Mummy's Mask Version 1.5 (Inactive)

Game Master DoubleGold

Mummy's Mask with 33.3% more enemies, 10% extra enemy treasure.
Dungeon Map
Awesome Loot


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Male 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 bullet tries to smack this thing with his Earthbreaker attack: 3 + 2 + 1d20 ⇒ 3 + 2 + (1) = 6 Crit Fumbles don't exist in my games, but a 1 is always a miss.
He then loads up Avellorans temporary gun for him.

Also since it is a new page, it might be missed.

Nahoce, Avelloran, Sefu, Kaylor and Elmar are up before things things next turn, you do not have to go in order

Avelloran if you want to fire my pistol it is 3+2-2-4+1d20 for you.
3 For dex, 2 for flanking, -4 for inproficient, -2 for firing into melee. Weapon misfires on a 1, since I loaded it.


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])

Axe to hit: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d10 + 2 ⇒ (8) + 2 = 10

The dice gods see me rollin', they hatin'.


DungeonMaster

I can always add natural disasters into this dungeon if people want, which will hurt both the PCs and the monsters. The only thing I can think of indoors and underground would be Earthquake or sinkhole. But my disasters are usually dumbed down in terms of power.


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 believe SB already tried to attack the creature this round anyway. You also need to be in melee to flank.

Kaylor steps slightly closer, making a few arcane gestures as he does so.

5ft step closer. Cast Shield. AC now 19


DungeonMaster

that was last round, but he went before the creature, then the creature went, all who didn't go this round, still get an attack on the creature and those who haven't acted next round that go before the creature won't mess anything up. anyway that gun was still a hit, as it was versus flatfooted, as he went before the creature, and touch ac which is 11. As far as flanking at a range, I don't know where I got that from, probably the rogue.

Kaylor casts a shield, a magical shield around himself.

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

To the hells with you! shouts Nahoce in frustration.

Spear, flanking: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Woot!
Crit confirm: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 Damage: 1d6 + 2 ⇒ (1) + 2 = 3


DungeonMaster

Nahoce hurts it as it cries in pain.
attack: 3 - 2 - 4 + 1d20 ⇒ 3 - 2 - 4 + (7) = 4 Avellorans gun

Just then a sinkhole opens up, all get reflex saves except snake to avoid completely
Sinkhhole hits all within 5 feet of snake and all drop 20 feet below, or do they?

reflex: 5 + 1d20 ⇒ 5 + (15) = 20 Nahoce
reflex: 4 + 1d20 ⇒ 4 + (9) = 13 Silver only silver falls in -5 out of 14, still alive.
reflex: 4 + 1d20 ⇒ 4 + (15) = 19 Kaylor
reflex: 6 + 1d20 ⇒ 6 + (18) = 24 elmar
reflex: 1d20 ⇒ 5 sefu, will add modifier when I look it up
all others out of range.
reflex assist: 3 + 1d20 ⇒ 3 + (9) = 12 avelloran assists to whoever needs it.

damage: 2d6 ⇒ (5, 3) = 8 to all who fail reflex and the snake, in addition, small object fall on top of the snake damage: 1d6 ⇒ 4 /2

Sweet snake is dead, end of combat, any unconcious would heal each other with first aid, unconcious bodies are carried back, end of dungeon, updating loot list.

Everyone returns to town, gets a long rest and all are fully healed.


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 indicates some of the items they pulled out of the tomb. "What of this should I sell?"

Loot discussion in discussion thread?


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])

Cool! I'll be marking everything nobody's claimed that I assume we can sell with an "S?," and use that to calculate how much gold to spend on new things, if people think that makes sense. Feel free to claim other things.

(For instance, I've got no need for the scarab shield or the masterwork bow since I can buy better ones now, but other characters might want one.)

Also, I assume we're not level 2 yet, unless there's an auto-level benchmark after finishing that dungeon?


DungeonMaster

okay, so I went ahead and sold off useless items, like perfume, the trap, stuff you don't need for this, but there is still loot to be claimed, I'll give you 24 hours to claim it and add it to your inventory if you haven't already. storyline up in a minute

Exp Gain 3000/6=500 forgot upcoming storyline Exp
1067+500=1567

also that small shield that needs ided, knowledge geography


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])

Okay, that works too. I think there's just a lot of gear that's not *quite* what any of our characters use, since we're all so specialized with regards to weapon choices.


