Mummy's Mask

Game Master Whack-a-Rogue

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M N human cleric 7//fighter 7 | HP 67/67 | AC25*** T24** FF20* | F+10* R+9** (+1 ruins) W+10** (+5 fear) | CMD25 MSD 16 PSD17* (+6 vs demoralize) | init+12** (+2 ruins, +3 RR) | Per+18 SM+7 | BB 4/4 Fa 10/10 Fe 6/6 HD 7/7 MF 1/1 RS 1/1 SaA 7/7 SaW 7/7 SLAs SP 16/17 Stm 10/10 | conditions: none | effects: dance 1r, darkvision 7h, momentum 13, Rapid Response, see invisibility 70m

Mahmoud bows low. "I, uh, hope that our research can begin tomorrow. So that we can spend some more time in your company before we go." He looks desperately to Aerith for backup in 'courtly talk'.


We'll assume Aerith does some 'courtly talk,' and you spend some time with Muminofrah as nothing's open today so shopping and researching are off the table.

The Next Day
After another long day of research in the Spiral Archives, you finally locate a curator's catalog. It reveals that the Scrolls of Inquiry were moved to another of the Inner Sanctum's libraries, the Dark Depository, 103 years ago. It seems that the Spiral Archives hold no more secrets for you to discover - at least about Hakotep the Forgotten Pharaoh.

The Dark Depository is a different part of the Grand Library's Inner Sanctum, so you'll need a new letter of permission to enter. Of course, sneaking in is always an option if you don't want to deal with Deka and/or Muminofrah again. ;-) Regardless, you'll first need to figure out where the Dark Depository is located, as it's even more secret than the Spiral Archives.


Wounds (0) HP (57) AC (28/16/24) Saves (7/10/7, +2 vs enchantment) SP (21/32) Perception (+10) Init (4+3=7)) Shifter Dragonborn Sorceress (7) Resist Acid (5) DR Magic (3) Buffs (Rapid Response, Subtle, Deathless + Undying Aegis) Constant (Detect Magic and Deathwatch)

Aerith was beyond thankful to have escaped the dangers of courtly politics. That she could return home and report that she had made a positive connection with someone in power was a relief...even if her family were more likely than not to fail to make a move on the opportunity only after the human had died of old age. It was a common failing in those who had lived for as long as they had.

That relief died when she found that the Spiral Archives no longer held any secrets pertinent to their quest. What they needed was access to the Dark Depository. That certainly raised her spirits, for to have access to such a rare archive made her soul sing. Unfortunately, it meant more courtly politics.

"Mahmoud. I am writing a letter to Muminofrah. I would like for you to deliver it." She said, knowing full well how smitten she was with her comrade.

Letter:

To the Most Radiant and Resplendent Muminofrah, Jewel of the River, Delight of the Sun:

May this humble letter find you in comfort and joy, surrounded by the fineries and admirers most befitting your exalted station. The waters themselves ought to reflect naught but your beauty when you grace them with your presence.

It was by your gracious favor that we were granted access to the Spiral Archives, and through that privilege we have uncovered truths of great importance. The trail of the Forgotten Pharaoh now leads us deeper still into the Grand Library, to a place called the Dark Depository, where the Scrolls of Inquiry were moved more than a century past.

These secrets, required for the good of the realm, shall remain forever out of reach without your patronage. For the curators shall refuse your humble servants passage. Therefore, we beseech you, to raise your noble hand and dispel the veil that bars the way before us. We write to you, as who but your eminence is worthy of having her name associated with the greatest secrets of this most illustrative of nations?

By your favor and under the watchful eyes of the Gods,
Aerith of House Lithanel

Influence: 1d20 + 16 ⇒ (16) + 16 = 32

She felt physically ill writing the letter, but she knew that every word of flattery was required if they were to achieve their goals. She swallowed her guild, though, in sending Mahmoud alone. She knew that Muminofrah truly wanted to see Mahmoud, and that her own presence was becoming more and more unwelcome. For on the surface, Mahmoud was working for her house, and Aerith being present was a social inhibitor that would frustrate Muminofrah. By writing the letter, Aerith did her duty as a noble. And Muminofrah would see sending Mahmoud as a gift. What Mahmoud do was up to him. She just hoped that it was nothing untoward. But she knew his background as a dancer and entertainer, so she trusted that he would be able to navigate this himself. He was an adult, and did not require her to hold his hand. At least, this is what she told herself to soothe her own conscience.


M N human cleric 7//fighter 7 | HP 67/67 | AC25*** T24** FF20* | F+10* R+9** (+1 ruins) W+10** (+5 fear) | CMD25 MSD 16 PSD17* (+6 vs demoralize) | init+12** (+2 ruins, +3 RR) | Per+18 SM+7 | BB 4/4 Fa 10/10 Fe 6/6 HD 7/7 MF 1/1 RS 1/1 SaA 7/7 SaW 7/7 SLAs SP 16/17 Stm 10/10 | conditions: none | effects: dance 1r, darkvision 7h, momentum 13, Rapid Response, see invisibility 70m

Mahmoud winces at Aerith's request, imagining that Muminofrah's reaction to the letter might depend upon how her messenger responds to her advances. He nods slowly, standing up straight to show his bravery, and he marches out the door like a prisoner on his way to a hanging.

