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

this guy is dead. no way he survives much longer, especially with kaylor his familiar and nahoce and he is pinned.

As heroes defeat Nebta-Khufre, they restore them temple. They return with the mask, but the towns people tell them it is theirs to keep. Peace and rest is restored to the town as there is no more panic.

The heroes find out that the cult is larger than they expect.
If heroes research Hakotep, the Sky Pharaoh, the Cult of the Forgotten Pharaoh or the mask, they turn up very little info. It is believed Hakotep I ruled Osirion as pharaoh some time in distant past, but records of his name had been lost. His name survies only in the cartouches found in a ancienty network of earthworkds now known as the Slave Trenches of Hakotep. The epithet "Sky Pharaoh" doesn't appear to be associated with Hakotep in any way. A much later pharaoh, Menedes I claimed that title, but seems to have no connection with Hakotep. There seems to be no history of the forgotten pharaoh and why the cultists are here are who they are worshipping seems yet to be a mystery.

The mystery of the mask, the forgotten pharaoh and why the whole cult is here sends them to the city of Tephu, as Wati seems to be at rest.

Everyone is fully healed and we are now level 8 We start book 3 tommorrow.


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, guess we saved the city. That makes us heroes now, right? Wonder if our tomb charter still matters."


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)

My familiar doesn't really do damage. I did manage to do 50-ish for my action though.

Kaylor mutters something about stupid cultists luring us into their lair to slaughter them.


DungeonMaster

Okay, so the heroes reach the Great Library of Tephu. The area of the library that the heroes have to access is restricted.

Heroes have two options.
1. Go in at night, which involves disabling traps, and picking locks for locked doors.

2. Or go in the morning. You are in the library, but have to get to the restricted areas. The entrance to the restricted area is under watch, which means you either have to become invisible or put the 2 guards watching it to sleep or kill them or do something. At least one guard is at the desk at all times, which is very close to the restricted area, which means stealth can't be done since you would be stealthing in plain sight, invisibility is the only way to stealth and it is an automatic success.

The second task you have to accomplish is to open the door in the restricted area to get to the books you need. You can pickpocket the key from one of the 4 guards that walk around in the restricted area which requires a stealth check (or no stealth check, if invisible) and a sleight of hand check. Or you can knock them unconcious and/or kill them as you will get a surprise round if you just outright attack them and get the key that way. Or you can pick the lock, (which may or may not require a stealth check to get to the door, which depends upon if you are invisible or not.) If you go at night, the guards are not there, so you must pick the lock (disable device)

The 3rd task is given to you once you make it that far.

Morning or Night hereos?


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])

Err, why do we have to go to the library, and what are we searching for?

Elmar's vote is for night time, since we've got a fair amount of stealth and traps between us.


Zuberu would relish an honest fight against an opponent worthy of testing his strength but nods in agreement.


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])

"Librarians ain't no worthy opponents. Just a couple a' honest guard folk doing their jobs."


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)

Normally I would suggest an initial casual stake out during the day, and then break in to the restricted areas at night, but I'm not sure that'd get us anything.

Since I have no idea why we're doing this and have no reason to believe that these guards deserve the beat down we could dish out, I vote for stealth.


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:
Since I have no idea why we're doing this and have no reason to believe that these guards deserve the beat down we could dish out, I vote for stealth.

And of course, Kaylor, Nahoçe and I have darkvision, which shouldn't hurt with that...


DungeonMaster

The heroes go to the library to research the forgotten pharaoh and the cult at night.

The entrance door is locked but with enough time heroes unlock it 2 minutes later. since take 20 can be done on a door.

