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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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])

Not quite. The hands don't automatically grab; "grab" just means he gets a free grapple attempt.

The hand gets a grapple bonus of +0; Kaylor has a CMD of 22 (BAB +3, Dex +5, Canny Defense +4). Thus, there is no way it can possibly grab Kaylor, who just sort of shimmies out of the way.


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])

Will save (vs Despair aura 1): 1d20 + 3 ⇒ (7) + 3 = 10
Will save (vs Despair aura 1): 1d20 + 3 ⇒ (3) + 3 = 6

And Elmar is paralyzed for at least one round. DG, roll 1d4 twice, take the higher number, and that's how many rounds he skips total (but he's definitely skipping at least this next one.

Meanwhile, while paralyzed, Elmar's AC drops to 7 vs melee attacks. Yeah, that's right. Paralysis is horrifying.


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:74/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

oh right, simply missed it

will: 3 + 1d20 ⇒ 3 + (17) = 20
will: 3 + 1d20 ⇒ 3 + (17) = 20
paralyze: 2d4 ⇒ (1, 1) = 2 so only one round for you Elmar

Zub and Avelloran and Nahoce are still up


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 also tries to shout something at SB, along the lines of "use a real weapon!" but fails because he is paralyzed, whoops.


I would have cast mage armor on any who requested it.

Seeing Elmar go down, Avelloran will reach down and tap him, cast invisibility That lasts 4 minutes.


Will: 1d20 + 7 ⇒ (10) + 7 = 17
Will: 1d20 + 7 ⇒ (9) + 7 = 16

Zuberu shakes off the sensation of creeping fear and channels the Raging Torrent’s power once more.

Channel DC 13: 2d6 ⇒ (6, 6) = 12

"Back you impotent filth!"


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])

Paralyzed but invisible, Elmar stands rooted to the spot, eyes wide with fear.


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 that leaves the question of what I should do if Zuberu just killed all the hands if I don't want to get paralyzed...

Edit: Actually, if I hit a mummy with an alchemist's fire, since they're made of dry bandages, will they just keep burning rather than the fire going out after 1 round of extra damage?


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])
Kaylor Traice wrote:
Edit: Actually, if I hit a mummy with an alchemist's fire, since they're made of dry bandages, will they just keep burning rather than the fire going out after 1 round of extra damage?

Jury's out on that one, I believe. 3.5 had rules where anyone wearing extremely flammable clothing or with lots of fur, after taking a direct hit from an explosive source of fire (alchemists' fire or fireball, but not flaming weapons or scorching ray), would catch fire not for one round, but every round until they spend a round extinguishing it.

Since mummies are covered in extremely flammable dry bandages, I'd agree, but it's ultimately a GM ruling.

But the pathfinder rules suggest it would be every round until they make a DC 15 reflex save.


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, actually, regardless of if Zuberu kills the hands, they're pretty unlikely to manage to actually hit me. So I'll just go ahead and take my turn since I act before the monsters get to go again.

Kaylor rolls his eyes as SB runs away. Not only a coward, but a useless one at that. He then moves horizontally around, pulling out an alchemist's fire as he goes and throwing it at the mummy next to Elmar.

I believe I'm 35ft away, so no will save yet.

To Hit (touch): 1d20 + 8 - 6 ⇒ (12) + 8 - 6 = 14 Huzzah! A hit!
Fire Damage: 1d6 ⇒ 2 I believe this turns into 3 damage since mummies are vulnerable to fire. Elmar unfortunately also takes 1 splash damage.

Also, if the hands aren't dead by the time it's my turn, I just provoked 3 AoO from them.

Used: 2/10 rounds of arcane pool, 2/20 defending bone damage taken

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

Upon seeing the disembodied hands, Nahoce activates her Scarab Shield. +2 vs Fear and Death for 3 minutes

Will: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Will: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19

She channels the power of Pharasma.

Channel Energy, DC14: 2d6 ⇒ (4, 5) = 9


DungeonMaster

all the hands are dead from 2 channel energies, even if they make their saves.

will: 1d20 + 8 ⇒ (12) + 8 = 20 mummies
will: 1d20 + 8 ⇒ (7) + 8 = 15 mummies see if they resist channel energy
10 damage from that each. 3 more damage from fire
reflex: 2 + 1d20 ⇒ 2 + (14) = 16 33 and 26 damage on mummies so far.


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:74/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

Silver switches to his melee weapon attack: 7 + 1d20 ⇒ 7 + (14) = 21
damage: 3 + 2d6 ⇒ 3 + (2, 4) = 9 so 4 damage.