He seeks out a conveyance back to her palace, and once he arrives he does his best to learn how to deliver the message to their patron. Ideally, she holds court, but if he must bring it to her private chambers, he swallows the bitter pill as best he can.


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While waiting for Mahmoud to return, Aerith spends several hours tracking down the location of the Dark Depository. Despite being part of the Grand Library, this section isn't located in the building. Instead, due to the dangerous forbidden knowledge housed within, the entrance is located at the bottom of an abandoned well in the district known as Wadjet's Walk. You're warned that things have spawned there that have never seen the sun and that few scholars tread the dark halls, so no help will be coming if you run into something beyond your capacity to handle.

Mahmoud, meanwhile, is kept busy entertaining Muminofrah for almost the entire day (by whatever method you'd like as long as it involves keeping her the center of attention) until she finally grows bored and sends him away ... with a letter granting access to the Dark Depository for three days.


M N human cleric 7//fighter 7 | HP 67/67 | AC25*** T24** FF20* | F+10* R+9** (+1 ruins) W+10** (+5 fear) | CMD25 MSD 16 PSD17* (+6 vs demoralize) | init+12** (+2 ruins, +3 RR) | Per+18 SM+7 | BB 4/4 Fa 10/10 Fe 6/6 HD 7/7 MF 1/1 RS 1/1 SaA 7/7 SaW 7/7 SLAs SP 16/17 Stm 10/10 | conditions: none | effects: dance 1r, darkvision 7h, momentum 13, Rapid Response, see invisibility 70m

Mahmoud returns to the inn to meet Aerith. He wordlessly holds aloft the letter granting them access to the Dark Depository, and bows to Aerith to acknowledge their success.


Wounds (0) HP (57) AC (28/16/24) Saves (7/10/7, +2 vs enchantment) SP (21/32) Perception (+10) Init (4+3=7)) Shifter Dragonborn Sorceress (7) Resist Acid (5) DR Magic (3) Buffs (Rapid Response, Subtle, Deathless + Undying Aegis) Constant (Detect Magic and Deathwatch)

Aerith thought for a moment about apologizing to Mahmoud. She had no idea what he had gone through, and truly she did not want to know. She walked over to him, took the letter from him with one hand and then used the other to pull him in for a hug.

Letting him go and stepping back, she said "The Dark Depository is said to be full of creatures that have never seen the sun, and that few scholars dare to tread there. I believe that it will have better company than the nobility of the city. We can go whenever you are ready."


I'll assume that everyone's ready. If there's any last-minute preparations, we can have done them prior to descending the well shaft.

Once you find the correct location in Wadjet's Walk, you climb down a series of iron ladders bolted to the wall of the 450-ft-deep well shaft. By the time you reach the bottom, you're in total darkness.

I've updated the map. As long as he can see in mundane darkness, Mahmoud will notice that the doors at the bottom of the shaft are magically trapped.


M N human cleric 7//fighter 7 | HP 67/67 | AC25*** T24** FF20* | F+10* R+9** (+1 ruins) W+10** (+5 fear) | CMD25 MSD 16 PSD17* (+6 vs demoralize) | init+12** (+2 ruins, +3 RR) | Per+18 SM+7 | BB 4/4 Fa 10/10 Fe 6/6 HD 7/7 MF 1/1 RS 1/1 SaA 7/7 SaW 7/7 SLAs SP 16/17 Stm 10/10 | conditions: none | effects: dance 1r, darkvision 7h, momentum 13, Rapid Response, see invisibility 70m

As descending becomes darker, Mahmoud prays for Pharasma's blessing over the blackness (He uses martial spontaneity to give himself Vision Mastery, and casts darkvision and see invisibility upon himself and Aerith.) Then he notices the trap. Realizing that this expedition will be more dangerous than the last, Mahmoud activates Pharasma's divine boon, casting defending bone upon himself, and motions to Aerith to stay back, so that if there are ill effects they do not catch her.

