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

LOL, you wish, it only has 9 damage on 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

So what I'm hearing is that I've done 150% of the damage to this thing so far. Woot! Yay, me!


With a flick of a wand. Burning Hands: 5d4 ⇒ (3, 3, 4, 3, 4) = 17

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

Can you teach me that trick with the dice?


DungeonMaster

reflex: 7 + 1d20 ⇒ 7 + (10) = 17

then it will come after you Avelloran, you burnt it badly, it mad, it moves to get to you then slam attack: 12 + 1d20 ⇒ 12 + (5) = 17

damage: 2d6 ⇒ (4, 3) = 7

Kaylor is up, then the rest of the heroes


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 comes up to it and smacks it with a hammer hit: 9 + 1d20 ⇒ 9 + (14) = 23 adamantine damage: 2d6 + 3 ⇒ (1, 5) + 3 = 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)

Kaylor casts intensified shocking grasp, and moves to attack the beast. I'm assuming it's been less than 6 minutes, so my sword should still be enchanted.

To Hit: 1d20 + 10 ⇒ (15) + 10 = 25
Confirm Crit: 1d20 + 10 ⇒ (12) + 10 = 22

Damage (after DR): 2d6 + 12 - 5 + 1d6 + 12d6 ⇒ (6, 5) + 12 - 5 + (4) + (2, 3, 5, 3, 5, 4, 3, 4, 5, 5, 6, 1) = 68

With a sigh, Kaylor steps back, pulling his blade free of the corpse. "Next room?"


"Indeed." The haughty elf sniffs and fuddles, in a graceful elvish manner, for his handkerchief, which he draws a breath through.

"Much more time with you ser Traice, and I shall be accustomed to the smell of smoldering corpses, dreadful and horrific as that may be."

The elf's general look of disdain for the world around him heightens to absolute disgust for a moment before settling back into discomfort.


DungeonMaster

yep, next and last room of the dungeon.

the heroes see 2 juju zombies
2 un-ided darkfolk, nature to id
and another tekenu

oh and look the hostages.

init: 12 + 1d20 ⇒ 12 + (16) = 28 silver
init: 11 + 1d20 ⇒ 11 + (2) = 13 avelloran
init: 5 + 1d20 ⇒ 5 + (7) = 12 kaylor
init: 3 + 1d20 ⇒ 3 + (12) = 15 nahoce
init: 2 + 1d20 ⇒ 2 + (14) = 16 zub
init: 7 + 1d20 ⇒ 7 + (15) = 22 elmar

init: 8 + 1d20 ⇒ 8 + (13) = 21 ju ju zombies
init: 6 + 1d20 ⇒ 6 + (5) = 11 darkfolk
init: 8 + 1d20 ⇒ 8 + (17) = 25 tekenu

and the room is small, so all enemies are within a swift step of us when we walk in and if not, in melee automatically.


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, in any case, they're going before us.


DungeonMaster

silver will go after the darkfolk hit: 9 + 1d20 ⇒ 9 + (15) = 24 and his 2nd attack hit: 4 + 1d20 ⇒ 4 + (13) = 17
damage from both attacks: 4d6 + 6 ⇒ (6, 5, 6, 2) + 6 = 25

the tekenu will slam kaylor then nahoce
hit: 12 + 1d20 ⇒ 12 + (4) = 16 kaylor, wow as accurate as it normally is it misses kaylor entirely, so yes, ignore that damage, I prerolled it all knowing the odds and deleting that will mess up all the rolls.
hit: 12 + 1d20 ⇒ 12 + (18) = 30 nahoce
damage: 2d6 ⇒ (2, 4) = 6 kaylor
damage: 2d6 ⇒ (4, 4) = 8 nahoce

Elmar is up, because you are before the zombies


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)

Why are we all crowded into a little, tiny room? I really think we would have stayed outside with two people flanking the doors and Elmar shooting through the doorway. Or at least, that's what Kaylor would have wanted to do as soon as he saw the room. At the very least, putting the wizard in melee range of someone seems like a really bad idea.

