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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Female Human Life Oracle 11 / Holy Vindicator 4 AC 40/50 T 21/31 ff 35/45 - Melee + 19 (rapier 20/23 GMW ) Ranged +19 (longbow +20) - F22 R22 W22 - hp 158/170 - cmB 16 cmD 35/45 - Init 8 Perc 17 - Channel Energy 8/9 - Active effects GMWeapon +3, Vindicator shield

Ankhet's Knowledge Nature: 1d20 + 16 ⇒ (4) + 16 = 20
Nope.
So it's:
Kaylor
Zub
Calardan
Elmar
Ankhet
Scorpions,
right?


8-07 Map DungeonMaster

yep, but you don't have to wait for the other person, as long as you are before the monster, you can go, if you wait for the other person in a PBP game, the AP would take much much longer


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)

With +27 Kaylor auto-passes the nature check.

Everybody hears the helpful voice of Remiel in their head. Kaylor says that the creatures (obviously) have poison in their stingers. If they don't try to poison you, they'll try to grab you with their claws and constrict. They're immune to mind effects and have great fortitude but are relatively weak of mind and slow. Other than that, they seem pretty boring.

Remiel moves to be out of the way of the scorpions as Kaylor surges forward to attack the nearest scorpion, charging his weapon in a vermin bane, frost, flaming, shocking, and keen weapon swift action and casts maximized intensified shocking grasp.

Defensively because why not.
To Hit: 1d20 + 24 + 2 - 4 ⇒ (14) + 24 + 2 - 4 = 36
Damage: 1d6 + 12 + 15 + 3d6 + 2d6 + 2 + 60 ⇒ (2) + 12 + 15 + (6, 6, 3) + (3, 6) + 2 + 60 = 115

AC 50


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])

"Oh dear gods, that's a giant crawly, if ever I've seen one!" Elmar, though he fears no poison, will attempt to shred the scorpion in back.

Attacks:

Attack 1: 1d20 + 32 - 2 - 4 + 1 ⇒ (5) + 32 - 2 - 4 + 1 = 32
Damage: 2d8 + 14 + 16 + 2 ⇒ (3, 7) + 14 + 16 + 2 = 42

Attack 2: 1d20 + 32 - 2 - 4 + 1 ⇒ (8) + 32 - 2 - 4 + 1 = 35
Damage: 1d8 + 7 + 8 + 1 ⇒ (3) + 7 + 8 + 1 = 19

Attack 3: 1d20 + 32 - 2 - 4 + 1 ⇒ (17) + 32 - 2 - 4 + 1 = 44
Damage: 1d8 + 7 + 8 + 1 ⇒ (5) + 7 + 8 + 1 = 21

Attack 4: 1d20 + 27 - 2 - 4 + 1 ⇒ (13) + 27 - 2 - 4 + 1 = 35
Damage: 1d8 + 7 + 8 + 1 ⇒ (5) + 7 + 8 + 1 = 21

Attack 2: 1d20 + 22 - 2 - 4 + 1 ⇒ (1) + 22 - 2 - 4 + 1 = 18
Damage: 1d8 + 7 + 8 + 1 ⇒ (6) + 7 + 8 + 1 = 22

Nope... only 103 damage...


Male UnMonk5/Sorcerer1/DDisciple4| HP: 54/101 | AC: 32(39)[43] T:29 FF:33[37]| CMD: 39| Fort: +11, Ref: +11, Will: +14| Init: +5| Perc: +15| Move: 60ft(30ft)

Calardan spurs his Mount forward into a charge, Wheeling to get to the scorpion closest to him and brings his spear to bear. Lunging forward to keep out of retaliatory striking distance.

attack: 1d20 + 40 - 4 ⇒ (17) + 40 - 4 = 53

damage: 3d8 + 46 + 46 + 46 ⇒ (8, 5, 4) + 46 + 46 + 46 = 155

charge attack with lance+spirited charge, wheeling charge to get their. Lunge+reach for 15ft striking distance.


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])

Hmm, Calardan... it looks like there's a few things about your build that you may have confused?

1. Lunge isn't necessary here (keep the 2 AC), as Spirited Charge prevents the AoO and I'm assuming you're not lacking movement.

2. You need Trick Riding as a prerequisite for Mounted Skirmisher (but it's a great feat that you should have anyway).

3. Your will save seems high. 5 (base) + 4 (wisdom) +1 (trait) + 2 (feat) + 5 (cloak) = 17

4. Your AC is too low. Dragoon doesn't sacrifice Armor Training 1, which means you get +4 Dex, so 24 unless you're using a shield, and then higher (but I believe your Touch AC tops out at 14).