DungeonMaster

Elmar is invisible so it has a 50% miss chance on top of Elmar getting a +2 AC. miss chance 50 or less misses: 1d100 ⇒ 14
the other one tries to hit silver hit: 14 + 1d20 ⇒ 14 + (8) = 22
fort: 7 + 1d20 ⇒ 7 + (4) = 11 for silver and the mummy must die for curse to be broken.
damage: 1d8 + 10 ⇒ (2) + 10 = 12 against silver

Nahoce, zub and avelloran are up

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

Channel Energy: 2d6 ⇒ (5, 5) = 10


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])

How many rounds am I paralyzed for, DG?


Zuberu clutches his holy symbol again and continues to pummel the undead with Sobek's divine might.

Channel (Last for the Day): 2d6 ⇒ (4, 6) = 10

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

@Elmar,

Silver Bullet wrote:
paralyze: 2d4 ⇒ (1, 1) = 2 so only one round for you Elmar

I'm starting to suspect that this "Silver Bullet" creature has some sort of special relationship with the GM. ;-)


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 looked up and compared the catching fire and alchemist's fire rules, and it looks like they're actually different.

Catching on fire wrote:
Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate.

This implies to me that it's not an action to make a reflex save.

Alchemist's fire wrote:
On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage.

So the mummy could have either attacked or put out the fire, but not both. And I'm not really sure how the two would interact for the purposes of "the mummy might keep burning". So if needed, here's the extra damage that mummy would take this round.

Fire: 1d6 ⇒ 5

Kaylor pulls out another alchemist's fire and lobs it at the same mummy.

To Hit: 1d20 + 8 - 6 ⇒ (5) + 8 - 6 = 7 Miss, so the alchemist fire lands
Which square: 1d8 ⇒ 3
The alchemist's fire lands 4 squares to my target's right, so I think it misses everything.


A flash of brilliant colors comes out of Avelloran's hand. Color Spray DC 16 will negates on the zombies.


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])

Oh, excellent! Then Elmar is up again, since the mummies took their next action. Attacking will, of course, break his invisibility, but it's worth it; and now that he's saved he'll 5-foot-step and attack again.

Attack Modifiers:

Favored Enemy: +2/+2
Rapid Shot: -2/0
Point Blank Shot: +1/+1
Deadly Aim: -2/+4
Raining Arrow: -2/+2d4

Attacking the guy closer to him:

Arrow 1: 1d20 + 7 ⇒ (12) + 7 = 19 (adamantine)
Damage: 1d8 + 2d4 + 10 ⇒ (1) + (1, 1) + 10 = 13 (before DR)

Arrow 1: 1d20 + 7 ⇒ (14) + 7 = 21 (adamantine)
Damage: 1d8 + 2d4 + 10 ⇒ (2) + (4, 3) + 10 = 19 (before DR)

I believe 4 rounds of Abundant Ammunition remain

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

@Avelloran, might want to rethink that. Undead are immune to stunning, and their hit dice put them way over the 5 HD threshold.

But I've been wrong about such things before.


DungeonMaster

lets see if mummies make their saves against channel energy

will: 8 + 1d20 ⇒ 8 + (19) = 27
will: 8 + 1d20 ⇒ 8 + (13) = 21

One mummy dead.
the other attacks silver attack: 14 + 1d20 ⇒ 14 + (18) = 32
damage: 1d8 + 10 ⇒ (2) + 10 = 12

mummy has lost 40 HP out of 60.

Okay everyone, this might be the last round. go.

after this a long rest, so feel free to use up your most powerful spells.


Firing a wand, Scorching Ray VS Touch: 1d20 + 6 ⇒ (2) + 6 = 8 Damage: 4d6 ⇒ (3, 5, 1, 5) = 14 at the nearest mummy.


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])

Yay more arrows.

Arrow 1: 1d20 + 7 ⇒ (20) + 7 = 27 (adamantine)
Damage: 1d8 + 2d4 + 10 ⇒ (2) + (1, 1) + 10 = 14 (before DR)

Arrow 1: 1d20 + 7 ⇒ (20) + 7 = 27 (adamantine)
Damage: 1d8 + 2d4 + 10 ⇒ (7) + (1, 2) + 10 = 20 (before DR)

Confirm 1: 1d20 + 7 ⇒ (6) + 7 = 13 (adamantine)
Crit Damage: 2d8 + 2d4 + 20 ⇒ (3, 2) + (1, 4) + 20 = 30 (before DR)

Confirm 2: 1d20 + 7 ⇒ (7) + 7 = 14 (adamantine)
Crit Damage: 2d8 + 2d4 + 20 ⇒ (7, 8) + (1, 2) + 20 = 38 (before DR)

HE'S DEAD, JIM


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)

As Elmar masterfully slays the last mummy, Kaylor walks over. "Do you think there are more?" He thumbs the edge of his blade, looking in the direction where the undead came from. "There are others less skilled than us." As he says this, he glances in the direction of the still cowering civilian they had rescued.


Zuberu kicks at the creature's remains with one big sandaled foot. "Ha! Let them come. They will fall just as these ones did."