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])

Also huh, I actually have Geography.

Knowledge (geography): 1d20 + 4 ⇒ (16) + 4 = 20


DungeonMaster

Okay, so the heroes return to town and eat free at the local bar. Their hotel is payed for. Thank you for exploring the tomb and its secrets, we will restore it and put the tomb to good use.

The next morning you all wake to meet the other explorers and you know the information about them by being in the bar, you heard rumors. I'm going to give you info about the other groups and give you free roleplay until 5:00 pm tommorrow, make them respond to you how you think they would respond to you as you talk to them, you already know the information about them. However, if you use any type of dice rolling against any NPCs, pickpocketing, attacking if you are nuts or evil, intimidate, I will make them respond accordingly.

Cryptfinders
Members of this group hail from all over the Inner Sea region, and include a Chelish cavalier, a Nexian summoner, a Qadiran cleric of Sarenrae and their leader Falto rogue, a bravo from the streets of Absalom. They claim they were assigned the tomb of an important government official and hint at the wealth they brought out of the tomb after defeating a mummy inside the tomb. However, the PCs can that this is a fabrication with a DC of autosuccess. In reality, the Cryptfinders explored an old brewery, where they encountered little more than vermin and found virtually no treasure.

Daughters of the Desert
This all-female adventuring party follows the lead of Sigurn Firehair, a human bard, an Ulfen of the Linnorm Kingdoms who claims to be descended from a genie. The group also includes an exiled Rahadoumi cleric of Iomedae, a barbarian from one of the nomadic desert clans of Thuvia, and two Osirian witches, twin sisters who always wear veils. Sigrun has journeyed south seeking adventure, hoping to pen an epic tale of her exploits to take back north. The Daughters were assigned the house of a wealthy pawnbroker to explore, the encountered several traps, but little else in the way of opposition. The women are cagey about what treasures they may or may not have found in the tomb, but Sigrun is very interested in hearing the stories of the other groups' experiences, possibly for inclusion in her nascent manuscript.

Dog Soldiers
This group's membership is composed entirely of halfings and their pack of trained Katapeshi fighting dogs, led by the loquacious and hard-drinking "Mad Dog" Marrn, a halfing barbarian-ranger. The Dog Soldiers were sent to explore an abandoned tannery, where half of their dogs died fighting a gelatinous cube they found within. Mad Dog is broken up over the loss of several of his favorite pets, but he proudly shows off the magic sword he salvaged from the cube after slaying it. He is interested in a potential buyer for the sword and in purchasing replacement dogs from a respected breeder.

Sand Scorpions
3 Rogues and 1 Magus. Each rogue has their own expertise of skills. Their leader is Black Kiss, a female half-elf alchemist. This group keeps to themselves. They do however reveal the first site was a perfumery and incense shop. Ghouls prevented them from exploring much of the site. They retreated, but some of their members became paralyzed from Ghouls. They want to explore necropolis for more alchemical secrets, but without a cleric they will have a hard time dealing with undead.

Scorched Hand
Led by Velriana Hypaxes. The groups desires knowledge and power. All members except Idorii a hired mercenary are devout followers of Nethys, from whom they take their name. Velrian disssapproves of the specific sites given to groups. They were denied a position of interest that represents their faith. They did dispatch a nest of zombies in the brothel's basement and recovered treasure from the site, but they are dissappointed by the first foray. Velriana ask people if they heard of an ancient temple being assigned or if they heard of "the Erudite Eye."
This group will stop at nothing to get what they want and if others explore what they want, they will kill for it. They desire power and wealth so they can control and enslave others.


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])

"Cryptfinders" is a generally great name for a rather disappointing band of heroes. While everyone's relaxing at the tavern, Elmar (whose favorite enemy is the undead), will spend some time asking them increasingly awed questions about the specific strategies and dangers involved in fighting a mummy until after an hour or so they realize he's mocking them and become generally annoyed.

No interest in magical swords, but he'll also scope around about whether anyone's found any magic/masterwork bows, bucklers, or light armor they might want to trade for one of our looted masterwork items.

