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])

"Are you offering, Kaylor? I'm no runner."

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

Begone, abomination of the deathly realms, BEGONE!

Channel Positive Energy, DC 14 half damage: 1d6 ⇒ 6


With a flick of the wrist.

Burning hands DC 16 ref 1/2 dam: 1d4 ⇒ 4 15 ft cone.


DungeonMaster
Elmar Thonsson wrote:

Alright...

Since my bow is hopefully no longer cursed... let's weaken the mummyoid with some arrows before you guys close in (since I built my character on the premise that I'd be fighting mostly mummies)
When it eventually gets to Elmar's turn, he'll fire off a rapid volley of arrows; two at the head, or, if it's dropped, at the gremlin instead.

I'm a ranger in another game, so it is important I find where this rabid volley thing is as it looks kick ass if you can point me to the link please. I remember something like this in 4th addition D&D, but I never saw anything in 3.5 or pathfinder.

Yes guessed it Elmar it is undead, but you can't id it exactly and you did add your bonus damage.
Elmar strikes it twice in both legs almost coming out the other end.

will: 5 + 1d20 ⇒ 5 + (8) = 13 despite being strong willed, the power of the holy spirit drains it.
reflex: 7 + 1d20 ⇒ 7 + (17) = 24 it dodges the most fire by ducking, but the immense still hurts it.

However, because Avelloran is the closest thing to it, it will try to slam avelloran then Elmar. it gets 2 attacks. I also had a nice ooc comment about Avelloran using fire hands, but it went to advertisement as I went to submit post.

attack: 6 + 1d20 ⇒ 6 + (9) = 15 avelloran, protected by his mage armor it misses.
attack: 6 + 1d20 ⇒ 6 + (17) = 23 elmar damage: 1d6 + 2 ⇒ (2) + 2 = 4

Also Avelloran that was a very smart but very risky move. Considering you used burning hands, 15-ft cone, and everyone else used ranged attacks, it meant you were the closest thing to it. Now, I can see where you are coming from. You thought, mummy, dried up bandages, it probably it weak against fire, right? Common sense which I approve of using to try to target an enemies weakness is not metagaming in my opinion. However, this thing does not have a weakness against fire, like people would expect. Also if anyone ever does target a weakness, regardless of it being accidental, purely by luck or knowingly targetting a weakness, I will have a special message written after the damage written IC then, I'll put in ooc the new damage from the weakness and the fact that it was a weakness, the same goes for resistance.

Kaylor and Silver bullet are up

And this thing is bloodies, or the equivalent, the bandages are shedding on this thing.


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:74/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

Silver will try to shoot the mummy. -4 in melee and has cover, another -4

attack: 5 - 4 - 4 + 1d20 ⇒ 5 - 4 - 4 + (20) = 17 vs touch
crit threat: 5 - 4 - 4 + 1d20 ⇒ 5 - 4 - 4 + (3) = 0 vs touch
damage: 1d8 ⇒ 5 hitting where the heart use to be.


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)

Before stuff
Kaylor shrugs at Elmar's question, apparently feeling like he had already done too much talking for the day.

After stuff
Kaylor takes up a defensive position and makes a few arcane gestures, murmuring under his breath.

Cast arcane mark defensively.
Concentration Check DC15: 1d20 + 7 ⇒ (9) + 7 = 16

Spell strike to deliver arcane mark and then spell combat to also attack.
Arcane Mark To Hit: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
Rapier Damage: 1d6 ⇒ 4
If this hits, the mummy also ends up with what appears to be claw marks across its face.

To Hit: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14
Damage: 1d6 ⇒ 2

After the quick tap-tap of his dual strike, he repositions himself slightly. 5ft step


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

I'm using Rapid Shot, it was my level 2 bonus feat. Since a ranger can also get Manyshot at level 6, they wind up getting quite a few attacks.

DG, if you really want to see a powerful feat chain, check out the feats listed under the "wishlist" tab on my character sheet. I wasn't sure how much we'd be leveling in the campaign, so I'm going with the goal of getting something that gives me more attacks or more powerful attacks nearly every level until 14, with the eventual goal of using trip arrows for battlefield control in ways that help the whole party.