Nature: 1d20 + 7 ⇒ (5) + 7 = 12


DungeonMaster

changed it

Kaylor sees the room lets everyone know it is too crowed and make the enemies come to us. Elmar is up If I have you in the wrong position, just move your character to where you would have been.

Try as Kaylor might, his is not in tune with nature enough to know these things.


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 step to take a clear shot at the Tekenu, then hit it with holy arrows. "Hostages?" he whispers, "Then we'll have to take these things out before they can react."

Attack 1: 1d20 + 10 ⇒ (9) + 10 = 19 (Adamantine)
Damage 1A: 1d8 + 2d4 + 10 ⇒ (2) + (1, 4) + 10 = 17
Damage 1B: 1d8 + 2d4 + 10 ⇒ (1) + (3, 4) + 10 = 18

Attack 2: 1d20 + 10 ⇒ (8) + 10 = 18 (Adamantine)
Damage 2: 1d8 + 2d4 + 10 ⇒ (4) + (1, 1) + 10 = 16

Attack 2: 1d20 + 5 ⇒ (7) + 5 = 12 (Adamantine)
Damage 2: 1d8 + 2d4 + 10 ⇒ (1) + (1, 1) + 10 = 13

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: 1d20 + 5 ⇒ (19) + 5 = 24


DungeonMaster

elmar nearly almost kills the tekenu

ac 18, t 17, ff 12
fort 3, ref 10, will, 3
lightblindess, darkvision
oracle level 2, but cr 4.

also found in rpg besitary 2, 75 and pathfinder rpg advanced players guide

the zombies can't get by the door, so they move close and ready and attack.

the rest of the heroes are up


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)

Concentration(DC15): 1d20 + 12 ⇒ (5) + 12 = 17

So Nahoçe and Zuberu don't have to move, Kaylor strikes at the Dark Folk.

Since they haven't acted, I believe this is against their touch, flat-footed AC.
To Hit 1: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16
Damage 1: 1d6 + 6 + 1d6 ⇒ (1) + 6 + (1) = 8 Second d6 is fire

To Hit 2: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Damage 2: 1d6 + 6 + 1d6 ⇒ (3) + 6 + (2) = 11


Avelloran gestures with his free hand and speaks in a smattering of arcane language. A ball of fire appears in the room amidst the zombies.

Flaming Sphere: 3d6 ⇒ (6, 3, 6) = 15


Zuberu brutally pummels the dark folk, his massive fists showing no mercy.

Flurry (Power Attack, Lamia Lovin', Bless): 1d20 + 8 - 2 + 3 - 1 + 1 ⇒ (11) + 8 - 2 + 3 - 1 + 1 = 20
Damage (Ferocious Strike): 1d6 + 5 + 4 + 3 + 2 ⇒ (3) + 5 + 4 + 3 + 2 = 17

Flurry (Power Attack, Lamia Lovin', Bless): 1d20 + 8 - 2 + 3 - 1 + 1 ⇒ (15) + 8 - 2 + 3 - 1 + 1 = 24
Damage (Ferocious Strike): 1d6 + 5 + 4 + 3 + 2 ⇒ (4) + 5 + 4 + 3 + 2 = 18

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

By the power of Pharasma, BEGONE!

Channel Energy, DC18: 3d6 ⇒ (6, 6, 2) = 14


DungeonMaster

with nahoces and avellorans attacks combine the zombies die, even if they make their saves. Nahoce also finishes off the tekenu

Kaylor damage a darkfolk and zub finishes it, then continues to punch hurting the other one badly. avellorans hits part of it with his fireball and silver will attempt to finish it after swifting to it.

attac: 9 + 1d20 ⇒ 9 + (2) = 11 damage: 3 + 2d6 ⇒ 3 + (6, 2) = 11
attack: 4 + 1d20 ⇒ 4 + (10) = 14 damaage: 3 + 2d6 ⇒ 3 + (1, 2) = 6

as the heroes finish off the monsters the rescue the hostage can claim their gold updating loot list, please wait


DungeonMaster

the heroes exit the building and find two more dead ankhegs and the two rescue members from before says where were you, we could have used your help with these two ankhegs they took minute to kill, though we are lucky we aren't hurt Just then, they see their rescues comrades, and realized what you all did. you still got experience because we killed 2 ankhegs indirectly because our rescued targets killed them, but it is not much

