Hockeyguy's Mummy's Mask (Inactive)

Game Master Grolick

Tactical Map


101 to 150 of 261 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Male Grizzly Bear (Animal Companion, Boydguard) (HP 18/18), Init: +1, AC 15 (T 11, FF 14), Perception +5, Fort +4, Ref +4, Will +1, CMB+4 / CMD+15

Aid check: 1d20 + 3 ⇒ (10) + 3 = 13 22 for Azeem’s check now.


Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8

Aid check: 1d20 - 1 ⇒ (11) - 1 = 10 24 for Azeem’s check now.

Rupert casts Guidance to help Azeem with this check to make 25 total.


Azeem finds some purchase and struggles with the crowbar. Jahsi grabs the crowbar with him, and as they strain their muscles, the seal around the door slowly cracks, and the door eventually comes open.

You notice there do not seem to be any handles on this side of the door either. Clearly this was not designed for any entrance/exit.

This rectangular room is empty save for some engravings and fixtures upon the walls, a pair of heavy stone doors to the north, and an immense stone wheel against the south wall. The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The stone wheel to the south is engraved with a large spiral and is set in
stone tracks in the floor and ceiling.

Tactical map updated


Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8

Rupert takes his handkerchief out of his pocket and puts it to cover his nose and mouth to protect from the stale air and dust.

"Should we close the door behind us, do you think?"

Rupert then casts Detect Magic on the room and goes to investigate the engravings on the wall. From his scroll case, he removes some etching paper and some charcoal to mark down anything he might find particularly interesting.

"Perhaps someone who is good with devices should check out the stone wheel. My guess is that this might be our next obstacle."

Sovereign Court

Male Taldan Investigator1 HP:10/10 AC16 TC13 FF13 CMD14 Fort:+1 Reflex:+5 Will:+2 Init:+3

”It was hard enough to open, I’d rather not have it closed if we need to flee from some horror within. With that observation, Locke joins Rupurt in having a look around.


ancient Osiriani:

The heiroglyphs on the walls tell the story of the person entombed here. Akhentepi was a celebrated military commander who presided over troops garrisoned in Wati before the city fell. There are also some definite word written here. "'Akhentepi’s tomb is well defended, and those who defile it tempt the wrath of the gods', 'The only thing the Lady of Graves despises more than the grave robber is the unsuccessful grave robber,' and 'Turn back while you can'".

On looking at the wheel:

knowledge religion DC 10:

The spiral on the wheel is certainly a symbol of Pharasma. Two of the faces carved in the corner are also representations of her.

The other two faces:

knowledge religion DC 20:

These seem to be representations of Anubis, the ancient god of burials and mummifcation.

The wheel against the wall is 10 feet in diameter and about 6 inches thick of solid stone.


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

Johari thumbs at Locke, indicating his agreement. He moves immediately to fix one of the doors to remain open, while the more learned of the party examine the engravings and sculptures.

disable device: 1d20 + 9 ⇒ (1) + 9 = 10

Sovereign Court

Male Taldan Investigator1 HP:10/10 AC16 TC13 FF13 CMD14 Fort:+1 Reflex:+5 Will:+2 Init:+3

As he examines the ancient script, a grimace passes over Lockes face. ”The builders were helpful enough to include a warning about just such things. Expect guardians within, once we get further. Still, if we don’t ignore the warnings, someone else will.”


Warpriest 1, HP: 11/11, Init: +2, AC: 17 (FF: 15, Touch: 12), Perception: +8, Fort: +4 Ref: +2 Will: +5

"Do any of you need some sort of light source in here?"


Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8

Rupert nods and casts Light. He also would have read all of Thay out loud.


Warpriest 1, HP: 11/11, Init: +2, AC: 17 (FF: 15, Touch: 12), Perception: +8, Fort: +4 Ref: +2 Will: +5

Do the stone doors appear to have any kind of obvious opening mechanism?


The two stone doors you entered through do not.

The stone wheel blocking the door appears as if you could attempt to roll it to one side.


Warpriest 1, HP: 11/11, Init: +2, AC: 17 (FF: 15, Touch: 12), Perception: +8, Fort: +4 Ref: +2 Will: +5

"What are the odds there's a trap on this wheel?"
Perception: 1d20 + 8 ⇒ (16) + 8 = 24 +2 for stone-based stuff.


There do not appear to be any traps.