Disable Device: 1d20 + 18 ⇒ (5) + 18 = 23


Wounds (0) HP (57) AC (28/16/24) Saves (7/10/7, +2 vs enchantment) SP (21/32) Perception (+10) Init (4+3=7)) Shifter Dragonborn Sorceress (7) Resist Acid (5) DR Magic (3) Buffs (Rapid Response, Subtle, Deathless + Undying Aegis) Constant (Detect Magic and Deathwatch)

Subtle: A creature with this aegis is surrounded by a field of magical energy that interferes with other forms of magic. Rather than producing an obvious spell resistance effect, however, the creature with the aegis becomes hidden from sphere abilities and supernatural abilities. The effect is such that these abilities can not target the character properly without assistance from a creature. If a supernatural or sphere ability discerns between allies and enemies (as many totems of the War sphere do), or acts in a way that its effects only affect certain creatures (such as creatures of a creature type or a specific alignment), the creature with the aegis is unaffected or considered to be an ally. Similarly, magic traps and contingency effects (like glyphs) are not triggered by the creature’s presence, and any effect relying on a magical trigger is also not triggered, as if the creature were invisible to the trap or effect. Traps may still be sprung by physical triggers, however. Abilities that rely on the caster choosing targets are not affected by this aegis, even if that ability only works on certain targets (such as a paladin’s smite evil ability), and this does not give the bearer any special concealment from creatures using magical senses. Area effect abilities are also still effective against the creature, provided the effect affects every creature, or affects every creature save for those specifically made invulnerable by the caster.

——

If it’s magic maybe…


A Subtle aegis will protect against magic traps triggered by your presence (like reading explosive runes) but not against a failed Disable Device attempt. If this had a targeted effect, you'd still be protected, but in this case, it's an area effect.

While attempting to disable the trap, Mahmoud accidentally breaks the wrong rune line, and an explosion of ice erupts from the doors!
Cold Damage: 10d8 ⇒ (7, 3, 6, 5, 7, 3, 7, 5, 1, 1) = 45 (affects everything within 10ft of the doors; Reflex DC 19 halves)


M N human cleric 7//fighter 7 | HP 67/67 | AC25*** T24** FF20* | F+10* R+9** (+1 ruins) W+10** (+5 fear) | CMD25 MSD 16 PSD17* (+6 vs demoralize) | init+12** (+2 ruins, +3 RR) | Per+18 SM+7 | BB 4/4 Fa 10/10 Fe 6/6 HD 7/7 MF 1/1 RS 1/1 SaA 7/7 SaW 7/7 SLAs SP 16/17 Stm 10/10 | conditions: none | effects: dance 1r, darkvision 7h, momentum 13, Rapid Response, see invisibility 70m

Reflex save: 1d20 + 9 ⇒ (15) + 9 = 24 (+1 if this counts as ruins)


Wounds (0) HP (57) AC (28/16/24) Saves (7/10/7, +2 vs enchantment) SP (21/32) Perception (+10) Init (4+3=7)) Shifter Dragonborn Sorceress (7) Resist Acid (5) DR Magic (3) Buffs (Rapid Response, Subtle, Deathless + Undying Aegis) Constant (Detect Magic and Deathwatch)

Ref: 1d20 + 10 ⇒ (6) + 10 = 16
45 damage Aerith, 23 damage Mahmoud

Aerith Cure: 2d8 + 14 ⇒ (2, 8) + 14 = 24
Aerith Cure: 2d8 + 14 ⇒ (8, 6) + 14 = 28
Mahmoud Cure: 2d8 + 7 ⇒ (8, 7) + 7 = 22
22 spell points left

Aerith was completely blindsided by the blast. Well, almost. Her arcane sight allowed her to see it come, but she was far too slow to actually get out of the way, meaning that she got the ‘pleasure’ of knowing what was about to hit her.

After taking a moment to compose herself, she went about healing their frozen skin and early onset frostbite. It was, she decided, still a preferable experience than being in court.


After recovering your composure and tending your wounds, you retry the door. With the trap gone, it's safe to open. Three short corridors slope down from the center of this cruciform chamber, each ending at a wall with a large, carved stone - face­ one frightened, one sad, and one angry. Tablets, statues, icons, and carvings cram the corridors. A heap of skeletons topped with a crocodile skull sits in the intersection of the corridors.


M N human cleric 7//fighter 7 | HP 67/67 | AC25*** T24** FF20* | F+10* R+9** (+1 ruins) W+10** (+5 fear) | CMD25 MSD 16 PSD17* (+6 vs demoralize) | init+12** (+2 ruins, +3 RR) | Per+18 SM+7 | BB 4/4 Fa 10/10 Fe 6/6 HD 7/7 MF 1/1 RS 1/1 SaA 7/7 SaW 7/7 SLAs SP 16/17 Stm 10/10 | conditions: none | effects: dance 1r, darkvision 7h, momentum 13, Rapid Response, see invisibility 70m

Having been warned by the first trap, Mahmoud begins carefully inspecting the area to ensure their safety. He points out the skeletons to Aerith, in hopes that she can determine their origin once he has looked them over to make sure they are not hiding some ambush. Then he carefully checks over each of the corridors, looking for hidden passages, traps, or other hazards. He wonders what the faces signify as he looks at them carefully, checking both the walls upon which they hang and the opposite walls that they face. When he has gathered as much information as he can, he returns to Aerith and reports his findings.


The pile of skeletons appears to be some sort of golem - although it's currently inactive.