perception: 16 + 1d20 ⇒ 16 + (4) = 20 elmar
perception: 10 + 1d20 ⇒ 10 + (9) = 19 Kaylor
perception: 7 + 1d20 ⇒ 7 + (18) = 25 zub
perception: 6 + 1d20 ⇒ 6 + (11) = 17 nahoce
perception: 8 + 1d20 ⇒ 8 + (20) = 28 silver
perception: 6 + 1d20 ⇒ 6 + (16) = 22 avelloran

this is just to spot the trap at the entrance

perception: 16 + 20 = 36 elmar
perception: 16 + 20 = 36 elmar
perception: 10 + 20 = 30 Kaylor
perception: 10 + 20 = 30 kaylor
perception: 7 + 20 = 27zub
perception: 7 + 20 = 27 zub
perception: 6 + 20 = 26 nahoce
perception: 6 + 20 = 26 nahoce
perception: 8 + 20 = 28 silver
perception: 8 + 20 = 28 silver
perception: 6 + 20 = 26 avelloran
perception: 6 + 20 = 26 avelloran

this is just to spot the 2 traps after unlocking the second locked door. heroes are smart enough to take 20, if there was a trap at one locked door, there by logic should be more traps at more locked doors.

if elmar can't disable the traps, Silver will assist.
disable trap: 21 + 1d20 ⇒ 21 + (2) = 23
silver aid trap 1: 10 + 1d20 ⇒ 10 + (1) = 11 as silver helps elmar use the masterwork thieves tools.
disable 2nd trap: 21 + 1d20 ⇒ 21 + (5) = 26
silver aid trap 2: 10 + 1d20 ⇒ 10 + (6) = 16 as silver helps elmar use the mastwork thieves tools
disable 3rd trap: 21 + 1d20 ⇒ 21 + (16) = 37 and elmar disables the 3rd one all by himself.

okay so the heroes reach the outer sanctum. But it is also guarded by a tophet ie construct, so arcana ids. If you already looked it up, well, it will probably die in 1-2 rounds anyway.

init: 12 + 1d20 ⇒ 12 + (17) = 29 silver
init: 11 + 1d20 ⇒ 11 + (19) = 30 avelloran
init: 11 + 1d20 ⇒ 11 + (18) = 29 kaylor
init: 7 + 1d20 ⇒ 7 + (5) = 12 elmar
init: 7 + 1d20 ⇒ 7 + (13) = 20 nahoce
init: 2 + 1d20 ⇒ 2 + (15) = 17 zub
init: -1 + 1d20 ⇒ -1 + (5) = 4
Map updated go!


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 it with an adamantine earthbreaker hit: 11 + 1d20 ⇒ 11 + (2) = 13
dmg: 2d6 + 3 ⇒ (5, 4) + 3 = 12

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 up and bashes the giant metal construct, which she

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

has heard about before ?

Morningstar +2: 1d20 + 10 ⇒ (10) + 10 = 20 Damage: 1d8 + 5 ⇒ (4) + 5 = 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)

Sorry for taking so long to update my character, but here are the relevant new things:
Init: +12
Perception: +11
Remiel's Perception: +14

Kaylor casts intensified shocking grasp, moves forward, and turns his sword into a +2 keen, frost scimitar.

To Hit: 1d20 + 14 ⇒ (15) + 14 = 29
Confirm: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 2d6 + 14 + 1d6 + 16d6 ⇒ (6, 2) + 14 + (6) + (2, 1, 1, 6, 6, 3, 1, 6, 4, 3, 2, 2, 5, 3, 5, 3) = 81 First set regular, second d6 cold, 16d6 electricity

For his action, Remiel will chill like the badass little dragon he is.


Avelloran opens a pit behind the monster. Trying to make it fall in backwards.

Creat Pit Ref dc 19: 3d6 ⇒ (5, 1, 4) = 10


DungeonMaster

okay the monster is dead. The library is filled however with powerful energies.

The heroes have to research information. Everyone roll one local or history or nobility check using the library. These checks can be made untrained and you get a +2 bonus to the roll. The DC is 20. Or if you would like you can choose to assist someone as a DC 10.

if you reach the DC roll a 2nd number. Bards roll 1d12+int. alchemists, wizards and magus roll 1d8+int.
Any class that is not mentioned above that gain 6+int or 8+int skill ranks per level rolls 1d6+int.
Any class that doesn't fit any of the above categories roll 1d4+int.
In addition, if you roll a natural 20, roll again as if you rolled a critical threat and deal double damage. Multi-classers roll the higher number.

