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 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])

"Alright, but... even I could answer this one. Back in my youth, I spent a lotta time guarding caravans, traveling performers, that sort'f thing, and those lot love telling riddles to pass the time. Never one for it m'self, but I've heard this one at least a dozen times, and the answer is you ask which door the other brother would tell you leads t' happiness."


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 is the wrong riddle to give a computer scientist, haha. Either that or my education was just weird.

Sense motive +20, Arcana +31

Spoiler in case other people want to think about it

Answer:

Remiel pipes up with the answer. "If I were to ask your brother 'Which door leads to prosperity and happiness?,' what would his answer be?"

Regardless of who is asked, they'll point to the door of misery and sorrow.

The party then hears in their head, The demon is trapped here. He actually wants us to succeed, so he can be freed.


8-07 Map DungeonMaster

That is correct. The other possible answer is ask the which door will the other brother say leads to misery and pick that door. Don't forget if you ask which door the other brother says leads to happiness then you would have to pick the opposite door.

You all get to the Emerald and activate it, while everything else dies, except the Demon. There are secrets in this pyramid, shall I come along?


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 you're going to keep killing monsters in our path, feel free ta follow us."


8-07 Map DungeonMaster

okay so heroes make it to the Water Crypt. They need the help of Ferrymen to cross the river. Each of you must pay us 1000 gold or we cannot let you cross this river and ride with us. Or you can choose to fight us and take over this Ferry yourself, but good luck trying and there are 8 FerryMen.


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])

"Any reason we can't swim?" Elmar asks, gruffly. "Seems like ye don't get a lot of customers seein' as this is an ancient abandoned crypt, and maybe you wanna negotiate a bit so we don't jus' ignore you."

Knowledge (religion) to determine if the Ferrymen are undead: 1d20 + 4 + 6 ⇒ (3) + 4 + 6 = 13


8-07 Map DungeonMaster

oh, right the Ferrymen are undead, though you can't tell what, some kind of daemon. Do you know how deep this water is? Do you? 20 feet. And there this river as you see twists and turns. And it is 70 feet to the closest piece of and 150-300 feet across other parts new map is up, although I didn't divide it up by squares, I did draw an approximate scale of the map along with what it looks like. The red is land. When you reach a combat, I'll make sure to draw out actual squares at the bottom, ie. like a 2nd map only I'm just giving you a larger view to give you a very detailed area of the fight and so you know how far you are from the creature.

Oh, and we do get customers here, though nobody has ever made it out alive. It will be hard enough to steer this yourself and fight creatures, it is best to pay us 1000 gold, besides, that gold is no good to you if you don't make it through the river alive


Zuberu shrugs and pays the man/undead/daemon. "Take 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)

Unbeknownst to anyone, Kaylor shrugs. He had no doubt he could just fly everyone where ever it was they needed to go. But he didn't really see the point in making a fuss over such a relatively small amount of money. Remiel follows Zuberu's example and hands over the money, giving a disapproving look to some empty air (which as it turns out was nowhere near to where Kaylor was actually standing).

Sense Motive: 1d20 + 20 ⇒ (15) + 20 = 35 To see if they intend to double-cross us. If the plan to betray us, Kaylor will give the rest of the party a heads up.


8-07 Map DungeonMaster

They don't plan on betraying you and you are good to go. so which part of the map do you want to go to firs?t


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, not really sure where we are...


8-07 Map DungeonMaster

oh right, drew the boat to show where you are at as you are all inside it.

as you all travel forward, that little patch of land is just a little land, nothing is there.


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])

Let's go right first, then.


Everything okay DG?


8-07 Map DungeonMaster

okay, so you get to the right side and you see a female banshee and some HandMaidens. Want do you want, why have you come here? This place is cursed.

As you know you need the Decanter of endless Water to complete your quest and it is in the coffin, but good luck trying to convince them, as you may be forced to fight. Other treasure is in that coffin too.


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])

"We've come here to destroy the accurs'd undead that are trying to destroy Osirion. I suggest that you get out of the way if yer don't want to be part of that."


