GM JaceDK's Mummy's Mask: The Half-Dead City

Game Master Jacob Trier

Campaign overview, key locations and NPCs |Image gallery | Loot Sheet

Player info
Date: Wealsday the 30th of Rova, 4714 AR
Time: 09:30 am
Location: The House of Pentheru, the Necropolis, Wati,
Current Weather: Cloudy, 24° C
Map: Battlemap |
Quests: Explore the House of Pentheru

Group rolls:

Perception:

[dice=Indus Perception]1d20+5[/dice]
[dice=Diorio Perception]1d20+4[/dice]
[dice=Sobekhotep Perception]1d20+10[/dice]
[dice=Seben-en-Ra Perception]1d20+7[/dice]
[dice=Lueck Perception]1d20+3[/dice]
[dice=Neith Perception]1d20+9[/dice]
[dice=Sacred Ibis Perception]1d20+5[/dice]

Initiative:

[dice=Indus Initiative]1d20+3[/dice]
[dice=Diorio Initiative]1d20+4[/dice]
[dice=Sobekhotep Initiative]1d20+0[/dice]
[dice=Seben-en-Ra Initiative]1d20+2[/dice]
[dice=Lueck Initiative]1d20+2[/dice]

Stealth:

[dice=Indus Stealth]1d20+7[/dice]
[dice=Diorio Stealth]1d20+4[/dice]
[dice=Sobekhotep Stealth]1d20+0[/dice]
[dice=Seben-en-Ra Stealth]1d20+6[/dice]
[dice=Lueck Stealth]1d20+4[/dice]
[dice=Neith Stealth]1d20+10[/dice]
[dice=Sacred Ibis Stealth]1d20+8[/dice]


901 to 950 of 968 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

Female Human Hunter 2

Great! In hindsight, hardly worth it with the Tumble boys taking care of business on that end. But maybe Lueck can benefit.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Lueck and Sobek-hotep left to perform acts of heroism this turn.

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 2/8) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

Sobekhotep focuses the attention of the Old Gods upon Seben.

Guidance.


What is the gray rectangle to the bottom of the insect? Is that something I can move on top of from the top of the wall? Or would my climb speed allow me to charge it?


Mummy's Mask Campaign slides | Storyteller extraordinaire
Lueck wrote:
What is the gray rectangle to the bottom of the insect? Is that something I can move on top of from the top of the wall? Or would my climb speed allow me to charge it?

The grey rectangle is a stone bench. With your climb speed, I'll allow a charge down the wall without requiring an acrobatics check. And since the Sacred Ibis is still alive and kicking, you can even get a flank bonus if you attack from the lower right corner.


Charge!

Axe raised overhead in both hands, the tiny grippli runs straight down the wall and at the delicious menace before them!

To hit 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8, damage 1d6 + 1 ⇒ (3) + 1 = 4


Mummy's Mask Campaign slides | Storyteller extraordinaire

Ugh...cold dice! Now might be a good time to remind you that you have each been awarded two Hero Points throughout the game and I don't think Lueck has spent any yet. Would you like to use one for a reroll?


Hero Point Charge!

Feeling his chance to be truly heroic, Lueck raises his axe above his head and charges the presumably delicious insect before him!

Reroll to hit 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22, Damage 1d6 + 1 ⇒ (6) + 1 = 7


Male Human, Taldane Bard (Archaeologist) 2 (HP 13/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

WHAT A HERO!


Mummy's Mask Campaign slides | Storyteller extraordinaire

Shekment's favor shines on her chosen warrior!

With a mighty battle-croak, Lueck rushes down from the wall and fearlessly attacks the giant centipede, intent on slaying it before it can further harm his allies.

Just as he is about to swing his raised axe, a flash of sunlight reflects off the weapons' bronze surface, illuminating a gash where one of Seben's arrows has weakened the beast's hard natural armor.

Guided by this divine inspiration, Lueck strikes with all his might and the axe sinks deep into the writhing flesh beneath. Lueck can clearly feel how the bronze axe pulsates with power as it soaks up the blood of the centipede.

As he yanks the weapon free, the giant bug collapses backwards into the sand-filled pool with a pitiful dying screech. Holding his battle axe high in victory, Lueck can feel the warm, pulsating sensation endures, almost as if the weapon now has a heartbeat that is clearly palpable through the haft.