Between the 6 of us, we have to get 23 successes, and yes the 1d12+int and so forth represents the number of successes per character. If 23 successes have not been obtained, we spend the night in the library and we get attacked by 2 random encounters. no extra experience is gained from these random encounters.
If we don't get 23 successes by night 2, we get attacked by 3 random encounters, and so on. but hopefully we make all 23 before we get overwhelmed.


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 knows his locals well local: 10 + 2 + 1d20 ⇒ 10 + 2 + (8) = 20 remember this can be used untrained and you get a +2 bonus to all checks.

Silver able to gather some information number of successes: 1d4 + 2 ⇒ (4) + 2 = 6


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)

Since my familiar counts as a 3rd level sorcerer, I'm guessing he rolls a 1d4+Int?

Local Kaylor: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
1d8 + 7 ⇒ (3) + 7 = 10

History (Remiel): 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 Oh well, guess it doesn't matter.

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, Local: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Successes: 1d4 + 1 ⇒ (2) + 1 = 3

I have a casting of Guidance for anyone that wants a +1 on their roll.


DungeonMaster
Nahoçe Sijed wrote:


I have a casting of Guidance for anyone that wants a +1 on their roll.

that's nice, but the research takes 8-12 hours, which means the spell would have to last 8 hours. And Kaylor actually has 11 success, as every time you beat it by 5, it is one additional success.


Kn(History): 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29

1d8 + 7 ⇒ (6) + 7 = 13

Between me and Kaylor we have it.

Kaylor 11
Avelloran 14
Nohoce 3
Total 28


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 take that guidance, if he can. Most spells that only boost a single check can be made at the END of a multi-hour check, such as Crafter's Fortune. Since Guidance is a cantrip, it can be recast as many times as it takes to make the success.

Knowledge (local): 1d20 + 6 ⇒ (10) + 6 = 16 (+1 if guidance, +2 if it pertains to humans, +4 if it pertains to undead, +2 if it pertains to the desert)

Damage (if those modifiers put him over the edge): 1d6 ⇒ 6


History: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

Nope!


DungeonMaster

then you add in silvers check it is 34. okay so the results...

reducing it to 15. Not only does the Outer Sanctum seem to be missing quite a lot of knoweledge, but some of the more interesting and secretive works seem to have been deliberately removed.

reducing it to 10. While the Outer Stacks and Great chamber of knowledge contain general information on Osirion's most famouts royal dynasties and older families is contained in the Upper Stacks.

reducing it to 5. A papyrus scroll dating from Osirion's Second Ag over 6,000 years ago references a "lost" pharaoh named Hakotep. The Scroll ascribes the epithet of "Sky Pharaoh" to the forgotten ruler, and recounts his ability to "ride the stars by nigh." The scroll even contains a crude illustartion of the Sky Pharaoh, a figure standing upon a dais surrounded by glass and crystal. A researcher notes that the crystal is floating, seemingly part of a vast temple that somehow sits in the night sky. The image is interpreted as depicting the technology of the Shory-an ancient empire of central Garund known for its arcane engineering and flying cities.

reducing it to 0. An obscure index compiled by a previous curator of the library lists the scroll referencing Hakotep as one of many that were copied from the personal library of the Sky Pharaoh. This collection of scrolls is held in a part of the Great Library's Inner Sanctum called the Spiral Archive, described as a chamber resembling a vertical scroll tube crossed by a latticework of papyrus bridges.

The heroes realize they need to reach the Inner Sanctum and all they have to do is go downstairs. There is a sign that reads. "Danger, keep out. Ask MuminoFrah for permission."

Do heroes wish to break into the inner Sanctum or get permission?

Also the library is not open yet, but the guards are in the library and they do not realize anyone broke into the library and none will dare to adventure into the inner Sanctum without permission. yeah, I know it is weird right, traps have been destroyed and locks have been picked and some are in the library, but none have realized or ever will realize someone was here, unless you show yourselves.

And in case you are wondering how you can get out of the library without being notice, the heroes spot a secret door where they are at which is one way, which leads out of the building.


"It is better to ask forgiveness than permission, and I for one wouldn't pass up a chance at ancient and possibly forbidden knowledge." The haughty elf says with what, for him, could be approaching glee. Which is to say a neutral tone, with a slight smile at the corner of his mouth.


