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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Zuberu is happy to heal his companions before retiring for the night.

Channel: 3d6 ⇒ (6, 5, 6) = 17
Channel: 3d6 ⇒ (2, 3, 3) = 8
Channel: 3d6 ⇒ (1, 5, 2) = 8

Let me know if they needed more.

Afterward, he parts way to spend some time at his favorite brothel.

***

The following morning, he rejoins the party for breakfast.

"Blessed day friends! Where does our path lead us next?"


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])

"Maybe today we'll finally end this damned plague of undead?"


DungeonMaster
Nahoçe Sijed wrote:

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?

They respond

We were oridnary humans, just going about our business to our jobs as guards
These men promised us immortality with these potions, instead it surely but slowly changed us to undead until we were completely ghouls
Then a pause before answering the last question
You already did, just do the job of clearing out the undead that exist here in this place

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

Go in peace, then. We will do what we can to cleanse this place of the evil which has befallen it.


DungeonMaster

as the familiar scouts ahead, the hereos are 200 feet from the the Pyramid of the Arithemetic Bliss, which is not a pyramid. There are many enemies outside which the familiar saw as indicated on the map. The building is surrounded by a stone wall and small opening.
2 mummies, 3 pharaoh cultists and 4 wooden golems

The enemies can kind of see far, but will not know that the heroes are a threat until they come within at least 80 feet of the walls entrance.

okay heroes what is the plan?

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, you got any fire arrows for the wooden golems? I think Zub and I can take out the mummies, and Kaylor, Avelloran, and SB can take on the cultists.

Nahoce plans on casting Prayer prior to battle, followed by Magic Stone for ranged attacks, then Channel Energy when the mummies get 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])

Alas, no fire arrows. Elmar's best against undead or humans, so I can take on the mummies or the cultists, depending on which causes more of a threat.

Ranger 5 also means I get Gravity Bow, which I can use to smash pretty effectively through DR, although Kaylor has elemental attacks so it won't be a huge issue.

Elmar will cast Abundant Ammunition and Gravity Bow before the battle. "I don't think any of those mummies know how t' use a bow," he suggests, "An' I can hit a target that size easy from two or three hundred feet away. If it makes sense, I could try to draw them away from the wall with a bow, letting you all ambush them as they run towards me."


DungeonMaster

the heroes prepare buffs standing 100-200 feet away.
Silver likes that plan, he waits just outside the wall, near the opening, but around the corner where they can't see him. Map updated to show silver position.

The rest of the party is just south of the area. the non-mapped area, isn't accurately scaled, it looks like the heroes are 50 feet from the stone walls when really they are 100-200 feet away.


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)

Engineering: 1d20 + 13 ⇒ (18) + 13 = 31
Local: 1d20 + 7 ⇒ (5) + 7 = 12
Local (Remiel): 1d20 + 10 ⇒ (13) + 10 = 23

We've fought mummies. And I'm guessing these are the wooden golems. Not sure about the cultists though.

"How about we have Avelloran and Elmar pelt the mummies from here; they're probably the most dangerous. If they take them down, Avelloran can concentrate on the construct and Elmar on the cultists. Anybody else with range can help out. I will start a defensive line and engage enemies when they approach."

Knowing Elmar, that should probably kill off a few people before they even get a chance to get here. And based on his comment, I'm guessing we're closer to the 200 feet away part.

When the first enemy gets 10 feet away, Kaylor will cast a spell and then 5ft step and attack. Which spell will depend on which enemy it is. Remiel might also use the wand of shield, but we'll see how many die first.


With a gesture and wicked grin, Avelloran waives his hand and a large ball of flame appears amongst the mummies.

Casting Flaming Sphere where it will do the most damage.: 3d6 ⇒ (4, 6, 4) = 14


DungeonMaster

Okay, I assume Avelloran would have waited for elmar to shoot at the same time, and max range on a composite longbow is 110 feet, or they are 200 feet away if elmar did not get ready. so if elmar wants, he can shoot in the surprise round.

and mummies are vulnerable to fire, so it took 21 damage, to one enemy

@Kaylor, yes and yes

the pharaoh cultists are cr 2
ac 16, t 12, ff 14
20 HP
3 attack for any weapon (1d6 or 1d4 or 1d4) short sword, dagger or dart, not str bonus
knows: burning hands, disguise self, shocking grasp, acid splash, detect magic, message, read magic.


