Mummy's Mask

Game Master Whack-a-Rogue

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Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Smiling a toothy smile as the juggler steps back, Tribim moves forwards in front of the Mummy. Feinting at the undead creature with his left paw, he slashes at its chest with the gladius in his right paw, quickly attacking again with both weapons.

5 ft move (rough terrain) flank Feint, swift action: feint strike, flowing feint, expert feint attack action: MW gladius TWF/SA/FT Bewildered: The target becomes bewildered, taking a –2 (- 4 from Tribim) penalty to AC.
feint: 1d20 + 11 ⇒ (12) + 11 = 23
feint strike: 1d20 + 7 + 1 + 2 ⇒ (16) + 7 + 1 + 2 = 26 for damage: 1d6 + 4 ⇒ (3) + 4 = 7 SA: 2d6 ⇒ (5, 5) = 10
primary hand: 1d20 + 7 + 1 - 2 + 2 ⇒ (13) + 7 + 1 - 2 + 2 = 21 for damage: 1d6 + 4 ⇒ (5) + 4 = 9 SA: 2d6 ⇒ (1, 6) = 7 FT: 1d6 ⇒ 4
secondary hand: 1d20 + 7 + 1 - 2 + 2 ⇒ (3) + 7 + 1 - 2 + 2 = 11 for damage: 1d6 + 4 ⇒ (1) + 4 = 5 SA: 2d6 ⇒ (5, 6) = 11
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2
If Aerith's weapon doesn't provide 'flank' please remove the + 2 from the three attacks


Aerith and Mahmoud's blades wound the mummy, but it's Tribim gladius that finally ends the undead menace. As Epperson's draws Aerith's curse into himself and finishes clearing the scaffolding off of the trapped women, you hear the howls of rotting lungs and screams of mortal fear echoing across the city. This doesn't seem to be the work of a lone necromancer: the entirety of Wati is under attack.


Wounds (0) HP (31) AC (17/15/13) Saves (3/6/6 +2 vs enchantment, +1 vs divine) SP (7/11) Perception (+5) Init (+3) Dragonborn Sorceress (4) Resist Acid (5) DR Magic (2)

Cure Aerith
Cure: 1d8 + 4 ⇒ (1) + 4 = 5
Cure: 1d8 + 4 ⇒ (1) + 4 = 5
Cure: 1d8 + 4 ⇒ (2) + 4 = 6
Cure: 1d8 + 4 ⇒ (4) + 4 = 8

Wounds: 24 - 5 - 5 - 6 - 8 = 0

[b]Cure Mahmoud[/dice]
Cure: 1d8 + 4 ⇒ (6) + 4 = 10
Wounds: 11 - 10 = 1

4 spell points left

Thanking her Dwarven friend, Aerith did her best to not cry at the pain, she went about curing her wounds. Once it was done and the pain was gone, she became much more effective in her magic as she turned to Mahmoud to heal his injuries.


Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Hearing the sounds of screaming coming from Wati, Tribim turns to the two women Epperson had freed, and the others. "Quickly, back in the building."

Heading back in himself, he attempts to shut the doors as he asks the Pharasmin priests. "Does anyone know what might be going on?"

What sort of knowledge checks do we need to figure out what's going and how to stay safe?


After rereading my notes, I think I got my wires crossed a while back. The Pharasmins were just here until the auction started to make sure nothing too dangerous was being sold. The Nethysian priests were in attendance as buyers.

The Nethysian priests know just as much as you do. Clearly something major has happened, but whatever it is sounds like it's affecting the entire city. On a positive note, you seem to have ended any immediate threats to the auction house.


M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

Mahmoud shakes himself thoroughly, with an extra little shudder for experiencing the mummy's touch and surviving. He bows his head respectfully to Aerith in thanks for her care, and gives another signature frown at Tribim's question. "No. But I would suggest we speak again to the Pharasmins at the temple. Getting there may be dangerous, though."


Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Nodding in agreement with Mahmoud, speaking with the Pharasmins would be a good idea. He considers the city and the other folks he cares about. Fortunately, his grandparents stayed on the boat most of the time so they could push off and head down river. Meanwhile there were always plenty of folks at the temple of Bastet who would be able to fight, so Delilah would be safe for a while. Mapping out the city in his mind, he turns to the other folks, "My friend is right, we should go speak with the priests, does anyone know of another exit? Maybe one a little more discreet."