Diplomacy (gather info): 1d20 - 1 ⇒ (20) - 1 = 19

Also, was that geography check enough to ID the shield, or should we pay someone for that? And those Scorched Hand fellows seem like pretty crummy interpreters of Nethys' teaching.


DungeonMaster

shield ided in loot section

No groups are interested in your items or are willing to pay extra for them, unless they were really good. Some groups however would steal the items from you if they got the chance, but you don't have to worry about that yet.
Well, okay the sand scorpions will pay 13 GP a piece of the alchemical fires instead of 10 if you want to sell it to the sand scorpions.
Also PCs have a choice where to next. The house of Pentheru or Skirmish in the ruins? 22 real-life hours to decide.


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, figured they wouldn't want to buy anything, just not sure if the book has anything about special items they're willing to sell/trade us other than that magic sword.

Are the House of Pentheru and Skirmish in the Ruins the shop full of ghouls and something else, or do they get other descriptive blurbs?


DungeonMaster

The house of pentheru is a dungeon than runs from B1 to B30, though it will go faster this time since I have a better idea how I want to run a dungeon.
the Skirmish goes from C1 to C3 and is a desert, but I won't draw it, because it is like 30 by 30 filled with almost nothing, except a few sites, which I can easily describe instead of draw out. But the encounter at the desert is short, contains humans and other alike races where social skills can be used, but considering you are dealing with bandits, stuff like diplomacy would be hard to pull off, intimidate, not so much. You will run into a total of 8 bandits, as well as a random encounter or two.


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])

From a purely metagame perspective, the encounter in the desrt seems preferable, since we're close to the next level (and Elmar still can't afford the masterwork armor he wants), and that might be just enough to tip us over the edge to level 2 before we go into a larger dungeon.


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)
DoubleGold wrote:

The house of pentheru is a dungeon than runs from B1 to B30, though it will go faster this time since I have a better idea how I want to run a dungeon.

the Skirmish goes from C1 to C3

That means absolutely nothing to me. Which I guess is ok since Kaylor isn't local anyway.

Kaylor mostly keeps to himself during their downtime. He stays away from the other groups. He seems especially hesitant to approach the Dog Soldiers, but seems to relax a bit more when he hears of their grief in losing their companions. Although he still makes sure to keep all the dogs in sight as best he can and keep Sam well out of their reach.


DungeonMaster

The desert is where the heroes travel next, but at what speed?
Slow, Medium, Fast.
The faster, the more dangerous, but the book has random encounters every hour, so less random encounters and in-game time is saved. The slower, the more safe as you won't be surprised and more random encounters. In fact you might even surprise them. But more in-game time it takes which means camping somewhere. Slow takes 4 hours, fast takes 1 hour and medium takes 2 hours, at which speed, first response tells it. Also, ignore the map for now, that is me drawing out one of the dungeons. Still have 1 hour to claim loot. As far as books go, someone has to carry them or they are sold, I'm not just going to let it go as they are 25 lbs a piece, though I'll give another day to decide on who carries them.


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 looks out across the vast desert, mentally going over a list of supplies that would likely be important. That's a lot of desert. And water is heavy. He frowns slightly. Then he hesitantly approaches Nahoçe. "Can you create water? Or should I acquire scrolls?"


DungeonMaster

Oh, thanks for reminding me to add hot conditions to this, 93 degrees, don't worry that means the NPCs will suffer it too. Also what speed, slow medium or fast?

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, startled by Kaylor, reacts with a start, but recovers quickly.

Yes, that is a power granted to me. I will ensure that it is one of the spells I request of my Mistress.


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, his posture relaxing slightly now that the social interaction had been put behind him. And what's more, it had been completely civil and reasonable. That's good. Scrolls are an inefficient method of spell casting, and I don't have enough gold left over to get a wand of Create Water. He absently fingers his significantly smaller money pouch.

He stares in the direction of the distant ruins. More ruins, more treasure. More treasure, more danger, but also the means with which to protect yourself. His lips twitch upward slightly in a small smile. Maybe we'll find some mummies. Judging from last night's...entertainment, Elmar might enjoy that.

Kaylor has no IC reason to either rush or be extra careful. Although OOC, more encounters = more XP.