They tell you that a crystal dragon has been kidnapped in market square and trouble it brewing there

when heroes arrive there, they see the Dragon tied up and then 5 ghouls. after this we get a long rest

Map not important, it is an open field, we are 20-30 feet from them, depending upon where you would be at in the line, like avelloran would be in the back.

init: 11 + 1d20 ⇒ 11 + (19) = 30 avelloran
init: 12 + 1d20 ⇒ 12 + (4) = 16 silver
init: 7 + 1d20 ⇒ 7 + (19) = 26 elmar
init: 2 + 1d20 ⇒ 2 + (4) = 6 zub
init: 5 + 1d20 ⇒ 5 + (14) = 19 kaylor
init: 3 + 1d20 ⇒ 3 + (1) = 4 nahoce
init: 2 + 1d20 ⇒ 2 + (14) = 16 5 ghouls

at least 4 of us are before these things


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])

Feeling unusually confident and in tune with the rhythm of battle today (as he's just leveled up twice in quick succession), Elmar doesn't even bother to use Abundant Ammunition or his holy arrows, instead just laying into the ghouls with good old-fashioned Adamantine.

Attack 1: 1d20 + 19 ⇒ (10) + 19 = 29 (Adamantine)
Damage 1: 1d8 + 13 ⇒ (7) + 13 = 20
Damage 2: 1d8 + 13 ⇒ (7) + 13 = 20

Attack 2: 1d20 + 19 ⇒ (15) + 19 = 34 (Adamantine)
Damage 3: 1d8 + 13 ⇒ (8) + 13 = 21

Attack 3: 1d20 + 14 ⇒ (1) + 14 = 15 (Adamantine)
Damage 4: 1d8 + 13 ⇒ (6) + 13 = 19

Note: the first two arrows need to both hit the same target, which, if these are regular ghouls, may be overkill, considering that a 0 on the damage die would still end them.


Before Combat, Avelloran will cast mage armor from his wand on whoever needs/wants it. Lasts 5 hours.

With a word and gesture, he begins a ritual chant and evocation with a complicated somatic routine.

Begin casting Summon Monster 3


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])
Avelloran wrote:

Before Combat, Avelloran will cast mage armor from his wand on whoever needs/wants it. Lasts 5 hours.

With a word and gesture, he begins a ritual chant and evocation with a complicated somatic routine.

Begin casting Summon Monster 3

From the description of Summon Monster: "It appears where you designate and acts immediately, on your turn." So I believe it should get an attack this turn.


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)

after elmar quickly takes out 3 of them dropping them like flies, silver moves up to them to attack. hit: 10 + 1d20 ⇒ 10 + (7) = 17
damage: 2d6 + 3 ⇒ (6, 6) + 3 = 15 kaylor is up, to kill the last ghoul


Yes but the spell is a full round cast, so it will appear and act on my next turn and I will have a full set of actions as well. Is the dragon on our team? What color is it?


DungeonMaster

it is a crystal dragon and it's CG


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'm going to retcon the end of the last battle for drama/RPing's sake.

Cut Scene:
Kaylor swings at the dark folk, landing two solid blows. The creature roars, striking back at the bladed warrior. Its first blow does no damage, but knocks the Tiefling to the ground, stunning him briefly. The creature moves in for a killing blow, but as it strikes, a small green form leaps up in slow motion to intercept the blow. A look of horror crosses Kaylor's face as he realizes what's going on. He in unable to move quickly enough to prevent the beast from knocking the form across the room.

In a panic, Kaylor rushes towards the too still form of Tiny Tim, Zuberu's quick one-two punch against the dark folk being the only thing saving him from being impaled from behind. Desperately, Kaylor tries anything and everything he can to revive the small creature, all to no avail. He looks, desperately begging the clerics with his eyes to help him some how. But it's too late. Tiny Tim is dead.

