want to roleplay just have NPCs respond to your character in the way you think they would respond.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Actually, aren't we still missing our druid?


Female Kitsune Rogue 1

Yeah I just realized that. >.<


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

As long as we're not entering the dungeon yet, the last character might just be accidentally sleeping in while the rest of the party prepares?


HP 8/8, Glory 7/7, Channel 5/5
Spells:
At Will: Light, Create Water, Detect Magic. Prepared: Bless, Hide From Undead. Active Endure Elements
Character Sheet

Sounds good to me. Had too much fun last night, only barely makes it to the lottery announcement. Sounds like a great character intro. :)


DungeonMaster
Kaylor Traice wrote:
Actually, aren't we still missing our druid?

I even pmed her twice, guess we will be working with 1 less. If she finds out later, I will then add the 7th. Didn't get around to making the map, kind of got busy yesterday.


DungeonMaster

Say, I can probably make square boxes with everyone's name on it, but actual pictures of the characters would be better for those who know how.

Also, I usually post results when all players posted their actions and move onto round 2, unless it is important that I post the actions now, like hitting a trap or an enemy sneaking up on them.


HP 8/8, Glory 7/7, Channel 5/5
Spells:
At Will: Light, Create Water, Detect Magic. Prepared: Bless, Hide From Undead. Active Endure Elements
Character Sheet

Hey folks, I'm afraid you're going to have to do this one without me. I like play by posts for the sense of immersion. That often means a slower pace, but I don't mind that. I can tell that this game will probably gloss over a lot of the stuff I enjoy.

Sorry for the false start. I've been looking forward to this game, and I know I was warned of the speed and style, but it I couldn't imagine it moving as fast as it has been. I've never seen a game like it and I can tell it's just not my style. I'm sure you'll be able to find a replacement for me who will really enjoy a faster paced game.

GM please remove me from the active players list in the campaign info tab.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Alas, I will be sad that I won't get to play with you Anset. I hope you find another game that is more to your style. Maybe we'll get to play together some other time.

Also, it's super easy to add images to google drawings. You basically just grab some file from your desktop and drag it to the drawings window. From there you can resize or crop it as you like. I can do it a bit later if people want.


DungeonMaster

I will find a replacement for you anset, as far as removing characters from the character tab, I don't know how to do that, nor do I know how to label myself as the DM.

I forgot to mention, it is low light in the dungeon, but not until you get down to the 2nd floor. The book does not tell me this, but you are underground so it would make sense. I'm not making this dark, because objects in the dungeon do glow. Right now the dungeon is normal vision until you all ascend in the 50 foot drop.


HP 8/8, Glory 7/7, Channel 5/5
Spells:
At Will: Light, Create Water, Detect Magic. Prepared: Bless, Hide From Undead. Active Endure Elements
Character Sheet

Go to the campaign info tab, hit the edit button and you should see a checklist spreadsheet with all the players in it. Just move me to Inactive.

As for labeling yourself as GM, you just make a GM alias. There's no labeling. You're already listed as the game master at the top of the thread.


DungeonMaster

Taking 20 is fine, but something you should know if you don't get back to town in 5 Game Hours it affects what happens story wise. Taking 20 means you used up a whole 2 minutes of gameplay.
It will take 5 minutes to get back to the entrance of the dungeon from the end of the dungeon, and 1 hour to get back to town.
The time you left town was 12:00 noon, you got to the dungeon at 1:00 pm.
If you don't get back by 6:00 pm, it will affect the story.

One hour to get back to town, leaves only 4 hours of dungeon exploring. Are you sure you want to use up 2 minutes out of your 4 hours?

Also, everyone posted their 1st action, just waiting to see if a replacement or felicia joins us before going further.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

What's the in-game reason for needing to be back by that time? The one that our characters would know about.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Considering that no one person in the party can open the door, and even with three successful aid anothers it would require a very high roll, it's probably worth it to take 20 here.


DungeonMaster

That would require a spoiler, but okay here we go. I'm changing the time limit that the book says because of the way I'm dming this it shouldn't take more than 4 hours game time to explore the tomb, but copied from the book here we go.

Page 20 of Mummy's Mask

Once the PCs have explored the Tomb of Akhentepi, they should have the opportunity to recover from their first foray into the necropolis, sell any treasures they recovered, and make any necessary purchases for their next exploration. On the first night after the opening of the necropolis, several of the adventuring groups exploring the necropolis gather together in an inn called the Tooth And Hookah to share stories, which I'm closing down at 6:00 boast of their exploits, and show off the riches they found. If the PCs take more than 1 day to explore the Tomb of Akhentepi, this event occurs on the first night when they return to the living city.

