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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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 attempts to bash the skeleton to slivers.

Club: 1d20 + 3 ⇒ (7) + 3 = 10 Damage: 1d6 + 2 ⇒ (3) + 2 = 5


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 moves back to his former position. 5ft step He then tries to defensively cast something.

Arcane Mark DC 15: 1d20 + 7 ⇒ (20) + 7 = 27

He then nimbly attempts to hit the skeleton twice with his gauntlet.

To Hit: 1d20 + 5 - 2 + 2 ⇒ (14) + 5 - 2 + 2 = 19
Damage: 1d3 ⇒ 3 If this hits, the skeleton also gets scratch marks across its face.

To Hit: 1d20 + 5 - 2 + 2 ⇒ (6) + 5 - 2 + 2 = 11
Damage: 1d3 ⇒ 3


DungeonMaster

After several attacks the skeleton dies.

The room the heroes are in is the dining room. That has silver and gold china, which the heroes sell to a traveling merchant instantly who then disappears. I'll pm the gold to you.

The next room going clockwise is the servants dining room. But it is empty. And it just has normal china worth nothing.

The the upper right room is the kitchen. It has stone walls, stone benches and yes a stone oven. A human skeleton is in here, but is not an undead.

The next room is the chapel. Make a knowledge religion check or be able to read osiriani nothing of interest in this room, but the knowledge check to find out about this room, will come in handy

After heroes have done what they did in that room, the move onto the
Privy. A stone privy is built into one wall of this tiny room, and a stone table with a basin stands against the other wall. A large mirror once hung above the table, but it was shattered ages ago. The floor is covered in broken glass and dead scarab beetles. A headless corpse is in here, Make a heal check for those who are interested in knowing. take 10/20 is allowed

The downer right corner of the inside is the bathroom. A large pool sits in the room, surrounded by sloping tiled floors. A few steps desend into the basin, which has accumulated a deep layer of sand on its bottom. Faded murals on the walls depict scenes of life along a river, with recurring themes of running water and aquatic life running through the artwork. In the northeast corner, a tarnished bronze spigot above head level.

In the bottom middle room player run into the foyer, this is where some heads use to be that heroes destroyed, evidence suggests they were here.
Heroes are haunted by something. Make a perception check to find out how to disable the haunt and a will check to avoid becoming haunted. take 10/20 not allowed in this situation

In this room is the Parlor, the downer left room. Another haunt, but is has to be activated first Make another perception check Take 10/20 is allowed. And the heroes explored the entire inside, except for the middle room, but is is best they save that room for last, after hereos explored the right side of the house.


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

Elmar will take a look at the corpse, I suppose.

Take 10 on Heal is 17

Perception (haunt): 1d20 + 7 ⇒ (8) + 7 = 15

Perception (haunt 2): 1d20 + 7 ⇒ (5) + 7 = 12

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Nahoce speaks Osiriani. Skill check needed or is that sufficient?

Nahoce examines the headless corpse. Take 20 at +7 if Elmar doesn't find anything

Perception (haunt 1): 1d20 + 5 ⇒ (5) + 5 = 10

Perception (haunt 2): 1d20 + 5 ⇒ (4) + 5 = 9

Will (haunt 1): 1d20 + 6 ⇒ (18) + 6 = 24

Will (haunt 2): 1d20 + 6 ⇒ (12) + 6 = 18


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.

Will 1: 1d20 + 4 ⇒ (17) + 4 = 21
Will 2: 1d20 + 4 ⇒ (11) + 4 = 15


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 speaks/reads Ancient Osiriani. Which means he can also understand modern Osiriani.

Kaylor attempts to turn the spigot in the bathing area, keeping a wary eye on the pool in case there's something hiding in it, possibly under the sand.

Pool Perception: 1d20 + 2 ⇒ (4) + 2 = 6

Haunt Percep 1: 1d20 + 2 ⇒ (17) + 2 = 19
Will: 1d20 + 3 ⇒ (11) + 3 = 14

Percep 2: 1d20 + 2 ⇒ (18) + 2 = 20


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: 7 + 1d20 ⇒ 7 + (20) = 27 to notice the haunt
will: 2 + 1d20 ⇒ 2 + (12) = 14
perception 2: 20 + 7 = 27 taking 20


DungeonMaster

Kaylor notices the following in the chapel...