Kaylor's form slumps to the ground in a stunned daze. Sensing her friend's distress, Sam moves to lick at his face, occasionally moving to sniff at the turtle's cooling body and mournful mewing sounds. Then everything goes silent, the world freezing in place. Kaylor looks up as a bright light appears in his vision. When it disperses, he is left staring at what he thinks must be an angel. He hears her voice in his mind.

Rise young warrior. There is work yet to be done.

Kaylor barks out a single, bitter laugh. An angel? Talking to a demon? I must be dead. But then why does it hurt so much? Am I in hell? Figures that my parentage would outweigh any good I've done.

Peace, young one.

Kaylor flinches and he realizes the being can read his mind.

You are not dead, but very much alive.

He tries to turn away. Turn his back on her truth.

You can get your companion back.

Kaylor freezes, a small glimmer of hope rising up. He quickly crushes it. "He'd only die again. He's too weak." His voice is a hoarse croak. The pauses before continuing on in barely a whisper. "I'm too weak."

I can make you both stronger, so long as you both continue to do good. There is a dragon that has been captured not far from here. Free it, and I will bring back your friend and grant Tiny Tim part of its power.

In a flash, the sounds of the world return and movement begins once again as the angel disappeared.

When he hears the story of the captured crystal dragon, against his will, hope starts to rise in his chest as he rushes forward to save it.

Also, for future reference, since I can now make my sword enchantments last for minutes/level, it's kind of important for me to actually know how much time passes between combats.

I am also ad hoc saying that Kaylor doesn't level until after this fight for story-telling reasons.
Kaylor's vision narrows to the final ghoul. With a roar, he charges the beast, arcane lightning arcing across his sharp, adamantine blade. "For Timmmmmyyyyyyyy!"

To Hit: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Damage: 1d6 + 6 + 6d6 ⇒ (6) + 6 + (5, 1, 2, 4, 5, 6) = 35 Second 6d6 is electricity from shocking grasp

In a single blow, Kaylor smites down the foul creature, quickly moving to then free the small dragon. He silently sends a prayer to every non-evil god he knows. Even Abadar. Just in case.

Second cut scene:
This time, nothing freezes as there's another flash of light. And though the angel doesn't appear again, Kaylor hears her voice. Keep fighting the good fight. And never give up hope. Hope is always worth it.

Tiny Tim's small body appears, floating in mid-air. There's a soft gasp from some onlookers as the form grows and changes, taking on the form of a tiny dragon. The light disperses once again, and the new dragon's eyes snap open. Hardly even daring to breath, Kaylor exhales a single word. "Tim?

The dragon quickly flies over, affectionately nuzzling at Kaylor. Yes old friend, it is I. There's a brief pause before the dragon continues. And my name is actually Remiel.

Kaylor gives out a short laugh as he desperately clings to his friend, a few tears slipping between his tightly closed eyes. Sam prances back and forth on top of both of their heads, somehow managing to keep her balance and not fall.

In case it's unclear, I just took the improved familiar feat and got a fearie dragon.


DungeonMaster

very well written, Kaylor

As Kaylor downs the last ghoul, the heroes over to free the tied down dragon.

The Dragon cannot tell the heroes who or what got him as he was surprised.
All he can tell you is that there is something odd going on inside the markets.

A few minutes after the Dragon thanks you, 3 people walk up to you and appologize explaining to the heroes that those ghouls are a failed experient. We were inventing a cure for something, but accidently turned the living into ghouls, in addition, there are some smart undead out there, they go away and they tied up the dragon. Anyway, we need you to help us with the experiments in the lab, but you can help us in the morning after you think about it

If you ask the dragon anything, he cannot tell you who these guys are or what their intent is, but the Dragon believes him. The dragon named Shardizhad says If they were evil, why would they show themselves and openly admit they were the cause, even if accidently, seems like a risky move to me, they are probably good and their experiment is probably for good intentions.

Heroes sleep in the dragons home, for a long rest, so any healers, use up your spells, because you get them back.

The three walk up to you in the morning So, will you help us with our experiment and help us find some ingredients, and whatnot? We promise we won't make you the test subjects, so no fear you turning into undead.