”We are here for that”, Zuberu warns with a gesture at the enchanted decanter. ”Hand it over and we’ll be on our way. Fight us and we’ll have no choice but to destroy you.”


8-07 Map DungeonMaster

That is a mix between intimidate and diplomacy diplomacy: 21 + 2 + 1d20 ⇒ 21 + 2 + (5) = 28 Zub and elmar is aiding since he has the lower cha skills
intimidate: 22 + 2 + 1d20 ⇒ 22 + 2 + (4) = 28 add the 2 together and the score is 56. Then another 2 to each for roleplaying, so 60.

okay, but this is my most prized possession, what else am I going to live, I mean undead for?


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)

Remiel pipes up, "Well, you could try doing what we do and protect people. It's really not that hard."


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 yer whole life is guardin' a damned decanter of water, surely you can find something more interestin' to do with it—like, literally anything I can possibly reckon."


8-07 Map DungeonMaster

okay, so he lets you have it and the treasure inside Yes, I do have something else I want to do with my undead life. as he smiles brightly.

Where to now?


Whichever way is 'forward'.


8-07 Map DungeonMaster

okay, so you explore most of the water crypt, which is nothing but treasure and traps until you get to the final area. The water gets deeper and the boat does not sink, but you do land on land and it seems strange. And something does not seem right with the water, what do you do?


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 casually shoots a few arrows into the water.


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)

Remiel nervously flies higher into the air. Who wants to bet there's some giant water creature under there? And with that, there's a very unhelpful mental image of a sea monster lunging up to swallow you all whole.

A lack of movement/comment on Kaylor's behalf seems to suggest that he's content to wait and see what happens as Elmar fires into the water. Although he is preparing to cast fly on himself if an attack indicates the boat is likely to topple.


"Ha, let it try. I will wrestle the beast into submission!" Zuberu boasts.


8-07 Map DungeonMaster

as elmar fires arrows into the water hit chance: 1d100 ⇒ 55 20% chance it hits the creature

No, but this fish person does jump out of the water and it is 10 feet from you all. It wants to eat you

init: 9 + 1d20 ⇒ 9 + (14) = 23 the fish
init: 21 + 1d20 ⇒ 21 + (10) = 31 elmar
init: 24 + 1d20 ⇒ 24 + (15) = 39 Kaylor
init: 7 + 1d20 ⇒ 7 + (1) = 8 Zub


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, let's do this.

Attack 1: 1d20 + 34 + 1 - 2 - 5 ⇒ (2) + 34 + 1 - 2 - 5 = 30 (+2 if humanoid)
Damage: 2d8 + 14 + 2 + 20 ⇒ (7, 4) + 14 + 2 + 20 = 47 (+4 if humanoid)

Attack 2: 1d20 + 34 + 1 - 2 - 5 ⇒ (18) + 34 + 1 - 2 - 5 = 46 (+2 if humanoid)
Damage: 1d8 + 7 + 1 + 10 ⇒ (8) + 7 + 1 + 10 = 26 (+2 if humanoid)

Attack 3: 1d20 + 34 + 1 - 2 - 5 ⇒ (1) + 34 + 1 - 2 - 5 = 29 (+2 if humanoid)
Damage: 1d8 + 7 + 1 + 10 ⇒ (6) + 7 + 1 + 10 = 24 (+2 if humanoid)

Attack 4: 1d20 + 29 + 1 - 2 - 5 ⇒ (11) + 29 + 1 - 2 - 5 = 34 (+2 if humanoid)
Damage: 1d8 + 7 + 1 + 10 ⇒ (2) + 7 + 1 + 10 = 20 (+2 if humanoid)

Attack 5: 1d20 + 24 + 1 - 2 - 5 ⇒ (7) + 24 + 1 - 2 - 5 = 25 (+2 if humanoid)
Damage: 1d8 + 7 + 1 + 10 ⇒ (3) + 7 + 1 + 10 = 21 (+2 if humanoid)


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 unclear, but I'll assume that I'm far enough away that I need to move to hit it.

