Mummy's Mask

Game Master Whack-a-Rogue

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Dwarven Ravenlord Malefactor 3
Vitals:
HP 10/29 | AC 17 T 9 FF 17 (15) | F +7 R +6 W +9 | BAB +2 CMD 13 MSD 11 PSD 15 | Init -1 | Perc +3
Abilities:
Hit Dice 3/3 | Strife Pool 4/4

"Yeah, I got nothing," the dwarf admits. He unshoulders his pack as Mahmoud grapples with it. "Should we burn it?"

Epperson will attempt to light a torch unless someone has a better idea.


Male Catfolk Rogue 3
Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16
Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50

Shaking his head, Tribim looks around for the 'scroll.' Seeing Mahmoud struggling with it, Tribim asks, "Mahmoud, you got it?"

Just some fluff, is Mahmoud grappled ie is it on his face, this may make a difference in what tribim does.


M N human fighter 3 | HP 18/28 | AC20 T19 FF16 | F+6* (+2 vs death) R+6* (+1 ruins) W+4* (+1 fear) | CMD19 PSD14* | init+4* (+2 ruins) | Per+5 SM+5 | HD 3/3 MF 1/1 RS 1/1 Stm 5/5 | conditions: none | effects:

Yes, I believe the scroll reversed the grapple and enveloped Mahmoud instead. Feel free to attack it if you want to even though doing so might hurt Mahmoud. He understands. :)


Wounds (2) HP (21) AC (15/13/12) Saves (2/5/5 +2 vs enchantment, +1 vs divine) SP (3/9) Perception (+5) Init (+3) Dragonborn Sorceress (3) Resist Acid (5) DR Magic (2)

Aerith walked over and touched her hand to Mahmoud. In an instant he (and only he) teleported safely away. Appearing approximately fifteen feet away from the grappling monstrosity, she called out ”Attack now while it is isolated.”

1 Spell Point spent


Male Catfolk Rogue 3
Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16
Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50

Seeing Aerith 'teleport' Mahmoud to safety, Tribim tries his best to do what she says. Drawing his Gladius', he slashes at the paper, first with his right paw, then his left.

Move draws weapons, dual wield attack MW cold iron gladius
dual attack: 1d20 + 5 + 1 - 2 ⇒ (19) + 5 + 1 - 2 = 23 damage: 1d6 + 3 ⇒ (1) + 3 = 4
dual attack: 1d20 + 5 + 1 - 2 ⇒ (14) + 5 + 1 - 2 = 18 damage: 1d6 + 1 ⇒ (6) + 1 = 7
dual attack: confirm crit: 1d20 + 5 + 1 - 2 ⇒ (18) + 5 + 1 - 2 = 22 damage: 1d6 + 3 ⇒ (6) + 3 = 9


Dwarven Ravenlord Malefactor 3
Vitals:
HP 10/29 | AC 17 T 9 FF 17 (15) | F +7 R +6 W +9 | BAB +2 CMD 13 MSD 11 PSD 15 | Init -1 | Perc +3
Abilities:
Hit Dice 3/3 | Strife Pool 4/4

Epperson shrugs, moves to the scroll, and swings his heavy flail.

It is both blunt and piercing.

Melee Strike: 1d20 + 4 ⇒ (9) + 4 = 131d8 + 2 ⇒ (4) + 2 = 6


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M N human fighter 3 | HP 18/28 | AC20 T19 FF16 | F+6* (+2 vs death) R+6* (+1 ruins) W+4* (+1 fear) | CMD19 PSD14* | init+4* (+2 ruins) | Per+5 SM+5 | HD 3/3 MF 1/1 RS 1/1 Stm 5/5 | conditions: none | effects:

Mahmoud quickly reorients himself, and shoots Aerith an admiring look, as if to say That is powerful magic! He draws and throws his magical dagger at the scroll from his new position.

Ranged attack (dagger), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 8 - 2 - 1 + 2 + 1 ⇒ (9) + 8 - 2 - 1 + 2 + 1 = 17
Damage (magic, piercing), Deadly Aim, Melee Archer: 1d4 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9

Bonus ranged attack (dagger), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 8 - 2 - 1 + 2 + 1 ⇒ (17) + 8 - 2 - 1 + 2 + 1 = 25
Damage (magic, piercing), Deadly Aim, Melee Archer: 1d4 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11


You manage to rip the scroll to shreds. Once it's destroyed, you see several items stored in the hidden alcove from whence it emerged.