5. Your to-hit seems high. 15 (BAB) + 10 (str) + 4 (enhancement) + 1 (focus) + 5 (weapon training + 2) = 35

6. Also, damage is weird. I'm probably missing some modifiers, but it seems like it's either one-handed + 10 (str) + 4 (specialization) + 4 (enhancement) + 8 (weapon training +2) = + 26, or + 31 (15 str) two-handed. (Two-handed being potentially useful because of things like furious focus)


Male UnMonk5/Sorcerer1/DDisciple4| HP: 54/101 | AC: 32(39)[43] T:29 FF:33[37]| CMD: 39| Fort: +11, Ref: +11, Will: +14| Init: +5| Perc: +15| Move: 60ft(30ft)

The will must have been a typo, I'll get that fixed. The to hit is with charge bonuses added in. 2+2 (10+15+1+4+5)
Damage is 15(str) 12(PA), 8(weapon training) 4(specialization) 4(magic weapon) = 31+12=43, I also forgot I had furious focus (oh the joys of starting at 15 XD) and I did make a mistake with my weapon training, my AB should be 1 less and damage 2 less. Thanks for the catches (9 less damage total from my attack) I swear I added them up right to get 34 the first time... I wonder If I had given him a +5 weapon 0.o. I'll recheck that.
Edit: looking back over I had intended to give him a +5 weapon and forgot to change that from the AB/Dam after I changed it to a +4. Sorry bout that.

Mounted skirmisher- you are right, I had a free feat I was unsure how to spend, I'll change that right quick.


Female Human Life Oracle 11 / Holy Vindicator 4 AC 40/50 T 21/31 ff 35/45 - Melee + 19 (rapier 20/23 GMW ) Ranged +19 (longbow +20) - F22 R22 W22 - hp 158/170 - cmB 16 cmD 35/45 - Init 8 Perc 17 - Channel Energy 8/9 - Active effects GMWeapon +3, Vindicator shield
DoubleGold wrote:
yep, but you don't have to wait for the other person, as long as you are before the monster, you can go, if you wait for the other person in a PBP game, the AP would take much much longer

You're right of course but going after the rest of the party means I don't know where my companions will be if I decide to cast some buff spell. For instance, I might cast Prayer or Blessing of Fervor right now, but by the time it's Anhket's init they might be most if not all outside the area of effect. So instead Ankhet will cast

Freedom of movement on herself

and move forward.


Female Human Life Oracle 11 / Holy Vindicator 4 AC 40/50 T 21/31 ff 35/45 - Melee + 19 (rapier 20/23 GMW ) Ranged +19 (longbow +20) - F22 R22 W22 - hp 158/170 - cmB 16 cmD 35/45 - Init 8 Perc 17 - Channel Energy 8/9 - Active effects GMWeapon +3, Vindicator shield

Note to the party: Ankhet is good at buffing, so if you want to take advantage of that you might want to coordinate your actions so as to stay inside the area of her buffing spells at least for the first round.


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])

Sorry! That should have been in the discussion, not gameplay thread. Otherwise looks good. Also: Elmar has some decent single-target buffs too. Everyone in this party has items giving 10 rounds/day of haste, the occasional Blessing of Fervor on top of that pretty much means swiftness forever.


8-07 Map DungeonMaster

Zub is up 218 dmg to one scorpion, 155 dmg to another


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)

Just so people are aware, that first scorpion only has about 10hp left.

Kaylor has some good buffs for himself. But he doesn't use them much since combat tends not to last that long.


Zuberu calls on Sobek’s might becoming a giant once again.

Righteous Might.


8-07 Map DungeonMaster

one of them will claw and sting at kaylor hit: 3d20 ⇒ (8, 7, 11) = 26 it needs a nat 20 to hit

the other will claw and sting at calardran hit: 23 + 1d20 ⇒ 23 + (7) = 30
hit: 23 + 1d20 ⇒ 23 + (14) = 37
hit: 23 + 1d20 ⇒ 23 + (6) = 29 total damage: 4d8 + 2d6 + 39 ⇒ (5, 6, 4, 2) + (1, 4) + 39 = 61 fort 27 to avoid poison

Heroes are up


Male UnMonk5/Sorcerer1/DDisciple4| HP: 54/101 | AC: 32(39)[43] T:29 FF:33[37]| CMD: 39| Fort: +11, Ref: +11, Will: +14| Init: +5| Perc: +15| Move: 60ft(30ft)

are they large? I assume so, but they appear medium on the map, if they are medium, I have AoOs to make :P


8-07 Map DungeonMaster

where do you get medium at? they are 6 squares by 6 squares.