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 that we get the drop on these guys, and that SB is sneaking up on them, Elmar will alert them to his presence before they see anyone else by stepping out from behind a wall and firing a full volley of holy water arrows down the street at the mummies, as he doesn't want anyone to have to deal with their fear effects again.

200 feet away is still only one range increment

To hit 1: 1d20 + 12 ⇒ (9) + 12 = 21 (Adamantine)
Arrow 1: 2d6 + 2d4 + 11 ⇒ (6, 1) + (2, 4) + 11 = 24 (+holy water splash)
Arrow 2: 2d6 + 2d4 + 11 ⇒ (3, 5) + (3, 4) + 11 = 26 (+holy water splash)

To hit 2: 1d20 + 12 ⇒ (8) + 12 = 20 (Adamantine)
Arrow 3: 2d6 + 2d4 + 11 ⇒ (3, 2) + (3, 1) + 11 = 20 (+holy water splash)

To hit 3: 1d20 + 12 ⇒ (14) + 12 = 26 (Adamantine)
Arrow 4: 2d6 + 2d4 + 11 ⇒ (3, 2) + (4, 3) + 11 = 23 (+holy water splash)

(If they're standard mummies, that should be enough to down one and hit the other with an arrow as well)


DungeonMaster

elmar and avelloran kill both mummies. if you are not 200 feet away, place yourselves differently on the map

init: 11 + 1d20 ⇒ 11 + (18) = 29 avelloran
init: 12 + 1d20 ⇒ 12 + (14) = 26 silver
init: 7 + 1d20 ⇒ 7 + (17) = 24 elmar
init: 7 + 1d20 ⇒ 7 + (19) = 26 Nahoce
init: 11 + 1d20 ⇒ 11 + (1) = 12 Kaylor
init: 2 + 1d20 ⇒ 2 + (17) = 19 zub
init: 2 + 1d20 ⇒ 2 + (8) = 10 cultists
init: 3 + 1d20 ⇒ 3 + (4) = 7 wood golems


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 will shift and attack attack. attack: 10 + 1d20 ⇒ 10 + (17) = 27 adamantine
attack: 5 + 1d20 ⇒ 5 + (16) = 21 adamantine
damage: 2d6 + 3 ⇒ (5, 3) + 3 = 11
damage: 2d6 + 3 ⇒ (6, 2) + 3 = 11 killing one cultist with his blows.


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 is 190 feet away, protecting both Elmar and Avelloran.

Kaylor waits for the enemies to charge, fulling expecting his allies to be able to take out another 1 or two of them before they even reach the group.

Still have a readied action to cast a spell, 5ft step, and attack as soon as an enemy comes within 10 feet of him.


Moving Flaming Sphere to the cultists. 3d6 ⇒ (5, 4, 6) = 15

Begin full round casting summon monster 3.


This is a new day right so Zuberu’s buff from shagging the lamia has passed?

Zuberu joins his goblinoid friend on the frontlines and smashes his opponent with his huge fists.

Punch: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Damage: 1d6 + 5 + 4 ⇒ (5) + 5 + 4 = 14

Punch: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
Damage: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 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])

Elmar will fire on whichever cultists he can see (not blocked by the wall), since Silver was kind enough to not move in front of them and provide partial cover.

To hit 1: 1d20 + 12 ⇒ (11) + 12 = 23 (Adamantine)
Arrow 1: 2d6 + 9 ⇒ (3, 5) + 9 = 17
Arrow 2: 2d6 + 9 ⇒ (1, 1) + 9 = 11
(Rainbow Jellyfish Toxin on both arrows, for DC 16)

To hit 2: 1d20 + 12 ⇒ (14) + 12 = 26 (Adamantine)
Arrow 3: 2d6 + 9 ⇒ (1, 1) + 9 = 11 (Black Smear)

To hit 3: 1d20 + 7 ⇒ (15) + 7 = 22 (Adamantine)
Arrow 4: 2d6 + 9 ⇒ (1, 1) + 9 = 11 (Black Smear)

EDITED because I forgot about Gravity Bow.

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 fires a bolt at the nearest golem.

Crossbow +1, Prayer: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 Damage, Prayer: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 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])

P.S. Nahoce I just rolled 1's on six of my damage dice in a row. Am I back in the "cursed by the dice" club now?

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

Holy crap, Elmar. And yet you still did more than six times my damage. I think I'm in the wrong line of work -- are you taking apprentices? :-)


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, he did get to make 4 damage rolls to your 1. And favored enemy is nice.