Potential Loot
tablet of languages lost
Scroll - align weapon
Scroll - halt undead
Scroll - knock
Wand - lesser restoration (10 charges remaining)

In addition, you find a second stone tablet with an inscription carved onto it.
(Ancient Osiriani) "By Royal Order of Pharaoh Djederet II
... The high priest of our blessed temple shall take this relic to our new city where the asp and crook join and ensure it is never discovered. Treat it with reverence, but conceal it with your most trusted secrets and valuable treasures. Do not attempt its destruction. Do not be tempted by its powers. Let our scandal remain forgotten until this obscenity can be undone ..."


Male Catfolk Rogue 3
Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16
Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50

As the scroll scraps fall to the ground, Tribim kicks the bits about with his sandaled foot making sure it was dead. He starts to do a happy dance, but stops, reminding himself to be more serious.

As they investigate, Tribim smiles, helping pack the stuff up, "This stuff should be useful or at least worth a fair amount."

Pulling the second stone tablet out, Tribim reads it aloud and translates with each sentence. Scratching his head, he wonders, "A 'scandal'?" Curious as a cat he adds, "I wonder where this 'asp and crook join' maybe we could figure out what city."

As the conversation wains, "We can gather the libraries collection later." he gestures towards the western door exiting the library, "Shall we see if our fellow graverobbers went that way?"

Returning to the western door, Tribim quickly checks it for traps and locks, then attempts to open it.

He'll take 10(18) on perception and 10(21) on traps or locks


Wounds (2) HP (21) AC (15/13/12) Saves (2/5/5 +2 vs enchantment, +1 vs divine) SP (3/9) Perception (+5) Init (+3) Dragonborn Sorceress (3) Resist Acid (5) DR Magic (2)

”Yes, yes we can do that. But wait a moment.” Aerith said as she walked over to the tablets. ”First, look at this! These were made about two thousand years ago, during the Keleshite Interregnum. This was part of a larger stele that was placed in public. It is a translation key between Ancient Osiriani, Kelish, and contemporary Osiriani. While it is enchanted to translate any written text that the owner wishes, the real benefit of this is in learning languages. I would have killed for this when learning Ancient Orisiani. Before this is sold, this is a golden opportunity for anyone else who wishes to learn the language.” Obviously geeking out, she looked around to see if anyone else was as excited as she was.


M N human fighter 3 | HP 18/28 | AC20 T19 FF16 | F+6* (+2 vs death) R+6* (+1 ruins) W+4* (+1 fear) | CMD19 PSD14* | init+4* (+2 ruins) | Per+5 SM+5 | HD 3/3 MF 1/1 RS 1/1 Stm 5/5 | conditions: none | effects:

Mahmoud watches Aerith impassively, not wanting to stifle her enthusiasm, but his expression faintly supportive at best. I cannot think why I would ever need to speak Ancient Osiriani, he thinks. But it is good that she does. He nods dubiously.

Can I suggest we take a short rest while we are stopped? I think Tribim is pretty badly hurt, if his vitals status is up to date.

When Tribim moves to the western door, Mahmoud follows.


Dwarven Ravenlord Malefactor 3
Vitals:
HP 10/29 | AC 17 T 9 FF 17 (15) | F +7 R +6 W +9 | BAB +2 CMD 13 MSD 11 PSD 15 | Init -1 | Perc +3
Abilities:
Hit Dice 3/3 | Strife Pool 4/4

Epperson's eyes light up with delight at the treasure trove but for differing reasons as he moves to pick up the wand.

"This will come in exceedingly handy for combatting curse effects should they land!" he says, touching the wand of restoration. "I would be very happy to carry this for use as needed given that I am less prone to be affected by curses given my Groetus-derived resistance!"

Epperson has +9 UMD as well, if that helps.

He then gives the ancient tablet a cursory glance. "It would appear that knowing Ancient Osiriani could be useful as well to read up about curses placed in an ancient tongue."