This area was the household chapel, dedicated to Abadar, Pharasma, and Sarenrae. The Ancient Osiriani hieroglyphs on the walls offer praises to the three gods and lists several common prayers to each. The shrine was defaced by Imanish, but it can be cleaned with little effort. The small altar serves all three deities, though the carvings place Abadar in the most prominent position.

Elmar finds out the following about the dead body.
The corpse is about 3 years old, even though it looks ancient. This is the body of Imanish's charmed victim who was wearing the cursed dead man's headband that allowed the div to create the beheaded throughout the rooms. The body is lifeless and harmless, though its head is one of the beheaded in area one of the rooms, in which Elmar knows which one.

Silver finds out to disable the haunt that body back there must be burried in the crypt along with its head, and with Elmars help the do go down to the crypt and put the body and the head in the coffin Disabling the haunt

Silver taking his time notices a Ring of protection +1 it is cursed, but if given to an someone as a token of love, it breaks the curse. Take the ring and give it to a PC or an NPC of the opposite gender, and the curse is forever broken.
There is also a Masterwork GreatAxe added to the loot pool.

Heroes come out the right side.
perception: 3 + 1d20 ⇒ 3 + (6) = 9 20 or higher they hear you.
perception: 3 + 1d20 ⇒ 3 + (10) = 13
perception: 3 + 1d20 ⇒ 3 + (14) = 17
perception: 3 + 1d20 ⇒ 3 + (18) = 21
perception: 10 - 5 + 1d20 ⇒ 10 - 5 + (3) = 8
dice=perception, this one won't come to the noise.

init: 5 + 1d20 ⇒ 5 + (17) = 22 Silver
init: 6 + 1d20 ⇒ 6 + (6) = 12 skelton
init: 6 + 1d20 ⇒ 6 + (14) = 20 elmar
init: 3 + 1d20 ⇒ 3 + (5) = 8 nahoce
init: 11 + 1d20 ⇒ 11 + (2) = 13 avelloran
init: 4 + 1d20 ⇒ 4 + (5) = 9 kaylor

Silver, Avelloran, and Elmar are before 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 steps up and tries to smash the skeleton with his hammer.
attack: 4 + 1d20 ⇒ 4 + (1) = 5
damage: 3 + 2d6 ⇒ 3 + (1, 6) = 10
if the skeleton dies before it makes its first attack, no additional enemies are drawn out.


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)

Wait, where did this Ring of Protection come from? Also, it's normally a spellcraft check to identify a cursed magic item. In this case, it'd be the DC to identify a (Ring of Protection +1) + 10.

Also, since we seem to be abandoning the "lure things out" plan, Kaylor goes back and retrieves Sam. When he comes back, his steps seem lighter.

In the chapel
Kaylor looks at the shrines briefly. He then walks over to Nahoçe and coughs awkwardly. Then, pointing at the shrine to Pharasma, "Shrine to Pharasma."

Since you said you speak Osiriani, I believe that means you should be able to read Ancient Osiriani as well, so you'd already know this. But Kaylor doesn't know that.

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

Assuming combat is over, Nahoce sets to cleaning and repairing the shrine.


Avelloran can read write and speak both modern and ancient Osiriani. He helps Nahoce clean off the shrine.

"Best to keep this sort of thing in an honored state."


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, Elmar fires a few more blunt arrows. I think I've got a dozen or so of these left.

Arrow 1: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d10 + 5 ⇒ (3) + 5 = 8

Arrow 2: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d10 + 5 ⇒ (4) + 5 = 9


DungeonMaster

Earliers Kaylor has quiet footsteps and throughout the rest of dungeon enemies can no longer hear you or the rest of the party, this also include quiet opening of doors. But elmar still kills that one enemy.
Yes you can marry someone at the altar, Kaylor if that is what you were thinking
Avelloran keeps the thing in an honored state.