Sovereign Court

Male Taldan Investigator1 HP:10/10 AC16 TC13 FF13 CMD14 Fort:+1 Reflex:+5 Will:+2 Init:+3

”I would count the odds highly in favor. Still, can’t just leave it be or we’ll never get anywhere.” When Krugor mentions no danger, he places a hand on one side and tests the weight of the stone to see if it rolls easily in the track.

Know Religion: 1d20 + 3 ⇒ (6) + 3 = 9


The Stone seems quite heavy and does not move.


Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8

”Is everything in this place going to be too heavy to move? I probably should have done more push ups growing up.”

Sovereign Court

Male Taldan Investigator1 HP:10/10 AC16 TC13 FF13 CMD14 Fort:+1 Reflex:+5 Will:+2 Init:+3

"I suppose we'll have to put our backs into it. Any thoughts as to which way to roll it?" Locke looks closer at the engravings, but shakes his head in defeat.


M Human Paladin | HP 13| AC 16 | Fort +4 | Ref +1 | Will +1 | Perc -1| Speed 20

Azeem looks for a direction that makes more sense. finds a place to set his crowbar and give it a push.
str check: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11

"I hope everything in this place isn't as heavy."

str check: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17


Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8

aid: 1d20 - 1 ⇒ (13) - 1 = 12

You’ve got +2 on that.


The stone doesn't even budge a bit. It seems VERY heavy.

It appears as from the North side up to 4 people could try, but only 2 from the south.


M Human Paladin | HP 13| AC 16 | Fort +4 | Ref +1 | Will +1 | Perc -1| Speed 20

"Hmm, we are going to need everyone to move this..." Azeem wipes his brow.
"everyone on three?"

He gets everyone in place and tries again.

str: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18


Warpriest 1, HP: 11/11, Init: +2, AC: 17 (FF: 15, Touch: 12), Perception: +8, Fort: +4 Ref: +2 Will: +5

Str: 1d20 ⇒ 3


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

str aid: 1d20 + 1 ⇒ (11) + 1 = 12

Sovereign Court

Male Taldan Investigator1 HP:10/10 AC16 TC13 FF13 CMD14 Fort:+1 Reflex:+5 Will:+2 Init:+3

Str Aid: 1d20 ⇒ 15


The four of you work on the wheel trying to get it to move. While you do that

[spoiler=GM Screen]
monster stealth: 1d20 + 8 ⇒ (16) + 8 = 24
Johari Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Krugor Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Azeem Perception: 1d20 - 1 ⇒ (11) - 1 = 10
Rupert Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Oursen Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Locke Perception: 1d20 + 4 ⇒ (17) + 4 = 21


The four of you work on moving the wheel, straining to move it while Rupert and Oursen look on.

GM Stuff:

monster stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Johari Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Krugor Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Azeem Perception: 1d20 - 1 ⇒ (4) - 1 = 3
Rupert Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Oursen Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Locke Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Some of you notice a visitor wander in from the outside.

monster init: 1d20 ⇒ 19
Johari initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Krugor initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Azeem initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Rupert initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Oursen initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Locke initiative: 1d20 + 3 ⇒ (9) + 3 = 12

Kugor and Azeem can take an action in the surprise round before teh creature does, which is obviously some kind of vermin.


Warpriest 1, HP: 11/11, Init: +2, AC: 17 (FF: 15, Touch: 12), Perception: +8, Fort: +4 Ref: +2 Will: +5

How far away is it?


Map upadated with the monster next to Rupert.


Warpriest 1, HP: 11/11, Init: +2, AC: 17 (FF: 15, Touch: 12), Perception: +8, Fort: +4 Ref: +2 Will: +5

I will shoot it.

Attack: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 Damage: 1d6 + 1 ⇒ (2) + 1 = 3


this is the surprise round, which only allows one action. You were moving the wheel, so you'd need an action to pull out a ranged weapon


Warpriest 1, HP: 11/11, Init: +2, AC: 17 (FF: 15, Touch: 12), Perception: +8, Fort: +4 Ref: +2 Will: +5

Then I pull out a ranged weapon.


M Human Paladin | HP 13| AC 16 | Fort +4 | Ref +1 | Will +1 | Perc -1| Speed 20

Azeem, moves toward the bug with the crowbar in hand.


The creature attempts to sting Rupert

Sting vs AC14: 1d20 + 2 ⇒ (17) + 2 = 19
and he hits putting his stinger into him. Rupert needs a fort save on his turn
damage: 1d3 ⇒ 2

Everyone but Rupert who has not acted in the surprise round may go.

Working on a better tracking for PBP. Hopefully will be up for the first full round!