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])

"What the hell kind of medicine were you practicin', that would even have the chance t' accidentally turn people into ghouls? That sounds like necromancy, not doctor in', and I highly recommend you stop every one of your experiments even remotely related."


DungeonMaster

They ponder Elmars words you might want to roll diplomacy or intimidate if going that route. Other face skill rolls can be rolled here too. If they ever lie about anything or even if the dragon lies about anything, I won't roll for bluff until someone else rolls sense motive, leaving up it entirely to the players to discern what might be a lie in this short roleplaying encounter. Sense motive might reveal other things too, I've leaving it entirely to the players what face skills to roll and when during this encounter, this includes intimidate and whatnot.


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])

Diplomacy: 1d20 - 1 ⇒ (4) - 1 = 3
Sense Motive: 1d20 + 4 ⇒ (19) + 4 = 23

Elmar's learned a few things about dealing with people (who are his new favored enemy) but he's still not great at asserting himself, so at this point he grumbles and steps aside, looking for one of his teammates to back him up.


DungeonMaster

They answer with no, they will continue with their experiments. bluff: 9 + 1d20 ⇒ 9 + (20) = 29 what are they lying about, who knows, that is tough to beat.

So, will you help us or not?


Zuberu takes offense at the suggestion. ”These men play you for a fool mighty dragon. The undead are impotent. No good could ever come from the curse of undeath!”

Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26

The brawny priest turns on the mysterious trio. ”No more tricks. What is the meaning of these experiments? Speak the truth or I will break you!”

Intimidate: 1d20 + 10 ⇒ (14) + 10 = 24


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's eyes narrow. "If you're incompetent enough to turn living humans into ghouls when trying to 'cure' them, I'm inclined to think that your experiments are equally idiotic and unlikely to lead to anything of value. If you want my help, I would suggest you convince me my time is better spend helping you than destroying more of the undead who plague this city."


DungeonMaster

They seem a little nervous from Zuberu okay fine, we will tell you everything inside the market, you can even investigate what is going on and find out for yourself, it is easier to show you thank just tell you Two go in front, one goes to the back, if the heroes wish they can follow the trio into the house/market.

They respond to Kaylor, We are trying to help the people here and trying to create supersoldiers to help fight the undead, things will go much better, now if you could all please follow us, we will explain everything.

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 moves to support her brawny companion.

Intimidate, Aid Other: 1d20 + 8 ⇒ (5) + 8 = 13

Such brashness, for those who were caught creating abominations in the name of healing. Or so they say. But what is their real game?

She utters a quick prayer to Pharasma for guidance as she casts her attention to reading their thoughts.

Sense Motive: 1d20 + 7 ⇒ (19) + 7 = 26

She whispers,
Zuberu, friend, keep them talking.

When this conversation is over, Nahoce can attempt to speak with one of the dead ghouls. Since they were recently created as such, they may retain some humanity and some memory of what happened to them. This group tends to rush off without warning into the next thing, so I'm planting my flag here so we don't forget.


Zuberu does just that.

”Tell us about your operations in the markets and these ‘super soldiers’ you’re trying to create.”


DungeonMaster

they lead you to the lab room and they are very nervous because they cannot accurately explain the super soldiers, but they try to do their best. Would you all like to meet our awesome supersoldier? You will be in for a big surprise.

Do the heroes also follow them into the lab room, or just stay in room 1 of the house? since heroes are questioning them, this is all taking place during nighttime, so a rest and morning hasn't happened yet

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
Detect Thoughts wrote:

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each.
3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance.

I would say follow them. I don't think they pose much danger to us.


DungeonMaster

oh, right detect thoughts

They are trying to lead the heroes into a trap, a fire alchemist trap and Nahoce now knows where that trap is. Their supersoldier is a superghoul, half human, half ghoul, ie a alchemist ghast. They are not expecting the heroes to attack, but they are relying entirely on their secret weapon to save them.
They do not mean any good at all, and they are here for power and money, but they fear the heroes will see right through them. They tied up the Dragon, not the undead and those ghouls were only other undead they created.
there are 3 thinking minds as the half-ghoul is kind of far away, but knows the signal when to attack. They have int 13, and they can't make a will save as they are too afraid or even nervous to know their minds are b eing read.