DungeonMaster

slow path it is for the extra exp

The heroes head south to encounter two trappers. knowledge nature to identify They see a small shelter in ruins and conditions are in favorable.

perception: 2 + 1d20 ⇒ 2 + (4) = 6 first trapper
perception: 2 + 1d20 ⇒ 2 + (4) = 6 second trapper
fort saving throw: 3 + 1d20 ⇒ 3 + (8) = 11 first trapper and he is hurting with burns. nonlethal damage: 1d4 ⇒ 4
fort saving throw: 3 + 1d20 ⇒ 3 + (9) = 12 second trapper and so is he nonlethal damage: 1d4 ⇒ 1

to all pcs, roll a stealth check with a +5 bonus as conditions are very favorable. If you stealth equals or exceeds both perceptions, you get a surprise attack on them. Then roll for init. Then roll a fort saving throw to avoid hot affects, DC 15, remember hot resistant traits and hot weather outfit if it have them. Also roll a survival check DC 15 to assist with the fort save for a +2 bonus. 2 Random encounters will be rolled after dealing with these 2 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])

Knowledge (nature): 1d20 + 4 ⇒ (20) + 4 = 24

Stealth: 1d20 + 7 ⇒ (20) + 7 = 27

Survival: 1d20 + 7 ⇒ (12) + 7 = 19
Fort (DC 15): 1d20 + 7 ⇒ (15) + 7 = 22 (got survival bonus)

Initiative: 1d20 + 6 ⇒ (18) + 6 = 24

Wow, and Elmar's still two levels away from getting desert as a favored terrain. Guess the little bastard's pretty hardy.


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)

at elmar, you get a surpise attack on them, go ahead and make your attack
stealth: 7 + 5 + 1d20 ⇒ 7 + 5 + (15) = 27
survival: 2 + 1d20 ⇒ 2 + (10) = 12
fort: 7 + 1d20 ⇒ 7 + (9) = 16
init: 5 + 1d20 ⇒ 5 + (20) = 25
he then attacks the first trapper he sees with his earthbreaker
attack: 3 + 1d20 ⇒ 3 + (20) = 23
damage: 2d6 + 3 ⇒ (6, 6) + 3 = 15
confirm crit: 3 + 1d20 ⇒ 3 + (11) = 14
critdamage: 2d6 ⇒ (6, 3) = 9 and he bashes a skull in.


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 if SB's getting in a surprise attack with that stealth check, I'll guess Elmar is too.

Quietly, as he sees Silver Bullet charge, Elmar draws his fancy new bow (he's itching to try out his well-gotten spoils) and fires an arrow at the trapper not engaged in melee.

To hit: 1d20 + 6 ⇒ (4) + 6 = 10 Add an extra +1 if we're close enough for Point-Blank shot

Damage: 1d8 + 2 ⇒ (5) + 2 = 7 Add an extra +1 if we're close enough for Point-Blank shot


DungeonMaster

okay, these things are trappers as elmar regonizes them on site
AC 13, T 12, FF 11
HP of 11
Fort 3 Ref 2 Will 0
str 13 dex 14 con 10 int 9 wis 11 cha 8
bab 2 cmb 3 cmd 15
feats net proficiency and stealthy
skills climb 6, escape artist 4, perception 2, stealth 4, survival 2.
common and osiriani language

you are within 30, and it is flatfooted, so...
ouch elmar hits this one hard in the waist.


Fort: 1d20 + 2 ⇒ (1) + 2 = 3
Survival: 1d20 + 1 ⇒ (9) + 1 = 10
Stealth: 1d20 + 3 + 5 ⇒ (1) + 3 + 5 = 9
Init: 1d20 + 7 ⇒ (17) + 7 = 24

These are trappers? Like people? Why are we descending upon them with violence? Are they evil?


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 agree with Avelloran. Why are we just attacking some random trappers? Also, if we have a cleric with Create Water, wouldn't we just be able to spam that to keep cool?

Heat wrote:
Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.