DungeonMaster

Kaylor kills it. Out from underneath stone bench emerges the last of the enemies in the crypt. The are burnt and hurt swarms from Avellran's and Nahoces attacks. They came out because they felt pain, well in a way.
Don't worry after this, you'll have a chance to roleplay.

HP of first hp: 3d8 + 6 ⇒ (8, 5, 8) + 6 = 27 10 damage
HP of second hp: 3d8 + 6 ⇒ (6, 6, 8) + 6 = 26 10 damage
HP of third hp: 3d8 + 6 ⇒ (1, 4, 6) + 6 = 17 10 damage

init: 3 + 1d20 ⇒ 3 + (7) = 10 first
init: 3 + 1d20 ⇒ 3 + (13) = 16 second
init: 3 + 1d20 ⇒ 3 + (12) = 15 third

these are small sized creatures and you keep your inits.

Order
Elmar
Nahoce
Avelloran
Kaylor
Silver
second swarm (knowledge religion to id, these are undead)
third swarm
first swarm

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 invokes the swarm-repellent aspect of her scarab shield and draws her club. Are these small enough creatures to not be susceptible to weapon damage?

Does anyone have an explosive device or three?


DungeonMaster

They can be hurt by weapons, they are small, not tiny sized, think of them as bigger than rats or it is a swarm, every point of damage kills 1 bug out of the swarm.


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's eyes narrow at the creatures before he shoots a burst of bright light out of his hands, hitting all three of the swarms.

Color Spray: DC 16 Will Save negates

He then moves away from the creatures.


DungeonMaster

will: 3 + 1d20 ⇒ 3 + (15) = 18
will: 3 + 1d20 ⇒ 3 + (13) = 16
will: 3 + 1d20 ⇒ 3 + (11) = 14 The 3rd set is stunned for 3 rounds by this

about the weapons, it has a small resitance to weapons and your character would know that from common sense, but weapons still hurt them, even if it is 1 damage. Knowledge religion determines what the reduction is.

rounds affected: 1d4 ⇒ 4


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 and smacks swarm 2 with his Earth breaker. attack: 4 + 1d20 ⇒ 4 + (9) = 13
damage: 3 + 2d6 ⇒ 3 + (3, 4) = 10 being that they are small though, he only squishes half the of that. there it is, damage reduction of half if using a weapon.


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 (religion): 1d20 + 2 ⇒ (8) + 2 = 10

Elmar fires some arrows at the two swarms that are not stunned.

Without knowing more about the creature, he's going to go with the "swarms are more likely to resist piercing/slashing than bludgeoning" and fire off two blunt arrows, unless that knowledge check gives other information about the creatures' resistances.

Arrow 1: 1d20 + 8 ⇒ (15) + 8 = 23
Damage 1: 1d8 + 5 ⇒ (1) + 5 = 6

Arrow 2: 1d20 + 8 ⇒ (20) + 8 = 28
Damage 2: 1d8 + 5 ⇒ (6) + 5 = 11


As the swarms rise up, Avelloran continues his flame dispersal.

1d4 ⇒ 3 Ref 16 to 1/2 15 ft cone.


DungeonMaster

Elmar, you forgot about the crit hit chance as you did roll a 20 on that second arrow.
The most effective way of your attacks is 1st arrow at swarm 1 and second arrow at swarm 2, which Elmar does.

crit hit: 8 + 1d20 ⇒ 8 + (5) = 13
extra crit damage: 2d8 ⇒ (3, 7) = 10

Avelloran burns the swarms, destroying 1 of them and hurting the other two.

Nahoce is well protected from the swarms.

Swarm 2: 16 damage
Swarm 3: 13 damage and stunned.

Swarm 2 will go after who: 1d2 ⇒ 1 Silver for 1, Avelloran for 2.
bite attack: 7 + 1d20 ⇒ 7 + (1) = 8 but tries to bite the shoe instead, which is ineffective.

All PCs are up again


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

I thought swarms are crit-immune?