The frightened face (D3) is perfectly round and about three feet across. You notice that it can pivot on a central axis but can see that doing so will trigger scything blades angled to decapitate anyone going through this hidden doorway.

The sorrowful face (D4) is perfectly round and about three feet across. You notice that it can pivot on a central axis but can see that doing so will unleash a pillar of fire (magic trap). You also notice another secret door flanking the face to the south.

The angry face (D5) - or perhaps disgusted is a better description - is perfectly round and about three feet across. You notice that it can be slid to either the left or right. Either direction should reveal a doorway, but only one can be accessed at a time.


M N human cleric 7//fighter 7 | HP 67/67 | AC25*** T24** FF20* | F+10* R+9** (+1 ruins) W+10** (+5 fear) | CMD25 MSD 16 PSD17* (+6 vs demoralize) | init+12** (+2 ruins, +3 RR) | Per+18 SM+7 | BB 4/4 Fa 10/10 Fe 6/6 HD 7/7 MF 1/1 RS 1/1 SaA 7/7 SaW 7/7 SLAs SP 16/17 Stm 10/10 | conditions: none | effects: dance 1r, darkvision 7h, momentum 13, Rapid Response, see invisibility 70m

Mahmoud grunts as he completes his inventory. "Maybe the faces tell us something about where they lead?" he suggests. He shrugs. "Without any further information, guess I should try to crack the traps before we continue. If I set them off again, we might have time to recover before exploring beyond."


Wounds (0) HP (57) AC (28/16/24) Saves (7/10/7, +2 vs enchantment) SP (21/32) Perception (+10) Init (4+3=7)) Shifter Dragonborn Sorceress (7) Resist Acid (5) DR Magic (3) Buffs (Rapid Response, Subtle, Deathless + Undying Aegis) Constant (Detect Magic and Deathwatch)

K Divine on religious significance: 1d20 + 16 ⇒ (3) + 16 = 19
Reroll from background: 1d20 + 16 ⇒ (9) + 16 = 25

K Civilization on history and uses: 1d20 + 16 ⇒ (19) + 16 = 35

K Arcana if it radiates magic: 1d20 + 16 ⇒ (8) + 16 = 24
Add this to any if needed to meet a DC: 1d10 ⇒ 9

”A very good idea. Let us also see what combinations are certain to not lead to any traps. Though I must say, this is so…interesting…” Her voice trailed off as she tried to place what she knew.


Aerith is unsure what the faces signify - if anything. While they're carved in similar styles, you don't recall there being any historical or religious significance to the various expressions.


Wounds (0) HP (57) AC (28/16/24) Saves (7/10/7, +2 vs enchantment) SP (21/32) Perception (+10) Init (4+3=7)) Shifter Dragonborn Sorceress (7) Resist Acid (5) DR Magic (3) Buffs (Rapid Response, Subtle, Deathless + Undying Aegis) Constant (Detect Magic and Deathwatch)

"...though I've never seen, or heard of, the likes of this before." She continued. "If you can handle these traps, it would be ideal." She said, as she took a more defensive form, and got to a safe distance.


M N human cleric 7//fighter 7 | HP 67/67 | AC25*** T24** FF20* | F+10* R+9** (+1 ruins) W+10** (+5 fear) | CMD25 MSD 16 PSD17* (+6 vs demoralize) | init+12** (+2 ruins, +3 RR) | Per+18 SM+7 | BB 4/4 Fa 10/10 Fe 6/6 HD 7/7 MF 1/1 RS 1/1 SaA 7/7 SaW 7/7 SLAs SP 16/17 Stm 10/10 | conditions: none | effects: dance 1r, darkvision 7h, momentum 13, Rapid Response, see invisibility 70m

Mahmoud shrugs amiably and goes to attempt to deal with the traps.

Disable Device (frightened face): 1d20 + 18 ⇒ (9) + 18 = 27
Disable Device (sorrowful face): 1d20 + 18 ⇒ (7) + 18 = 25


When you begin to work on the scything blades trap, you quickly discover that there's nothing to disable: the 'trap' is entirely illusory. The trap on the door with the sorrowful face, however, is very much real. You manage to stop yourself just before accidentally triggering the mechanism. (it's a DC 30, so you barely avoided setting it off).


M N human cleric 7//fighter 7 | HP 67/67 | AC25*** T24** FF20* | F+10* R+9** (+1 ruins) W+10** (+5 fear) | CMD25 MSD 16 PSD17* (+6 vs demoralize) | init+12** (+2 ruins, +3 RR) | Per+18 SM+7 | BB 4/4 Fa 10/10 Fe 6/6 HD 7/7 MF 1/1 RS 1/1 SaA 7/7 SaW 7/7 SLAs SP 16/17 Stm 10/10 | conditions: none | effects: dance 1r, darkvision 7h, momentum 13, Rapid Response, see invisibility 70m

Ooof! Well, I don't really have a choice but to keep trying. If Mahmoud does accidentally set it off, at least he can absorb the damage without Aerith getting hit too!