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])

"Does it bother anyone else," Elmar says slowly, "That a town, 'f normal, living people, gets attacked by MUMMIES in the middle of the day?"

"We're not even near the necropolis, or even outside. If undead that powerful're gettin' into the auction house, what d'you think is happening in the rest of this city right now?"

And then walks to the door, to investigate what he can only assume is a horrific undead uprising engulfing the entire city right now.


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 nods. Pretty much what I was thinking.

Is it actually in the middle of the day? I kind of assumed it was night time just because an undead attack during the day does seem super odd.

Kaylor follows Elmar, ready to cover his back if more undead lurk just outside. Or to rush off in the direction of screaming in the likely case of an undead massive attack.


DungeonMaster

Maru thanks you. She offers the heroes to stay at an inn for the night. The watch guards will be on duty considering what happened and will full force.
Come visit me at the Meshoten estate when you get the chance

Just then four wizards come to thank the heroes as well. They are known as the Lantern wizards.

Every greatful NPC says Thanks, we have something to offer you, but we don't have it right now Loot gained the next in-game day

Okay healers, we have several people injured. Avelloran down by 10, silver by a lot, and others down by I don't even know how much, since you will regain spells.


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 don't think any of the casters cast spells, so we could probably just assume everyone's healed, since even rolling all 1's for the clerics' spontaneous heals would get everyone back to full.

Are there really no more undead in the city? While everyone else is busy healing, Elmar will attempt to do some tracking for an hour or so before bed to find out where the undead came from (and why nobody rang an alarm)

Survival check to find out where undead came from or just track their path back:
Track: 1d20 + 13 ⇒ (4) + 13 = 17 (+2 if they came from the desert)

Meanwhile, curious about loot and XP. And did we all manage to avoid mummy rot? Nice!


Zuberu tends to the wounded, imbuing the injured with Mighty Sobek's strength in their recovery.

Lots of spells to burn for heals.


DungeonMaster

Oh, believe me an alarm was rang, a verbal alarm, this town does not have any sound alarms or bells. The alarms are in the better parts of wati.

Elmar finds out where they came from, but is not allowed out of town due to guards. We will let you head out tommorrow, it is getting late.

Will update more of the story in a minute.


"Yes..thank you." Avelloran says with a wrinkled nose as his party heals him.


DungeonMaster

Okay a bit of time skip here.

The next day hereos are approached by Qasin. A talking bird. It serves the bureaucracy of death as messengers and scribes, but is free-willed and a close of the Pharasmin priest Ptemenib. The bird was friends with a Canny Jackal that was a cleric and died.

The bird needs you help, but also needs to trust you. The bird is both human and animal for purposes of skill checks. Feel free to use diplomacy, handle animal, give it food, pet the bird, or use whatever means necessary you deem fit to calm it down.

After the bird heroes run into a set of looters. The heroes were told about these looters and were told to deal with them dead or alive. You are not in combat, but use whatever means necessary, intimidate, combat, putting them to sleep, bluffing, etc.

You are dealing with 2 situations at once to speed up real life time by a tiny bit, but in-game these two events are an hour apart.

loot list updated


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])

Well, Elmar's got *some* wild empathy. He's worked with birds enough to know how to generally throw food at it, or something nonthreatening like that.

Wild Empathy: 1d20 + 2 ⇒ (14) + 2 = 16

Elmar's going to cast Abundant Ammunition at the beginning of our interactions with the looters, but let someone else take point on it.


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)

Bird
For his part, Kaylor casually makes sure to place Sam somewhere out of sight with Tiny Tim to look after her. Or so Sam could look after Tiny Time; it wasn't entirely clear. He then takes some bread and crumbles it into a small pile close to the bird without being close enough to threaten it before retreating to give it room to eat the food in peace.

Thugs
Upon hearing that they're going after looters, Kaylor gets Avelloran to cast mage armor on him and then casts defending bone himself. When he gets to the location of the thugs, he makes sure to spread himself enough that the entire party couldn't get hit by a single blast of something while still trying to make sure he stands between their potential enemies and the less melee-oriented members of the group.

Kaylor's eyes narrow at the looters, idly thumbing the hilt of his blade. His expression very clearly reads "Mess with us and I will cut you into tiny pieces." But rather than make any hostile movements towards them, he gives the more socially inclined members of the group a chance to talk to the thugs.


Zuberu stares in disbelief when the panicked bird appears and begs for help. Finally recognizing that the tiny creature was intelligent causes the brawny priest to reply with a toothy grin. "Calm down little one. These men and women are skilled delvers and I'm a priest of mighty Sobek. If anyone can help you, it's us. Tell us about your troubles."

Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21

***

Not sure what's up with the looters. Are we trying to get something from them or capture them?