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 thought swarms auto-hit by just moving into the same square as someone. Since they generally have no reach.


DungeonMaster

@ Avelloran, Nope, but it is undead, which means they are immune to stunning, so number 3 wasn't stunned. @Kaylor, this swarm for some strange reason does have an attack instead of an autohit, so either the book fded up, or this is a special kind of swarm. And no this one isn't on the website either. I would have to write everything out manually if Ided and Elmar did not id it.

attack: 7 + 1d20 ⇒ 7 + (6) = 13 on Silver bullet, swarm number 3.

PCs are now up.

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 lashes out with her club.

Club: 1d20 + 3 ⇒ (1) + 3 = 4 Damage: 1d6 + 2 ⇒ (6) + 2 = 8

...and wastes her immunity on a wild swing through thin air.

Edit: Didn't look at the map before posting, and I'm blocked from both swarms by SB and Avelloran, so let's call it a missed sling shot rather than a missed club swing.


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)

Are they immune to being blinded? Since you rolled for stunning, they must have 3-4 HD, so they're also blinded. Also, unless they're all undead, it's swarm 2 that is undead but 3 that failed its will save.

Kaylor moves towards the swarm, drawing drawing a twig with one hand and a small vial with another. He then breathes out a small cone of fire.

Touch To Hit: 1d20 + 5 ⇒ (5) + 5 = 10
Fire damage: 1d3 ⇒ 3


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])

"When I said I wanted to fight skeletons... I didn' mean THIS many" Elmar quips, and fires off a few more blunt arrows.

Arrow 1: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Arrow 2: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 5 ⇒ (3) + 5 = 8


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 makes an attack with his Earthbreaker attack: 4 + 1d20 ⇒ 4 + (6) = 10
damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10


DungeonMaster

@Nahoce, in my opinion, you cannot miss a swarm of hundreds of insects, it does not make logical sense to me, so even on a miss, you would hit, but only for 1 damage, but you did roll a 1, so you did no damage.

Nahoce can't move her weapon

Silver cracks a single bug or two

Elmar shoots the bugs hard

Kaylor burns the bugs.

A swarm has been killed.

I wasn't suppose to roll for stunning, all 3 are undead, and they are immune to stun, blind, etc. I messed up on that part.

Swarm 3 remaining with 16 damage on it.

Avelloran is up He can defeat the last swarm?

Wait, all he has to do is step on the last of the bugs for a single point of damage, which is easy to do, so he does so destroying the last of the bugs. All I would have to do is tell him about the option to step on the bugs for a single point of damage and that this swarm took 16 out of 17 damage. And it does not provoke an Aoo. Who wouldn't take that offer given the circumstance?
Battle has ended, you all now have a chance to roleplay, I'll describe the rooms in a minute.

The room
A stone altar sits upon a raised stone platform in the center of the this square room. Caryatid columns carved in the likeness of male and female figures with their arms in their hands stand at each corner of the platform. Empty torch holders are built in all four corners of the room's corners. Two stairways, one is an escalator exit the room-one climbs to the south, while the other descends from this chamber to the north.
There is a trap before the north steps, but by now you guys have seen it.

See those little paths on the map that arrow says off the map. No battle and nothing of interest here, so I didn't draw that part of the map, but I'll describe it.
Preparation Chamber
The air in this chamber is cool. The walls and ceilings are tiled with stone, but the floor is hard-packed earth, giving the area an unfinished quality. A long stone table rests against the western wall, flanked by two large brass urns. A flight of steps escalator ascends to the south, while two passages lead north and east out of the room.

The escalator no longer works since the trap was disabled by the heroes by smashing the electrical panel box, which one the only safe way to disable the trap, other ways would imposed a risk. The good news is that the trap is disabled and exp is awarded for it, the bad news is that heroes now have to exercise and climb down 60 feet worth of steps, not to mention to get into the crypt, they had to climb down 120 feet worth of steps, what's another 60, right? Not to mention the exercise of climbing back up, after exploring, I know it is horrible.