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

The slayer steps up, drawing his rapier on the way, and stabs!

attack: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d6 + 1 ⇒ (4) + 1 = 5

Sovereign Court

Male Taldan Investigator1 HP:10/10 AC16 TC13 FF13 CMD14 Fort:+1 Reflex:+5 Will:+2 Init:+3

Twisting the metal ring near the top of his cane, Locke pulls the smooth wood in opposite directions, reveling a slim blade within.

Move action to unsheathe his sword cane.


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

I was confused. I can't attack this round, only draw & close w/beastie. Please disregard attack.


Round 1
Krugor: 21
Azeem: 20
Rupert: 19
Monster: 19
Johari: 18
Oursen: 12


Warpriest 1, HP: 11/11, Init: +2, AC: 17 (FF: 15, Touch: 12), Perception: +8, Fort: +4 Ref: +2 Will: +5

I delay.


M Human Paladin | HP 13| AC 16 | Fort +4 | Ref +1 | Will +1 | Perc -1| Speed 20

Azeem strikes at the bug with his crowbar.
attack!: 1d20 + 2 ⇒ (16) + 2 = 18
damage?: 1d6 + 2 ⇒ (2) + 2 = 4


Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8

Likely provoking an attack, Rupert moves back next to the Dwarf and casts guidance on Oursen. He then tells the great bear to attack.


Male Grizzly Bear (Animal Companion, Boydguard) (HP 18/18), Init: +1, AC 15 (T 11, FF 14), Perception +5, Fort +4, Ref +4, Will +1, CMB+4 / CMD+15

The bear, happy to oblige, lashes out.

Bite: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 3 + 1d6 ⇒ (5) + 3 + (2) = 10 Second 1d6 is Bleed dmg
Claws: 1d20 + 5 ⇒ (8) + 5 = 131d4 + 3 ⇒ (2) + 3 = 51d20 + 5 ⇒ (4) + 5 = 91d4 + 3 ⇒ (4) + 3 = 7


Oursen finishes off the scorpion after biting it and then slicing it with a claw.

Rurpert still owes me a fort save for the attack and poison

The party managed to move the stone before the scorpion attack, and it reveals a room beyond.

This square room is starkly devoid of any markings or adornment. In the center of the chamber’s floor, a square shaft drops straight down into darkness. A faint musty odor rises from the pit. A single piton has been hammered into the stone floor by the northeast corner of the pit, and a dusty length of rope dangles from the piton into the darkness of the shaft.

Map updated


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

Johari checks the condition of the rope & piton, to see if they're strong enough to hold a human. Or bear.

Disable Device: 1d20 + 9 ⇒ (20) + 9 = 29


Male Gnome Druid (Desert Druid, Feyspeaker, Bodyguard) 1 (HP 10/10), Init: +3, AC 14 (T 12, FF 13), Perception +9 (+11 vs concealed or secret doors), Fort +4, Ref +1, Will +3, CMB-3 / CMD+8

Fort save: 1d20 + 4 ⇒ (13) + 4 = 17

Rupert looks into the darkness and gulps audibly. He then casts Light on a rock drops it down the shaft. Once it hits the floor, he’ll estimate how far down it is and cast light upon his walking stick once more.


The rope only extends 5 feet. It appears to have been cut off.

Rupert drops his light pebble down the hole, It looks quite a ways down, much past 30 feet.


M Human Paladin | HP 13| AC 16 | Fort +4 | Ref +1 | Will +1 | Perc -1| Speed 20

Azeem grunts and sets his backpack down pull out a rope and hands it to Johari, " you look like you are good with knots, Shall we head down?"


Male Human Slayer 1 Init 6 HP 3 / 12; AC 18 FF 13 T 15; F 2 R 6 W 0; Perception 5

The slayer grunts & ties the rope to the scrap

Sovereign Court

Male Taldan Investigator1 HP:10/10 AC16 TC13 FF13 CMD14 Fort:+1 Reflex:+5 Will:+2 Init:+3

Looking closely at the existing piton, Locke frowns. "How old, do you think? More and more it seems someone else attempted to delve long before any were authorized to do so."


M Human Paladin | HP 13| AC 16 | Fort +4 | Ref +1 | Will +1 | Perc -1| Speed 20

Azeem shrugs, tugs on the rope and climbs down. As he hits the ground he draws his sword and reaches out to the darkness with detect Evil.

climb: 1d20 - 2 ⇒ (20) - 2 = 18

101 to 150 of 261 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Hockeyguy's Mummy's Mask All Messageboards

Want to post a reply? Sign in.