Confused as to how everybody suddenly got so close, Kaylor sighs and starts to move towards the enemies.

It'll be a bit before I get there though.


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 worry, Nahoce. In a few levels you'll be throwing down Flame Strikes that deal more damage than my whole attacks, and your Channel is still much more effective against zombie swarms.

Plus, Blessing of Fervor, in any difficult upcoming boss fight, should increase the entire party's damage by about 30%.


That's kind of stretch. Flamestrike will never do as much damage as one of Elmar's full attacks.


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 wrote:
That's kind of stretch. Flamestrike will never do as much damage as one of Elmar's full attacks.

Until you realize it hits a total of 13 squares, and that enemies often stand close to each other. Meanwhile, Kaylor and Avelloran both have the option to cast 7d6 (average 25) damage fireballs, with a whopping 20' radius, enough to reasonably hit the entirety of almost any group of enemies we've seen so far.

Without cleave, Manyshot and Rapid Shot are the ranger's answer to AoE: do lots of damage fast. The difference is that I can still hit single targets harder, and don't run out of spells after a few attacks, but there may someday come a round when I don't do as much damage as anybody else.

Also, I chose my build based on the concept of "I know there will be lots of mummies. How do I kill mummies, without worrying about anything else?" So Elmar does about half as much damage to non-undeads, but at least in this fight he's in his element.


DungeonMaster

as silver and elmar and avelloran ande zub kill the rest of the cultists, elmar can only shoot at golems with his last arrows, so he does.
then nahoce does at well, injuring one of them for 30 damage as wood flies everything. It is a good thing these guys can't get splinters.

2 golems go after zub and silver the other 2 just barely reach elmar, but can't hit him yet as they exhaust their movement.

hit: 12 + 1d20 ⇒ 12 + (12) = 24 and silver takes damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13
and the other one goes after zub hit: 12 + 1d20 ⇒ 12 + (14) = 26 dmg: 2d6 + 4 ⇒ (5, 2) + 4 = 11

Heroes are up 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

Crossbow +1, Prayer: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 Damage, Prayer: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7

I believe loading a crossbow is equivalent to a move action, yes? So I can't move closer while firing?


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 will attack the wood golem that hit him hit: 10 + 1d20 ⇒ 10 + (9) = 19
hit: 5 + 1d20 ⇒ 5 + (6) = 11 nope
damage: 2d6 + 3 ⇒ (1, 6) + 3 = 10
damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14


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 confused; did the golems run around me? If they took the run action, which is the only way they could have reached Elmar given that he was 200 feet away, they have to move in a straight line, so I'm not sure how they would have gotten past me without at least one provoking an AoO.

And if they did run, SB would not be able to catch up to them and attack. So...really not sure what's going 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])

And they'd be denied dex to AC against any AoOs, too.


DungeonMaster

okay, misunderstood, I thought Elmar went up to the wall and then poked around the corner and shot. Okay so the golems are only 100 feet towards elmar, then ran, so -2 ac, but yes, there is enough space, they got by silver, because silver was 10 feet away from them as the opening is 15 feet wide and silver in on the far right.


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, who is currently about 130 feet from the entrance, readies an action to cast intensified shocking grasp, 5ft step, and attack the golems. If it looks like they're going to pass without coming within 10 feet, then he'll just do the same with a move instead of a 5ft step. He'll also turn his blade into a +1 flaming, keen scimitar for 7 minutes.

Attacks when needed:

To Hit 1: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30 Remove the -2 if he's only making 1 attack
Confirm crit: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19
Damage: 2d6 + 12 + 1d6 + 14d6 ⇒ (1, 6) + 12 + (1) + (6, 2, 1, 3, 2, 3, 3, 2, 1, 4, 4, 5, 5, 1) = 62 First 2d6 is adamantine slashing, next 1d6 is fire, last 14d6 is electricity

To Hit 2: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19
Damage: 1d6 + 6 + 1d6 ⇒ (1) + 6 + (4) = 11 Second d6 is fire

Pretty sure I killed one of them.