Unfinished crypt
An earthly scent fills this large chamber. The ceiling and walls are tiled with stone, but the ground is bare earth. Stone benches are set against the east and west walls, and torch holders are mounted in the corners and on either side of a wide doorway to the west. The beginnings of several shallow, rough passages have been started along the eastern wall and in the southwest corner, but the excavations are incomplete, ending in earth and rubble after only a few feet. At the south end of the room, a short, wide flight of steps descends to a set of stone double doors.

Pentheru's tobme
A stone sarcophagus on a stone platform in the south end of the room. Cool drawing are on the walls, with torches holders in the corners and treasure, which we will get to tomorrow.

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 spits on the undead bugs.

Such disgusting interlopers upon the rest of the dead. We have done well to destroy them.


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])

Electrical panel? That seems a bit high-tech for Osirion.

"But what were they doing here? Mummies? Undead INSECTS? What kind of a house is this?"

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 glances sideways at Elmar with respect.

You are right. Something is not right here. And why such elaborate traps?

She examines the electrical panel for any clues.

Knowledge, Dungeoneering: 1d20 + 5 ⇒ (1) + 5 = 6

...and apparently sees nothing.


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)

Elmar, you should update your HP line since you took damage. :-P

Kaylor moves to look at the torch holders, looking to see if he can tell if anything will happen if a lit torch is put in each.

Perception: 1d20 + 2 ⇒ (11) + 2 = 13

He then moves to look inside the urns in the preparation chamber.

Perception: 1d20 + 2 ⇒ (10) + 2 = 12

Seeing Nahoçe looking at the panel, he also examines it.

Know(Dungeon): 1d20 + 10 ⇒ (8) + 10 = 18

When he's done, he hesitantly speaks up. "Should I go lure creatures into a trap?"


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])

Haha oh right I forgot, I was in lab when that happened and this is my only character without DR.

"That easier than just disarming 'em ourselves. Good thinking, Kaylor."


DungeonMaster
Kaylor Traice wrote:
Perception check everywhere. and dungeonering.

Nothing in the urns.

He does notice that one of the torch holders would temporarily deactivate the trap for 1 minute, but it won't give a permanement solution.
It is a broken panel destoryed to deactive the trap, at the bottom of the steps spikes jab out of the walls to poke you in the ribs.
He also knows that this is unusually for a dungeon.

Hereos move into the next room to get their treasure after going down the broken esculator. It is dark in here, and there are more torch holders for those who do not have darkvision. Does anyone wish to light a torch to see?

Who will open the treasure in the sarcophagus? Or if you are paranoid about it being a trap, pry it open with your sword or any weapon as it is very loose and not sealed tight, but just place on their.


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, it's also a house, and not a dungeon; right? And if we have a way to temporarily deactivate the trap, that seems preferable for purposes of luring in monsters.

Elmar is perfectly happy to open the sarcophagus, which he does with his left hand, axe drawn carefully in his right.


DungeonMaster

Congratulations, you are affected by the mummified guardian's ability.
I was trying to loophole the curse by having someone open it with their weapon, but that did work. Actually I realize it is not that bad
But the curse does only lasts one round and noone is in combat, so
Most monsters won't willing go into the crypt, undead do not want to be put into rest.

Pcs find gold, lots of gold. Its all sellable gems, but I'm just giving it you you in straight up gold


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)

You know, if Sefu dropped, I believe that means we all have darkvision. No wait, Elves only have low-light. Almost.

Before lighting anything, Kaylor looks around for something that might respond to light such as a creature or a trap.

Perception: 1d20 + 2 ⇒ (20) + 2 = 22


DungeonMaster

Nothing of interest in the room, just some really cool walls, oh and secret passage that leads to an elevator back up, nothing in the passage or the elevator, just the that heroes get out of the crypt without having to walk 180 feet up stairs and yes the elevator worked.

Yes I know that gold I pmed everyone is heavy, but I won't count those pieces against anyone in weight until we are out of the dungeon, since I decided to convert it over automatically


DungeonMaster

Which hero is going to lure the rest of monsters out into an ambush?