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])

"One second. I don' wanna kill any honest guards. Avelloran, you c'n make yourself invisible, right? An' we found some scrolls of invisibility as well. Kaylor 'n I can move real quiet. Maybe we could sneak past the guards and, if necessary, knock 'em out."

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 wrote:
Since Guidance is a cantrip, it can be recast as many times as it takes to make the success.

Sadly, not true for orisons, of which Clerics have a limited number per day. However, as the Duration is "1 minute or until discharged", I think it would help in an 8-10 hour study session.

Our recent actions saving the town from an undead infestion should serve us well in either case. I deem the danger to be enough to justify immediate action, and explanations later.


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)
Elmar Thonsson wrote:
"One second. I don' wanna kill any honest guards. Avelloran, you c'n make yourself invisible, right? An' we found some scrolls of invisibility as well. Kaylor 'n I can move real quiet. Maybe we could sneak past the guards and, if necessary, knock 'em out."

There are no guards down here. From the sign, there are probably more dangerous things down there, things like the tophet. Even guards have to get permission. We are already in a restricted area, didn't you see the signs as you went to the outer sanctum? The inner sanctum is restricted even to guards. I would expect constructs or magical beings too dangerous to deal with. If guards are down here, that would either mean they too got permission or got down here illegally. And they would have to have a pretty good reason to go down here.

And as heroes are about to go into the inner sanctum, more forgotten pharaoh cultists come up. We expected to find you here, we already beat you here. Give up the mask and surrender or be destroyed. We have you outnumbered. Forgot to introduce myself, I'm Khabekh-shu, now give us the mask. the game can continue if you all decide to give up the mask, but I would have to modify the AP greatly. If you do want to though, let me know, but I'm rolling init like you actually wouldn't give such an evil cult the mask.

init: 13 + 1d20 ⇒ 13 + (20) = 33 avelloran
init: 12 + 1d20 ⇒ 12 + (2) = 14 kaylor
init: 12 + 1d20 ⇒ 12 + (18) = 30 silver
init: 8 + 1d20 ⇒ 8 + (6) = 14 elmar
init: 7 + 1d20 ⇒ 7 + (8) = 15 nahoce
init: 2 + 1d20 ⇒ 2 + (5) = 7 zub
init: 3 + 1d20 ⇒ 3 + (14) = 17 khabekh-shu
init: 1 + 1d20 ⇒ 1 + (4) = 5 9 forgotten pharaoh cultists.

local 19 to id the whole group:

khabekh
sorcerer 10
ac 23, t 15, ff, 19
t 19 when up against an admantine weapon, I don't know what I did in the past, but admantine does not bypass mage armor.
hp 90
fort 7, reflex 8, will 10
resist cold and fire 5
mwk dagger +6(1d4)

at will: aurora borealis.
bloodline 6/day minute meteors (1d4+5 fire, dc 18)
5th level cone of cold 3/day
4th level, call lightning storm (fire damage, dc 18), charm monster (dc 17) scrying (dc 17) 5/day
3rd blink, fly, lightining bolt, vampiric touch 7/day
2nd acid arrow, defensive shock, false life, gitterducst, scorching ray
1st burning hands, mage armor, magic missile, ray of enfeeblement, shield, unseen servant
0 at will: really he ain't going to use them unless that battle last that long
he is currently buffed with mage armor and false life and defenisve shock and shield

and the cultists?
fighter4/sorcerer 2
ac 19, t 11, ff, 18
they are wearing mithril shirts however, so our admantine weapons will not go against their touch.
hp 53 each
fort 7, ref 3 will 3
bravery 1
admantine falchion +11 (2d4+8) vs touch, unless you have medium/heavy armor or mithril/adamantine made armor
+1 heavy crossbow +7 (1d10+1)
spells: 4/day touch of destiny. bloodline
1st: shield, true strike
0: acid splash, detect magic, guidance, read magic, touch of fatigue.
they are currently buffed with: shield
Nonpassive feats: power attack and arcane armor training


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)

everyone is set in place

silver will shift one square and shoot the boss with his +1 pepperbox twice. and he is close enough to have point blank shot. attack: 14 + 1d20 ⇒ 14 + (19) = 33
dmg: 1d8 + 6 ⇒ (7) + 6 = 13
attack: 9 + 1d20 ⇒ 9 + (13) = 22
dmg: 1d8 + 6 ⇒ (3) + 6 = 9


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 + 6 ⇒ (19) + 6 = 25

"Zuberu! Grab that sorcerer!"

