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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Since he’s built like a truck, Zuberu is happy to be party mule.


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 would also be happy to pitch in to help you buy some Muleback Cords. Since it's untyped, they stack with Masterwork Backpack, which would give you a light load of 532 lbs.


As badass as they look, Muleback Cords are a shoulder slot which competes with the Cloak of Resistance. By the time we come across 500+ lbs of loot that needs to be lugged around, hopefully we’ll have found a bag of holding.


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])

True. Or just hand them to someone like Elmar, whose saves need no boosting.


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 we just found an Amulet of Natural Armor +1. I'm assuming multiple people are probably going to be interested it in. I'm at least interested in it, but I also think it should maybe go to Zuberu as the melee character with the lowest AC.

AC of Melee characters
Zuberu 13 -> 17 (with mage armor)
Kaylor 21 -> 25 (with mage armor)
Nahoce 24? (Unless that includes shield of faith?)


Someone else is welcome to it. Zuberu is going to be grabbing an amulet of mighty fists at some point.

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

Yes, 24 is with SoF. 22 is Nahoce's normal AC.

I would suggest Zuberu take it until he buys his AoMF, at which point Kaylor can take it.


Kaylor can take it. Really.

Elmar kills everything in one round anyway. I'm not super worried about AC.


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])

Zuberu, we're gonna be getting hit harder by tougher things though, and I have a feeling this campaign will be full of undeads with nasty effects and poisons and things on hit.

Elmar is actually really mostly effective against undead—I've been dealing about half as much damage to everything else.

Plus, swapping amulets later should be just fine.


I feel like this is another house rule I missed.


8-07 Map DungeonMaster

the DM got lazy and rolled behind the screen this time as he didn't want to edit in dice results.

attack: 4 + 1d20 ⇒ 4 + (19) = 23 furry of blows.
attack: 4 + 1d20 ⇒ 4 + (15) = 19 furry of blows.
damage: 5 + 1d3 ⇒ 5 + (2) = 7 there you killed it monk
damage: 5 + 1d3 ⇒ 5 + (1) = 6 you even damage Kaylors creature a bit taking it down to 2. assuming you want to accept my rolls, if you are trying to keep one alive, I'll let you subdue it instead.


Was there a post somewhere I missed? I don't see any rolls to escape.

Is there a houserule in place that grappled creatures automatically get a natural 20 to escape after the second round?

Edit:

Ah, that makes sense.

Can we not do that? Rolling a natural 20 behind the screen leaves me feeling kind of cheated. When encounters aren't one-rounded I'd like a chance to do my gimmick.


Is randomly rolling behind a regular thing here?

Also, I don't like being NPCed when I'm literally sitting here conversing with you.


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])

Yeah, that's a bit odd.


8-07 Map DungeonMaster
Zuberu wrote:

Is randomly rolling behind a regular thing here?

Also, I don't like being NPCed when I'm literally sitting here conversing with you.

sorry, I just though you were upset because it wasn't going to die, as I did say you have the option to take the rolls. I was trying to come up with a quick solution to the problem as I didn't want it to go on 10 posts later.


I'd just prefer all rolls be in the open. I don't recall seeing you roll 'behind the screen' for any attack rolls or saving throws.

Are you going to be rolling grapple checks behind the screen in the future?


8-07 Map DungeonMaster

I usually don't roll behind the screen for anything and even if I do, I usually just give the PCs autosuccess or do it in favor of the PCs.


I'd like to ask that you not start with Zuberu's grapple victims.


8-07 Map DungeonMaster

you had something epic planned right? I'll back up a bit, to that last round, because I'm curious. escape grapple: 8 + 1d20 ⇒ 8 + (16) = 24 does that escape your grapple?


No, it doesn't escape. Currently Zuberu's CMD for grapple is 27.

And, no, I didn't necessarily have anything epic planned other than pummeling Zuberu's victim but the way things happened just felt like a diceless 'screw you'. If you're retconning, I'll edit my post.


8-07 Map DungeonMaster

yep you can edit your stuff or make a new post, as it did not escape grapple, I can read back to your last post to see what you do to it.


Cool. Thanks.

I edited.