Zuberu thunders forward and slams a giant fist in the wounded scorpion.

Which will provoke.

Punch: 1d20 + 25 + 2 - 3 ⇒ (16) + 25 + 2 - 3 = 40
Damage: 1d8 + 18 + 6 + 2d6 ⇒ (3) + 18 + 6 + (2, 2) = 31
Self Damage: 1d6 ⇒ 3


8-07 Map DungeonMaster

hit: 23 + 1d20 ⇒ 23 + (5) = 28 and he grabs zub and pinches him but not hard and zub slams through his shell and finishes it off. It disappears and sinks into the ground.
dmg: 2d8 + 13 ⇒ (5, 5) + 13 = 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)

Figuring that Elmar* will kill off the second scorpion, Kaylor uses his ring to turn invisible and starts looking for the entrance to the pyramid to do some scouting.

*Kaylor figures Elmar. I figure between the 3 other party members who can attack without provoking.


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])

They're definitely colossal...

Elmar sees if he can live up to Kaylor's request this time.

Rolls:

Attack 1: 1d20 + 32 - 2 - 4 + 1 ⇒ (10) + 32 - 2 - 4 + 1 = 37
Damage: 2d8 + 14 + 2 + 16 ⇒ (8, 4) + 14 + 2 + 16 = 44

Attack 2: 1d20 + 32 - 2 - 4 + 1 ⇒ (6) + 32 - 2 - 4 + 1 = 33
Damage: 1d8 + 7 + 1 + 8 ⇒ (5) + 7 + 1 + 8 = 21

Attack 3: 1d20 + 32 - 2 - 4 + 1 ⇒ (20) + 32 - 2 - 4 + 1 = 47
Damage: 1d8 + 7 + 1 + 8 ⇒ (2) + 7 + 1 + 8 = 18

Attack 3 (confirm): 1d20 + 32 - 2 - 4 + 1 ⇒ (15) + 32 - 2 - 4 + 1 = 42
Bonus Damage: 2d8 + 14 + 2 + 16 ⇒ (5, 7) + 14 + 2 + 16 = 44

Attack 4: 1d20 + 27 - 2 - 4 + 1 ⇒ (18) + 27 - 2 - 4 + 1 = 40
Damage: 1d8 + 7 + 1 + 8 ⇒ (2) + 7 + 1 + 8 = 18

Attack 5: 1d20 + 22 - 2 - 4 + 1 ⇒ (19) + 22 - 2 - 4 + 1 = 36
Damage: 1d8 + 7 + 1 + 8 ⇒ (7) + 7 + 1 + 8 = 23

Attack 5 (confirm): 1d20 + 22 - 2 - 4 + 1 ⇒ (19) + 22 - 2 - 4 + 1 = 36
Bonus Damage: 2d8 + 14 + 2 + 16 ⇒ (3, 8) + 14 + 2 + 16 = 43

Two crits, and 211 total damage.


Female Human Life Oracle 11 / Holy Vindicator 4 AC 40/50 T 21/31 ff 35/45 - Melee + 19 (rapier 20/23 GMW ) Ranged +19 (longbow +20) - F22 R22 W22 - hp 158/170 - cmB 16 cmD 35/45 - Init 8 Perc 17 - Channel Energy 8/9 - Active effects GMWeapon +3, Vindicator shield

Is the second scorpion still alive after Elmar's beating?


8-07 Map DungeonMaster

elmar destroyes the 2nd scorpion. before I go on any further, everyone is now level 16


Sweet. I'll level when I get home.


Female Human Life Oracle 11 / Holy Vindicator 4 AC 40/50 T 21/31 ff 35/45 - Melee + 19 (rapier 20/23 GMW ) Ranged +19 (longbow +20) - F22 R22 W22 - hp 158/170 - cmB 16 cmD 35/45 - Init 8 Perc 17 - Channel Energy 8/9 - Active effects GMWeapon +3, Vindicator shield
DoubleGold wrote:
elmar destroyes the 2nd scorpion. before I go on any further, everyone is now level 16

Do we need to rest to level up?


8-07 Map DungeonMaster
Ankhet, Beloved of Sarenrae wrote:
DoubleGold wrote:
elmar destroyes the 2nd scorpion. before I go on any further, everyone is now level 16
Do we need to rest to level up?

nope


Surging with new levels of strength, Zuberu boldly enters the pyramid.