Kaylor surges forward and swings his mighty scimitar towards the creature, not even bothering to empower it.
To hit: 1d20 + 25 ⇒ (12) + 25 = 37
Damage: 1d6 + 12 + 16 ⇒ (5) + 12 + 16 = 33

As he appears next to the fish-person, he looks almost bored.


8-07 Map DungeonMaster

after a few good hits then zub pummeling it as well, it goes down.

Anything else you want to do before going onto the next layer?


Sorry, I thought Elmar had killed it.

"We must press on. This battle isn't over yet!"


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)

Other than using his ring to turn invisible again, Kaylor has nothing he particularly wants to do.


8-07 Map DungeonMaster

okay, as someone who just wants to get to the end of this and get our PFS credit on the way, I'm just going to say what happens, level you up and go to the final battle.

After the water crypt, you go to the Earth crypt, it is filled with fire traps, golems and devils. You then activated an Earth Hieroglyph which gets several outside pyramids to plum-it.

After that you go to the fire crypt, it if filled with more traps and mostly undead. It has more traps than anything. There are not special tasks here, and you would just get to Hakotep's Inner Sanctum.

There you fight your way through powerful undead and oozes.

Everyone level up to level 21, add 500 K GP to whatever you want to spend. And here are the artifacts. The final battle is here.

canopic jar of unlife

cartouche

crook and flail of kings

scarab of Khepri

init: 24 + 1d20 ⇒ 24 + (8) = 32 Kaylor
init: 21 + 1d20 ⇒ 21 + (12) = 33 Elmar
init: 11 + 1d20 ⇒ 11 + (15) = 26 zub
init: 1 + 1d20 ⇒ 1 + (13) = 14 4 shields of Hakotep
init: 6 + 1d20 ⇒ 6 + (15) = 21 Hakotep
init: 5 + 1d20 ⇒ 5 + (8) = 13 Colossal Magical Beast
init: 11 + 1d20 ⇒ 11 + (3) = 14 a deviloutsider cr 25

for stats on hakotep, the beast and the 4 shields one single religion check for the stats. dc 35 for those if you want them.

you all came from the bottom right hand corner

so, came to shut my operations down eh, not happening, I made a deal with some devils.

Round 1 Start, Heroes before the enemies


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 Hakotep is undead...

Elmar starts the battle off by riding his wolf off in one direction, then marking his strongest enemies with a few of the special arrows he recently bought.

Swift casting Instant Enemy on the Devil and using Quarry on Hakotep; assume

Attack 1 (Greater Dispelling Arrow vs Hakotep): 1d20 + 40 + 2 + 8 - 6 + 4 ⇒ (19) + 40 + 2 + 8 - 6 + 4 = 67
Damage 1: 2d8 + 20 + 4 + 16 + 24 + 10d6 ⇒ (7, 2) + 20 + 4 + 16 + 24 + (4, 5, 2, 4, 6, 3, 2, 3, 3, 1) = 106 (Last 2d6 is Frost damage)

Crit Damage 1 (Auto-confirmed): 4d8 + 40 + 8 + 32 + 48 ⇒ (3, 6, 6, 3) + 40 + 8 + 32 + 48 = 146

Greater Dispel Arrow now makes a dispel check at 1d20+20 against every spell affecting every enemy, I'll let you roll them since I don't know what these effects are.

Attack 2 (Greater Dispelling Arrow vs Hakotep): 1d20 + 40 + 2 + 8 - 6 + 4 ⇒ (9) + 40 + 2 + 8 - 6 + 4 = 57
Damage 2: 1d8 + 10 + 2 + 8 + 12 + 5d6 ⇒ (1) + 10 + 2 + 8 + 12 + (5, 1, 4, 4, 2) = 49 (Last 1d6 is Frost damage, ignores all DR)