Wounds (2) HP (21) AC (15/13/12) Saves (2/5/5 +2 vs enchantment, +1 vs divine) SP (3/9) Perception (+5) Init (+3) Dragonborn Sorceress (3) Resist Acid (5) DR Magic (2)

Grinning from ear to ear Aerith exclaimed ”Oh, this is going to be so much fun! I haven’t had anyone to practice my Ancient Orisani with in so long. Thoth, raiding dungeons is so much fun!” She finished, completely ignoring the other treasure that they had found. Realizing that she was getting abit too excited she quickly pulled herself together. Clearing her throat she added ”That is, after we finish up in here. Of course.”


Male Catfolk Rogue 3
Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16
Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50

retconning to before Tribim opens the door

Chuckling at Aerith's outburst about ancient Orisani, Tribim turns, "I'm learning it as well, anytime you want to practice talking let me know."

He furrows his brow, and points to where the 'scroll' had caused him to start to 'bleed' asking, "Aerith, could you use a wand and heal this?"

Totally forgot Tribim had bleed damage as well, once everyone is healed up he'll open the door.


Wounds (2) HP (21) AC (15/13/12) Saves (2/5/5 +2 vs enchantment, +1 vs divine) SP (3/9) Perception (+5) Init (+3) Dragonborn Sorceress (3) Resist Acid (5) DR Magic (2)

Absolutely delighted to hear that Tribm was learning the language, Aerith happily went about using the wand to ensure that the group was ready to push onward.


Instead of rolling the healing received from the wand, you're welcome to take the average amount since we're out of combat. Typically, that's 6hp per charge spent.


Male Catfolk Rogue 3
Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16
Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50
Your Benevolent Dictator wrote:
Instead of rolling the healing received from the wand, you're welcome to take the average amount since we're out of combat. Typically, that's 6hp per charge spent.

Tribim will take 2 uses @ 12, leaving him - 1

Smiling at the wand waiving elf, Tribim breaths easier. Once everyone is healed he opens the door.


The door to the next room is locked, but Tribim's able to get it open with a quick bit of work.

D8
This sparsely furnished room contains a bed frame bolted to the floor in the southwest corner next to a lacquered end table. On the opposite side of the room, a wooden desk has partially collapsed against the wall. Doors exit the room to the north, east, and south.

Both the northern and southern doors are locked, but Tribim notices scratch marks indicating they were both recently picked.

There are no tracks in this room.


Male Catfolk Rogue 3
Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16
Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50

Moving into the sparsely furnished room, Tribim quickly checks for anything hidden, starting with the mattress of the bed, then quickly searching the drawers of the collapsed desk and finally checking the lacquered end table. As he searches he looks towards the double doors to the south then turns back towards the northern door. As he moves to the northern door he comments, "Both these doors have been recently picked."

He gestures towards the northern door, assuming it's a closet. "Let's check here before we go back through the temple."

Taking a moment he inspects the door, then begins to pick the lock as well. Once he has it unlocked he opens the door.

Taking 10 (18) on perception for the room and the northern door, taking 10(21) on disable device to open.


M N human fighter 3 | HP 18/28 | AC20 T19 FF16 | F+6* (+2 vs death) R+6* (+1 ruins) W+4* (+1 fear) | CMD19 PSD14* | init+4* (+2 ruins) | Per+5 SM+5 | HD 3/3 MF 1/1 RS 1/1 Stm 5/5 | conditions: none | effects:

Mahmoud follows three steps behind, and keeps watch for trouble while Tribim works on the door.


Dwarven Ravenlord Malefactor 3
Vitals:
HP 10/29 | AC 17 T 9 FF 17 (15) | F +7 R +6 W +9 | BAB +2 CMD 13 MSD 11 PSD 15 | Init -1 | Perc +3
Abilities:
Hit Dice 3/3 | Strife Pool 4/4

Epperson hums to himself, then moves to the south door and takes a listen.

Perception Check: 1d20 + 3 ⇒ (4) + 3 = 7

He then takes out the tarp used to shield the party from the sun on the day most of them met. Looking at the door, he tries to determine if the door opens into the room or into the next room. If it's the former, he finds a way to tie the long tarp across the door frame, providing at the very least further resistance to opening the door.