Do heroes want to spend more time in the church section or continue on in the right side area?


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:


Yes you can marry someone at the altar, Kaylor if that is what you were thinking

...????? Wow, I have no idea where you got that idea from. Kaylor merely pointed out that shrine because earlier Nahoçe had been all "Yay! Pharasma!" and really liked that mask and such. So it seemed like she might like the alter.

Kaylor is fine with continuing. And he's very glad that IC he has no idea that anybody thought he was trying to propose.


DungeonMaster

Nachoce gets a +1 bonus to all attacks for a while, because she spent time with her God.

While exploring the small rooms, the heroes run into a Giant Fly and 2 wax humanoids.

init: -1 + 1d20 ⇒ -1 + (17) = 16 arcana to id
init: -1 + 1d20 ⇒ -1 + (5) = 4 arcana to id
init: 3 + 1d20 ⇒ 3 + (6) = 9 nature to id
init: 5 + 1d20 ⇒ 5 + (12) = 17 silver
init: 4 + 1d20 ⇒ 4 + (2) = 6 kaylor
init: 11 + 1d20 ⇒ 11 + (5) = 16 avelloran
init: 3 + 1d20 ⇒ 3 + (16) = 19 nahoce
init: 6 + 1d20 ⇒ 6 + (2) = 8 elmar

I'm not drawing them, you can be in melee if you want, or away from them, all monsters are next to each other, so you can be in the center of them all, or on the side next to one or two. Just state where you want to be in terms of battle position, I'll know where they are at. I'm next toa all 3, I'm next to 2, I'm flanking with so and so, I'm 20 feet away, etc.

Silver, Nahoce and Avelloran before the first one.

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, flush with power, attacks the nearest wax humanoid, avoiding the reach of the other opponents if possible but not worrying if not.

By Pharasma's will, leave this place or be destroyed.

Spear, Pharasma-enhanced: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 Damage: 1d6 + 2 ⇒ (4) + 2 = 6


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)

Nahoce, that was a hit.

Silver will be next to Nahoce and target the first one as well. Though he is in reach of number 2, so he cannot move anywhere else.attack: 4 + 1d20 ⇒ 4 + (3) = 7 But he whiffs and misses his target completely.
damage: 2d6 + 3 ⇒ (3, 3) + 3 = 9 up to 3 pcs can be next to enemies 1 and 3 without being within the reach of the others. the disadvantage to that is that you can't flank that way. Imagine a line of 1, 2, 3. There are 3 places you can be without being in melee of another creature for each end.

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

If Nahoce gets a chance to move into a flanking position, she will do so.

Being heavily armored is nice sometimes.


Kn(arcana): 1d20 + 10 ⇒ (7) + 10 = 17
Kn(arcana): 1d20 + 10 ⇒ (9) + 10 = 19
Kn(Nature): 1d20 + 10 ⇒ (2) + 10 = 12

Avelloran tries to burn as many enemies as he can in a fifteen foot cone, particularly the wax ones.

Burning Hands: 1d4 ⇒ 3


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)

Arcana: 1d20 + 10 ⇒ (14) + 10 = 24
Arcana: 1d20 + 10 ⇒ (1) + 10 = 11


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])

"Wax men? What enchantment is this?"

Knowledge (nature): 1d20 + 4 ⇒ (9) + 4 = 13


DungeonMaster

The heroes identify the creatures
wax golem
Fly giant

Avelloran hits the wax golems, making them them melt.
reflex: 3 + 1d20 ⇒ 3 + (11) = 14 fly
reflex: 0 + 1d20 ⇒ 0 + (6) = 6 golem saving would be 75% damage, not saving means taking 5 fire damage as they are vulnerable.
reflex: 0 + 1d20 ⇒ 0 + (3) = 3 golem
Ouch and none of them save.