DungeonMaster

alright so botting characters

elmar firing at one
To hit 1: hit: 1d20 + 12 ⇒ (9) + 12 = 21 (Adamantine)
Arrow 1: damage: 2d6 + 9 ⇒ (6, 6) + 9 = 21
Arrow 2: damage: 2d6 + 9 ⇒ (3, 6) + 9 = 18 this finishes off the one that was running towards the party and already injured

To hit 2:: 1d20 + 12 ⇒ (1) + 12 = 13 (Adamantine)
Arrow 3: damage: 2d6 + 9 ⇒ (6, 3) + 9 = 18

To hit 3:: 1d20 + 7 ⇒ (11) + 7 = 18(Adamantine)
Arrow 4:: 2d6 + 9 ⇒ (4, 2) + 9 = 15 then he gets halfway on the ones vs silver and zub.

avelloran moves his flame onto another wood golem it takes
damage: 3d6 ⇒ (4, 6, 1) = 11fire this finishes the one silver started on as it took 16 damage.

then zub goes. hit: 1d20 + 6 ⇒ (12) + 6 = 18 damage: 1d6 + 9 ⇒ (2) + 9 = 11
hit: 1d20 + 6 ⇒ (9) + 6 = 15 dmg: 1d6 + 9 ⇒ (4) + 9 = 13

then they go, one gets killed by Kaylor, the last one shifts and splits his damage between zub and silver hit: 12 + 1d20 ⇒ 12 + (2) = 14 dmg: 2d6 + 4 ⇒ (3, 6) + 4 = 13 vs silver
hit: 12 + 1d20 ⇒ 12 + (9) = 21 vs zub and dmg: 2d6 + 4 ⇒ (1, 2) + 4 = 7

Heroes are up again
but the heroes easily finish off the last one. seriosly, silver, zub, avelloran and elmar all get attacks again and can reach it before it goes, it is dead.


DungeonMaster

after the battle the heroes explore inside area. In the room of the hall of records, the heroes find out the following.

This was the headquaters of and old stonemasons' guild. After the Plague of Madness, the Pharasmins repurposed the site into a resting place for Wati's architects, engineers, and mathematicians-most of whom rose as undead in the ka pulse.

The necromancer Nebta-Khufre used the Pyramid of Arithmetic Bliss as a base to search for the Mask of the Forgotten Pharaoh when he first arrived in Wati. He did find the mask, but he moved it and the notes say where he did move it, so that is where heroes will head next.

You also find mental records of the Forgotten Pharaoh cultists as most were insane and emotionally unstable.

The heroes then head into the workshop, where coffins are found, two are found open, these must have been the mummies heroes fought. The rest have no bodies in them, just pure ashes, and lots of treasure for the heroes. One of the coffins is the Tomb of Menket Maatya, it has a trap inside, but heroes knew about this as they found evidence of this trap but reading up and a few things and they disable this trap carefully awarding exp.. Here all of the artifacts in book 2 are found.

The heroes then head out of the dungeon area and several blocks down the road they find fhte Observatory of Truth and Wisdom. Through it they find out it was dedicated to Maat and Thoth, which are small deities tied to Pharasma. The observatory has the mask of the Forgotten Pharaoh and it points the heroes to a Dark cult as the find the Sepulcher of the Servant.

Heroes are now in the Sepulcher of the Servant
53 minutes have passed from that last battle to this point, so if heroes would like to do something else, before heading into the last building of book 2, now is the time.

In addition to the loot list, these treasures are added as well. they are all aritifacts, so they are affected by that trait.
artifact 1
hand
maks
fang
last item


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 use his Pearl of Power to recover Gravity Bow. Also, have we recovered the mask? What do we know about the next temple?


DungeonMaster

Nefru Shepses created this palatial tomb and hid it away to protect himsefl and his descendants from reprisal from the cult of Lamashtu. It was originally intended as a resting place for the most loyal servants of Pharasma, but with the Shepses line dominating the church for the next 500 years, the site instead became a family tomb, eventually housing the remains of even those relatives unaffiliated with the church. The walls are reinforced, the ceiling is 20 feet high and the rooms are all magically lit for normal vision.

It is the home for the evil forgotten cultists and their leaders as well as plenty of undead.

I'll give heroes a little bit more time to decide what they want to do, but once 24 hours pass, we move onto this dungeon.

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 is interested in the ring of feather falling, the agile breastplate, and the mask of the forgotten pharoah. She thinks the hand and the ushabti should stay in the party for common use.

She is not interested in the other loot. Pharasma's chosen weapon is the dagger, but unless the adamantine dagger has some other connection to her it is not important for Nahoce to keep it.

She would be willing to contribute toward the rallying shield.

