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])

If the Allosaurus is still standing, Elmar's going to fire a couple of warning shots... into his head.

Attack Modifiers:

Rapid Shot: -2/0
Point Blank Shot: +1/+1
Deadly Aim: -2/+4

(durable Adamantine arrows)

Arrow 1: 1d20 + 9 ⇒ (10) + 9 = 19 (adamantine)
Damage: 1d8 + 8 ⇒ (7) + 8 = 15

Arrow 2: 1d20 + 9 ⇒ (18) + 9 = 27 (adamantine)
Damage: 1d8 + 8 ⇒ (1) + 8 = 9


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 tries to finish it off after elmars attack gun shot: 7 + 1d20 ⇒ 7 + (3) = 10
damage: 1d8 + 2 ⇒ (6) + 2 = 8 yep dead, and now for the last thug who will fight to the death.


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])
Silver Bullet wrote:
and now for the last thug who will fight to the death.

Seeing as he just saw us finish off two of his friends and a 30-foot dinosaur in under 20 seconds, and seeing as Nahoce just bludgeoned him to within an inch of his life, clearly this is a man who values his own life.

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

Morningstar crunch!: 1d20 + 7 ⇒ (20) + 7 = 27 Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Crit Confirm: 1d20 + 7 ⇒ (4) + 7 = 11 Damage: 1d8 + 4 ⇒ (5) + 4 = 9


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)

And once again I find myself confused as to what is going on. And who is attacking whom since apparently people interpreted actions differently from me. So since I'm not sure who is actually still alive, Kaylor will stand around thinking about how dumb the dinosaur was and how much it failed at tactics.


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 guess on the off chance there's someone I should be attacking, I'll make an attack roll.

To Hit: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Damage: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11


DungeonMaster

with that the thug is dead. it probably died last round, burning hands changed I guess is 1d4 per caster level not 1d4 for every 2 levels beyond first.

drawing out map and handing out loot, please wait.


DungeonMaster

Heroes enter the dungeon. The red things are doors. You want the room described to you make a perception, take 10/20 is allowed.


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 stops and looks around the room. Perception take 10 is a 23, or 25 to notice oddities in stone, and that's with darkvision.


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 already knows what is here, even if that something is nothing, but he still has to make a perception to see it. perception: 7 + 1d20 ⇒ 7 + (16) = 23

@Elmar, you see 6 oil lanterns on the walls, 3 are lit. the number lit represents code. Local DC 10 to know


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])

Knowledge (local): 1d20 + 4 ⇒ (13) + 4 = 17

"Seems like the bandits have some strange sort of spell set up, that relies on these torches."


DungeonMaster

3 lit means everything is well, 4 lit means to meet at a secondary safe house, 5 lit means hideout is discovered, 6 lit means leave city immediately and less than 3 lit would obviously mean one burned out or malfunctioned.

Anyone else want to do more perception checks, do something else in the room, or move on to another room?


Do we know where the safehouse is?


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 think that's everything there is to do here.

"...and it looks like they don't know we're here. Excellent."

"The path splits. Should we split up to hunt these bandits, or hope that they don't flee down the path we don't choose with their loot before we c'n stop them?"


"They are parasites. We should cleanse Wati of their taint", Zuberu declares.


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])

"Or, y'know, arrest them," Elmar replies, a little unnerved. [b]"But that's not exactly a strategy."[b/]


"Hunt them down wherever they lair and root them out."


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)

"Did we want to change their message? Either to follow them back to their secondary hide out or run them out of town?"


DungeonMaster

Okay, nobody moved and everyone started talking, I'm going to count that as taking 20 on perception, as you all have been here for a few minutes, those with a perception modifier of 5 or more see the trap.

disable device: 15 + 1d20 ⇒ 15 + (9) = 24Elmar
disable device: 8 + 1d20 ⇒ 8 + (7) = 15 silver bullet assisting. Trap has been disabled.

Which path heroes?


Zuberu finds himself agreeing with the tiefling's plan and lights a fourth torch.


DungeonMaster

A fourth torch is lit, really screwing up what the silver chains know when they see the torches, and wrong message, could lead them to their doom.


"Now we just need to find some and follow them."

How do you guys usually do dungeons? I assume Kaylor takes point.


DungeonMaster

Most dungeons in this game, I DM like a rail shooter. I show heroes the whole map and I ask them what order do they want to go before they even step in. Like right side, left side and middle are your choices and they will usually say I explore right side first, left side second and middle last. Or another example I say clockwise or counterclockwise and I move them through automatically, but I stop them at certain points or ask them questions that provide multiple choice answers so they can plan for the next room if they need to. This map however, is short enough however, that I don't need to DM it like a rail shooter to speed things up.


Gotcha. Well I think we're ready to move on.


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 suggests taking the left door first, as this seems to be his preference in general.


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 shrugs, not having any particular preference for a direction to go it. As the one with the highest AC, he is also fine with going first. And thinks that Avelloran should go last because wizards should generally probably not be put on the front line.


Avelloran lets his servants go before him absorbing any incoming fire or danger!