Attack 3 (Silence Arrow vs Hakotep): 1d20 + 40 + 2 + 8 - 6 + 4 ⇒ (6) + 40 + 2 + 8 - 6 + 4 = 54
Damage 3: 1d8 + 10 + 2 + 8 + 12 + 5d6 ⇒ (2) + 10 + 2 + 8 + 12 + (3, 6, 3, 6, 3) = 55 (Last 1d6 is Frost damage, ignores all DR) (Zuberu gets to "cast" Silence on Hakotep, if he fails the save, he becomes the center of the spell)

Attack 4 (Greater Named Silence Arrow vs Hakotep) vs touch: 1d20 + 35 + 2 + 8 - 6 + 4 ⇒ (20) + 35 + 2 + 8 - 6 + 4 = 63
Damage 4: 1d8 + 10 + 2 + 8 + 12 + 5d6 + 38 ⇒ (2) + 10 + 2 + 8 + 12 + (1, 3, 1, 1, 3) + 38 = 81 (Last 1d6 is Frost damage, ignores all DR) (Zuberu gets to "cast" Silence on Hakotep AGAIN, if he fails the save, he becomes the center of the spell)

Crit Damage 4 (Auto-confirmed): 2d8 + 20 + 4 + 16 + 24 + 76 ⇒ (3, 3) + 20 + 4 + 16 + 24 + 76 = 146

Attack 5 (Greater Named Silence Arrow vs Demon King) vs touch: 1d20 + 30 + 2 + 8 - 6 ⇒ (18) + 30 + 2 + 8 - 6 = 52
Damage 5: 1d8 + 10 + 2 + 8 + 12 + 5d6 + 38 ⇒ (2) + 10 + 2 + 8 + 12 + (6, 2, 2, 4, 1) + 38 = 87 (Last 1d6 is Frost damage) (Zuberu gets to "cast" Silence on the Demon, if he fails the save, he becomes the center of the spell)

Auto-Threaten Confirm 5 vs touch: 1d20 + 30 + 2 + 8 - 6 ⇒ (5) + 30 + 2 + 8 - 6 = 39
Crit Damage 5: 2d8 + 20 + 4 + 16 + 24 ⇒ (3, 3) + 20 + 4 + 16 + 24 = 70

Attack 6 (Named Silence Arrow vs Hakotep) vs touch: 1d20 + 25 + 2 + 8 - 6 + 4 ⇒ (5) + 25 + 2 + 8 - 6 + 4 = 38
Damage 5: 1d8 + 10 + 2 + 8 + 12 + 5d6 + 19 ⇒ (2) + 10 + 2 + 8 + 12 + (5, 3, 1, 3, 5) + 19 = 70 (Last 1d6 is Frost damage, ignores all DR) (Zuberu gets to "cast" Silence on Hakotep YET AGAIN, if he fails the save, he becomes the center of the spell)

So that should be... 604 damage to Hakotep (or if he's dead, carry the extra attacks over to the Demon King at identical bonuses)... 157 damage to the Demon, and two Greater Dispels centered on Hakotep, followed by four Silence spells, three targeting Hakotep and one targeting the Demon


Before this battle, Zuberu puts up eaglesoul, stoneskin, ironskin, fickle winds, and righteous might.

Zuberu steps forward having becomes an avatar of his patron's power.

"Are any of you mighty enough to face me?" he bellows in challenge.


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 now has +37 to all knowledge skills used to identify creatures. So he identifies them all. It's also assumed he gets a nat 20 on all init rolls (Kensai thing), so his init is actually 46

Before battle, Kaylor will cast elemental body 3 (large fire elemental), true seeing, fly, stoneskin, shield, and mirror image

If Zuberu wants it, he can also be invisible and/or fly.

Stealth to get close: 1d20 + 30 + 20 ⇒ (10) + 30 + 20 = 60

Something colossal should be a decent wrestling challenge since Zuberu gets to act before it and can reach it without AoO, right? As such, I'll go after the 4 shields. If I'm missing something because I'm not familiar with grappling rules, I'll go after that instead if need be.