Fort: 1d20 + 3 ⇒ (1) + 3 = 4

Survival: 1d20 ⇒ 14
Stealth: 1d20 + 6 ⇒ (5) + 6 = 11
Init: 1d20 + 4 ⇒ (12) + 4 = 16


DungeonMaster
Avelloran wrote:

[dice=Fort]1d20+2

[dice=Survival]1d20+1
[dice=Stealth]1d20+3+5
[dice=Init]1d20+7

These are trappers? Like people? Why are we descending upon them with violence? Are they evil?

you can use diplomacy or intimidate but they are hostiles and the chances of success are low. I don't know if I mentioned this in the storyline or not, but your characters were told to deal with these guys one way or another and that they are dangerous. about the cleric how much water can he create? enough for everyone? If so, the noone here has to roll fort.


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)

It's 2 gals/level and it's a cantrip, so I would imagine that'd be enough.

Seeing one trapper fall easily to SB's attack, Kaylor silently charges.

Surprise Round
To Hit: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Damage: 1d6 ⇒ 2
AC 13 until next round

First round action
He then follows his first strike with a quick second.
To Hit: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 ⇒ 5
AC back to 15


DungeonMaster

With Kaylors charge, the trapper is unconscious. Do you wish to take him prisoner or just kill him outright?
Either way the heroes strip them clean.

Also, as soon as that decision is made
random encounter: 1d100 ⇒ 30 46 or less has one
random encounter: 1d100 ⇒ 64 46 or less for the second hour.

monster that appears: 1d100 ⇒ 24 Not a monster but a trap, everyone roll perception checks. disabling traps still gives you exp.


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)

perception: 6 + 1d20 ⇒ 6 + (7) = 13 But silver bullet fails to see it. Though if he is lucky someone will see and prevent Silver and everyone else from going into it.


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])

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Elmar's alignment preference would be to take him captive


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)

Perception: 1d20 + 1 ⇒ (20) + 1 = 21

If someone kills the guy, it will not be Kaylor. If nobody kills him, he will start to tie him up.


DungeonMaster

Kaylor sees the trap and warns everyone. Noone is in a rush, so someone took their time to disable the trap. take 20
Silver carries the body over his should. unless someone decides to kill him
After another hour of traveling the group comes across 6 Wait Stree thugs. They were able to cool down for the first 2 hours, but the thugs didn't have enough water with them.

fort: 3 + 1d20 ⇒ 3 + (17) = 20 1st thug
fort: 3 + 1d20 ⇒ 3 + (15) = 18 2nd thug
fort: 3 + 1d20 ⇒ 3 + (12) = 15 3rd thug
fort: 3 + 1d20 ⇒ 3 + (9) = 12 4th thug nonlethal: 1d4 ⇒ 4 ouuch, sunburn
fort: 3 + 1d20 ⇒ 3 + (14) = 17 5th thug
fort: 3 + 1d20 ⇒ 3 + (3) = 6 6th thug nonlethal: 1d4 ⇒ 3 kind of red there.

perception: 4 + 1d20 ⇒ 4 + (19) = 23 1st thug
perception: 4 + 1d20 ⇒ 4 + (6) = 10 2nd thug
perception: 4 + 1d20 ⇒ 4 + (15) = 19 3rd thug
perception: 4 + 1d20 ⇒ 4 + (16) = 20 4th thug
perception: 4 + 1d20 ⇒ 4 + (10) = 14 5th thug
perception: 4 + 1d20 ⇒ 4 + (3) = 7 6th thug

stealth again with a +5 bonus, must beat all perceptions.


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)

stealth: 7 + 5 + 1d20 ⇒ 7 + 5 + (10) = 22 and he is just barely detected by a thug that point out his position. but can others get lucky and get a surprise. We will assume you can get into melee if you want as you are stealthy up until you reach melee range.
init: 5 + 1d20 ⇒ 5 + (8) = 13


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Stealth: 1d20 + 7 ⇒ (13) + 7 = 20

Initiative: 1d20 + 6 ⇒ (3) + 6 = 9

No surprise for Elmar either.

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 will not kill anyone without good reason either.

Stealth: 1d20 - 3 + 5 ⇒ (14) - 3 + 5 = 16
Initiative: 1d20 + 3 ⇒ (2) + 3 = 5

Create Water creates 2 gallons of water at Nahoce's level.