DungeonMaster

moved everyone in

Bulk Storage room
Cracked Ceramic tiles cover the walls and columns in this expansive chamber. In the center of the room, iron posts connected by chains delineate smaller subsections, each crowed with boxes, crates, urns, and sarcophagi. The stink of soot and the leathery smell of death hangs heavy in the air.

Nothing in this room except treasure.

Knowledge Religion to gain extra treasure or the characters assume the item is junk and don't get the treasure value of this item.
Knowledge Nobility for a similar treasure
Knowledge Engineering for a 3rd treasure

even if heroes fail checks they still find something in the room. Also, after identying treasures, pick another path.


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 cannot assist with these skills.

Left again, everyone?


Religion: 1d20 + 6 ⇒ (7) + 6 = 13


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 believe any of us have (nobility). Also, I'm fine with making the knowledge checks retroactively if everyone else is, so that people who check in less often have more to do.


Kn(religion): 1d20 + 13 ⇒ (2) + 13 = 15


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)

Religion: 1d20 + 10 ⇒ (8) + 10 = 18

And sure, let's go left again.

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

Knowledge Religion: 1d20 + 5 ⇒ (16) + 5 = 21


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 anyone have engineering?


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)

Don't think so. I haven't gotten around to putting a rank in each knowledge skill yet.


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 has enginneering, see if he can help engineering: 8 + 1d20 ⇒ 8 + (4) = 12 nope, but religion was successful, will update in a few minutes.

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

@GM, is there a reason you're not using spoiler tags for knowledge check data dumps? Saves a lot of time, assuming you trust your players to be honest and not read them if they didn't pass the check.


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])

In this case, I believe it was because the knowledge was specifically to determine treasure? But in general yeah that's a good strategy.


DungeonMaster
Nahoçe Sijed wrote:
@GM, is there a reason you're not using spoiler tags for knowledge check data dumps? Saves a lot of time, assuming you trust your players to be honest and not read them if they didn't pass the check.

just showing the items the successfully grabbed and which ones they didn't, unless I say the value of the item missed and what it was, not sure spoilers are needed, of course though there are hundreds of boxes to go through, if players/characters aren't sure and they have one of those wondrous sacks they could choose to bag all the junk in hopes there is something value able in there, as it is only about 250 pounds worth of stuff in here, not something you'd want to carry even split up among 6 people without a sack, though they wouldn't get full value for not identifying them


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 believe Zuberu can take 250 lbs of stuff without hitting a heavy load, although it would slow down his movement by 10 feet.


DungeonMaster

okay, you are not in combat, but this is the loading dock, you see enemies, 2 silver chains and a hyena nature to id. They don't notice you yet. and a big huge giant green humanoid creature, nature to id. and doesn't notice you yet. They are currently facing north for the time being.

Yes the blue stuff is water, but only about 18 inches deep.

You will be pmed gold when outside dungeon. If Zub wants to he can do that, though it will slow up in-game time by about an hour for various reasons, your ICs know this time as we will assume a mathematically intelligent character calculated it

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

Knowledge Nature (hyena): 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge Nature (humanoid): 1d20 + 5 ⇒ (5) + 5 = 10

Well, the symmetry of my dice failure is kind of fun at least.

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

Should we be concerned with legal niceties like, you know, murder since we're in a populated part of town?


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)

Nature: 1d20 + 6 ⇒ (20) + 6 = 26
Nature: 1d20 + 6 ⇒ (4) + 6 = 10

Or we could take care of everybody in the dungeon and then go through the entire place when done to carry everything out.

What is in the area next to the water without grid? Is it just open space or is there a wall? I've drawn an arrow on the map to indicate the area I'm talking about. I'm basically wondering if there's something there that would block their line of sight to us.


Kn(Nature): 1d20 + 12 ⇒ (12) + 12 = 24
Kn(Nature): 1d20 + 12 ⇒ (20) + 12 = 32


DungeonMaster

@kaylor, it leads out to a small pond, so beyond that point it gets deeper, but first you see a wall as it curves to the south at the very end then leads to the pond. this section is kind of light a cave. I doubt you have played resident evil 4, but that is the best example of what I can come up with.

@Nahoce, the heroes are told to deal with any situation regardless of what it takes, besides the bird would back you up. and yes those dice are fail.

Edit: Avelloran ogre

hyen differnce, ac is 16, ff is 14 as it is wearing a leather barding


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...still not really sure if that means there are walls to hide behind or not?

Kaylor waves the party back a little ways to where they can talk without being overheard.

"If we wish to dispatch of those gang members, it might be best to draw them out of that water. We could have Elmar and Avelloran pelt at them from a distance while the rest of us hide to pincer them once they leave the water." Knowing Elmar, this likely means one or two of the thugs will die before even reaching us. ;-)

If we decide to go into combat, Kaylor will cast shocking grasp before hand and try to go after the ogre.


DungeonMaster

oh sorry, yes, those are walls as now shown on the map.

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, good sir. Your plan is sound.

Nahoce's pre-combat actions will be to cast Shield of Faith, followed by Spiritual Weapon (the latter timed for the start of combat if possible).

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