Adding some spells to spellbook from the scrolls I have. Spellcraft checks to follow

Charm person 10gp SC vs DC 16: 1d20 + 13 ⇒ (10) + 13 = 23
Detect Secret Doors 10gp SC vs DC 16: 1d20 + 13 ⇒ (13) + 13 = 26
Identify 10gp SC vs DC 16: 1d20 + 13 ⇒ (14) + 13 = 27
Shocking Grasp 10gp SC vs DC 16: 1d20 + 13 ⇒ (20) + 13 = 33
Flaming Sphere 40 gp SC vs DC 17: 1d20 + 13 ⇒ (11) + 13 = 24
Warding Weapon 40gp SC vs DC 17: 1d20 + 13 ⇒ (4) + 13 = 17
Halt Undead 90gp SC vs DC 18: 1d20 + 13 ⇒ (9) + 13 = 22

Kaylor feel free to as well.


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 think I'm ok for spells, but I'll look more closely later. Although remember that copying from scrolls to your spellbook uses up the scroll.

Also, we got a Cloak of Resistance +1 that I assume about everybody could use. I'm totally cool with someone else grabbing it.

We also got a handy haversack. Is there anyone who would like easier access to things they store in their bag? I can retrieve stuff as a swift action with my tail, so I'm good. If nobody wants it, I'll just hang onto it and put party loot in it.

I'll add the other items to the spreadsheet later tonight. I just thought I should speak up about the cloak and bag. If anybody wants the other things, speak up. I'm assuming we're keeping the potions, scrolls, oils, and feather tokens. The other stuff I'm guessing we'll probably want to sell.


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])

Right, but you can copy spells from a wizard's spellbook without using them up.

Meanwhile, we've got FOUR cloaks of resistance—enough for everybody but one person to get one. Does anybody not want one?

And Elmar is good on storage space, but might eventually buy an efficient quiver, instead of a handy haversack.


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)

Oh, you're, right! I totally missed that there were 4 of them! I'm fine with picking one up later.


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)

Hey DG, are the wooden shields light or heavy shields?

Also, if people are wondering/planning things to buy, it's looking like after this battle everybody will be getting a bit over 2k.


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)
Avelloran wrote:

Adding some spells to spellbook from the scrolls I have. Spellcraft checks to follow

Kaylor feel free to as well.

So looking at this, I'm assuming you're copying Shocking Grasp from my spellbook and not the scroll because that's a CL2 scroll, which is kind of a waste just to copy it.

Spellcraft Warding Weapon: 1d20 + 13 ⇒ (6) + 13 = 19
Spellcraft Flaming Sphere: 1d20 + 13 ⇒ (13) + 13 = 26


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 will claim one of the four cloaks, if that's alright, because despite his monstrous reflex and fort saves, his lower will save seems to be the only one that gets reliably tested.

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

Nahoce will take a cloak if that's okay.


8-07 Map DungeonMaster

oh, yeah, heavy wooden shields, the one that gives +2 ac.


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)

DG: How do you feel about upgrading specific magical items? Right now Noahoçe is the only one with any, but could she, for example, upgrade the scarab shield (which I think is a +1 shield) to a +2 shield? Or would she need to buy a new shield in order to get one with more magical things?

Also, I'll give everybody and updated loot/who gets what type post after finding out what the rewards for the most recent battle are, since I'm assuming we're going to be resting before moving on to our next thing. Or at least, ~I'd~ like to rest since I'm down to something like one 1st level spell.


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 have cast my one daily spell as well, and I'd imagine Avelloran and Nahoce are wearing thin. We fought a lot of things, although we never followed that bandit boat to its end—if that'll be a long encounter, resting seems to make sense.

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

Agreed. I *could* continue, but my better spells are exhausted.


8-07 Map DungeonMaster

upgrading specific magical items to pay for price difference is fine


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])

So, I'm a little torn. I'd assume our characters want to end this whole "horrific undead apocalypse" thing as soon as possible, but as a player I can only guess there's lots of fun treasure in the lake. Does anyone else have an opinion?


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)

Note: Calculated gold does not include selling the adamantine scythes; I wanted to give people some time to speak up if they wanted them.

Loot Update
Avelloran: Scrolls (Levitate x2, Ray of Exhaustion, Silent Image, Whispering Wind)
Everybody: 1 Cloak of Resistance +1, 2366.1 gold

And I guess I'm taking the Amulet of Natural Armor? The gold above is adjusted to account for that.

To Be Claimed
- Metamagic Rod of Ectoplasmic Spell (lets you spells affect incorporeal creatures. Probably Avelloran or Nahoce?)
- Oil of Taggit (Apparently some kind of poison? Does anybody/Elmar want it or should I just sell it?)