If the PCs are staying at the Tooth and Hookah, they automatically hear about the gathering. Otherwise, there should be some other reason for them to attend the meeting-perhaps they hear a rumor that another group that will be present has some information on the lottery or the distribution of exploration sites, or maybe they learn that one fo the merchants staying in the inn would be particularity interested in purchasing one of the items they brought out of the Tomb of Akhentepi. If nothing else, the PCs should be interested in meeting some of their competitors and boasting of their own deeds in front of their peers.

Okay, now away from the book
This is a roleplaying encounter and I will reward auto success if PCs get through the dungeon in 4 game hours, though I will give them 2 real days to roleplay freely how they completed the task when I get to that part. I will type up what they know about the other groups, but let the PCs interact with the NPCs and let them decide how they think the NCPs would interact to their speeches.

If you don't get through this dungeon in 4 game hours, I will make you roleplay it, or at the very least roll play it, as in do nothing but roll diplomacy checks if that is your style. You will not be required to roll for diplomacy if you actually roleplay and legitimally talk to the NPCs, otherwise just roll diplomacy for gather information if that is what you prefer to do.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Well, I didn't necessarily want a spoiler. I just wanted to know if our characters would actually know that we should hurry and if so why. :-P So basically, Kaylor has no reason to rush/encourage others to rush. And even out out of game he has no reason to rush because Cha 6.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

And Elmar has no reason to rush because base speed 20—but it might be nice to get back to town before it gets too dark, and not have to sleep in the creepy desert open air.


DungeonMaster

got a pm response, sorry for the delay, will get this game started up again soon, thanks for your patience. Hopefully he/she will join us.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Checking in. Busy weekend, still reconfiguring. Will post some sort of action Sunday night.


DungeonMaster

you can still join us if you want Nahoce, I just didn't want to delay the campaing, I'll have you already be trapped in the dungeon somewhere as a way of incorporating you if that is okay with you.
They will find you in the early dungeon.


DungeonMaster

I had to edit my last Gameplay post, but sefu is up next, since he acts in the surprise round and this does not count as his round 16 action.


DungeonMaster
Elmar Thonsson wrote:

[ooc]Can my Knowledge (nature) check identify the thing we killed as whatever it was?

It was a ghost scorpion.

this thing

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8
DoubleGold wrote:
I'll have you already be trapped in the dungeon somewhere as a way of incorporating you if that is okay with you

That's fine with me. Should I assume no equipment then?

Still reconfiguring for this adventure. Pay no attention to the stats behind the curtain.


or the craters beneath the draped flags. These hoods are here for your protection, and the meteors these days are the size of corpses. :)


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Glad to have you Nahoce. :-)


DungeonMaster
Nahoçe Sijed wrote:
DoubleGold wrote:
I'll have you already be trapped in the dungeon somewhere as a way of incorporating you if that is okay with you

That's fine with me. Should I assume no equipment then?

Still reconfiguring for this adventure. Pay no attention to the stats behind the curtain.

just whatever you could have spent with your starting gold, you are tied down and your stuff is like 15 feet away from you.


DungeonMaster

I'll update this tommorrow morning regardless if people post or not, I'll DM bot them. I live in est time. -5.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Good question. Why am I tied up down here?


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

I was considering that maybe I shouldn't ask. But it'd be sad if suddenly we were attacked by whomever tied you up. Which probably wasn't the scorpion we already faced.


DungeonMaster

Make something up as to why.
Keep in mind 33.3% more monsters. Anytime the combat has 2 or less I make up for it at the end of the dungeon. And if you make up a T-Rex helped kidnap you as part of the story, the party would be mad.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

A T-Rex couldn't kidnap her; their arms are far too small! ;-P

Although, maybe they're working for someone else. But of course, remember T-Rexes can't be trusted. They suddenly and inevitably betray you.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

I believe I was kidnapped by a single frail kobold carrying a bag full of Vorpal Swords and platinum coins. Look! There he is, sleeping soundly, right over there!


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Ah yes, I didn't notice him at first since all his gear is hidden in a Bag of Holding IV.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

So, this is just an opinion, but I tend to think that if people are taking more than 24 hours to post an action, in the interest of keeping the game moving they should just be botted until they return.

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