Congrats, Lueck - for your mighty deed, you goddess grants you a special weapon boon

Shekmet's Battle Axe of Bloodlust:

When Lueck uses his stylized bronze battle axe to strike the killing blow in combat, the blade pulsates with the remains of the enemy's life force, granting Lueck a +1 morale bonus to attack rolls. This does not occur if the enemy is incapacitated or otherwise does not pose a threat.

As an immediate action, Lueck may choose to expend the moral bonus to gain temporary hit points equal to 1d8+his current level for 10 minutes. In this case, the weapon returns to its normal state until used to strike another killing blow.

Combat over, the bug buffet is open.


Male Human, Taldane Bard (Archaeologist) 2 (HP 13/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

"Here, Diorio, catch this!" Indus says, throwing his enchanted whip to the poisoned bladesmaster. After Diorio has deftly caugth it, Indus continues, "Repeat after me. Seḥlu-yi seg ssem-ag. It should help you ward of the venom!"

Diorio gets a +2 sacred bonus on saves against poison for 3 minutes, if he does so.


Male Varisian Human Swashbuckler 2 (HP 20/20) (AC 18, 15, 13) (CMD 16) (Fort +1, Ref +7, Will +0) (Init +4) (Percep +4) Swashbuckler 2

Seeing his amphibian friend finish off his tormentor in spectacular fashion, Diorio allows himself to collapse to the ground in obvious pain. He grimaces at the nasty looking wound, then hearing Indus' shout he grabs the thrown whip.
"What was that?!? Sehshi-gem-aag? No, ok...Sehlu-yi seg ssem-ag"

I believe there is a Bless still in effect as well.
Fort save: 1d20 + 2 + 1 + 1 ⇒ (12) + 2 + 1 + 1 = 16


Female Human Hunter 2

I think technically the bless failed to cast. But a quick guidance from Seben or Sobek will make that a distinction without a difference. . .

(Which reminds me to thank Sobek for his guidance for Seben, even if she never had to actually use it thanks to Lueck's heroics.)

And I'm totally not just sucking up to Lueck because I want him to use a channel or two on Diorio and the Sacred Ibis. Party hug for the injured?

Great battle guys!


Lueck wastes no time reveling in victory when he sees brave Diorio's state. He bounds over to him and tends to him.

Cure light wounds on Diorio, heals 1d20 + 2 ⇒ (2) + 2 = 4.

He'll check for the condition of the poison and possible treatment, heal skill check 1d20 + 7 ⇒ (4) + 7 = 11.

Edit: Since the cure from his own energy didn't do much, he'll use his wand of cure light wounds as well.
CLW 1d8 + 1 ⇒ (6) + 1 = 7, 24 charges left.
CLW 1d8 + 1 ⇒ (7) + 1 = 8, 23 charges left.


Mummy's Mask Campaign slides | Storyteller extraordinaire

The bless did fail, but you can use guidance instead. I'll keep us in initiative until the poison effect is resolved. That means that Lueck spends his action this turn on casting the CLW.

Despite the aid of Indus' magic whip, Diorio is unable to withstand the venom from the centipede and he feels his limbs stiffen and swell.

Poison Dex dmg: 1d4 ⇒ 3

Diorio needs to make a new DC 17 Fort save on his next turn. A DC 17 heal check can grant him +4 bonus to the save. You had a potion of neutralize poison at one point, but it's crossed over in the loot sheet. Not sure if you spent it.

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 2/8) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

"It is not your time yet, Diorio. May Wadjet protect you."

Guidance.


Female Human Hunter 2
GM JaceDK wrote:
Diorio needs to make a new DC 17 Fort save on his next turn. A DC 17 heal check can grant him +4 bonus to the save...

.

Both Lueck and Seben have +7 Heal, I was uncertain whether the best move is for Seben to try for an Aid Another on Lueck's check, or if the odds are best with two practitioners attempting the Heal. I took a page from Jace's book and consulted a chat bot with better math skills than my own. The odds are apparently superior if two persons attempt the check so that is what I will do.

Attempted Heal check: 1d20 + 7 ⇒ (1) + 7 = 8

Ummm, it's a moot point, Seben is useless, either way.

Seben dashes over to help Diorio but then freezes in horror when she sees the sight of his wound.

Thank you, Dr. En-Ra.


Recognizing the effects of the poison from such creatures in the Mwangi Expanse, Lueck hesitates for an instant; for a tiny grippli without a powerful shaman nearby, this would certainly mean death. But Diorio is strong, and Lueck recalled the potion Seben gave him to hold. He quickly uncorks the tiny vial and holds it to Diorio's lips. He gently holds his head back with a webbed hand to help him swallow the contents.