Does tribim know anything helpful?
Knowledge (civilization): 1d20 + 6 ⇒ (10) + 6 = 16


You take the back exit from the auction house and head toward the temple. On the way, you can't help but notice the lack of people in the streets and the closed shops. Clearly, Wati's citizens are in serious distress.
2d6 ⇒ (5, 3) = 8
From a nearby shop with a broken-down door, a half-dozen young toughs suddenly push the owner (a middle-aged man) into the street and begin threatening him. You spot a few more people inside grabbing items off of shelves. Nobody appears to have noticed you yet.


Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

I waited yesterday to see if anyone would post, I try not to sandwich posts, but it felt like it was time to move on.

Watching the 'toughs' for a second, it reminded Tribim of when he and 'Black Kiss' ran the streets together. Hoping the youths could find a way out as he had, Tribim moves forwards, his paws hovering over his short swords. Giving a wolfish grin, he interjects. "We've seen the dead walking, clearly the living should focus on them and not each other." Looking from the youths to the middle-aged man, "Don't you agree friend?" Turning back to the youths, "You should return home and protect your mothers."

Taking 10(22) on influence


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Wounds (0) HP (31) AC (17/15/13) Saves (3/6/6 +2 vs enchantment, +1 vs divine) SP (7/11) Perception (+5) Init (+3) Dragonborn Sorceress (4) Resist Acid (5) DR Magic (2)

Sorry, life has been...strenuous, the past week. But I'm here

Influence: 1d20 + 5 ⇒ (17) + 5 = 22

Aerith willed her blade to float into the air and to hover menacingly at the toughs. "Listen to him." She said in her best imperialistic voice. It dripped 'noblewoman' with her tone being obviously condescending. "Do not make me repeat myself."


Tribim's logical suggestion gets the looters' attention, but it's Aerith's threat that makes them decide that it's better to avoid antagonizing the three of you. They beat a hasty retreat. In gratitude for your aid, the shopkeep offers you an assortment of teas.

Potential Loot
Elfleaf x3
Groundelder x3
Mellowleaf x3
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Elfleaf
Upon drinking and sleeping for 8 hours, the drinker heals one point of ability damage. Multiple doses taken in a 24 hour period do not have a cumulative effect.

Groundelder
For 1 hour after drinking, the drinker gains 5 temporary hit points.

Mellowleaf
For 10 minutes, the drinker gains a +1 alchemical bonus on saving throws against emotion effects and Sense Motive checks. Once during the duration of this effect, if the user would become shaken, the drinker may remove the shaken condition as an immediate action. This does not allow the drinker to remove or lessen the effects of a more severe fear effect.


M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

Mahmoud seems single-mindedly determined to return to the temple, so much so that he almost doesn't notice when Tribim and Aerith stop to deal with the looters. He doubles back when he realizes what is happening, but he is too late to see anything but their fleeing steps into the shadows. "Everything okay?" he growls.


Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Teas? as in little bottles we can drink like potions, or tea bags we need to brew.

As he accepts the gifts from the shop keeper, Tribim reminds the man to brace up the door and stay inside. Turning to leave he answers the returning Mahmoud, "As ok as things can be in a city overran with undead."

Pocketing one of each of the teas, he hands one of each to Mahmoud and Aerith, "Take these, they may come in handy." Assuming their tiny bottles of tea, if their loose tea leaves, he'll leave the individual servings in their respective pouches

Ready to continue moving towards the temple, Tribim nods, "Hopefully the priests will have some answers."


Tea bags for brewing. The looters were trying to rob a tea shop. :-)

At the temple, you don't receive many answers, unfortunately, as the extent of the situation you've found yourselves in is ongoing. From what's being reported, though, every dead thing in the entire city - from the newly-deceased being prepared for burial, to beloved ancestors, to pets interred beneath family homes - has somehow been reanimated.


Wounds (0) HP (31) AC (17/15/13) Saves (3/6/6 +2 vs enchantment, +1 vs divine) SP (7/11) Perception (+5) Init (+3) Dragonborn Sorceress (4) Resist Acid (5) DR Magic (2)

The elf was quite pleased at the gift of teas. They were all rare and expensive, and were the type of brew that would not be out of place in the pantries of the rich and famous. But that was the only good news that they had, for the entire city was under siege.