At the askance looks from his crew, he murmurs, "Not that it matters in the greater scheme, but I would rather face one room of baddies at a time."


The door opens to reveal a short, narrow corridor that terminates at a stone door.

To save time, I'm going to assume Tribim continues his standard operating procedure of Taking10 on checking for traps and unlocking doors. :-)

*click* Halfway down the corridor, Tribim steps on a pressure plate, and a scything blade rapidly descends out of the western wall before automatically retracting back inside.
Attack: 1d20 + 20 ⇒ (19) + 20 = 39 Damage: 2d4 + 6 ⇒ (1, 4) + 6 = 11

It was a DC 20 to locate, I'm afraid. On a positive note, it's also a DC 20 to disable. ;-)
-------------------------------------------------------------------------
The door at the end of the end of the hallway is unlocked and untrapped. Opening it reveals an octagonal chamber that is empty save for a large metal chest against the eastern wall. A series of hieroglyphs are inscribed on the wall above it. Stone doors are set in both the northern and southern walls.
(Ancient Osiriani): "The righteous and the holy have no need of staff, rod, or ring. Place your faith in the Good Magister and walk without fear."
Aerith Survival: 1d20 + 1 ⇒ (16) + 1 = 17
Epperson Survival: 1d20 + 2 ⇒ (19) + 2 = 21
Mahmoud Survival: 1d20 + 6 ⇒ (10) + 6 = 16
Tribim Survival: 1d20 + 3 ⇒ (17) + 3 = 20
A single set of bloody boot prints leads back the way you came. Epperson and Tribim also notice the tracks of multiple people heading north.

On the other side of the far doors, you find a stone staircase that descends below the ground.


Male Catfolk Rogue 3
Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16
Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50

hmmm, maybe Tribim should go back to taking 20 on the searches :)

"Yikes!" hearing the pressure plate but jumping too slow to react to the blade, Tribim, turns to the kind elf and asks, "Aerith would you mind healing me again while I disable this trap?"

So 2 more wand uses will take him back to full.
------------------------------
Reading the hieroglyphs aloud "The right-standing, and the holy have no need of staff and rod, and ring. Place your mental assessment um, in the great, oops, Good Magister and proceed without being afraid." He turns and looks towards Aerith to see if he got it right.

Turning he looks at the floor. Seeing the bloody boot prints he follows them to the northern door. Opening the door just enough to see the stairs, he gestures that direction, "Whoever is ahead of us went down stairs. Do we follow or clear the rest of the temple first."

As he asks he moves towards the chest, kneeling down beside it he takes a really careful look at it before he touches anything.

taking 20(28) on perception this time. Has the chest been tampered with, is it trapped. If trapped or locked he will take 10(21) and try to open it.


M N human fighter 3 | HP 18/28 | AC20 T19 FF16 | F+6* (+2 vs death) R+6* (+1 ruins) W+4* (+1 fear) | CMD19 PSD14* | init+4* (+2 ruins) | Per+5 SM+5 | HD 3/3 MF 1/1 RS 1/1 Stm 5/5 | conditions: none | effects:

Mahmoud frowns. "The trappers want us to leave all of our weapons and magic items here before continuing? I bet they would." The hint of sarcasm is unusual in the normally taciturn man's voice. "But following the prints would seem wise to me."


Dwarven Ravenlord Malefactor 3
Vitals:
HP 10/29 | AC 17 T 9 FF 17 (15) | F +7 R +6 W +9 | BAB +2 CMD 13 MSD 11 PSD 15 | Init -1 | Perc +3
Abilities:
Hit Dice 3/3 | Strife Pool 4/4

"The hieroglyphs might just reference the chest and nothing else," Epperson reasons. "As in, don't try to open this chest if you've got magic items on you." The dwarf stares at the chest, trying to determine if it has been opened from a few paces away.

Perception Check: 1d20 + 3 ⇒ (3) + 3 = 6


By definition, taking 10 means Tribim's doing an 'average' job and isn't trying his best. Give him a few more levels, though, and that'll be perfectly sufficient, though. ;-)

After a thorough examination, Tribim determines that the chest is unlocked and free of traps. It's completely empty.