Kaylor, or we can volunteer Silver bullet to do it, or someone else. Silver bullet will wait till he is asked, but will have no problem doing it if asked.
One room at a time is dealt with, but only few are remaining on the inside court, Heroes are in the outside court.


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 would be happy to lure the monsters into an ambush, if it means shouting insults at the undead, but he's also not the fastest runner and would gladly defer.


DungeonMaster

Considering the PCs go clockwise he does move until the monster can see him and then Elmar runs out luring out 4 monsters. He then runs into the open door where monsters do not notice PCs, some of them do.

init: 1d20 + 6 ⇒ (12) + 6 = 18 Elmar you now have a -2 ac from running
init: 1d20 + 4 ⇒ (4) + 4 = 8 Kaylor
init: 5 + 1d20 ⇒ 5 + (17) = 22 Silver
init: 11 + 1d20 ⇒ 11 + (14) = 25 Avelloran
init: 3 + 1d20 ⇒ 3 + (19) = 22 Nahoce

stealth: 7 + 1d20 ⇒ 7 + (15) = 22 silver perception: 0 + 1d1 ⇒ 0 + (1) = 1 head
stealth: 1d20 + 6 ⇒ (14) + 6 = 20 Kaylor perception: 0 + 1d20 ⇒ 0 + (9) = 9 skeleton
stealth: 1d20 - 1 ⇒ (7) - 1 = 6 nahoce perception: 0 + 1d20 ⇒ 0 + (9) = 9 skeleton
stealth: 1d20 + 3 ⇒ (14) + 3 = 17 Avelloran perception: 0 + 1d20 ⇒ 0 + (18) = 18 skeleton

Okay first thing is first. Attacks of opportunity The monsters did that went after Elmar did notice Avelloran and nahoce, but Silver bullet and Kaylor stayed well hidden, they both get Aoos.
The we go on to the init round, where I roll init for the other the remaining alive monsters.


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)

attack: 4 + 1d20 ⇒ 4 + (19) = 23
damage: 2d6 + 3 ⇒ (3, 5) + 3 = 11 Yes it is dead, smashed into pieces.


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 chance I can successfully lead them over that torch trap with the spikes? Should I make a check for that?


DungeonMaster
Elmar Thonsson wrote:
Any chance I can successfully lead them over that torch trap with the spikes? Should I make a check for that?

it is disabled and beyond repair, but you got exp for it, not to mention very few undead want to go into the crypt, they fear being redead and reburried there, if you ever needed to rest for the night, that would be the location to do it in. Not to mention you are upstairs now in the room where you killed that giant centipede, and you can't use the elevator to make them follow you, as you would have to run downstairs, 180 feet down, 120 for the first flight then a room, then the other 60 feet, and they would catch up to you as you are a dwarf. But hey, Kaylor's plan sort of worked.


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 then. What are the monsters we're fighting now?


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 punches a skeleton with his gauntlet.

To Hit: 1d20 + 5 ⇒ (13) + 5 = 18
Damage(blud): 1d3 ⇒ 3


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, I missed that they were skeletons and a head.

As he passes the others, Elmar freezes in place, pivots, and fires two arrows before the skeletons catch up with him.

Arrow 1: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 5 ⇒ (3) + 5 = 8 (bludgeoning; blunt arrow)

Arrow 2: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 5 ⇒ (6) + 5 = 11 (bludgeoning; blunt arrow)


DungeonMaster

@Elmar, you can do that, but considering they would catch up to you as you stop for a half a round, two monster would get an attack on you after you are done firing. As it would then be their turn.

After Elmar destroys two skeletons, the other two catch up to him as he is stopped.

attack: 0 + 1d20 ⇒ 0 + (13) = 13 versus you regular AC, the good news is that you are no longer fatigued, as you then took a withdrawal action to get into the room.
attack: 0 + 1d20 ⇒ 0 + (17) = 17 However, neither skeleton can get past your armor.