Swift action to make sword +5 keen, frost, flame, shock + burst on one of those and bane whatever I'm fighting.
Casting Maximized shocking grasp for a +60 damage on whichever attack hits first, I'll assume it's the first, otherwise move the damage
To Hit Maximized Shock PA: 1d20 + 33 - 2 + 2 - 5 + 1 ⇒ (12) + 33 - 2 + 2 - 5 + 1 = 41
Damage: 1d6 + 20 + 20 + 3d6 + 2d6 + 10 + 60 ⇒ (6) + 20 + 20 + (1, 5, 2) + (4, 2) + 10 + 60 = 130

To Hit 1 PA: 1d20 + 33 - 2 + 2 - 5 + 1 ⇒ (8) + 33 - 2 + 2 - 5 + 1 = 37
Damage: 1d6 + 20 + 20 + 3d6 + 2d6 + 10 ⇒ (5) + 20 + 20 + (1, 2, 2) + (1, 3) + 10 = 64

To Hit Haste PA: 1d20 + 33 - 2 + 2 - 5 + 1 ⇒ (8) + 33 - 2 + 2 - 5 + 1 = 37
Damage: 1d6 + 20 + 20 + 3d6 + 2d6 + 10 ⇒ (6) + 20 + 20 + (6, 3, 6) + (3, 3) + 10 = 77

To Hit 2 PA: 1d20 + 28 - 2 + 2 - 5 + 1 ⇒ (18) + 28 - 2 + 2 - 5 + 1 = 42 Crit auto-confirm, 2 points to increase damage multiplier to x4
Damage: 1d6 + 20 + 20 + 3d6 + 2d6 + 10 + 3d6 + 60 + 1d10 + 30 ⇒ (2) + 20 + 20 + (6, 6, 4) + (2, 4) + 10 + (3, 6, 5) + 60 + (4) + 30 = 182

To Hit 3 PA: 1d20 + 23 - 2 + 2 - 5 + 1 ⇒ (4) + 23 - 2 + 2 - 5 + 1 = 23
Damage: 1d6 + 20 + 20 + 3d6 + 2d6 + 10 ⇒ (3) + 20 + 20 + (1, 6, 5) + (4, 6) + 10 = 75

To Hit 4 PA: 1d20 + 18 - 2 + 2 - 5 + 1 ⇒ (13) + 18 - 2 + 2 - 5 + 1 = 27
Damage: 1d6 + 20 + 20 + 3d6 + 2d6 + 10 ⇒ (6) + 20 + 20 + (4, 6, 6) + (5, 1) + 10 = 78

Out of nowhere 9 large fire elementals appear and proceed to lay waste into any around them.

AC currently 55


8-07 Map DungeonMaster

okay, so Elmar, with his powerful arrows kill Hakotep with just 2 arrows, and fires off massive arrows against the Devil Duke injuring him severely. 333 damage worth.

zub challenges one of the enemies.

Kaylor does in fact destroy all 4 of Hakoteps guards as he stealths up to them and slaughters them.

Being challenged the Devil has no choice but to take on Zub. The Devil casts time stop rounds: 1d4 + 1 ⇒ (1) + 1 = 2

though he cannot hurt you for those 2 rounds, he has time to figure some stuff out. First he is able to reach melee with zub, 2nd he is now invisible. Good luck hitting me, punk.

The Devil is in melee with zub, but is invisible for 1 minute, heroes turn, go


I'm going to assume Elmar points out the devil with his enormous perception.

Overjoyed to have his challenge met by such an opponent, Zuberu lunges for the invisible foe. As he moves to strike his massive frame swells with divine power.

Eaglesoul triggers as a free action because he's an evil outsider. Swift action to activate bracers of might.

Miss Chance (high is good): 1d100 ⇒ 84

Grapple (eaglesoul, righteous might, divine power, bracers of might): 1d20 + 37 + 2 + 3 + 6 + 2 ⇒ (19) + 37 + 2 + 3 + 6 + 2 = 69

I believe that hits his CMD.

With a firm grip on his hellish opponent, Zuberu drags him to the ground and traps him in a chokehold with one huge arm. "Yield!" the enormous warrior-priest demands.