The description in my previous post wasn't quite as clear as it could have been. The bloody footprints are leading away from the stairs.


Male Catfolk Rogue 3
Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16
Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50

Hoping Epperson was wrong, Tribim opens the chest. Frowning at the empty chest, Tribim, having a gift for the obvious states. "Empty"

Furrowing his brow as he stands, "I think your right Mahmoud, maybe whoever left the bloody prints took whatever was in the chest. Let's follow them and find out."

Moving quickly back out the hall he heads towards the double door to the south. Quickly checking them for anything suspicious, he quickly opens them.

Yep taking 10(18) on perception again


M N human fighter 3 | HP 18/28 | AC20 T19 FF16 | F+6* (+2 vs death) R+6* (+1 ruins) W+4* (+1 fear) | CMD19 PSD14* | init+4* (+2 ruins) | Per+5 SM+5 | HD 3/3 MF 1/1 RS 1/1 Stm 5/5 | conditions: none | effects:

Mahmoud frowns at the riddle of the empty chest and the hieroglyphic instructions, then shrugs and follows Tribim.


D6
A series of cubicles encircle an open central space here, each separated from the common area by a curtain hanging from a rod over the doorway. There are also three CR 1/3 zombies, which I won't make you fight, as they're zero threat to a party of Level 3 adventurers. :-)

D7
A short hallway connects a shallow, empty pool to the west to two curtained cubicles to the east. A wooden bench is bolted to the floor in a small alcove across from the pool. A set of stone doors marked with hieroglyphs stands to the north. Two corpses have been dragged into the northern cubicle. One is a pile of bare bones kicked unceremoniously out of the way, and the other is a rotting, but still intact, cadaver.


Dwarven Ravenlord Malefactor 3
Vitals:
HP 10/29 | AC 17 T 9 FF 17 (15) | F +7 R +6 W +9 | BAB +2 CMD 13 MSD 11 PSD 15 | Init -1 | Perc +3
Abilities:
Hit Dice 3/3 | Strife Pool 4/4

"It is a puzzle what these rooms were used for, but I think we can all agree that restless undead were not the original purpose. That said, I wonder how those we pursued bypassed them."


M N human fighter 3 | HP 18/28 | AC20 T19 FF16 | F+6* (+2 vs death) R+6* (+1 ruins) W+4* (+1 fear) | CMD19 PSD14* | init+4* (+2 ruins) | Per+5 SM+5 | HD 3/3 MF 1/1 RS 1/1 Stm 5/5 | conditions: none | effects:

"Perhaps those we pursue summoned them," Mahmoud suggests in a low, ominous voice.


Male Catfolk Rogue 3
Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16
Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50

Are the bloody footprints still visible?

Having 'put down' the undead, Tribim's curiosity gets the better of him and he starts checking the cadavers and rooms for anything of value. As he searches, he asks, "Couldn't the rooms have been where the priests lived? I know Bastet's temple is like that." He pauses for a moment, not sure if the priests of this god would have provided the other services those of Bastet's did or not.

Hearing Mahmoud point out the undead could have been summoned, he scratches his head. "Do you think any of them are our friend wearing the bloody boots?"

It looks like the map opened up more rooms to the south also, Tribim will check the two northern rooms first, then work his way south where Epperson is. Moving cautiously, taking 10(18) on perception


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M N human fighter 3 | HP 18/28 | AC20 T19 FF16 | F+6* (+2 vs death) R+6* (+1 ruins) W+4* (+1 fear) | CMD19 PSD14* | init+4* (+2 ruins) | Per+5 SM+5 | HD 3/3 MF 1/1 RS 1/1 Stm 5/5 | conditions: none | effects:

Mahmoud considers. "The undead we fought were so weak, I thought they might be summoned of desperation. But I do not know much about the art of necromancy. I would think that the bloody footprints are either the summoner or a ruse."

He follows Tribim, staying within thirty feet to be able to attack any creatures he disturbs.


There are no footprints in either room.

Each of the cubicles holds a bedframe and footlocker that are bolted to the floor. They're dusty, but otherwise in good repair. The bedding, however, has completely rotted away. The cubicle in the center of the chamber is a privy that doesn't appear to have been used to over a millennium.

Upon examining the bones, you find them to be scorched and still warm to the touch.