Golem 1 goes after Silver attack: 6 + 1d20 ⇒ 6 + (14) = 20
damage: 1d6 + 3 ⇒ (1) + 3 = 4 it connects, but it was a weak slam, as it must have slammed into Silver legs.
also, molten wax. damage: 1d4 ⇒ 3 ouch, that burnt silver.
and they are slowed for rounds: 2d6 ⇒ (1, 6) = 7

The fly giant in the middle will try to bite silver attack: 4 + 1d20 ⇒ 4 + (9) = 13 but can't bite through armor

kaylor and elmar are up. you can say you are flanking, but that means you are in range of at least 2 creatures. Both golems are slowed for 7 rounds, if that makes a difference in your decisions.


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 Elmar can't shoot either of them without the shooting into melee penalty... he'll grunt and fire off two arrows anyway, aiming for the wax golems.

Arrow 1: 1d20 + 2 ⇒ (12) + 2 = 14 (including melee penalty)
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Arrow 2: 1d20 + 2 ⇒ (15) + 2 = 17 (including melee penalty)
Damage: 1d8 + 3 ⇒ (7) + 3 = 10


DungeonMaster

actually the other golem is on the other end, it goes, golem, fly golem in the line. So you can target golem 2 if you want and it is not in melee, which means both arrows would well, hit. Which I'm going to assume Elmar would do, unless he said otherwise.


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 arcane energy into his rapier, casting arcane mark and then stepping forward to strike at the first golem.

Swift action to make sword magical, then spell combat/spellstrike

To Hit: 1d20 + 6 + 1 - 2 ⇒ (10) + 6 + 1 - 2 = 15
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 The golem gets claw marks on its face.

To Hit: 1d20 + 6 + 1 - 2 ⇒ (5) + 6 + 1 - 2 = 10
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


DungeonMaster

Kaylor slashes up the Golem good, cutting pieces of wax off. His weapon is also infused with hot wax. additional 1d4 fire damage for the next round to any creature that isn't the wax golem.
The other golem is slowed and can do nothing more than to move within Silver's threat range.

Round 2 start.
Silver, Nahoce, Avelloran Before Golem 1 and the fly
Kaylor, Elmar Before Golem 2.


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 is in melee with 3 creatures and wants to get at least 1 out of the way, preferably one that goes before his allies, so he tries to smash the fly. attack: 4 + 1d20 ⇒ 4 + (16) = 20
damage: 2d6 + 3 ⇒ (3, 2) + 3 = 8 And the fly is bleeding badly from that smash. 4/15 HP
Silver would try to move out of the way, but the creatures now have him a little boxed in.

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 tries to finish the fly off.

Spear, Pharasma blessing: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13 Damage: 1d6 + 2 ⇒ (2) + 2 = 4


DungeonMaster

The fly drops down and splatters as it hits the ground.


DungeonMaster

actually I think Avelloran is out of spells. so...

Golem 1 takes its turn who: 1d2 ⇒ 1 1=silver 2=nahoce

it will try to do its slam attack. attack: 6 + 1d20 ⇒ 6 + (4) = 10 But Silver dodges out of the way.

Kaylor and Elmar are up. Then Golem 2. Golem 2 has 22/42 HP. Golem 1 has 21/42 HP


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])

This time, Elmar is carefully firing into melee at Golem 1 (penalty taken into account) unless one of the golems is still not threatening anyone).

Arrow 1: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Arrow 2: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


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

Kaylor focuses again on the golem in front of him, muttering under his breath as he tries to cast something.

Concentration DC 15: 1d20 + 7 ⇒ (5) + 7 = 12 Oh well.

He frowns slightly as he loses concentration, trying to strike out instead.

To Hit: 1d20 + 6 + 1 - 2 ⇒ (1) + 6 + 1 - 2 = 6

But that strike also misses. Seeing his lack of success, Kaylor steps back slightly to try to regain his focus. 5ft step backwards.


DungeonMaster

Seeing as the heroes had bad luck, Golem 2 tries to attack Silver attack: 5 + 1d20 ⇒ 5 + (6) = 11 but Silver dodges.

Round 3, Silver, Nahoce and Avelloran are up though I think avelloran is out of spells.
but shoots the leg below the knee.