K History: has an event like this happened before?: 1d20 + 13 ⇒ (5) + 13 = 18

"Has an event like this ever happened before?" She asked, trying her best to recall the information herself.


Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

As Aerith asks the priests about the history of the city, Sariel considers if he'd ever heard of anything similar. It seems they've found themselves in some sort of undead apocalypse, if it had happened before someone should know.

As he considered the implications of thousands of roaming dead he asks, "does this mean the lottery for the necropolis is suspended?"

Knowledge (civilization)?: 1d20 + 6 ⇒ (7) + 6 = 13


Aerith: "Not that I can recall. As far as I'm concerned, this is the worst thing Wati's experienced since the Plague of Madness. Even if we're able to lay all of the dead back to rest, it'll take quite a while, and I fear that there'll be little left of the city by the time we're done. If there's any way you can help, we can offer you healing and what resources we can spare."

Tribim: "We've got bigger priorities at the moment, but if you'd be willing to go to the necropolis entrance and make sure the guards are all right, we'd appreciate it."

I've put a map of Wati in the usual spot. This crisis is something that can't be solved instantly, so the next little while is fairly sandboxy. Expect to spend quite a few in-game days here. ;-)


M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

Mahmoud grunts. "If all the dead in the necropolis have risen, I do not give the guards at the entrance much chance of survival. But maybe we can help cover their retreat, if they are able to flee."


Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Happy to have something to be doing instead of hiding in a building, Tribim Nods in agreement with Mahmoud, "We will certainly be happy to do what we can."

Looking from the priest to the other two 'Shadows' he asks, "Is there anything either of you think we will need before we head back out into the undead apocalypse?"


"An assortment of weapons, good defenses, and positive energy are all beneficial when combating undead."

I'm not really sure what kind of answer you're looking for from that question. The priests here don't have any hidden knowledge about what's happening. ;-)


Wounds (0) HP (31) AC (17/15/13) Saves (3/6/6 +2 vs enchantment, +1 vs divine) SP (7/11) Perception (+5) Init (+3) Dragonborn Sorceress (4) Resist Acid (5) DR Magic (2)

"There is not much more use talking." Aerith said. "We have the tools that we are realistically going to have, and nowhere is truly going to be safe. Given that we have been asked to go to the necropolis entrance to check on the guards, that is where we should go. At the very least, it will be good to have trained warriors with us."

Let's move on to it


Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Looking from the priests towards Aerith, Tribim nods, "On to the necropolis entrance then." As he moves towards the temple doors to exit he loosens his weapons in their scabbards, ready to draw chakram or blade. Opening the doors he takes a quick look around then moves quickly towards the necropolis.


Ignore Me:
1d100 ⇒ 55
1d100 + 20 ⇒ (51) + 20 = 71
1d4 ⇒ 3

As you make your way toward the necropolis entrance, you hear an unearthly moaning ahead, and shortly thereafter, a trio of zombies comes into view.
Enemy Initiative: 3d20 + 9 ⇒ (9, 3, 6) + 9 = 27 (average 9)
Your Initiative: 3d20 + 14 ⇒ (6, 6, 3) + 14 = 29 (average ~10)
Aerith realizes these are zombie lords. These undead retain the abilities they had in life and are stronger and faster than their lesser kin.

No map is needed for this encounter, but assume they're 30 feet away.


Wounds (0) HP (31) AC (17/15/13) Saves (3/6/6 +2 vs enchantment, +1 vs divine) SP (7/11) Perception (+5) Init (+3) Dragonborn Sorceress (4) Resist Acid (5) DR Magic (2)

"These are no ordinary zombies. These are zombies of merit. None but us may challenge them." Aerith said, as she strode forward and sent her blade flying at the closest one.

Bludgeon 20ft range: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d10 + 12 ⇒ (9) + 12 = 21

It cut deep, though she did not rejoice.


M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

Mahmoud steps up beside Aerith and flings his dagger at the same zombie lord, hoping to stop that one before dealing with the others.