DungeonMaster

The bird has been calmed by Elmar. The bird tells you someone captured Ptemenib and heroes learn of the location. I'm not going to go through the whole book and read ahead, it does say later on, the characters know, the players just don't know name of location yet. Plus it is a long trail to get there as I glanced through the book.

You are trying to get the looters off the streets or get them to stop looting by any means necessary.

@Kaylor, you said something to the thugs, feel free to roll intimidate, or not if you don't want to as it could backfire.


I don’t think's Kaylor was talking. That was narrative.

Eyeing the looters with disdain, Zuberu snorts. ”Scavengers exist even within the city’s walls it seems. Too bad for you this place is under a son of Sobek’s protection. Drop whatever you’ve stolen, go home, and find something worthy to spend your time on, like fathering children perhaps. Otherwise, I break you.”

The big man punctuates his point by cracking the knuckles on his huge fists.

Take 10 Intimidate with Guidance: 10 + 7 + 1 = 18


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)

Zuberu is correct; Kaylor did not say anything. However, he will attempt to aid Zuberu's intimidate by generally looking very capable and dangerous.

1d20 - 2 ⇒ (12) - 2 = 10 Success, so +2 to Zuberu's roll.


That would make it a total of 20.


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's got... a bow. Oh yeah, bows are scary too!

Aid another: 1d20 - 1 ⇒ (10) - 1 = 9

...and the others say "shh, it's okay" and sweep him aside.


DungeonMaster

With zub scaring them off and with others help the looters surrender and the shopkeeper thanks you. He pays you with tea.

Panic level went down by 1 and is now 19.

Later heroes head towards the corpse wagon where they run into some mysterious creatures.

Knowledge Planes to id first set of enemies, 2nd set you've seen..
ghul

init: 3 + 1d20 ⇒ 3 + (10) = 13 enemy set 1
init: 12 + 1d20 ⇒ 12 + (10) = 22 silver
init: 5 + 1d20 ⇒ 5 + (5) = 10 kaylor
init: 1 + 1d20 ⇒ 1 + (17) = 18 zub
init: 6 + 1d20 ⇒ 6 + (11) = 17 elmar
init: 3 + 1d20 ⇒ 3 + (16) = 19 nahcoe
init: 11 + 1d20 ⇒ 11 + (5) = 16 avelloran
init: 2 + 1d20 ⇒ 2 + (1) = 3 enemy set 2

Map has been drawn, you are outside, so the unmarked blue squares are buildings.

Order
Silver, Nahoce, Zub, Avelloran
Enemy set 1
Kaylor
Enemy set 2
You don't have to wait for each other, as long as you are before the enemy, go ahead and go.


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)

Init
SB <<<
Nahoce <<<
Zuberu <<<
Elmar <<<
Avelloran <<<

Enemy Set 1
Kaylor
Ghuls

Planes: 1d20 + 9 ⇒ (5) + 9 = 14

Perhaps we should have gone out on patrols last night anyway. Kaylor smirks at the nearest ghul, ready to tear it apart.

Kaylor is good-aligned and ghuls have DR/good.


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])

Since Elmar didn't have his weapon in hand, he's going to use his wrist sheath to quick-draw his wand and cast Abundant Ammunition, then use his move action to swap this for his bow.

Wand charges: 48/50
Abundant Ammo: 10 rounds

Unfortunately, Kaylor, your attacks themselves need to be good-aligned for it to work. I believe one of the clerics might have a scroll of Align Weapon or something similar that could work.

In other news, holy buckets of XP, Batman!

"Who let these damned undead into this city, anyway?!"

Edit: Paizo filters out "g%~ d@~n" but not "damn"?


DungeonMaster

the creature you have not seen is an esobok

15 ac, t 13, ff 12
hp 30
fort 6, reflex 4, will 6
damage reduction 2/admantine (but hey most people have one of these so you are in good shape)
immune to death effects, disease, poison, resist cold and electricty 10

speed 40
melee bite: +7(1d6+grab), or 2 claws +7 (1d4+3)
has pounce and wrench spirit as special attacks

can use invisibility 3 times per day
Feats: combat reflexes and power attack

can speak: abyssal, celestial and infernal

Flees after 2d4 rounds of combat flee: 2d4 ⇒ (4, 4) = 8


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])

Don't Esoboks normally eat undead, not work with them? To be fair, Elmar has no way of knowing this.


DungeonMaster
Elmar Thonsson wrote:
Don't Esoboks normally eat undead, not work with them? To be fair, Elmar has no way of knowing this.

Yes they do. so these esoboks will roll a 1d2 to see if they eat the undead or attack the party. and they are outsiders.

Edit: no wonder I couldn't find it, it is under psychopomp


Avelloran will cast Halt undead, on three of the Ghuls, DC 19 will negates.

Holding 3 if able in place for 4 rounds, rendering them helpless.

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