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 takes a 5-foot step and and pulls out and shoots golem 1 with his gun. attack: 6 + 1d20 ⇒ 6 + (5) = 11
damage: 1d8 ⇒ 1 but shoots the foot.


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)

Looking at it, I believe he should be able to use his school's special power though: Acid Dart (8/day) (Sp) 30' Ranged touch attack deals 1d6+1 Acid damage.


DungeonMaster

which he would have done last round and this round, thanks.

attack of last round.: 4 + 1d20 - 4 ⇒ 4 + (11) - 4 = 11 vs touch
attack of this round: 4 + 1d20 - 4 ⇒ 4 + (1) - 4 = 1 vs touch sorry Avelloran, just thought you were busy, was trying to catch you up.

damage of both rounds: 2d6 + 2 ⇒ (3, 5) + 2 = 10 only did 4 damage to Golem 1 Golem 1 at 16/42 HP


Don't mind at all in a quick paced game. I've been using a wand of burning hands fyi.

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

Spear, Pharasma blessing: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22 Damage: 1d6 + 2 ⇒ (4) + 2 = 6


DungeonMaster

After losing a good bit of wax, golem 1 retailates by going after Nahoce.
attack: 6 + 1d20 ⇒ 6 + (16) = 22
damage: 1d6 + 3 ⇒ (6) + 3 = 9 ouch, slammed into the chest.
But it also sill has it special ability from wax melting. fire damage: 1d4 ⇒ 3 ouch 12 total damage in one hit, don't worry I was planning to long rest us when the first floor is cleared out, except for the middle room and that creatures does not leave the room. Our characters have been in this dungeon for about 3 hours now, as I'm assuming characters stop to see the sights, catch their breath, examine the room, etc.

Kaylor and Elmar are up Golem 1 at 10 HP, Golem 2 at 22 HP


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 silently curses at the wax golem's harsh blow. Should I heal or try to finish this guy off as soon as I can? He pauses to ponder briefly. Well, another strike like that and my healing won't matter.

"Withdraw?" Kaylor suggest sounds more like a grunt than real speech. He then casts something, and steps forward to strike at the golem twice

Arcane Mark Hit: 1d20 + 6 + 1 - 2 ⇒ (1) + 6 + 1 - 2 = 6
Damage: 1d6 + 1 ⇒ (4) + 1 = 5 Plus more score marks.

Regular Hit: 1d20 + 6 + 1 - 2 ⇒ (12) + 6 + 1 - 2 = 17
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


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 two arrows, then 5-foot-steps towards the golems, hoping his onslaught of arrows will taunt one of them into attacking him instead of his less-armored companion.

Arrow 1: 1d20 + 2 ⇒ (16) + 2 = 18 (at Golem 1)
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Arrow 2: 1d20 + 2 ⇒ (17) + 2 = 19 (at Golem 2, assuming the first one dropped)
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


DungeonMaster

The first golem goes down after the hit and Elmar makes his way towards the next golem getting off chunks of wax. okay this next golem is dead, it is slowed for 4 more rounds and can only take a move or a standard every round, just hit it and take a 5-foot step to move and it has 18 HP left. Not to mention ranged attacks. I'm not drawing out combat for a tactic that can't fail. When there was more than one, I dragged out combat, because they could have you cornered out move out of one, but in the way of another.

Just then you hear sounds of the undead, more like bones rattling in the small spaces though they will not come out.


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)

Nahoce, if you have any channel energy left, stand in the middle of the room and cast channel energy, it will vaporize the undead as you would be within 30 feet of all rooms. Then we will probably need healing next. We will need some sleep afterwards, at is is 10:00 PM, may I suggest the basement where few undead dare to adventure? not to mention all will have their spells back.

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 calls upon the power of Pharasma.

Begone, foul perversions of the dead, BEGONE!

Channel Positive Energy, DC 14: 1d6 ⇒ 1

If she still hears rattling, she will do it again.

Channel Positive Energy, DC 14: 1d6 ⇒ 4

She has 3 more after that, so if we can rest afterward she can use as many as needed to get the job done.