Male Human, Taldane Bard (Archaeologist) 2 (HP 13/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

The bonus from the whip lasts for 3 minutes, as a reminder.

Feeling slightly useless in the attempt to cleanse the venom from Diorio's wound, Indus packs his sword away and loads his crossbow, keeping a close eye on the surroundings in case of more trouble ...


Female Human Hunter 2

Alright! Great save on that potion. Who needs a crappy Heal check!

If there's a channel energy going out to heal the party, the Sacred Ibis intends to be within range to get the benefit of that along with Diorio. If not, or we're saving channels--perhaps for a certain haunt with an issue with doors--then Seben will cast her CLW on the Sacred Ibis and then expend CLW wand charges until he's at full. But I'm waiting to see how much is needed.


Mummy's Mask Campaign slides | Storyteller extraordinaire

As the dust settles from the battle, Lueck feeds a magic antidote to Diorio. Almost immediately, the duelist feels the effect of the poison lessen, although his joints are still swollen, hindering his mobility.

The poison is neutralized, but Diorio still needs to heal the 4 Dex damage he's taken, through rest or a restoration spell.

No other threats appear. As Indus keeps watch and peers around the corner, he can see that the garden extends further along the west side of the main house.

At the north end of the garden, stands a squat stone building with columns at every corner and a set of stone doors.

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 2/8) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

Sobekhotep moves up to join the others.

"Shall we clear the outbuildings first, before tackling the main manor?"


Male Varisian Human Swashbuckler 2 (HP 20/20) (AC 18, 15, 13) (CMD 16) (Fort +1, Ref +7, Will +0) (Init +4) (Percep +4) Swashbuckler 2

After downing the potion and receiving the healing energies, Diorio slowly stands and immediately notices the stiffness and swelling in his joints. He tries to clear this with some simple exercises but quickly realizes that something is really wrong with his movements.
Sighing heavily, "Friends, I will be decidedly less effective for a time until this swelling subsides. But don't worry, I can still be deadly enough."

He remembers the words of his mentor...."Spaz! You are one of the fastest pupils I have ever had. But do not rely solely on your speed! There is always a faster foe out there. And what about me! You are faster than me, but do you think you can best me? No? And right you are. Anticipation, timing, distance, deception; use these skills and you won't have to rely on speed!"


Male Human, Taldane Bard (Archaeologist) 2 (HP 13/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

Seeing that Diorio is feeling better, Indus returns from his watch.

"The garden extends further along the west side of the main house. At the north end of the garden there's a squat stone building with columns and a set of stone doors. Should we investigate?"


Female Human Hunter 2

Assuming no party hug,

cure light wounds on the Sacred Ibis from actual spells: 1d8 + 2 ⇒ (3) + 2 = 5

cure light wounds on the Sacred Ibis from a wand charge: 1d8 + 1 ⇒ (4) + 1 = 5

Poor resource management as usual, but Seben is pretty low on spells and abilities etc. I'd be fine to pull back and rest. We probably wouldn't want to camp next to the haunt, and we'd have to get past it again. But I'm not sure there's actual time pressure on us right now and a low Dex Diorio hurts the Brigade a fair bit.

Maybe if we explore the garden and exterior we could find a reasonable spot to rest?


Male Varisian Human Swashbuckler 2 (HP 20/20) (AC 18, 15, 13) (CMD 16) (Fort +1, Ref +7, Will +0) (Init +4) (Percep +4) Swashbuckler 2

"Thanks to the healing of my wounds, I will not be totally useless. Let us keep exploring. Let's start by looking at where this foul creature laired in the sand."


Female Human Hunter 2

"Was that a... swimming pool?"


Mummy's Mask Campaign slides | Storyteller extraordinaire

The rectangular basin the centipede was using as a lair is indeed an old swimming pool, although it does not appear to have seen a drop of water in centuries.

Do you examine the small building in the north end of the garden, head to the eastern part of the courtyard or try to enter the house?


Male Human, Taldane Bard (Archaeologist) 2 (HP 13/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

"Let's start by exploring the outskirts of the compound before heading into the heart. Just so we don't get surprised by enemies on the way out."

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 2/8) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

Sobekhotep nods.

"Agreed. Securing the exterior, before targeting the interior, makes tactical sense."