Ranged attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 11 - 1 - 2 + 2 + 1 ⇒ (11) + 11 - 1 - 2 + 2 + 1 = 22
Damage (magic, piercing, slashing), Deadly Aim, Melee Archer: 1d6 + 5 + 4 + 1 ⇒ (5) + 5 + 4 + 1 = 15
Bonus (Barrage) ranged attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 11 - 1 - 2 + 2 + 1 ⇒ (17) + 11 - 1 - 2 + 2 + 1 = 28
Damage (magic, piercing, slashing), Deadly Aim, Melee Archer: 1d6 + 5 + 4 + 1 ⇒ (1) + 5 + 4 + 1 = 11


Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Seeing the nearly human zombies Tribim pauses wonder how best to attack. Deciding on the chakrams, he reacts a split second behind his fellow shadows. Drawing a chakram from it's pouch, he flicks his wrist sending the bladed sphere towards the undead.

He will throw at anything left wounded but still standing. move action draws chakram, attack chakram
attack: 1d20 + 7 ⇒ (19) + 7 = 26 damage: 1d8 ⇒ 8


You manage to down one undead and wound another before they charge.
Slam (aerith): 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22 Damage: 1d6 + 3 ⇒ (3) + 3 = 6 (if this hits, Fortitude DC 13 vs stunned for 1 round)
Slam (mahmoud): 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Zombie Lord: full hp
Zombie Lore: 19pts damage


Wounds (0) HP (31) AC (17/15/13) Saves (3/6/6 +2 vs enchantment, +1 vs divine) SP (7/11) Perception (+5) Init (+3) Dragonborn Sorceress (4) Resist Acid (5) DR Magic (2)

Fort: 1d20 + 3 ⇒ (19) + 3 = 22

Bludgeon 20ft range: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d10 + 12 ⇒ (9) + 12 = 21

The elf took a step back as the zombie swung at her. Using her telekinetic powers the force of the blow was lessened enough that all it caused was a bruise, rather than shattered bones. Concentrating at the task at hand, she willed her blade to fly back towards her, impaling itself into the side of the zombie.


Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Watching as the undead move quickly to attack, Sariel makes a mental note to remember to pick up his chakram as he draws his blades. Stepping the other side of the wounded ? Zombie, he feints with the sword in his left hand, he thrusts with the blade in his right. Sidestepping, he attacks again with both blades.

Feint, swift action: feint strike, flowing feint, expert feint attack action: MW gladius TWF/SA/FT Bewildered: The target becomes bewildered, taking a –2 (- 4 from Tribim) penalty to AC.
feint: 1d20 + 11 ⇒ (15) + 11 = 26
feint strike: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 for damage: 1d6 + 4 ⇒ (2) + 4 = 6 SA: 2d6 ⇒ (4, 2) = 6
primary hand: 1d20 + 7 + 1 - 2 ⇒ (15) + 7 + 1 - 2 = 21 for damage: 1d6 + 4 ⇒ (5) + 4 = 9 SA: 2d6 ⇒ (3, 3) = 6 FT: 1d6 ⇒ 5
secondary hand: 1d20 + 7 + 1 - 2 ⇒ (14) + 7 + 1 - 2 = 20 for damage: 1d6 + 4 ⇒ (3) + 4 = 7 SA: 2d6 ⇒ (5, 4) = 9
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2


M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

Mahmoud moves closer, tandem with Tribim if he can. He continues his barrage of dagger throws against the zombies.

Ranged attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 11 - 1 - 2 + 2 + 1 ⇒ (18) + 11 - 1 - 2 + 2 + 1 = 29
Damage (magic, piercing, slashing), Deadly Aim, Melee Archer: 1d6 + 5 + 4 + 1 ⇒ (2) + 5 + 4 + 1 = 12
Bonus (Barrage) ranged attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 11 - 1 - 2 + 2 + 1 ⇒ (8) + 11 - 1 - 2 + 2 + 1 = 19
Damage (magic, piercing, slashing), Deadly Aim, Melee Archer: 1d6 + 5 + 4 + 1 ⇒ (1) + 5 + 4 + 1 = 11
Confirm critical?: 1d20 + 11 - 1 - 2 + 2 + 1 ⇒ (17) + 11 - 1 - 2 + 2 + 1 = 28
Additional critical damage (magic, piercing, slashing): 1d6 + 5 + 4 + 1 ⇒ (4) + 5 + 4 + 1 = 14


The three of you work together to finish off the last two zombie lords. You then continue toward the eastern half of the city.

Sturdy doors of iron and bronze stand in this high sandstone wall, barring entry to and egress from the city's necropolis. Barred windows in the gates offer brief glimpses of what lies beyond. Here, a young acolyte of Pharasma and several town guards nervously watch the necropolis gates, behind which come the sounds of groaning and pounding on the metal. A glance through the door's windows reveals nearly one hundred skeletons, zombies, ghouls, and more gathered here. Fortunately, they seem unable to break through ... for now.