Unless someone objects, it appears that SB and Nahoce are the most injured and will receive the benefits of Pharasma's healing magic.

Nahoce invokes her shield's protective power, and receives a surge of healing.

Scarab Shield healing, Nahoce: 1d8 + 3 ⇒ (7) + 3 = 10

Cure Light Wounds, SB: 1d8 + 2 ⇒ (6) + 2 = 8
Cure Light Wounds, SB: 1d8 + 2 ⇒ (1) + 2 = 3

If we're resting, everyone heals 2 HP, correct?

Edit: almost forgot the healing power of the scarab shield.

I have one more healing surge from the bosom of Pharasma. Who is injured?


DungeonMaster

Heroes game some items from the small places and go down to the basement to rest. Everyone remove 1 trail rations from the inventory and regenerate 2 HP for the nights rest They also found some loot.

Okay, it does say you have an adamantine weapon. It says adamantine weapons ignore hardness and every DM does adamantine weapons differently. In my book, adamantines weapons are versus touch AC when the target is wearing light or no armor and it ignores natural armor. Not to mention, adamantine weapons get a +1 bonus to attack rolls on top of that.


DungeonMaster

After resting and getting an uninterrupted sleep Heroes go back up to the first floor to finish off 3 enemies they missed, one in the middle room, two on the right side in the opening, or they can start adventuring on the second floor and get rid of those enemies.

What would heroes like to do? Especially now that they have all their spells back?


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)

As the battle finishes, Kaylor reaches for his wand to heal Nahoçe. However, he is beaten to the punchline by her own quick healing ability. I suppose this is better than using my wand, as she will be able to prepare spells again, while wands do not replenish.

His eyes then narrow suspiciously at the small goblinoid creature. First he foolishly decides to alert monsters for no good reason. Now he seems to know where all the monsters are. I don't like it. This is clearly all some kind of game to him. At best, he's a suicidal maniac. At worst, he's the puppet master behind all this. Perhaps he was sent by Nahoçe's father for some nefarious task. It will be best not to turn our backs upon him. And to consider letting him rot in some pit somewhere when he inevitably does something stupid and winds up in trouble.

When he sleeps, he makes sure to do so with a wall to his back, as far away from Silver Bullet as he can manage.

Let's finish up the first floor. Don't care which side.


DungeonMaster

well roleplayed Kaylor, well roleplayed.

Heroes finish up on the first floor as there was a room they didn't bother to check and sounds indicate that there probably was another monster or two.

init medium snake: 6 + 1d20 ⇒ 6 + (5) = 11 nature to id
init giant ant: 0 + 1d20 ⇒ 0 + (16) = 16 nature to id
init silver: 5 + 1d20 ⇒ 5 + (12) = 17
init kaylor: 4 + 1d20 ⇒ 4 + (16) = 20
init nahoce: 3 + 1d20 ⇒ 3 + (3) = 6
init elmar: 6 + 1d20 ⇒ 6 + (10) = 16
init avelloran: 11 + 1d20 ⇒ 11 + (5) = 16

Silver, Kaylor, Elmar, and Avelloran all before the ant

because we have been here for a while, there will be some random encounters waiting for us when we exit the building, as it doesn't make sense for most of them to come inside the building.

random encounter: 1d100 ⇒ 12
random encounter: 1d100 ⇒ 55
random encounter: 1d100 ⇒ 62
random encounter: 1d100 ⇒ 55
random encounter: 1d100 ⇒ 69
random encounter: 1d100 ⇒ 90
random encounter: 1d100 ⇒ 23
random encounter: 1d100 ⇒ 12
random encounter: 1d100 ⇒ 86
random encounter: 1d100 ⇒ 59
random encounter: 1d100 ⇒ 40
random encounter: 1d100 ⇒ 80
random encounter: 1d100 ⇒ 64
random encounter: 1d100 ⇒ 7
random encounter: 1d100 ⇒ 41
random encounter: 1d100 ⇒ 78
random encounter: 1d100 ⇒ 96

6 waiting for us when we exit.

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