Female Human Hunter 2

Let's advance and search the small building to the north on the west end of the compound. Assuming it's serviceable we could rest there for the night. If you prefer to search the un-scouted east side of compound first, I'm ok with that.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Moving up through the deserted garden, you pass a door in the main house's western side as you go to investigate the rectangular stone building in the northwest corner of the estate.

At each corner of the small squat building stand columns carved to resemble men and women with their arms crossed over their chest. A set of stone doors stand in the southern face of the building, carved with the bas-relief faces of two men.

Ancient Osiriani hieroglyphs carved into the doors just beneath the faces read:

Ancient Osiriani:

"Crypt of the House of Pentheru. May defilers be cursed by the gods until their day of judgement."

Map updated.

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 2/8) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

Sobekhotep offers up a small prayer to the Old Gods.

"This is no mere building - it is a crypt. That of the 'House of Pentheru'..."


Male Human, Taldane Bard (Archaeologist) 2 (HP 13/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

"I guess resting in there is a bad idea, then."

Indus tries to recall anything about the house of Pentheru while examining the columns and doors.

Knowledge (History): 1d20 + 7 ⇒ (3) + 7 = 10

Perception: 1d20 + 5 ⇒ (8) + 5 = 13
[takes half the usual time]


Mummy's Mask Campaign slides | Storyteller extraordinaire

Using his keen archeological training, Indus recalls what he recalled earlier this morning when the group got the assignment to explore the House of Pentheru :-)

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 2/8) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

"That depends. If we are respectful, I see no reason why we could not rest there... after dealing with any guardians that have been left behind. Shredding mummies to search for grave goods would, however, be an extremely unwise idea."


Mummy's Mask Campaign slides | Storyteller extraordinaire

Reminder that you are under no obligation to stay in the necropolis until your mission is complete. In fact, you have been explicitly warned that it gets hairy after dark. You also have the option of going back into the city, find a temple and get healed up, then return. Mind you, travel has its own risk and your mission site may not remain static. In any event, it’s not even noon yet.


Female Human Hunter 2
Indus Ionaeus wrote:
"I guess resting in there is a bad idea, then."

Yeah, I was kinda thinking garden shed. That sounds like it might actually be the main event.

To my mind, I'd be perfectly happy withdrawing from the necropolis altogether and coming back tomorrow along the lines of what Jace described. We'd have to bypass the haunt, but that should be doable.

My sense is the Bask is a bit more aggressive than that though and would like to get things going - and, in theory, we are competing against other adventuring groups. How about we next scout see what's on the east side of the larger building? Perhaps the proverbial garden shed is over there?


"Perhaps we should come back tomorrow, after valiant Diorio has some time to work past the venom." That's my vote, but I'll go on if others want to.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Again, it’s barely mid morning and this was your second encounter of the day. You have time to leave the necropolis, find a temple, get a restoration, grab lunch and still be back here with plenty of daylight left. No need to do the classic 15-minute workday.

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 2/8) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

Sounds good to me.

"If Diorio wishes to be healed, I certainly have no objection to heading back to the Temple, but we can still pop back over here in the afternoon. There is no sense wasting daylight."


Female Human Hunter 2

According to my union rep, the advantage of the 15-minute work day is that we also get our spells and once per day powers re-set to maximize our efficacy for the next encounter.

But I won't push my luck. I'd be happy to settle for getting Diorio healed up and put in some overtime back at the Pentheru compound in the afternoon. Gotta throw management a bone once in a while.

On the way back, Seben will have the Sacred Ibis take high into the sky and scout the path ahead like a military drone while the party exits through the necropolis. He'll once again keep an eye out for any possible ambushes or other dangers from high above. Seben transfers his Animal Focus to "Hawk" to increase his Perception to +12 for this purpose.

Seben will also morph her clothing into "guardswoman", but be sure to drop that effect when we approach the gates on the way out.


Male Varisian Human Swashbuckler 2 (HP 20/20) (AC 18, 15, 13) (CMD 16) (Fort +1, Ref +7, Will +0) (Init +4) (Percep +4) Swashbuckler 2
Sobekhotep of Tephu wrote:

Sounds good to me.

"If Diorio wishes to be healed, I certainly have no objection to heading back to the Temple, but we can still pop back over here in the afternoon. There is no sense wasting daylight."

That would be most welcome actually. My joints ache something fierce, and while I can fight through the pain, I am definitely not at my best. I do not want to be a liability in the dangers to come.