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

Comrades, hear me. To restore the Sepulcher of the Servant to Pharasma's glory would mean much to me, and to Her. Will you join me in this endeavor?


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])

Yep, sounds good. I'll bring the holy water.


Zuberu is a bit unhappy at such unworthy work but Nahoce had been valuable ally.

He concedes with a nod. "I will lend my strength to the task."


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 in agreement. Gotta stop these undead before they kill more people.

How big is the outside of the building? Trying to decide if I want Remiel to do some scouting for us.


DungeonMaster

18 squares by 41 squares, and the first level is almost a perfect rectangle. Also there is nothing of interest outside and no windows to look in.

Then you have the underground basement which is all kinds of shapes.

but I'm tired right now, so we start this dungeon tomorrow.


DungeonMaster

okay, heroes enter a building where they immediatly encounter several enemies.

init: 11 + 1d20 ⇒ 11 + (16) = 27 avelloran
init: 12 + 1d20 ⇒ 12 + (18) = 30 silver
init: 11 + 1d20 ⇒ 11 + (15) = 26 Kaylor
init: 2 + 1d20 ⇒ 2 + (2) = 4 zub
init: 7 + 1d20 ⇒ 7 + (15) = 22 elmar
init: 7 + 1d20 ⇒ 7 + (16) = 23 nahoce
init: 2 + 1d20 ⇒ 2 + (8) = 10 cultists
init: 0 + 1d20 ⇒ 0 + (10) = 10 zombies
init: 6 + 1d20 ⇒ 6 + (15) = 21 great ghul, you fought these things before, only this is a slight variant. great ghul

Order
Silver, Avelloran, Kaylor, nahoce, Elmar
Great Ghuls, zombies, cultists
Zuburu


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)

Noticing that Elmar's skills with undead won't help him against the great ghuls, Kaylor turns his blade into a +3 scimitar to bypass the cold iron resistance, casts intensified shocking grasp, and moves to attack the nearest one.

To Hit: 1d2 + 12 + 2 ⇒ (1) + 12 + 2 = 15 D'oh! The one thing I needed not to roll. >_< At least the spell is still there.

Remiel for his part moves to Elmar, who hears a voice in his head. Abundant Ammunition? If he wants it, Remiel uses his wand to cast the spell on Elmar, so he can get to shooting. If not, he moves to Kaylor and casts Shield.


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 Elmar will be fine with regular cold iron arrows right now, and Kaylor could use that shield.

And Elmar fires a volley at the furthest Ghul.

To hit 1: 1d20 + 17 ⇒ (4) + 17 = 21
Damage 1a: 1d8 + 13 ⇒ (2) + 13 = 15 (cold iron, good)
Damage 1b: 1d8 + 13 ⇒ (3) + 13 = 16 (cold iron, good)

To hit 2: 1d20 + 17 ⇒ (20) + 17 = 37
Damage 2: 1d8 + 13 ⇒ (8) + 13 = 21 (cold iron, good)

To hit 3: 1d20 + 12 ⇒ (15) + 12 = 27
Damage 3: 1d8 + 13 ⇒ (7) + 13 = 20 (cold iron, good)

EDIT:
To confirm 2: 1d20 + 17 ⇒ (3) + 17 = 20
Bonus crit damage: 2d8 + 26 ⇒ (1, 8) + 26 = 35 (cold iron, good)

That may damage more than one ghul...


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

Ok, he will cast shield instead. Also, in case you didn't notice on the ghul stat block:

Quote:
For all race-related effects (such as a ranger's favored enemy), a great ghul is considered a genie even though its type is 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])

Noooooooooooooooooooooooooooooooooooooooo

[ooc]Okay, in that case, all my attacks get -4 to hit and damage (and I don't think that crit confirms).[/oodc]


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)

They're still flat footed, so I think you still confirm.

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 foul beasts!

Channel Energy, DC18: 4d6 ⇒ (3, 3, 5, 3) = 14


DungeonMaster

well, the combined power of Nahoce's attack and all of elmars we can say for sure that at least 2 ghuls are dead even if they save.

will: 12d20 ⇒ (8, 10, 5, 4, 3, 11, 5, 9, 3, 20, 10, 8) = 96 add 3 to each one to see if any of the 12 zombies save.

And with elmars great accuracy and Nahoces wonderful channel, all but 1 zombie and 2 Ghuls drop dead again like flies, vanishing into nothing.

still waiting on avelloran and will mess with the other Ghuls saves later.

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