Stormcrow's Mummy's Mask: Your Mommy can't help you

Game Master stormcrow27

A quest to save Osirion from the pharaohs of old.


1,101 to 1,150 of 1,265 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

Female Half-Orc Cleric 2 HP 21/21 AC 19/12/17 F+8 R+5 W+10 Per+6 Init+2 | Channel 4/6 Luck 7/8 Protection 7/7
Skills:
Acr -2, App 6, Blu 1, Cli -1, Dip 7, Dis 0, Esc -2, Fly -2, Hea 8, Int 3, Kno(arc/his/nob/rel) 6, Lin 6, Rid -2, Sen 8, Ste -4, Sur 9, Swi -1

"Before," replies Zohreh. "He was strangled, then beheaded. The murderer didn't quit while he was ahead! Yes, we should lay him to rest. There's probably a sarcophagus around here somewhere."

She moves the corpse off the privy so that she won't feel strange as, bowing her head, she says a prayer over it.


The group gets 100xp for being kind souls and laying the headless man to rest.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

MAP

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

Jandar moves to B13 to continue exploring.

perception: 1d20 + 5 ⇒ (15) + 5 = 20


Jandar-Ki sees the following

A large tiled pool sits in the center of this chamber,
surrounded by sloping tiled floors. A few steps descend 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 juts from the wall just above head
level. Archways lead north and west, and a stone door stands
in the eastern wall.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

"A pool? I wonder if it still works?" Jandar-Ki will check out the spigot to see if it survived the ages.


The spigot did survive the ages. There appears to be two knobs underneath it.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

Varisia assists Zohreh in preparing the body for last rites and then follows Jandar-Ki's lead. After pausing to admire the murals he moves to examine the door on the eastern wall.

Seeing Jandar checking the spigot he comments 'A bath would be nice after being engulfed in those bugs earlier.' The archaeologist gets a little green at the memory

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

if needed

Disable Device: 1d20 + 12 ⇒ (19) + 12 = 31


The door leads back outside to the courtyard.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

Jandar-Ki turns the spigot to let the results speak for themselves.


Water comes out of the bronze spigot. It appears to be warm water. Using the other spigot creates cold water. Mixing the two produces lukewarm water.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

"Sweet. At least we have a place to clean all the relics and soak after we finish exploring this place."

What do we see in the adjacent room to the west?

percpetion: 1d20 + 5 ⇒ (17) + 5 = 22


Brightly colored columns stand in the fur corners of this
fyer. Hieroglyphs cover the walls and tiled floors, obscured
in places by piles of dust and sand. Open archways lead to the
north, east, and west, while a set of stone double doors exit
to the south. Also three skeletons in breastplates and carrying khopeshes stand at attention in the middle of the room.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

'That's great. This assignment seems much more cozy than our last. We must have done something right.' Varisia follows Jandar-Ki to check out the next room.

Seeing the skeletons he crouches down in the doorway and watches the undead for a moment.

Stealth: 1d20 + 8 ⇒ (18) + 8 = 26


The undead simply stare at you, weapons at the ready.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

Varisia waves for Jandar-ki to follow him and makes his way back to Zohreh and Fionnid. He keeps his voice low as he explains.

'We got a few more of those skeletons in the next room. They weren't too much of challenge before but let's stay on our toes. Anyone need to prepare before we mix it up with those bone-heads?'


Male

Fionn sighs when he hears about the lack of vital parts up ahead and begins to stow his bow. When he has tucked the bow away securely he grabs his shield from off his pack and fixes it in place before taking a club from off of the other side and swinging it around a few times.

When Chulainn sees the change in armament he barks excitedly, moving to sit beside his master, waiting patiently.

"Skelly killin gear in place. Let's do this!"

AC is now 20

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

Is it possible to secure rope on both sides of the entrance to B11/B13? As mindless undead, we can probably taunt them to come into B13 and have them trip over the rope, then step in to mob bash them. Just a thought... otherwise I'm ok for moving in and just meleeing.

Jandar-Ki switches to his club and sling in preparation for dealing with the skeletons.


Female Half-Orc Cleric 2 HP 21/21 AC 19/12/17 F+8 R+5 W+10 Per+6 Init+2 | Channel 4/6 Luck 7/8 Protection 7/7
Skills:
Acr -2, App 6, Blu 1, Cli -1, Dip 7, Dis 0, Esc -2, Fly -2, Hea 8, Int 3, Kno(arc/his/nob/rel) 6, Lin 6, Rid -2, Sen 8, Ste -4, Sur 9, Swi -1

"I could hide us from them, if anyone wants the element of surprise," says Zohreh, pulling out her trusty sling. "Remind me to get a morningstar when we get back to town!"


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

'I think your spell might come in handy for Jandar-Ki and I to get around behind them. Whip or club? I could attempt to keep at least one of them down to make things a little easier. Or I could simply bash away.'


Male

Fionn pats Chulainn on the head and shakes his head at Varisia. "I'd go club. Chulainn here can do some low down dirty tripping for us and we can just wail on em!"


If you had pitons and rope you could easily setup a rope to trip them as they move from B11 to B13. Plus a couple of reminders since you can auto make the knowledge religion check, because I wouldn't be a good GM.

Skeletons/undead are vulnerable to channeled energy/positive energy. They are resistant to piercing and slashing weapons, and are also immune to cold. They are mindless and usually have some form of defense program to direct them.


Also, they have pie.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

Orc skeletons then?

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

"Ok Zohreh, how does that spell work? Can you cast it on us so that Varisia and I can get into position and then we'll proceed to attack once the two of you start?"


Jandar-Ki Naïlo wrote:
Orc skeletons then?