Male Human, Taldane Bard (Archaeologist) 2 (HP 13/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

"That will give us a chance to do a little last minute shopping as well," Indus says in agreement with the plan to return to the city of the living.

Indus will buy the following items if he's able to find them:
3 x Alchemist's fire (60 gp)
2 x Antitoxin (100 gp)


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM Rolls:

Random encounter check: 1d100 ⇒ 14

Random encounter table roll: 1d100 ⇒ 70

Indus Perception: 1d20 + 5 ⇒ (13) + 5 = 18 Fail
Sobekhotep Perception: 1d20 + 10 ⇒ (7) + 10 = 17 Fail

Trap target - 1=Indus, 2=Sobek: 1d2 ⇒ 1

Trap attack roll: 1d20 + 15 ⇒ (8) + 15 = 23
Trap damage: 1d6 + 6 ⇒ (5) + 6 = 11

Opting for a temporary retreat to seek healing for Diorio, the Smokin's Bask Brigade leave the House of Pentheru and make their way back towards the main gates of the Necropolis.

Most of the trip is uneventful, but you approach Pharasma's Needle, a partially collapsed building obstructs the main road, forcing you to take a detour through a narrow alley.

Although both Indus and Sobekhotep are moving carefully and keeping an eye out for trouble, neither of them spot the thin trip wire before it catches Indus' boot.

An audible click is immediately followed by a sharp twang and the whistle of a large projectile launched too fast for the eye to catch.

Before he has a chance to identify the sound, Indus is knocked backwards, the air driven from his lungs by a powerful blow. As he gasps to regain his breath, his lungs refuse to cooperate and pink foam forms at the corner of his mouth. Looking down, he spots the source of his problem: a large javelin has punched through his armor and rib cage, collapsing his lung.

Indus triggered a javelin trap and takes 11 hp of damage! I have him at 0 hp.


Male Human, Taldane Bard (Archaeologist) 2 (HP 13/14) (AC 16 (17)/13 (14)*/13) (CMD 16) (Fort +0, Ref +6, Will +3) (Init +3) (Perception +5)

Indus collapses to the ground, gasping for air. "Arrrrr..."

I am actually at 3 hp, but had forgotten to update the "tagline" ... but let's roll with Arrrr... for now

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 2/8) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

Sobekhotep channels the viciousness of Sekhmet, turning it into healing energy.

Infernal Healing on Indus. Have 10 hp back, over the course of a minute!


Female Human Hunter 2

Seben races next to Indus, but then realizes she has learned from experience there are others better qualified for the task of field medic.

Instead she knocks an arrow and scans both ends of the ally for any sign of follow-up to this attack, ready to fire. Is this the prelude to an ambush? She looks to the alley's windows and rooftops as well.

I think Perception is done by the GM, right?

Her scan includes taking note of any tracks of footprints, leading to or away from the trap's mechanism.

When she can spare a glance, she also eyes the javelin. Does it look like an ancient weapon? Such that this might be a forgotten snare from long ago? Or is it a recent scheme, such as the work of a rival adventuring band?

(I'm not sure which skill check is best for carbon dating an artifact...)

She also casts a narrowed eye at the Sacred Ibis who was tasked with scouting ahead. The white bird just cocks his head as though to shrug. Obviously he wasn't going to spot a trip wire from so high up in the air.

Is Luek out of spell slots and/or channels? If so, Seben can resort to wand charges. Or, I suppose we're pretty close to the temple. We get free healing there, right? (with coupon?)

Edit! Nevermind! Sobek has got this.


Mummy's Mask Campaign slides | Storyteller extraordinaire

With the aid of Sobekhotep’s magic, Indus is soon able to pull the javelin from his rapidly healing chest. The sensation is deeply disturbing, but at least he’s able to breathe again.

No other threats appear from the ruins. Seben’s investigation reveals a carefully concealed firing mechanism by following the trip wire. The contraption is bolted to the side of the building, but it has a well-oiled steel spring that indicates that it has been installed relatively recently.

You are unable to learn more about the trap at this point. Do you proceed out of the Necropolis?

Grand Lodge

Male Samsaran Wizard(Spirit Binder / Thassilonian Specialist) 2 (HP 2/8) (AC 10/10/10) (CMD 11) (Fort -2, Ref +2, Will +5) (Init +0) (Perception +10)

I see no reason not to do so.

1 to 50 of 968 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM JaceDK's Mummy's Mask: The Half-Dead City All Messageboards

Want to post a reply? Sign in.