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])

The Metamagic Rod is probably most useful for Kaylor or Avelloran, since it lets you spontaneously do full damage with offensive spells. Oil of Taggit is slow-acting and ingested, making it not useful to Elmar.


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)
Elmar Thonsson wrote:
So, I'm a little torn. I'd assume our characters want to end this whole "horrific undead apocalypse" thing as soon as possible, but as a player I can only guess there's lots of fun treasure in the lake. Does anyone else have an opinion?

I don't really see any reason why we can't do the undead apocalypse now and the sea creature later. Nothing has thus far suggested that there's a time deadline on that, while undead killing everybody does kind of create a sense of urgency.


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])

That makes more sense, yeah. And since we're in a desert town, we've got reason to eventually clear out this new-found reservoir as an act of civic chivalry.


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])

Hmm, since level 5, we've defeated:

Baddies:

Huecuva x2
(2400 XP)

Judge + Bailiffs
(CR unknown, but to be level-appropriate, assuming CR 5 for total encounter)
(1600 XP)

Silver Chains x3 (3 HD = CR1 or CR2?)
(1200-1800 XP)

Allosaurus
(3200 XP)

Trap (CR unknown, but to be level-appropriate, assuming CR 3-6)
(800-1600 XP)

Silver Chains x2
(800-1200 XP)

Hyena
(400 XP)

Ogre
(800 XP)

Gas Trap (CR unknown, but to be level-appropriate, assuming CR 3-6)
(800-1600 XP)

Ekram (3 HD, named NPC = CR 2 or CR 3)
(600-800 XP)

Harpy x7
(8400 XP)

(HOWEVER: since the total Ekram + Harpies encounter hits CR 10, we should be given the CR 10 experience if it is higher, which it is, for a total of 9600 XP)

Silver Chains (with bombs) x8
(1600-2400 XP)

Bonus XP for defeating gas bomb ambush?
(assuming gas bombs are a CR 3 trap, that's 0-600 bonus XP)

Hellhound
(800 XP)

Vanth x2
(6400 XP) (note: we also got significantly less treasure for defeating the Vanths than is in their standard listing)

Plus, I don't know what the deal is with panic level.

That said, we've gotten 30400-34400 XP since level 5; divided by 6 players, that's 5266-5733 XP per player. So we're reasonably close to level 6, especially if there's roleplaying XP.

Since Empty Graves expects us to be level 6 for the last third of the book, that seems reasonable.


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 just realized that the Seer's Tea we got earlier is actually a listed item. So we basically have 2 uses of an augury spell.

And if we sell the scythes and poison, everybody gets an additional 639.6 gold.


8-07 Map DungeonMaster

yes, we will be level 6 after this fight, so be prepared.
also, this seems like a lot of monsters, but given the formation, any that survive are useless in battle beyond a certain numbers, since the others will have to stand behind the ones that actually can get in close.


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 propose that if we're ever about to come up against vampires again, and have any way of finding out, we buy some scrolls of Death Ward. Because damn.


8-07 Map DungeonMaster

normally they'd be gone by now, but we had crappy channel energies and don't worry, I'll make sure there are real vampires later on, otherwise the storyline of how you fought spawn wouldn't make sense.


Heh. Oh good.

Well hopefully we're a couple levels higher before we start running into too many.

Two clercs with deathward will help a lot.


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)

Kaylor made his final wish (for money) and as a result, we all died. Of course, the person granting the wish also failed to actually keep to the letter of Kaylor's wish, which specifically stated that he should be able to spend the money on what he wanted, which is impossible if trapped somewhere.

If anybody else wants the monkey paw, they can have it. Although they should also be aware that the people granting the wishes sometimes seem to ignore the fact that it's for a pathfinder AP and therefore don't always grant wishes using pathfinder terminology.


8-07 Map DungeonMaster

I looked at the wish, see how can I loophole this to make sure the wish keeps the letter? Satan gives everyone back their souls and returns us to life as he only keeps half the gold, with everyone alive and well again. 25 K Gold to split among the party or if Kaylor wants to keep it himself, he may.


I'm very confused.


8-07 Map DungeonMaster
Zuberu wrote:
I'm very confused.

a while ago, Kaylor found an artifact called the Monkey's paw, but I changed how it worked to make sure the wish would have a drawback. If in control of it, you get 3 wishes then it goes to whoever wants it, or if not in control of it, it goes back to its original position. You post an In-character wish in the corrupt the wish thread, meaning you can't wish to be level 15, and let someone else determine the consequences.

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