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

have to catch train. will post 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)

Kaylor scoffs, unmoving. "'Trying' being the operative word here. I am not convinced that you have any hope of succeeding." And even if they do succeed, I doubt the could make something as competent as us. "I think our time would be better spent hunting undead than helping you with your doomed project. Ask someone else to help you."

Kaylor does not like idiots who make his life harder.


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])

Assuming Nahoce gives some kind of a signal, Elmar will begin to subtly search around for a trap as they walk.

Perception (trapfinding): 1d20 + 17 ⇒ (5) + 17 = 22

"Not so fast, Kaylor. These men just told us they're experimentin' on people, and creating ghouls in the process. I'd say it's worth our time seeing what they're up to, and whether they c'n really defend it, because right now I'm of half a mind t' smash the whole lab."


DungeonMaster

I'm sure Nahoce relays the message so Silver bullet pushes the nearest one into the fire trap and backs up as a swift to avoid the trap himself. cmb: 9 + 1d20 ⇒ 9 + (20) = 29
him and his ally take damage: 4d6 ⇒ (5, 6, 6, 6) = 23 fire as it has a 10-foot range, this destorys the trap, but they both take it for 2 rounds, the 4d6 includes both rounds. The 3rd one flees but then is caught by the dragon to imprisoned. They avoid the fight and flee with the 3rd one assuming they survive.

The ghast comes out and itsn't afraid to fight.

init: 12 + 1d20 ⇒ 12 + (5) = 17 silver
init: 11 + 1d20 ⇒ 11 + (17) = 28 avelloran
init: 5 + 1d20 ⇒ 5 + (2) = 7 kaylor
init: 3 + 1d20 ⇒ 3 + (12) = 15 nahoce
init: 2 + 1d20 ⇒ 2 + (2) = 4 zub
init: 7 + 1d20 ⇒ 7 + (17) = 24 elmar
init: 6 + 1d20 ⇒ 6 + (3) = 9 ghast


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 moves up to the ghast to hit it hit: 10 + 1d20 ⇒ 10 + (8) = 18
damage: 2d6 + 3 ⇒ (6, 3) + 3 = 12


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, whatever that thing is, I don't like it—let's it fast.

"Well, that escalated quickly," Elmar says, stepping back and launching a volley of arrows.

Attack 1: 1d20 + 19 ⇒ (19) + 19 = 38 (Adamantine)
Damage 1: 1d8 + 13 ⇒ (5) + 13 = 18
Damage 2: 1d8 + 13 ⇒ (8) + 13 = 21

Confirm crit 1: 1d20 + 19 ⇒ (1) + 19 = 20 (Adamantine)
Damage 1: 2d8 + 26 ⇒ (4, 2) + 26 = 32
Damage 2: 2d8 + 26 ⇒ (5, 3) + 26 = 34

Attack 2: 1d20 + 19 ⇒ (16) + 19 = 35 (Adamantine)
Damage 3: 1d8 + 13 ⇒ (3) + 13 = 16

Attack 3: 1d20 + 14 ⇒ (17) + 14 = 31 (Adamantine)
Damage 4: 1d8 + 13 ⇒ (6) + 13 = 19

So that looks like... 140 damage? I think we might be leveling too fast, and sorry for kill-stealing with those crits.


DungeonMaster

Elmar finishes of the ghast by striking it in the heart and the two men did indeed die in the fire.

Nahoce finds out by communicating with the ghouls that they were created via, the chemicals, that they were promised a cure and some excellent powers, but received this. although nahoce can still ask the ghouls more questions if she would like

the heroes find good treasure from where the ghast came from, but nothing else here.

Okay, now heroes get a rest, so these guys never reconfronted you in the morning, only at night, where their operations came to a stop. So healers who get spells back, Avelloran and Silver is still hurt as well as Kaylor, then we can move onto the next day. Food is provided for you today.

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 have more than enough healing to cover everyone.

Questions for the ghouls:

Who were you in your prior life?
What brought you to these men?

and finally,
Is there anything I can do to ease your passage?

Anything else?

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