Disable Device (DC 30): 1d20 + 18 ⇒ (16) + 18 = 34

Mahmoud returns to Aerith, quietly triumphant, and suggests that they start with the sorrowful face, since that was the only door that actually had a trap. He leads the way, checking as he goes for other hazards.


When you pivot the sorrowful face, you discover its reverse side has another carved face - one with an expression of surprise. Fortunately, you've already disabled the trap, making this new expression rather ironic. On the other side of the opening, you find nothing but a cramped, closet-like chamber filled with refuse.


M N human cleric 7//fighter 7 | HP 67/67 | AC25*** T24** FF20* | F+10* R+9** (+1 ruins) W+10** (+5 fear) | CMD25 MSD 16 PSD17* (+6 vs demoralize) | init+12** (+2 ruins, +3 RR) | Per+18 SM+7 | BB 4/4 Fa 10/10 Fe 6/6 HD 7/7 MF 1/1 RS 1/1 SaA 7/7 SaW 7/7 SLAs SP 16/17 Stm 10/10 | conditions: none | effects: dance 1r, darkvision 7h, momentum 13, Rapid Response, see invisibility 70m

Mahmoud continues to the fearful face door.


Wounds (0) HP (57) AC (28/16/24) Saves (7/10/7, +2 vs enchantment) SP (21/32) Perception (+10) Init (4+3=7)) Shifter Dragonborn Sorceress (7) Resist Acid (5) DR Magic (3) Buffs (Rapid Response, Subtle, Deathless + Undying Aegis) Constant (Detect Magic and Deathwatch)

Seeing the refuse, Aerith quipped ”Either the builders had a sense of humor, or someone opened this before us and looted what was inside.” She remained at a safe distance, despite the expertise her companion had proven in disabling such a masterfully set trap.


A series of high walls blanketed in hieroglyphs forms a twisting maze of narrow corridors in this chamber. Shelves, recesses, cabinets, and cubbyholes crammed with scrolls, stone slates, and wax tablets line the walls. (you can now begin researching)

Unfortunately, you're not alone, as the sound of deep bays reveals the presence of multiple shadow mastiffs.
Enemy Initiative: 3d20 + 18 ⇒ (2, 3, 9) + 18 = 32 (average 14)
Your Initiative: 2d20 + 22 ⇒ (3, 20) + 22 = 45 (average 22.5)

All attacks against the three shadow mastiffs have 50% miss chance due to the lack of illumination.


Wounds (0) HP (57) AC (28/16/24) Saves (7/10/7, +2 vs enchantment) SP (21/32) Perception (+10) Init (4+3=7)) Shifter Dragonborn Sorceress (7) Resist Acid (5) DR Magic (3) Buffs (Rapid Response, Subtle, Deathless + Undying Aegis) Constant (Detect Magic and Deathwatch)

Breath Weapon: 3d8 ⇒ (8, 8, 7) = 23
Turns to use again: 1d4 ⇒ 4

A narrow corridor. A trio of enemies. A dragon’s breath. Sometimes a situation had a solution that was not subtle, but which was nonetheless quite efficient.


M N human cleric 7//fighter 7 | HP 67/67 | AC25*** T24** FF20* | F+10* R+9** (+1 ruins) W+10** (+5 fear) | CMD25 MSD 16 PSD17* (+6 vs demoralize) | init+12** (+2 ruins, +3 RR) | Per+18 SM+7 | BB 4/4 Fa 10/10 Fe 6/6 HD 7/7 MF 1/1 RS 1/1 SaA 7/7 SaW 7/7 SLAs SP 16/17 Stm 10/10 | conditions: none | effects: dance 1r, darkvision 7h, momentum 13, Rapid Response, see invisibility 70m

Mahmoud leaps into action, beginning his performance and throwing his dagger at the enemy.

Attack #1 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 16 - 3 - 2 + 2 + 1 ⇒ (12) + 16 - 3 - 2 + 2 + 1 = 26
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 9 + 4 + 1 ⇒ (6) + 9 + 4 + 1 = 20
Concealment chance 50% (high is good): 1d100 ⇒ 96
Reroll (Perfect Shot) concealment chance (high is good): 1d100 ⇒ 100

Bonus (Barrage) attack #2 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 16 - 3 - 2 + 2 + 1 ⇒ (14) + 16 - 3 - 2 + 2 + 1 = 28
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (5) + 9 + 4 + 1 = 19
Concealment chance 50% (high is good): 1d100 ⇒ 51
Reroll (Perfect Shot) concealment chance (high is good): 1d100 ⇒ 4

Bonus (Barrage) attack #3 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 16 - 3 - 2 + 2 + 1 ⇒ (1) + 16 - 3 - 2 + 2 + 1 = 15
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (5) + 9 + 4 + 1 = 19
Concealment chance 50% (high is good): 1d100 ⇒ 18
Reroll (Perfect Shot) concealment chance (high is good): 1d100 ⇒ 73

It probably still misses, but just FYI Perfect Shot says that a 1 is no longer an automatic miss on a ranged attack for Mahmoud.