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 follows, seeing everything very clearly.


8-07 Map DungeonMaster

Part 2: The Crypt of Air
The entrance to the air crypt lies in the eastern face of the pyramid, 280 feet above the sands. Essentially a huge central shaft that runs vertically through the heart of the pyramid with smaller rooms connecting to the shaft at various levels, the Air Crypt is under the command of a mummified androsphinx cleric of Set named Shendakut.

If you cast air type spells, you have to make a spellcraft check of 25 or have a 20% arcane spell failure chance

Herald of Majesty:
The stone staircase leads to a platform jutting from hight atop the pyramid's eastern face. A large, dark block of stone polished to a mirror-like finish blocks entry into the pyramid's interior. A few dozen golden tiles inlaid in the block of stone surround a symbol of an arrow piercing a cloud, painted in a blue metallic hue. A single hieroglyph is carved into each tile, and a line of smaller hieroglyphs is engraved above the tiles.

Elmar autospots the Herald of majestry trap and disables it the dc was 36

In addition there is a puzzle that is autopassed. The Ancient Osiriani hieroglyphs above the tiles read "Speak the name of the one to whom this Crypt of Air is dedicated." The strange blue symbol is that of an erinyes devil from anceint Osirian myth named Hasteppercut, ided with a planes or religion of 20 and some of you can't fail that. Successfully detecting and disabling the trap on the block opens the door beyond, or by identifying the name and speaking it and the heroes did both.

Heroes then enter the clouded Corridor, which is filled with nothing but mist, and there are not enemies or treasure in here, so moving on.

Heroes go into the Hall of Winged Chaos, were we are currently
Stout pillars carved with hieroglpys support the ceiling of this grand chamber. On raised niches in the north and south walls are statues of winged lions, though the forms are oddly distorted. The walls of the chamber are painted with scenes of smiling peasants harvesting wheat as flocks of crows tear bits of flesh from their bleeding bodies.
The entire floor of the hall is painted with a dizzying and confused conglomeration of overlapping arcane writing and symbols in a nauseating mixture of colors. The sound of wind comes from the west, where a balcony overlooks an open area.

arcana 20, make sure you aren't lawful alignment when attemping:
These symbols and forms are a jumbled variety of poorly executed or strangely altered summoning and protection circles of archaic pedigree.

perception 34:
something odd is transpiring in the niches above, or they can transpire

Map is up


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

CG and Arcana +31

Perception: 1d20 + 25 ⇒ (13) + 25 = 38

Remiel once again pipes up for his companion. Kaylor says the symbols are a jumbled variety of poorly executed or strangely altered summoning and protection circles. Pretty old too. Also, 'something odd is transpiring in the niches above, or they can transpire.' Not actually sure if that means something is going on or just that something could go on up there. Maybe that's where the summoned things would appear?


Zuberu nods as the tiny invisible dragonling explains for its master.

”Ha! Let these traps do their worst. We will crush whatever monsters they unleash.”


Female Human Life Oracle 11 / Holy Vindicator 4 AC 40/50 T 21/31 ff 35/45 - Melee + 19 (rapier 20/23 GMW ) Ranged +19 (longbow +20) - F22 R22 W22 - hp 158/170 - cmB 16 cmD 35/45 - Init 8 Perc 17 - Channel Energy 8/9 - Active effects GMWeapon +3, Vindicator shield

"I can make us walk in the air if you so wish. It may be useful in this situation."
Ankhet stands ready to cast air walk communal when the others are in close proximity.


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 does not fail perception checks. "These sky mummies had terrible sense in art," he remarks, frowning.


8-07 Map DungeonMaster

Heroes eye up the statues and so far nothing special happens and although nothing came out yet, Kaylor and a few others know something could go on up there under certain circumstances but isn't going on yet.

keep in mind the air spell rules there ankhet in this dungeon, if it does go off, I'll need spellcraft dc 25 or arcane spell failure chance of 20% if you don't


So how do we move forward?


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

If there are no better suggestions, Elmar will suggest continuing to walk down the hallway.