Nope, very confused Portal turrets turned into skeletons.


Female Half-Orc Cleric 2 HP 21/21 AC 19/12/17 F+8 R+5 W+10 Per+6 Init+2 | Channel 4/6 Luck 7/8 Protection 7/7
Skills:
Acr -2, App 6, Blu 1, Cli -1, Dip 7, Dis 0, Esc -2, Fly -2, Hea 8, Int 3, Kno(arc/his/nob/rel) 6, Lin 6, Rid -2, Sen 8, Ste -4, Sur 9, Swi -1

Zohreh readily agrees. "I have not seen it in action before, but it is supposed to be like Invisibility versus undead. They shouldn't be able to sense you, at least until you attack."

She casts Hide from Undead on the group and prepares to channel.


Just as an aside, are you casting it on Varisia and Jandar Ki? I figured that was the case, since you only get two people to cast it on at your current level.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

'Good luck, everyone' Varisia says before ducking around the corner to take up his position.


Female Half-Orc Cleric 2 HP 21/21 AC 19/12/17 F+8 R+5 W+10 Per+6 Init+2 | Channel 4/6 Luck 7/8 Protection 7/7
Skills:
Acr -2, App 6, Blu 1, Cli -1, Dip 7, Dis 0, Esc -2, Fly -2, Hea 8, Int 3, Kno(arc/his/nob/rel) 6, Lin 6, Rid -2, Sen 8, Ste -4, Sur 9, Swi -1

Oh, in that case, yes, just those two.


No worries, Zohreh. Hide from Undead is one of my go to spells whenever I play clerics as well.


Go ahead and move yourself into positions as you see fit on the map. I'll add the skeletons in a bit. However, do tell me if you go into B11.


Note for Varisia and Jandar-Ki, Hide from Undead will last for 20 minutes. It breaks when you attack or cast a spell that harms a target, or channel energy. Otherwise the skeletons don't see you.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

Varisia moves into position on the map is current location, barring explosions and whatnot and prepares for action.


Male

Fionnid moves around the corner slowly, keeping his shield raised and readying an attack, but not drawing any attention to himself.

Stealth check-1d20 + 9 ⇒ (2) + 9 = 11

Readied Attack-1d20 + 4 ⇒ (3) + 4 = 7

Seriously...? Awesome rolls.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

Jandar-Ki edges into the room.

stealth: 1d20 + 7 ⇒ (14) + 7 = 21


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

I guess I'll do this not like an idiot

Stealth: 1d20 + 8 ⇒ (8) + 8 = 16

Perception: 1d20 + 8 ⇒ (6) + 8 = 14


Fionnid Mac'Cuainn wrote:

Fionnid moves around the corner slowly, keeping his shield raised and readying an attack, but not drawing any attention to himself.

Stealth check-1d20+9

Readied Attack-1d20+4

Seriously...? Awesome rolls.

Just as an FYI you don't have to roll your attack until you actually do it. The readied action just stays, so no worries. Adding in skeletons to map now.


Map updated and enemy tokens placed.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

Jandar-Ki adjusts his position and waves his hand to the pair of Zohreh and Fionnid to go.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

I'm assuming we'll ready actions to move in, flank, and attack once they get into range of Zohreh/Fionnid.


Chirp?


Female Half-Orc Cleric 2 HP 21/21 AC 19/12/17 F+8 R+5 W+10 Per+6 Init+2 | Channel 4/6 Luck 7/8 Protection 7/7
Skills:
Acr -2, App 6, Blu 1, Cli -1, Dip 7, Dis 0, Esc -2, Fly -2, Hea 8, Int 3, Kno(arc/his/nob/rel) 6, Lin 6, Rid -2, Sen 8, Ste -4, Sur 9, Swi -1

Sorry, thought we'd be rolling initiative first.

"Here," says Zohreh, tapping Fionnid on the shoulder. "For luck."

For the next round, any time Fionnid rolls a d20, he may roll twice and take the more favorable result. That was a standard action, so the round 2 actions are as follows:

Zohreh takes a deep breath and channels positive energy against the undead lurkers (DC 13 Will Save).

Channel Energy: 1d6 ⇒ 4


Nope, the skeletons are programmed stupidly.


Rolling Will saves

1d20 + 2 ⇒ (18) + 2 = 20

The skeletons lean into the blast of power but managed to resist it partially.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

seeing Zohreh begin to draw upon the power of Shelyn, Varisia swings his club at the skeleton nearest him, hoping that their combined strikes drop the undead.

'Surprise, bonehead!' he shouts at the skeleton.

Club: 1d20 + 2 ⇒ (10) + 2 = 12

Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Adjusting Varisia's roll by 4 for attacking from invisibility. Varisia hits the skeleton dead on, its skull shattering into a thousand pieces as its helm is driven into its bony neck.


Male Human Bard(Archaeologist) 2 | Init +3(+5 in ruins) | Perc +8 | AC 20 T 13 FF 20 CMB +5 CMD 15 | HP 16/19 | F +5 R +4 W+5 (+1 vs traps and other nat hazards in ruins) | Arch Luck 7/8 | Spells 1st 2/3

Varisia shoots Zohreh a smile.

'Tell Shelyn thanks for me next time the two of you chat'


All that's left for surprise actions is Fionnid and Jandar-Ki.

Scarab Sages

Time Thief 2 - HP 15/15,- AC 15/T: 12/FF: 13 - Perception +5 - F: +2/ R: +5/ W: +4 - CMB: +3 - CMD: 15, Speed: 30, Init. +2 Motes 5/5

I have a readied action in place...

1,101 to 1,150 of 1,265 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / First post for gameplay All Messageboards

Want to post a reply? Sign in.