Dwarven Ravenlord Malefactor 3
Vitals:
HP 10/29 | AC 17 T 9 FF 17 (15) | F +7 R +6 W +9 | BAB +2 CMD 13 MSD 11 PSD 15 | Init -1 | Perc +3
Abilities:
Hit Dice 3/3 | Strife Pool 4/4

”Ah-HAH!” Epperson concludes.


Male Catfolk Rogue 3
Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16
Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50

As he continues checking the rooms Tribim answers Mahmoud, "That would make sense, but like you, I know little of necromancy." Touching the bones, Tribim looks up, "There still warm."

Moving, south towards the foyer, he adds "We may still catch whoever were following, we can come back and empty the bedside chests later."

Pausing in the hallway off of the foyer, he kneels looking to see if there are any tracks in the narrow area.

perception: looking for prints in the hall: 1d20 + 8 ⇒ (19) + 8 = 27


Wounds (2) HP (21) AC (15/13/12) Saves (2/5/5 +2 vs enchantment, +1 vs divine) SP (3/9) Perception (+5) Init (+3) Dragonborn Sorceress (3) Resist Acid (5) DR Magic (2)

Having little to offer when it came to the subject of necromancy, Aerith held herself to the ancient wisdom of it is better to keep silent and be thought a fool, than to open one’s mouth and remove all doubt. With that in mind she moved with the group, eager to see exactly who they were chasing.


There are no footprints in the hallway off of the foyer.


Male Catfolk Rogue 3
Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16
Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50

Furrowing his brow, Tribim turns to the others, "I find no footprints here. Maybe they didn't exit this way." He gestures towards the cubicles. "Should we search this area, or press on."


M N human fighter 3 | HP 18/28 | AC20 T19 FF16 | F+6* (+2 vs death) R+6* (+1 ruins) W+4* (+1 fear) | CMD19 PSD14* | init+4* (+2 ruins) | Per+5 SM+5 | HD 3/3 MF 1/1 RS 1/1 Stm 5/5 | conditions: none | effects:

Mahmoud says slowly, "I think the stairs are the best bet, if we want to catch whoever has entered the ruin before us-- and presumably sent the bandits to ambush us."


Dwarven Ravenlord Malefactor 3
Vitals:
HP 10/29 | AC 17 T 9 FF 17 (15) | F +7 R +6 W +9 | BAB +2 CMD 13 MSD 11 PSD 15 | Init -1 | Perc +3
Abilities:
Hit Dice 3/3 | Strife Pool 4/4

”If they set up snipers to attack us before we came in, do you think they may have tried to set up fake footprints to throw us off their trail?” Epperson reasons. ”Not that it matters at all, but if they are who we think they are, aren’t they keen to recover stuff from here related to Nethys first? Delays would be helpful to them.”


M N human fighter 3 | HP 18/28 | AC20 T19 FF16 | F+6* (+2 vs death) R+6* (+1 ruins) W+4* (+1 fear) | CMD19 PSD14* | init+4* (+2 ruins) | Per+5 SM+5 | HD 3/3 MF 1/1 RS 1/1 Stm 5/5 | conditions: none | effects:

Mahmoud nods again to Epperson's musings. "Maybe they are looking for something in particular," he suggests, thinking of how angry the group seemed to be that they didn't get to choose their loot location.


Wounds (2) HP (21) AC (15/13/12) Saves (2/5/5 +2 vs enchantment, +1 vs divine) SP (3/9) Perception (+5) Init (+3) Dragonborn Sorceress (3) Resist Acid (5) DR Magic (2)

”We are speculating.” Aerith said. ”Until we find them, they simultaneously are both alive, and impeding us, and are dead, with the guardians of this place impeding us. We will not know for certain. Regardless, all we can do is be on our guard.” With a shrug she said ”Let us continue pushing onward.”


Male Catfolk Rogue 3
Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16
Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50

Shaking his head, Tribim isn't sure what to do. Mahmould was right, the tomb raiders were probably looking for something particular and the 'Shadlows' would need to investigate the basement eventually. Wondering if Epperson might be right about trying to throw them off, Tribim sighs. This is why he paused, he just wasn't sure. Not entirely sure what Aerith was talking about with simutaniouslessness Tribim gestures back into he room. "Let's just double check before we move on."