M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

"That is terrifying," Mahmoud says calmly. "Come with us if you don't want to be caught in the flood of undead when the gate breaks." He gestures back toward the temple. "We were sent to find you and bring you back. Let us pray that the Mother of Graves protects the city from them long enough for Her priests to discover a remedy to whatever is causing this."


Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Were we told to bring them back?

Finishing the human like zombies, Tribim moves quickly with his friends to the gates of the necropolis. Relieved the guard were 'all right' and the gates held, Tribim peers through the door's window, frowning. Hearing Mahmoud request the guards return with them to the temple, Tribim remembered the juggler had mentioned the guards, if still alive, could retreat from the doorway. Breathing a sigh, Mahmoud was right, if the guards were at the gates when they gave way the guards would be dead, but the guards were better suited to fighting the undead than the poor citizens of Wati. Clearly, death would follow the falling of the gates. Not sure what to do Tribim asks, "Is there any way we can strengthen the gates?"


The priestess in charge of guarding the gate replies in a businesslike manner. "These undead appear to be mindless and undirected. The gates are strong, and while half of my guards have deserted their posts, I believe that we can maintain this position for the time-being - as long as our supplies hold out. I cannot leave, but can you bring a message to the Grand Mausoleum? We need more holy symbols and as much holy water as they can spare."

While the undead horde is contained, the area lacks defenses against incorporeal creatures - as you quickly find out when a pair of shadows pass through the gate and attack!
Enemy Initiative: 2d20 + 8 ⇒ (15, 14) + 8 = 37 (average 18.5)
Your Initiative: 3d20 + 14 ⇒ (19, 1, 3) + 14 = 37 (average 12ish)
2d4 ⇒ (4, 4) = 8
Both shadows head straight for the priestess!
Attacks: 2d20 + 6 ⇒ (16, 12) + 6 = 34 (hit touch AC 22 and 18)
STR Damage: 2d6 ⇒ (1, 6) = 7
The incorporeal undead immediately begin draining away the priestess' strength!

Your turns


M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

Does Mahmoud know anything about shadows?
Knowledge (divine): 1d20 + 2 ⇒ (16) + 2 = 18

He rushes toward the priestess in hopes of drawing off some of their attacks and tosses his dagger at the closest, ricocheting it off of the ground beneath it to cause it to return to his hand.

Ranged attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 11 - 1 - 2 + 2 + 1 ⇒ (9) + 11 - 1 - 2 + 2 + 1 = 20
Damage (magic, piercing, slashing), Deadly Aim, Melee Archer: 1d6 + 5 + 4 + 1 ⇒ (5) + 5 + 4 + 1 = 15
Bonus (Barrage) ranged attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 11 - 1 - 2 + 2 + 1 ⇒ (17) + 11 - 1 - 2 + 2 + 1 = 28
Damage (magic, piercing, slashing), Deadly Aim, Melee Archer: 1d6 + 5 + 4 + 1 ⇒ (5) + 5 + 4 + 1 = 15


Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Nodding in response to the 'priests' request, Tribim is about to respond as the incorporeal undead flow through the gates. Not sure of the best way to attack incorporeal, he does know what his best attack is. Moving towards the nearest undead, he feints with the sword in his left hand, thrusting with the blade in his right. Shifting his weight, he attacks again with both blades.

Move towards nearest shadow, drawing blades. Feint, swift action: feint strike, flowing feint, expert feint attack action: MW gladius TWF/SA/FT Bewildered: The target becomes bewildered, taking a –2 (- 4 from Tribim) penalty to AC.
feint: 1d20 + 11 ⇒ (20) + 11 = 31
feint strike: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 for damage: 1d6 + 4 ⇒ (5) + 4 = 9 SA: 2d6 ⇒ (2, 3) = 5
primary hand: 1d20 + 7 + 1 - 2 ⇒ (19) + 7 + 1 - 2 = 25 for damage: 1d6 + 4 ⇒ (3) + 4 = 7 SA: 2d6 ⇒ (2, 2) = 4 FT: 1d6 ⇒ 2
secondary hand: 1d20 + 7 + 1 - 2 ⇒ (11) + 7 + 1 - 2 = 17 for damage: 1d6 + 4 ⇒ (6) + 4 = 10 SA: 2d6 ⇒ (1, 2) = 3
primary hand: confirm crit: 1d20 + 7 + 1 - 2 ⇒ (1) + 7 + 1 - 2 = 7 for damage: 1d6 + 4 ⇒ (4) + 4 = 8