Greater Grapple - Death Roll: 1d20 + 37 + 2 + 3 + 6 + 2 + 5 + 9 ⇒ (5) + 37 + 2 + 3 + 6 + 2 + 5 + 9 = 69
Damage: 1d8 + 1d8 + 2d6 + 16 + 9 + 2 + 2 + 6 + 2 ⇒ (8) + (8) + (1, 3) + 16 + 9 + 2 + 2 + 6 + 2 = 57
Sneak Attack: 4d6 + 8 ⇒ (6, 1, 1, 2) + 8 = 18
Self Damage: 1d6 ⇒ 6

So he's prone and grappled. If he tries to escape Zuberu's CMD is 67 currently. If he just tries to hit Zuberu with his claws his AC's only 36.


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, you can just assume the enemy is visible because I go before you and glitterdust.

Yawning, Kaylor uses his true seeing to point out where exactly the "invisible" demon is. Remiel then uses a scroll to cast glitterdust, outlining the creature for everybody.

He then casually walks up to the colossal creature and just stands next to it. Yay for provoking ALL the AoO! Although I'm guessing it actually should have done something last round?


That works too.


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, right. Just because I wanted to roll it anyway...

Perception (Tremorsense): 1d20 + 51 ⇒ (11) + 51 = 62


8-07 Map DungeonMaster
Kaylor Traice wrote:
Yay for provoking ALL the AoO! Although I'm guessing it actually should have done something last round?

he had time stopped for 2 rounds, but frozen opponents cannot be hurt during time stop, so he used those 2 rounds to cast some buff spells on himself and get into melee with Zub, he was hoping that his time stop would go longer so he can buff himself up more and pull off more tricks, but obviously he still failed. Also, for those who perceive him using perception you do take a 50% miss chance because you can't see him even though you know he is there, Kaylor however did make him visible so that does not matter.

As Zub grapples him and finishes him off that is it. You all see Hakoteps body laying on the floor, but not at rest. You realize that you must return his body to its tomb and place the Mask of the Forgotten Pharaoh on his head. Apparently Hakotep has been killed twice before over the past 100 years but never stayed dead because of this. With him gone for good and the Demons/Devils he made a deal with gone, all undead and pyramids in Osirion have returned to normal.

Yay, for Mummy's Mask, time for chronicle sheets.


Sweet. Did he tap out or die?

I'll get things reported and chronicles out later tonight. Thanks Doublegold.


8-07 Map DungeonMaster

he just tapped out, you would have to roll a 4 on CMB for him have a chance and he got his butt kicked. By the way, that Devil is not part of the game. That Colossal Beast creature however, is, but he is part of an aftermath game, there is like a whole entire page and a half on the Colossal Beast and it comes after all of the artifacts. In fact there is a lot of aftermath stuff to do, but considering this is play by post this went of for a year and 2 months, much of you probably forgot a lot of the story, even if I told it well, which I don't know if I did, not to mention no acting involved at all or speech changes, just written words and to tell the story well on pbp, I would have write everything from the book, even use the storylines in the back of the book, and you came here to play a game, not read a novel. Not to mention each MM book has 10 pages worth of story to tell after you beat the final boss of each book. In a table-top game a good DM could summarize it and tell it all well, but in a Play by post I have to type it all, and then the players fell like they have to read it all.


Ill-defined colossal monsters are intimidating alright.

The game’s reported but chronicles will have to wait until I get home. Now that we’re minor deities I suppose we should go on to rule a nation or something.


8-07 Map DungeonMaster

That being said, anytime you play a Pathfinder Game, especially on Play by Post, an entire AP, it is worth buying the books, not to cheat, but to look at it after you have completed the book to understand the storylines better. Printed Modules however don't have much of a storyline better and are not worth buying, not to mention DMs who do modules usually don't miss a thing.


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 already bought a really, really big castle. I guess now he's rich enough to buy a few more. Let's buy a few Wish spells to turn ourselves into Shabtis, and start our own desert nation where we rule forever as immortal warlords of virtue!

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