8-07 Map DungeonMaster

you all leave the room and decide this room is not worth it and the statues crumble.

spellcraft dc 30:
Statues only activate if magic is cast, even if that magic is detect magic. It is a dirty catch 22 the AP plays on people

At the end of the hallway, the wall extends out and you have plenty of width to move around, there is a 30 foot gap, form your platform, ie. west to the east one, and a 21 foot gap from your platform of west to platform north and platform south. Down below the gap about 200 feet down is a circular room,
if you want to jump it, fine with me, just remember if you fail by less than 5 on acrobatics made to jump, you need a reflex save to catch the ledge, more than 5 and you take damage, as you don't get to make a reflex. Remember that air spells need a spellcraft check of 25 or they will have a 205 arcane spell failure chance. If you have a useful item on your person called boots of the cat, that will make sure you can only take 20 damage from that fall. If you have another way of getting across, brilliant.

but you need to cross the circular room to move on


Female Human Life Oracle 11 / Holy Vindicator 4 AC 40/50 T 21/31 ff 35/45 - Melee + 19 (rapier 20/23 GMW ) Ranged +19 (longbow +20) - F22 R22 W22 - hp 158/170 - cmB 16 cmD 35/45 - Init 8 Perc 17 - Channel Energy 8/9 - Active effects GMWeapon +3, Vindicator shield
Ankhet, Beloved of Sarenrae wrote:

"I can make us walk in the air if you so wish. It may be useful in this situation."

Ankhet stands ready to cast air walk communal when the others are in close proximity.

Ankhet's offer still stands. Anyone? @GM: I'll take the spellcraft check when I'll know if my companions want me to cast the spell. Besides, if I can take 10 (can I?) it's an automatic 30.


8-07 Map DungeonMaster

[ooc]on what, spellcraft, yeah, that is fine[/occ]


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 activates his armor for one round and flies across.


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)

Spellcraft +31

Remiel pipes up. Kaylor says that room was some trap that would be triggered by casting magic.

At Ankhet's offer, he grins cheekily at her while easily hovering in front of her face. Could you cast air walk on me? He dips suddenly with a grunt as Kaylor becomes visible next to him, his grin not at all lessened as he rubs his smarting nose.

Kaylor scowls as he's forced to speak up. "I can cast fly and carry people over." He holds up his handy haversack to illustrate. Fly isn't an air spell (And he doesn't use his 3rd level spells anyway). Neither is the spell to turn into a flying elemental. Although he'd autopass the spellcraft anyway.


Are you suggesting we all climb inside the haversack?


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

If it's a problem, Zub, Elmar should be able to haul you across.


Female Human Life Oracle 11 / Holy Vindicator 4 AC 40/50 T 21/31 ff 35/45 - Melee + 19 (rapier 20/23 GMW ) Ranged +19 (longbow +20) - F22 R22 W22 - hp 158/170 - cmB 16 cmD 35/45 - Init 8 Perc 17 - Channel Energy 8/9 - Active effects GMWeapon +3, Vindicator shield

Ankhet casts air walk communal on herself and anybody else in the group that might need it and will accept her touch.
Take ten on spellcraft, total skill check 30.


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:
Are you suggesting we all climb inside the haversack?

That was exactly what he was suggesting. But one at a time. Because Kaylor isn't the type to suggest that he cast fly on the horse of someone he doesn't know and rely on that to carry everyone over.

Kaylor shrugs and simply flies over to a different ledge, turning invisible as he does so. Remiel does a few flips and other arial stunts to show off while flying across.


The haversack only holds like 80 lbs. Zuberu will take the air walk from Ahkhet.

Drifting over on unseen wings granted by Ankhet's blessing, Zuberu joins Kaylor on the other side.


8-07 Map DungeonMaster

just as heroes are ready to cross, Elmar finds out that there is a greater dispel magic trap at the bottom. For heroes to cross, they need to get to the bottom floor and disable the trap and fight whatever is down there or cross without magic spells. Cross without magic spells or get down safely? It is 200 feet down remind you.


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 gives a nod to Remiel, who quickly flies away to scout what's down below.

Remiel Stealth: 1d20 + 31 ⇒ (17) + 31 = 48
Remiel Perception (Darkvision): 1d20 + 22 ⇒ (5) + 22 = 27

As he waits, Kaylor adds "We could also get him to fly a rope across. Or I could probably jump 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])

[b]"Tying a few ropes together could be smart. Maybe lower me down first?"


8-07 Map DungeonMaster

Remiel finds out it is just a trap and not creatures, oh and a button down here that pops up a 200 foot ladder. It also reveals a 5 foot hole that leads in the center of that room a ladder that leads down. I'm going to assume Remiel disables the trap or you have elmar climb down the 200 foot ladder disable the trap and walk back up. Trap disabled. 3 other ladders are revealed as well if people want to travel down 1 200 foot ladder and up another, since the dc to climb that is 5.

Where to now? West platform, north platform or south platform?


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])

Left-hand rule suggests South if we have no reason to go anywhere else.

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