Wounds (0) HP (31) AC (17/15/13) Saves (3/6/6 +2 vs enchantment, +1 vs divine) SP (7/11) Perception (+5) Init (+3) Dragonborn Sorceress (4) Resist Acid (5) DR Magic (2)

Bludgeon 20ft range with flank?: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Damage: 1d10 + 12 ⇒ (10) + 12 = 22

Not for the first time, Aerith thought about transforming into her other form. When enemies were this close to her, being naught but flesh and blood made her feel far too vulnerable. But she couldn't, as she still wasn't sure how safe she would be following the reactions of those around her. So, she instead she sent her blade flying out to fight for her.


Mahmoud: Shadows are intelligent incorporeal undead. Their touch saps a creature's strength, and anyone slain in this manner will become a shadow themself shortly thereafter. They're immune to mundane weaponry but as undead, they're vulnerable to positive energy.
--------------------------------------------------------------------------- -
Although all of you successfully strike the shadows, only Mahmoud's enchanted dagger manages to wound the undead. On a positive note, you've managed to draw their attention away from the priestess.
Attack vs Touch AC (mahmoud): 1d20 + 6 ⇒ (10) + 6 = 16 STR Damage: 1d6 ⇒ 6
Attack vs Touch AC (aerith): 1d20 + 6 ⇒ (19) + 6 = 25 STR Damage: 1d6 ⇒ 3

Shadow: 14pts damage
Shadow: full hp


M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

"Only magical weapons can hurt them," Mahmoud growls. "Maybe try using positive energy, like a healing wand?"

He throws his enchanted dagger twice more at the injured shadow (a standard action), or at the other if the injured one falls.

Ranged attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 11 - 1 - 2 + 2 + 1 ⇒ (19) + 11 - 1 - 2 + 2 + 1 = 30
Damage (magic, piercing, slashing), Deadly Aim, Melee Archer: 1d6 + 5 + 4 + 1 ⇒ (4) + 5 + 4 + 1 = 14
Bonus (Barrage) ranged attack (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 11 - 1 - 2 + 2 + 1 ⇒ (6) + 11 - 1 - 2 + 2 + 1 = 17
Damage (magic, piercing, slashing), Deadly Aim, Melee Archer: 1d6 + 5 + 4 + 1 ⇒ (1) + 5 + 4 + 1 = 11
Critical confirmation: 1d20 + 11 - 1 - 2 + 2 + 1 ⇒ (17) + 11 - 1 - 2 + 2 + 1 = 28
Additional critical damage (magic, piercing, slashing): 1d6 + 5 + 4 + 1 ⇒ (2) + 5 + 4 + 1 = 12

To Aerith he then shouts, "Here, take control of Quickspiral!" and drops his enchanted dagger on the ground between the two of them. Then he concentrates for a moment.

He will use his martial spontaneity ability as a move action. This costs him three points of stamina and grants him a combat feat for one minute. He chooses the Ghostslayer feat, which lets him treat an ordinary weapon as if it is magical when used against incorporeal enemies.

As a swift action, he activates his Ghostslayer feat on his unarmed strike.


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Wounds (0) HP (31) AC (17/15/13) Saves (3/6/6 +2 vs enchantment, +1 vs divine) SP (7/11) Perception (+5) Init (+3) Dragonborn Sorceress (4) Resist Acid (5) DR Magic (2)

Bludgeon with flank?: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Damage: 1d4 + 8 ⇒ (2) + 8 = 10

Confirm: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Damage: 1d4 + 8 ⇒ (4) + 8 = 12

Shivering at the touch of the ghost, Aerith allowed her blade to fall to the ground with an undignified clatter. In the same moment quickspiral rose from the ground, shooting upwards and cutting into a ghost, going from groin to throat in one quick motion.


Mahmoud's dagger fells the wounded shadow, and Aerith's quick to telekinetically take control of the blade and use it to slice open the other. The priestess thanks you with a pained groan. "That's why we need more holy symbols and holy water from the temple. The wraiths don't come often, but when they do, it's a serious drain on our resources."