He begins to pull he 'curtains' aside, revealing the interior of all the small rooms. "We can check the trunks later."

taking 10 (18) on perception, I will continue assuming their clear
---------------------------

Turning to Mahmoud, "I think your right, we'll end up in the basement. But let's clear the other side of the ground floor if you don't mind."

Moving across the foyer, he heads cautiously up the hall.

Still taking 10(18) since it feels like time should matter.


Dwarven Ravenlord Malefactor 3
Vitals:
HP 10/29 | AC 17 T 9 FF 17 (15) | F +7 R +6 W +9 | BAB +2 CMD 13 MSD 11 PSD 15 | Init -1 | Perc +3
Abilities:
Hit Dice 3/3 | Strife Pool 4/4

"Lead on," the dwarf grunts, hefting his shield and flail.


M N human fighter 3 | HP 18/28 | AC20 T19 FF16 | F+6* (+2 vs death) R+6* (+1 ruins) W+4* (+1 fear) | CMD19 PSD14* | init+4* (+2 ruins) | Per+5 SM+5 | HD 3/3 MF 1/1 RS 1/1 Stm 5/5 | conditions: none | effects:

Mahmoud nods, his expression conveying that he regards it as Tribim's decision and that he is content following where the rogue goes, covering his back whenever possible.


D3
An immense tiled pool, empty and no more than two feet deep, lies beneath a vaulted ceiling covered with images of celestial beings. Four columns stand beyond the pool to the northeast, each carved to represent one of the four primal elements. A ring of hieroglyphs encircles the base of each pillar.

D4
A small shrine occupies a raised dais in the north of this room. Two waist-high fonts stand on either side of the altar, and a small wooden cabinet is bolted against the eastern wall. Two rows of stone benches stand to the south of the dais. A fetid odor permeates the room.

Two humans are in here, both clad in priestly robes. Seeing you, they desperately point at the shrine and plead, (Ancient Osiriani) "Look what has happened here! Help us!"

D5
The southern area of this large space contains a long stone table, two benches, and two wooden hutches. Just visible behind a partition wall to the north is a kitchen with tables, cabinets, and a stove in the corner. Around a corner to the south stands a stone enclosure with a rounded top and a hatch set in the front.


Male Catfolk Rogue 3
Vitals:
HP 21/21 | AC 16 T 16 FF 13 | F+3 R+7 W+3 | CMD 15 PSD 16
Abilities:
Hit Dice 3/3 | Feint +7 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus1/1 | Init +5 | Perc +8 | Disable device +11, CLW wand 47/50

Quickly moving from room to room, Tribim notices the feted smell wafting from the central area before he sees the two priests. Wrinkling his nose he looks at the two for any familiarity. Meanwhile, keeping his distance from the two, confident that Mahmoud's and Aerith's blades can bring them down at any sign of trouble.

His curiosity getting the better of him, he turns towards the shrine, and answers in ancient Osiriani, "How can we help"

Do the two priests look like anyone he may have seen back at the tavern?


Wounds (2) HP (21) AC (15/13/12) Saves (2/5/5 +2 vs enchantment, +1 vs divine) SP (3/9) Perception (+5) Init (+3) Dragonborn Sorceress (3) Resist Acid (5) DR Magic (2)

Aerith stood by Tribim, her face radiating excitement at seeing the priests. There was so much that could be learned from them! Leaving aside what happened the last time she had tried...she was fairly confident that this time would be different.


M N human fighter 3 | HP 18/28 | AC20 T19 FF16 | F+6* (+2 vs death) R+6* (+1 ruins) W+4* (+1 fear) | CMD19 PSD14* | init+4* (+2 ruins) | Per+5 SM+5 | HD 3/3 MF 1/1 RS 1/1 Stm 5/5 | conditions: none | effects:

Mahmoud frowns more deeply, unable to understand what the people are saying. He looks sharply at Tribim when the catfolk responds, and decides that they are probably speaking ancient Osiriani. This puzzles him; Why would there be people here speaking in the ancient tongue? He studies them warily, carefully, to try and determine if they are some kind of illusion or magical trap.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

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