Entwining Prance (dance):
Mahmoud: move action (optionally move 5'-15') to start, move 10'-15' to maintain; allies within 15': move action (optionally move up to half speed) or 5-ft step to join

Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save (DC 16) or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).

(By default, Mahmoud does this for every enemy who comes into his threatened area.)

Guarded Twist (dance), +1 AC:
Mahmoud: move action (optionally move 5'-15') to start, move 10'-15' to maintain; allies within 15': move action (optionally move up to half speed) or 5-ft step to join

A creature can pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone as part of the movement required to join or maintain this dance. Dancers taking the actions listed above do not provoke an attack of opportunity (including when they initially take the action to become a dancer).

Additionally, whenever you begin or maintain a dance with this talent, roll a Perform (dance) check with a circumstance bonus equal to the number of dancers, which cannot exceed your operative ability modifier (minimum +1). All dancers may use your Perform (dance) check result in place of any Acrobatics check to avoid provoking an attack of opportunity for as long as they continue the dance.

If you have at least 6 ranks in the associated skill for this package, the dancers also get a +1 dodge bonus to AC for every 6 ranks you possess. (+0)

Active Defense (+3):
If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1.

(By default, Mahmoud uses this every time he is attacked in melee.)

Momentum Pool (13 points):
Allies within 30' can spend

1 point, free action: move 5' (provokes, 20' max per round)
1 point, no action: when an enemy's attack hits, reduce the damage by 3
2 points, no action: when an ally's attack hits, add 3 damage (once per attack)
2 points, move action: regain martial focus
3 points, swift action: regain martial focus
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)


Mahmoud: Perfect Shot makes a 1 not an auto-miss as long as you have martial focus - which you spent to make a third Barrage attack. ;-)

Aerith: Don't forget to include the DC when attacking with your breath weapon.
Reflex DC 19?: 3d20 + 7 ⇒ (7, 6, 12) + 7 = 32

Aerith's acid (carefully aimed to avoid hitting the literary resources filling the room) washes over the mastiffs as Mahmoud's dagger impales the closest hound, causing it to dissipate into shadow. The other two beasts charge in despite their injuries.
Bite: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Bite: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Trip if the Bite Hits: 1d20 + 10 ⇒ (20) + 10 = 30
I think Aerith's in front due to the breath weapon, but I'm including the damage roll in case Mahmoud stepped in and elected not to use Active Defense for some reason. ;-)

Shadow Mastiff: 23pts damage
Shadow Mastiff: 11pts damage


Wounds (0) HP (57) AC (28/16/24) Saves (7/10/7, +2 vs enchantment) SP (21/32) Perception (+10) Init (4+3=7)) Shifter Dragonborn Sorceress (7) Resist Acid (5) DR Magic (3) Buffs (Rapid Response, Subtle, Deathless + Undying Aegis) Constant (Detect Magic and Deathwatch)

As the hounds charged at her, Aerith desperately brought her orbiting blade around. If she failed to arrest the charge, then she would surely be brought to the ground by the beast...

Telekinesis Sphere - Parry (You may use the Catch function of telekinesis to block attacks with melee weapons, though they retain their hold on their weapon even if you successfully block their attack. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability.)

DC: 10 + 3 (1/2 level) + 6 (Int) = 19


M N human cleric 7//fighter 7 | HP 67/67 | AC25*** T24** FF20* | F+10* R+9** (+1 ruins) W+10** (+5 fear) | CMD25 MSD 16 PSD17* (+6 vs demoralize) | init+12** (+2 ruins, +3 RR) | Per+18 SM+7 | BB 4/4 Fa 10/10 Fe 6/6 HD 7/7 MF 1/1 RS 1/1 SaA 7/7 SaW 7/7 SLAs SP 16/17 Stm 10/10 | conditions: none | effects: dance 1r, darkvision 7h, momentum 13, Rapid Response, see invisibility 70m

D'oh! Of course you're right. It wouldn't change anything, but I realize that Mahmoud probably would have thrown his daggers first, then started his performance so that he could move closer and regain his martial focus as he did so. But it's been a while since we had a combat and I posted it in the wrong order. Would you let me retcon the sequence of events? :)

Mahmoud catches his blade on each bounce back, and continues to throw fluidly at the next shadow beast.

Standard action attack.