These cultists are quite a bit tougher than the others we fought. Guess it's the main branch?

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 Local: 1d20 + 6 ⇒ (10) + 6 = 16

Nahoce casts Blessing of Fervor. Each round, each ally can choose from:

* Increase its speed by 30 feet.
* Stand up as a swift action without provoking an attack of opportunity.
* Make one extra attack as part of a full attack action, using its highest base attack bonus.
* Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
* Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

7 rounds left

She chooses the attack/dodge bonus this round and moves to confront the sorceror.


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])
Nahoçe Sijed wrote:
Nahoce casts Blessing of Fervor.

Yessssss


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)
Nahoçe Sijed wrote:
Elmar wrote:
Since Guidance is a cantrip, it can be recast as many times as it takes to make the success.

Sadly, not true for orisons, of which Clerics have a limited number per day. However, as the Duration is "1 minute or until discharged", I think it would help in an 8-10 hour study session.

SRD wrote:
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Local: 1d20 + 8 ⇒ (3) + 8 = 11

Local (Remiel): 1d20 + 10 ⇒ (15) + 10 = 25

Also, their adamantine weapons do no gain any benefit vs Kaylor because his only armor is mage armor. Same goes for Nahoçe, who has adamantine armor, and probably Zuberu and Avelloran. So it only ~maybe~ helps against Elmar if he hasn't gotten mithril armor or anything yet.

I also moved my familiar because it makes no sense that he would be in a different square from me.


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:
Also, their adamantine weapons do no gain any benefit vs Kaylor because his only armor is mage armor. Same goes for Nahoçe, who has adamantine armor, and probably Zuberu and Avelloran. So it only ~maybe~ helps against Elmar if he hasn't gotten mithril armor or anything yet.

Elmar's been wearing Mithral since book 1. Zuberu only has dodge bonuses to AC. I think we're good here.


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)

That's good. And I think we're only waiting for Avelloran to go?

Avelloran, as well as the rest of the party, hears a voice in their head, It would be good if people could occupy their leader. I'd prefer not to get blasted while we're all huddled together.

The small dragon then pipes up, speaking in common. The heroes most likely notice that it's the same voice that was speaking in their heads just moments before.

"We don't have the mask. We sold it. How else do you think we were able to afford all these adamantine weapons?"

Bluff: 1d20 + 9 ⇒ (2) + 9 = 11 Bah, oh well.

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

Thanks, Kaylor. Today I Learned.


Avelloran makes the swiftly becoming familiar gesture, hands up then down swiftly with palms flattened.

Spiked pit, DC 20 REF under the boss. Damage: 6d6 ⇒ (5, 5, 2, 1, 4, 6) = 23


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)

What weapon do the fighter/sorcerers currently have out? The falchion or the crossbow?


DungeonMaster
Kaylor Traice wrote:
What weapon do the fighter/sorcerers currently have out? The falchion or the crossbow?

hereos can clearly see, all except the one in the very back have out falchions. will update in a minute

okay so the boss has to climb out now. But first since he can't see anyone he will blast avelloran with a magic missile for what he did since that never misses after standing up. dmg: 5d4 + 4 ⇒ (4, 4, 3, 4, 1) + 4 = 20.
But he did fall and take damage, so lets see if he lot concentration. Espceically the fall and laying in spikes. Though not necessarily the damage. concentration: 17 + 1d20 ⇒ 17 + (3) = 20 ignore damage if he doesn't have a 25 or higher. nope he tries to cast the magic missile, but fails.

oh and for kaylors bluff, they have a low sense motive sensemotive: 9d20 ⇒ (8, 10, 12, 8, 18, 15, 9, 4, 1) = 85 each one has a modifier of 0. at least a few of them see through the lie and call his bluff warning the others.

Everyone is up before the rest the cultists
Nahoce-blessing of favor
Elmar-Still has an action
Kaylor-Still has an action
Zub-Still has an action


Sorcerer takes an additional 1d6 every round he is in contact with the spikes.