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)

Stealth: 1d20 + 6 + 5 ⇒ (4) + 6 + 5 = 15
Init: 1d20 + 4 ⇒ (6) + 4 = 10


DungeonMaster

Avelloran still has a chance, but noone might get it, so for now.. I'm going to roll init for these thugs first.
init: 1d20 + 4 ⇒ (14) + 4 = 18 thug 1
init: 1d20 + 4 ⇒ (9) + 4 = 13 thug 2
init: 1d20 + 4 ⇒ (12) + 4 = 16 thug 3
init: 1d20 + 4 ⇒ (20) + 4 = 24 thug 4
init: 1d20 + 4 ⇒ (16) + 4 = 20 thug 5
init: 1d20 + 4 ⇒ (10) + 4 = 14 thug 6


DungeonMaster

Order: Avelloran? whether or not he gets surprise?

Thug 4
Thug 5
Thug 1
Thug 3
Thug 5
Silver Bullet
Thug 2
Kaylor
Elmar
Nahoce

All enemies are in a ruined shelter. 4 of them are on the ground floor, 2 others are on the roof, where you can see a ladder to get to them. They use the shelter for cover, using, tables, chairs, walls, whatever for cover using bows. None of the thugs are next to each other, but all of you are within 15-30 feet of each thug. And each thug on the ground is within 15-25 feet of the next. The thugs on the ground form a square, but not perfect. Thug number one is 15 feet from 2, but is 25 feet from 4. Because of the objects in the way, you need 30 feet of movement to get to the closest thug, or make an acrobatics check to move in a strait line to get to the thug with only 15 feet of movement. DC 10. You will also be attacking in melee from high ground if you do that, as you will be on top of something facing the thug directly instead of at the side, so you'd get a bonus and they'd get a penalty if in melee.


DungeonMaster

24 hours, I'm going to roll stealth and actions for avelloran stealth: 3 + 5 + 1d20 ⇒ 3 + 5 + (6) = 14

Try as the heroes might, these guys see everything.

2 of them will fire at silver bullet, 3rd at Nahoce and the last two will fire at Nahoce and Elmar.
attack: 4 + 1d20 + 2 ⇒ 4 + (14) + 2 = 20 damage: 1d8 ⇒ 8 ooch, that one nearly missed his heart.
attack: 4 + 1d20 + 2 ⇒ 4 + (3) + 2 = 9 both on silver
attack: 4 + 1d20 ⇒ 4 + (13) = 17 on Nahoce

attack: 4 + 1d20 ⇒ 4 + (6) = 10 on Nahoce
attack: 4 + 1d20 ⇒ 4 + (10) = 14 on Elmar

All the PCs are up, then the last thug. If we can kill thug number 2 on the ground, he won't get a turn, he is one of the thugs within 15 feet of us.


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 focuses on one of the thugs on the roof, using his new mask to doom him.

I'm guessing min DC, so DC11 Will save or become shaken.

Quote:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

He then moves forward to start climbing up the ladder.

If he can take cover from the archers somewhere on the roof with a single move, he will. Otherwise, he'll hover at the top of the ladder/just out of sight, so they wouldn't be able to hit him unless they moved within melee range.


DungeonMaster

@Kaylor, the ones one the floor cannot shoot you, if you make it to the roof, it is a shelter, like a picnic shelter. Also roll for climb check DC 5. you are rushed, so take 10 is not allowed. You will just enough move to be at the top and however far you want to be from the rooftop archers or in melee if you prefer. Hovering at the top of the ladder gives the ground ones a chance though and you will be flatfooted as they aim at your waiste, best to get to the top


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 fires an arrow at one of the guys on the ground, then moves towards the ladder as well.

To hit: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Climb: 1d20 + 1 ⇒ (5) + 1 = 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)

Climb: 1d20 ⇒ 8

Kaylor will stay at the top of the ladder, where the archers on the roof can't see him.


DungeonMaster
Elmar Thonsson wrote:

Elmar fires an arrow at one of the guys on the ground, then moves towards the ladder as well.

[dice=To hit]1d20+7
[dice=Damage]1d8+3

[dice=Climb]1d20+1

considering that Kaylor goes first, are you really going to step on his body to get to the top, not that he will take damage for it or a penalty, but if this was real life, I'd be screaming you out for doing something that. Or are you going to be on the ladder with him? Kaylor has improved cover, but is flat footed, if you stay on bottom, you have no cover and are flat-footed.

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