Attack #1 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 16 - 3 - 2 + 2 + 1 ⇒ (12) + 16 - 3 - 2 + 2 + 1 = 26
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer; -2 DR: 1d8 + 9 + 4 + 1 ⇒ (5) + 9 + 4 + 1 = 19
Concealment miss chance (high is good): 1d100 ⇒ 96
Reroll concealment miss chance (high is good): 1d100 ⇒ 63

Bonus (Barrage) attack #2 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 16 - 3 - 2 + 2 + 1 ⇒ (17) + 16 - 3 - 2 + 2 + 1 = 31
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (8) + 9 + 4 + 1 = 22
Concealment miss chance (high is good): 1d100 ⇒ 49
Reroll concealment miss chance (high is good): 1d100 ⇒ 47

Bonus (Barrage) attack #3 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 16 - 3 - 2 + 2 + 1 ⇒ (19) + 16 - 3 - 2 + 2 + 1 = 33
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (2) + 9 + 4 + 1 = 16
Concealment miss chance (high is good): 1d100 ⇒ 53
Reroll concealment miss chance (high is good): 1d100 ⇒ 3

As a swift action, he'll rely on built-up momentum to bounce his dagger back and forth an additional time.

Bonus (Momentum) attack #4 (Quickspiral), Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 16 - 2 + 2 + 1 ⇒ (11) + 16 - 2 + 2 + 1 = 28
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (2) + 9 + 4 + 1 = 16
Concealment miss chance (high is good): 1d100 ⇒ 70
Reroll concealment miss chance (high is good): 1d100 ⇒ 76

Can Mahmoud critically hit creatures with concealment? I can't remember. I'll roll the critical confirmation just in case.

Critical confirmation: attack #3 (Quickspiral), Barrage, Deadly Aim, Deific Obedience, Melee Archer: 1d20 + 16 - 3 - 2 + 2 + 1 ⇒ (19) + 16 - 3 - 2 + 2 + 1 = 33
Damage (magic, piercing/slashing), Deadly Aim, Melee Archer: 1d8 + 9 + 4 + 1 ⇒ (2) + 9 + 4 + 1 = 16

He maintains his dance as he moves closer, remaining focused on their enemies and including Aerith in the performance.

Move action to move 15' and both maintain performance and regain martial focus. This also lets him maintain two dance talents with Performance Mastery.

Entwining Prance (dance):
Mahmoud: move action (optionally move 5'-15') to start, move 10'-15' to maintain; allies within 15': move action (optionally move up to half speed) or 5-ft step to join

Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save (DC 16) or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).

(By default, Mahmoud does this for every enemy who comes into his threatened area.)

Guarded Twist (dance), +1 AC:
Mahmoud: move action (optionally move 5'-15') to start, move 10'-15' to maintain; allies within 15': move action (optionally move up to half speed) or 5-ft step to join

A creature can pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone as part of the movement required to join or maintain this dance. Dancers taking the actions listed above do not provoke an attack of opportunity (including when they initially take the action to become a dancer).

Additionally, whenever you begin or maintain a dance with this talent, roll a Perform (dance) check with a circumstance bonus equal to the number of dancers, which cannot exceed your operative ability modifier (minimum +1). All dancers may use your Perform (dance) check result in place of any Acrobatics check to avoid provoking an attack of opportunity for as long as they continue the dance.

Perform (dance), circumstance bonus: 1d20 + 20 + 2 ⇒ (11) + 20 + 2 = 33

If you have at least 6 ranks in the associated skill for this package, the dancers also get a +1 dodge bonus to AC for every 6 ranks you possess. (+1)

Active Defense (+3):
If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1.

(By default, Mahmoud uses this every time he is attacked in melee.)

Momentum Pool (13 points):
Allies within 30' can spend

1 point, free action: move 5' (provokes, 20' max per round)
1 point, no action: when an enemy's attack hits, reduce the damage by 3
2 points, no action: when an ally's attack hits, add 3 damage (once per attack)
2 points, move action: regain martial focus
3 points, swift action: regain martial focus
3 points, swift action: bonus attack at highest BAB (does not stack with haste effects)


Will DC 19: 1d20 + 5 ⇒ (13) + 5 = 18 (parry is successful)

As Aerith's floating blade intercepts the jaws of the first hound to rush in, Mahmou dispatches the beast with a thrown dagger. The final shadow mastiff, despite its injuries, attempts to bite Mahmoud as he dances closer.
Bite: 1d20 + 10 ⇒ (19) + 10 = 29 Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Forgot the Reflex vs Entangled: 1d20 + 7 ⇒ (14) + 7 = 21
Active Defense + Guarded Twist gives Mahmoud (I think) 29 AC vs this attack, so it should hit unless Aerith successfully parries.
Will Save vs Parry Just In Case: 1d20 + 5 ⇒ (10) + 5 = 15 (parry is successful if attempted)

Shadow Mastiff: 27pts damage


Wounds (0) HP (57) AC (28/16/24) Saves (7/10/7, +2 vs enchantment) SP (21/32) Perception (+10) Init (4+3=7)) Shifter Dragonborn Sorceress (7) Resist Acid (5) DR Magic (3) Buffs (Rapid Response, Subtle, Deathless + Undying Aegis) Constant (Detect Magic and Deathwatch)

My apologies! The parry is a reaction, not an action. So Aerith still gets to go against the last Mastiff before it bites Mahmoud.