Wounds (0) HP (31) AC (17/15/13) Saves (3/6/6 +2 vs enchantment, +1 vs divine) SP (7/11) Perception (+5) Init (+3) Dragonborn Sorceress (4) Resist Acid (5) DR Magic (2)

”We will make haste.” Aerith said, doing her best to act dignified when she felt chilled to the bone. With that said, she turned to leave…but first Mahmoud's dagger floated back to his waiting hand. ”That was quick thinking. Well done.” She said, matter of factly, even as he own blade rose from the floor to float alongside her.


M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

Mahmoud bows respectfully to both the elven mage and the Pharasmin priest.


Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Clearly disappointed that his blades had no effect on the 'incorporeal undead' Tribim chimes in agreeing with Aerith, "Yes Mahmoud well done."

Resisting the urge to regret not keeping the fancy magic spear, Tribim returns his attention to the task at hand, "We will return to the Grand Mausoleum and bring back whatever they can spare."

Pausing long enough to let his fellow 'Shadows' to ask any more questions, Tribim begins to head back towards the 'Mausoleum' as they move through town he begins to consider if his own priestess may have magic available. Pausing he asks, "Should we swing by the temple of Bastet and see if they can provide any aid?"

Would there be anything at Bastet's temple they could get free or purchase that may be helpful. Potions, or such? Maybe the have a magic weapon they want to loan their favorite dancer :)
knowledge ?: 1d20 ⇒ 3
a three, nevermind...probably should be religion, but Tribim has a +6 in civilization and + 7 in lore (ancestors) just figuring since he works there he may know a little more than the regular joe.


While worship of Bastet started rekindling around a century ago, the majority of her temples are too small to be of much help in a crises of this scale. Their resources are better served in assisting the individual people around them. They might be able to spare a restoration spell or two, though.


Male Catfolk Rogue 4
Vitals:
HP 30/31 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 18 PSD 21
Abilities:
Hit Dice 4/4 | Feint +11 | Sneak attack @2d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +9/11 | Disable device +15/17, CLW wand 47/50

Realizing the temple of Bastet probably wouldn't have that much gear for fighting dead, Tribim shrugs talking as much to himself as his friends. "Maybe we should swing by if someone needs some help with restoration." Shrugging, he picks up the pace towards the Grand Mausoleum.


After you deliver the message to the Grand Mausoleum, the priests put together a box full of holy symbols and several gallons of holy water.

If anyone needs healing or condition removal, you can receive it for free here.


Wounds (0) HP (31) AC (17/15/13) Saves (3/6/6 +2 vs enchantment, +1 vs divine) SP (7/11) Perception (+5) Init (+3) Dragonborn Sorceress (4) Resist Acid (5) DR Magic (2)

Aerith was grateful to receive healing from the temple, rather than having to rely on her own powers. While it certainly was something she could have handled, it would have taken time, and she really didn’t want to be caught outside while drained. One never knew when you’d have to teleport to safety, or to heal a dying comrade.


M N human fighter 4 | HP 40/40 | AC22 T21 FF17 | F+8* (+2 vs death) R+7* (+1 ruins) W+5* (+2 fear) | CMD22 PSD15* | init+5* (+2 ruins) | Per+8 SM+6 | HD 4/4 MF 1/1 RS 1/1 Stm 7/7 | conditions: none | effects: none

I think Mahmoud has been lucky enough to avoid taking any damage so far.

Mahmoud bows respectfully to the priests of his temple. "To live is to serve," he says somberly. While the Pharasmins collect their supplies, he rests near the altar. When the others are ready, he collects the box and prepares to carry it back to the guards at the Necropolis gate.


Ignore Me:
1d100 ⇒ 100
1d100 + 20 ⇒ (52) + 20 = 72

On your way back to the necropolis entrance, you come across a Large yellow-orange amoeboid creature slowly slithering across the ground.
Mahmoud Knowledge (dungeoneering) DC 15: 1d20 + 3 ⇒ (14) + 3 = 17
Tribim Knowledge (dungeoneering) DC 15: 1d20 + 5 ⇒ (4) + 5 = 9
Mahmoud recognizes it as an ochre jelly. These dangerous oozes secrete digestive acid that dissolves flesh. Certain types of attack can cause them to split off weaker copies of themselves. The good news is that - while physically tough - ochre jellies are extremely slow.

It's 20ft away from you at the moment.

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