DungeonMaster
Avelloran wrote:
Sorcerer takes an additional 1d6 every round he is in contact with the spikes.

yeah I know right, sucks to be him. But he will try to MM you every round, because he knows if you fall unconcious the pit dissappears.


Which enemies are not CCed?


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)

Actually, I believe you have to actually be able to see your target to MM them as I'm pretty sure that otherwise they have total cover.

SRD wrote:

MM: The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment.

Total Cover

If you don't have line of effect to your target (that is, you cannot draw any line from your square to your target's square without crossing a solid barrier), he is considered to have total cover from you. You can't make an attack against a target that has total cover.

Kaylor casts web, as indicated on the map. DC19 Reflex save or they're grappled.

I positioned the web so there should still be several places to melee from.

Remiel will either cast Abundant Ammunition on Elmar or cast Shield on someone if Elmar doesn't want the spell.

Remiel also telepathically speaks to the rest of the group. Nahoçe, perhaps you should back away from the pit, so the sorcerer cannot cast magic missile on you. Alternatively, if Elmar doesn't want abundant ammunition, I can cast shield on you and have you waste his spells.

Kaylor and Remiel with both also take the bonus to AC from Nahoçe's spell this round.
Edit: On second though, Kaylor will take the 30ft movement bonus and circle around next to the crossbowman, trusting Zuberu to handle things if people break away towards the rest of the party.


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 wrote:
Which enemies are not CCed?

I'm not actually sure what CCed is outside of an email context. But the guy with a crossbow may or may not be in the web (actually, on a second look, I think he's not). Either way, as the guy with a ranged weapon out, he wouldn't be a bad choice to distract. In my opinion, anyway.


Heh. CC means crowd control.

Zuberu stands ready to battle any enemies that escape his allies's spells.

Delay for now.


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 fine without abundant ammo for this fight, since adamantine wouldn't help.

Elmar targets one of the minions at the edge of the web, as the webs should reduce his AC if he's grabbed.

Attack 1: 1d20 + 16 ⇒ (18) + 16 = 34
Damage 1: 2d8 + 26 ⇒ (6, 3) + 26 = 35

Attack 2: 1d20 + 16 ⇒ (11) + 16 = 27
Damage 2: 1d8 + 13 ⇒ (1) + 13 = 14

Attack 3: 1d20 + 16 ⇒ (6) + 16 = 22
Damage 3: 1d8 + 13 ⇒ (2) + 13 = 15

Attack 4: 1d20 + 11 ⇒ (16) + 11 = 27
Damage 4: 1d8 + 13 ⇒ (6) + 13 = 19


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)

Nahoçe: Did you want shield to be immune to the sorcerer's MM since I think currently you're the only one he can see?


That pit is 30ft deep, don't know if he can see anyone.

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 takes a 5 ft movement away from the pit edge.

There are other spells besides MM that he could use to topple me in with him. I'd just as soon learn How Not To Be Seen.


DungeonMaster

okay so elmar kills one and does massive damage to another.
reflex: 3 + 1d20 ⇒ 3 + (15) = 18
relfex: 3 + 1d20 ⇒ 3 + (14) = 17
reflex: 3 + 1d20 ⇒ 3 + (5) = 8
relfex: 3 + 1d20 ⇒ 3 + (12) = 15
reflex: 3 + 1d20 ⇒ 3 + (10) = 13
relfex: 3 + 1d20 ⇒ 3 + (1) = 4
reflex: 3 + 1d20 ⇒ 3 + (11) = 14
relfex: 3 + 1d20 ⇒ 3 + (16) = 19 okay so the crossbowman not grappled swifts 5 feet to try to shoot Kaylor hit: 7 + 1d20 ⇒ 7 + (15) = 22 but shoots a few inches to the left of his head and hits the wall behind him.

Zub still has a round 1 action
Silver and Avelloran are up for round 2


Seeing the marksman escape Kaylor’s conjured web, Zuberu darts around the mass of cultists and tangles him up.

Grapple: 1d20 + 20 ⇒ (19) + 20 = 39

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