Gore: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Acid: 1d6 ⇒ 1

Bite: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 1d6 + 9 ⇒ (6) + 9 = 15
Acid: 1d6 ⇒ 6

Claw: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Acid: 1d6 ⇒ 5

Claw: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Acid: 1d6 ⇒ 5

Confirm: 1d20 + 12 ⇒ (14) + 12 = 26
Crit: 1d6 + 7 ⇒ (2) + 7 = 9

Grapple if claw hits and not already grappled: 1d20 + 16 ⇒ (12) + 16 = 28

Chink in the armor: ignore ac from armor, shield and dex: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d6 + 9 ⇒ (5) + 9 = 14
Acid: 1d6 ⇒ 4


Concealment Rolls: 3d100 ⇒ (78, 54, 56) = 188 (all successful)

Aerith shreds the third shadow mastiff before it can reach Mahmoud, leaving the library free of apparent danger.


M N human cleric 7//fighter 7 | HP 67/67 | AC25*** T24** FF20* | F+10* R+9** (+1 ruins) W+10** (+5 fear) | CMD25 MSD 16 PSD17* (+6 vs demoralize) | init+12** (+2 ruins, +3 RR) | Per+18 SM+7 | BB 4/4 Fa 10/10 Fe 6/6 HD 7/7 MF 1/1 RS 1/1 SaA 7/7 SaW 7/7 SLAs SP 16/17 Stm 10/10 | conditions: none | effects: dance 1r, darkvision 7h, momentum 13, Rapid Response, see invisibility 70m

Mahmoud grunts with satisfaction and takes up a position looking alert while Aerith begins her fascinating and engrossing research.


Wounds (0) HP (57) AC (28/16/24) Saves (7/10/7, +2 vs enchantment) SP (21/32) Perception (+10) Init (4+3=7)) Shifter Dragonborn Sorceress (7) Resist Acid (5) DR Magic (3) Buffs (Rapid Response, Subtle, Deathless + Undying Aegis) Constant (Detect Magic and Deathwatch)

Knowledge (history): 1d20 + 16 ⇒ (20) + 16 = 36
Knowledge (occult): 1d20 + 16 ⇒ (11) + 16 = 27
Knowledge (divine): 1d20 + 16 ⇒ (1) + 16 = 17
Reroll from hit dice: 1d20 + 16 ⇒ (4) + 16 = 20

Knowledge (arcane): 1d20 + 16 ⇒ (15) + 16 = 31
Knowledge (planes) : 1d20 + 16 ⇒ (12) + 16 = 28
Knowledge (civilization): 1d20 + 16 ⇒ (14) + 16 = 30

Aerith took a deep breath. The hounds that had attacked them had come far too close to getting their jaws upon them. It had been luck as much as skill which had kept them at bay. But that was over, and it was time to get to work. Quietly she went about her work, applying herself to the best of her ability.


1d8 + 6 ⇒ (8) + 6 = 14
Fortunately, the Dark Depository is better catalogued than the Spiral Archive, and although the room is dark and everything is written in Ancient Osiriani, you have no difficulty navigating the library's contents. Over the course of the day, you learn that the Dark Depository primarily contains knowledge deemed too dangerous for general use. Numerous references to interrogations can be found, including mentions of the Scrolls of Inquiry, recording the confessions of members of the Sacrosanct Order of the Blue Feather, a sect of Nethysians who were questioned immediately after the death and burial of Hakotep I. The fact that the members of the sect were priests and priestesses of Nethys was kept secret, as Nethys was much revered in Ancient Osirion. Hakotep's successor, Djederet II, was a priest of Nethys himself, and he deemed that the potential backlash of such information becoming public could lead to dangerous civil unrest.

Unfortunately, you have yet to locate the Scrolls of Inquiry. You know that they're located somewhere in the Dark Depository, but after a thorough examination of the room's contents, you can state with certainty that they aren't here. You do, however, find a few long-forgotten magical scrolls.

Potential Loot
Scroll - animate dead
Scroll - contagion
Scroll - ray of exhaustion
Scroll - symbol of pain

This concludes your first day of research in the Dark Depository. At the moment, no further research can be done here. You do have two more days of permission, though....


Wounds (0) HP (57) AC (28/16/24) Saves (7/10/7, +2 vs enchantment) SP (21/32) Perception (+10) Init (4+3=7)) Shifter Dragonborn Sorceress (7) Resist Acid (5) DR Magic (3) Buffs (Rapid Response, Subtle, Deathless + Undying Aegis) Constant (Detect Magic and Deathwatch)

Hope everyone had a great Thanksgiving weekend!

Aerith was quite pleased with the day's work. What they had found was a solid lead. All that was needed, she hoped, was to find the Scrolls of Inquiry. The fact that a number of powerful scrolls were found just made the day even better.

The next day she met Mahmoud bright and early. "Are you ready?" She asked. "We must go deeper into the archive. And if yesterday was anything to go by, it will not be without its defenses."

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