Mummy's Mask (Inactive)

Game Master Daniel Penfold 351

In the wilds of Osirian something is shifting beneath the sands.

The rules

Notes

Treasure List

Maps

images


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Male LG Human (Mwangi) Occultist (Panoply Savant) 5 | HP 33 | AC 21 T 13 FF 18 | CMB +9*, CMD 22* | F: +7, R: +6, W: +7 | Init: +2 | Perc: +8, SM: +8 | Speed 20ft | Focus Points: 13 (4 abjuration, 9 transmutation)

"Can any of you disable this trap? If not, I am good with my hands, eh?"

Ogochukwu has +10 disable device, but I'm not sure he can disable magical traps?


AC:18 T:12 F:16| HP 31/31 | CMD:18 | F:+4 R:+4 W:+4 | Init:+3| Perc: +3 |

"If I have those skills it would not have taken me nearly so long to have dug out of the stupid pyramid."


HP 29/31 Nonlethal: 0/31 | AC 23* T 18 FF 21* + 2 VS Rays| CMB +8, CMD 26 | F: +5, R: +6, W: +3 | Init: +2 | Perc: +6 | Equipped Weapon: Unarmed +11* (1d8+8*/×2 Bludgeoning) | Speed 30ft | Active Conditions: Mage Armor | Investiture: 3/6 | Spells: Divine Favor (1 Investiture Point) | Ki: 6/7

"I know the solution!" Emerald declares, running at the trapped area and leaping as far as she can.
Jump over the trap, if possible. Will spend 1 Investiture Point as a swift action to increase Reflex saves by 4, just in case it goes off. What map are we on, by the by?
Acrobatics (Long Jump): 1d20 + 9 ⇒ (6) + 9 = 15 Clears 15 feet.

Grand Lodge

M NG Half-orc Ranger (Guide) 5 | HP: 38/38 | AC: 19, T: 15, FF: 15 | CMB: +8, CMD: 22 | F: +6, R: +9, W: +4 | Init: +4 (+6 in the desert) | Perc: +10 (+12 in the desert), SM: +2 | Speed 30ft | Ranger's focus: 2/2 | conditions: none

Canetor suggests springing the trap from a distance, as everyone is safe.


Weapon Master 5 | HP 35/44 | AC 19/FF:17/T:12 | Fort:+9/Ref:+6/Will:+6 | Init:+2 | Perc+11 | Status: 3 points Wisdom damage

Vernon stays back. "I hate traps! Pounding them just sets them off. How big would the blast be? Could we throw rocks at it to set it off?"


Female Human (Keleshite) Beast-Bonded Witch 4

"Maybe we should back up before we try?"


Male High Azlanti DM

There isn't actually a map for this tomb I'm afraid

Emerald leaps over the trapped section, clearing it easily. Inside it is clear that the tomb has been comprehensively looted although you do find a game of fortunate passing

Grand Lodge

M NG Half-orc Ranger (Guide) 5 | HP: 38/38 | AC: 19, T: 15, FF: 15 | CMB: +8, CMD: 22 | F: +6, R: +9, W: +4 | Init: +4 (+6 in the desert) | Perc: +10 (+12 in the desert), SM: +2 | Speed 30ft | Ranger's focus: 2/2 | conditions: none

Canetor tries figuring out how many people have been in the tomb to raid it.

Track: 1d20 + 12 ⇒ (6) + 12 = 18


Male High Azlanti DM

Canetor, you think only one person has been in the tomb, the trap has been set after it was raided.


Male LG Human (Mwangi) Occultist (Panoply Savant) 5 | HP 33 | AC 21 T 13 FF 18 | CMB +9*, CMD 22* | F: +7, R: +6, W: +7 | Init: +2 | Perc: +8, SM: +8 | Speed 20ft | Focus Points: 13 (4 abjuration, 9 transmutation)

Ogochukwu does an object reading on the trap, the game, and any empty containers in the tomb (if there are a lot of them he'll just do the big ones, like sarcophagi)

Object reading:
Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see below), but doesn’t require a skill check and can be used at will.

---

Psychometry (Appraise)

You can read the psychic impressions left on objects or in places by previous owners and events.

Check: Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject’s nature and ownership. After 1 minute, you attempt a DC 15 Appraise check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner’s appearance or its emotional state when it last used the item—determined by the GM. You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don’t learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it’s not, and the information you gain is wildly inaccurate.

If you attempt to use psychometry on an item affected by charge object or implant false reading, you automatically learn all information imprinted by the spell. You must also attempt a Will save. If the item is affected by an implant false reading spell, on a success, you realize the information was false, and can determine the true information as well. On a failure, or if the item is affected by a charge object spell, you believe the information is true.

Action: Reading an object requires at least 1 minute of uninterrupted concentration.

Try Again: Yes. Multiple readings on an object or place always give the same results unless its circumstances or ownership have changed, but additional checks might reach further back into an object’s history. You don’t reroll the saving throw to determine if a psychic imprint is false.

You can still use psychometry only once per day.

Grand Lodge

M NG Half-orc Ranger (Guide) 5 | HP: 38/38 | AC: 19, T: 15, FF: 15 | CMB: +8, CMD: 22 | F: +6, R: +9, W: +4 | Init: +4 (+6 in the desert) | Perc: +10 (+12 in the desert), SM: +2 | Speed 30ft | Ranger's focus: 2/2 | conditions: none

Canetor relays his findings and says "We're too late. We should go. Also, it seems whoever is searching the tomb has set the trap for us. Like they know we're chasing them."


HP 29/31 Nonlethal: 0/31 | AC 23* T 18 FF 21* + 2 VS Rays| CMB +8, CMD 26 | F: +5, R: +6, W: +3 | Init: +2 | Perc: +6 | Equipped Weapon: Unarmed +11* (1d8+8*/×2 Bludgeoning) | Speed 30ft | Active Conditions: Mage Armor | Investiture: 3/6 | Spells: Divine Favor (1 Investiture Point) | Ki: 6/7

"Nothin' in here. Dead end, too." Emerald calls from within the empty tomb. "I'm comin back out!"

Acrobatics: 1d20 + 9 ⇒ (4) + 9 = 13

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Once pointed out, Ra wonders if he could do anything about the trap.
Know:Engineering: 1d20 + 8 ⇒ (19) + 8 = 27


Male High Azlanti DM

Emerald, you just manage to jump over the trap without setting it off.

Ra-Khefer you think you might be able to disarm the trap should you wish to do so.

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Ra will take a shot at disarming the trap, even though he's only got a crowbar and some armorsmithing tools.
Know:Engineering: 1d20 + 8 ⇒ (1) + 8 = 9


Male High Azlanti DM

As Ra tries to disable the trap it starts to crackle and fizz

Reflex save please.

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Ref save: 1d20 + 1 ⇒ (11) + 1 = 12


Male High Azlanti DM

damage: 6d6 ⇒ (6, 6, 2, 3, 6, 6) = 29


AC:18 T:12 F:16| HP 31/31 | CMD:18 | F:+4 R:+4 W:+4 | Init:+3| Perc: +3 |

"Ra. Do you need a little healing? Can you tell is the trap will go off again?"

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Finding himself crumpled at the base of the wall behind him, Ra slowly climbed to his feet again.
"Ow." He said wincing. "I think I do need a little healing, thank you." He said formally.

He checked the trap again, to see if it was still active.
Know:Engineering: 1d20 + 8 ⇒ (7) + 8 = 15

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