Kaylor hits a skeleton hard, but does not kill it, though it damage and breaks a few bones.

init: 6 + 1d20 ⇒ 6 + (4) = 10 Okay this last skeleton is dead, I'm calling his death early. He has 1 HP left after Kaylor damaged it and 4 PCs go before it and all for PCs have the +2 flanking bonus.

Elmar then travels back through the rooms to draw out more enemies. One enemy heard the sounds of battle and was hidden.

stealth of enemy: 2 + 1d20 ⇒ 2 + (18) = 20
perception of elmar: 7 + 1d20 ⇒ 7 + (16) = 23

init: 6 + 1d20 ⇒ 6 + (6) = 12 elmar
init: 6 + 1d20 ⇒ 6 + (1) = 7 skeleton

Elmar You are in melee with one single skeleton, you are in combat, it is your turn and your allies are not around. You went through the inside again to try to draw more enemies out, and the one that tried to surprise attack you failed his stealth roll.


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)

After the skeletons are defeated, having seen the dwarf willing to risk his life to lure out their foes despite being...vertically challenged (and therefore having a smaller stride), Kaylor offers to lure out the next bunch instead. He points out that it logically makes more sense for him to go.

If he does swap with Elmar:
Kaylor hesitates slightly before moving off. Clearly tense, he eventually takes the kitten off of his bag and places it in a safe corner, shushing her mew of protest at being left behind. He then turns to his companions, his face unreadable. "Look after Sam if something happens." He fails, however, at keeping his voice completely devoid of emotion.

He hefts his bag, pulling out a signal whistle. Not looking at anyone, he says, "I will blow if something going wrong." Refusing to look back, he heads deeper into the tomb.

I would just like to point out that Kaylor was already planning on doing this. I'm not metagaming. Especially since metagaming-wise it probably makes more sense for Elmar to fight the skeleton alone rather than Kaylor doing it alone.


DungeonMaster

If Elmar is okay with it, Kaylor is now in melee with the skeleton. Though I'm keeping the stealth failure a failure, otherwise it wouldn't be fair. And if he is okay with it, here is your init

init: 4 + 1d20 ⇒ 4 + (14) = 18 Kaylor
The skeleton still has a 7.


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])

Yeah, that's fine. He's probably still a bit winded.


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 starts slightly upon seeing this new skeleton. Luckily, he's ready for the creature. He attempts to bash it in the face with his gauntlet.

To Hit: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 The -2 is for spell combat
Damage(Blud): 1d3 ⇒ 1

Still off balance from his jog, he probably swings wide, completely missing the creature. Luckily, his reflexes are still sharp enough to jump back behind some cover and cast shield on himself.

Attack and then 5ft step behind the wall, where I assume I can cast shield without a concentration check.
AC 20 for the next 2 minutes


DungeonMaster

attack: 3 + 1d20 ⇒ 3 + (3) = 6 it moves over to kaylor and tries to attack him.

The sounds of battle might draw everyone in. The others who do not notice the sounds, get there a round later. Perceptions are lowered because of some sound proof traveling from outside to the inside

perception: -18 + 7 + 1d20 ⇒ -18 + 7 + (9) = -2 Elmar -10 or higher, means you are in battle
perception: -18 + 5 + 10 = -3 avelloran
perception: -18 + 7 + 1d20 ⇒ -18 + 7 + (3) = -8 Silver
perception: -18 + 5 + 1d20 ⇒ -18 + 5 + (6) = -7 Nahoce

Everyone hears the sounds of battle and rush over to Kaylors aid.

init: 5 + 1d20 ⇒ 5 + (15) = 20 silver
init: 3 + 1d20 ⇒ 3 + (14) = 17 nahoce
Init: Avelloran and Elmar, the lowest you can have for an init is above a 7 and this skeleton has a 7 total, so you are before it, no use rolling, as characters can go out of order if they want.

Everyone is up, then the skeleton
Yes, elmar you can occupy the blue square, I moved it's location so your character wouldn't be burried underneath 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])

Since everyone's in melee with the skeleton, Elmar's just going to swing at it with his axe (and take the DR penalty).

Axe to hit: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d10 + 4 ⇒ (6) + 4 = 10 -DR

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