GM Knightmare's The Vulture Court [Mummy's Mask]

Game Master TheChelaxian

A telling of the Pathfinder first edition adventure path "Mummy's Mask".

Occult Ritual Rules
Research Rules
Maps and NPC Gallery
Loot Sheet


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Scarab Sages

Male LN Aasimar Male Cleric 2 | HP 17 / 17 | AC 17 / 11 T / 16 FF | CMD 10 | Fort + 4 Ref + 1 Will + 8 Init +1 | Perception + 12 (Darkvision 60') | Speed 30 ft. |Conditions: | Channels: 7/8 | Cleric Spells: 1st Level (3/4) | Effects: Bless

Sweating profusely, but not from the dreaded mindfire, Djedefre asks, "Now which item was the disease attached to? And I thought curses would be the worst of it..."


M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Happy birthday!

Djehuti digs around in their backpack again. "I have some antiplague. That might help with the symptoms, Senemheb."

That was 1 fail and 1 success, right? Happy to give Sen my antiplague to give you a bonus on your next roll.


Technically, the first save was to avoid catching mindfire, the DC 16. The DC 12 was to avoid taking the 1d4 Int damage. In 24 hours, if he makes another DC 12 Fort save Senemheb will be recovered.

Grand Lodge

NB (He/They) Human Bloodrager (Arcane Bloodline) (2)/ HP 19/19 (21) AC 15/ T 14/ FF 11/ Saves: Fort +5, Ref +1, Will +0 (+2 vs Fear)/ Perception: +4, Init +1/ Rage: 3/6/ HP 0/2

"Are you sure you can go on?" Amal helps Senemheb up.

"Guess it'd take magic to determine which item was cursed."


Senemheb is suffering no mechanical negatives presently, but RP flavor wise he is burning up.

Scarab Sages

Male LN Aasimar Male Cleric 2 | HP 17 / 17 | AC 17 / 11 T / 16 FF | CMD 10 | Fort + 4 Ref + 1 Will + 8 Init +1 | Perception + 12 (Darkvision 60') | Speed 30 ft. |Conditions: | Channels: 7/8 | Cleric Spells: 1st Level (3/4) | Effects: Bless

"We've done what we can for Senemheb for now. The question now is which of the items contains or contained the disease and how to safely negate it?"

@GM: I have no idea what Knowledge skill would cover virology lol. Nature?


I'd say Nature, unless it was a magical disease then Arcana. Or from a spell, then Spellcraft. However, in this instance, I'm going to ask for Know(religion).


M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Djehuti looks down at the antiplague, shrugs, then stows it back in their backpack unused. "I had thought it was from the haunt, to be honest. Glad to have another opinion."

Kn:Religion: 1d20 + 10 ⇒ (3) + 10 = 13 Haha ok probably not


Ranger 1/Fighter 1 | HP 19/19 | AC 17/13/14 | CMB +6 CMD 19 (+2 vs select maneuvers) | F+5 R+5 W+1 | Init +5 | Perc +6 | Stamina: 1 | Hero points: 2 | Effects: Bless

"Lover boy springs a fever in that vision only for Sen to start burning up? After touching what's probably the very ring the pair were lookin' for?" Luke could only agree with the elf's theory. "Yeah, if I was a betting man, I'd guess this too is the work of whatever spirits are mucking about this place."

He squinted into the dusty ceiling, as if expecting to see ghosts flittering there like flies. "I'm thinking you just got treated to the spectral equivalent of a leper coughing in your face..."

Which was terribly rude, really. Of course, whether this made Senemheb's condition more or less 'real' was anyone's guess. The Taldan certainly had no idea, feeling increasingly out of his depth in the haunted mansion. Even so, he hated the idea of retreating. Whether it was kings in their castles, corpses in their fancy tombs, or indeed ghosts in their darkened halls, Luke couldn't stand surrendering to the powers that be, whatever these be. His rebellious streak ran too deep to accept surrender.

So if the maybe-necromancer said he was willing to continue, then continue they should. Luke looked to the ominous staircase leading up to the second floor. "Eh. Probably best we clear the ground floor before venturing anywhere else." This said, he turned to the room directly north of them.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

Moving carefully up to the room above this one?

Scarab Sages

Male LN Aasimar Male Cleric 2 | HP 17 / 17 | AC 17 / 11 T / 16 FF | CMD 10 | Fort + 4 Ref + 1 Will + 8 Init +1 | Perception + 12 (Darkvision 60') | Speed 30 ft. |Conditions: | Channels: 7/8 | Cleric Spells: 1st Level (3/4) | Effects: Bless

The map is numbered, area 3? Also we have to decide if we're taking the 'diseased' valuables, leaving them, or trying spells etc. on them.

Djedefre joins Luke and peers into the next area.

Perception: 1d20 + 12 ⇒ (8) + 12 = 20


Female Human (Varisian) [True Silvered Throne 2, AC15, T11, FF14 | HP 19/19, F+1 R+1 W+7 | CMB +2, CMD 11 | Init +1, Perc. +6 (+8) | Monstrous Insight 5/day, Read Magic 1/day | Hero Points 2]

"Yes, just because a haunting is residual doesn't mean it's any less dangerous than an intelligent one such as a true ghost," Jolánka comments. She advances to join Djedefre and Luke in looking around.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


Male LN Human Occultist 2| HP: 15/15 | AC: 16 (11 Tch,15 Fl) | CMB: +5, CMD: 16 | F: +4, R: +1, W: +4 | Init: +3 | Perc: +6, SM: +1 | Speed 20ft | Mental Focus: Necromancy 1/6, Transmutation 3/6| Spells: 1st: 3/3 | Active conditions:

"Thank you, Amal..." Senemheb pushes himself up with the help of the young warrior. He still feels feverish, but perhaps the worst has passed.

"I'll survive. This malady at least." Of course there's no telling what surprises are still lurking in this-plague ridden house. Thus far every room has hidden a monster, or a... whatever this ghostly disease is.

"Just go on. I'll follow," he says, and stands up straight. That is of course merely a pathetic attempt to look stronger than he feels. Luckily his weapon doubles up as a crutch for the weakest moments.

Grand Lodge

NB (He/They) Human Bloodrager (Arcane Bloodline) (2)/ HP 19/19 (21) AC 15/ T 14/ FF 11/ Saves: Fort +5, Ref +1, Will +0 (+2 vs Fear)/ Perception: +4, Init +1/ Rage: 3/6/ HP 0/2

Amal doesn't quite follow Senemheb's instructions, and helps the necromancer along, letting him lean on his shoulder.

For someone so young and so slim, he can hold the weight more easily than expected.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Nobody else going to try the Kn:Religion check? Not even Senemheb?

Djehuti follows along behind the tougher members of the group as they move on.

Scarab Sages

Male LN Aasimar Male Cleric 2 | HP 17 / 17 | AC 17 / 11 T / 16 FF | CMD 10 | Fort + 4 Ref + 1 Will + 8 Init +1 | Perception + 12 (Darkvision 60') | Speed 30 ft. |Conditions: | Channels: 7/8 | Cleric Spells: 1st Level (3/4) | Effects: Bless
Djehuti of El-Shelad wrote:

Nobody else going to try the Kn:Religion check? Not even Senemheb?

Djehuti follows along behind the tougher members of the group as they move on.

Sadly Djedefre the cleric does not have Knowledge (Religion). With the skills PCs present I decided to make him with a 12 Str and 8 Int which guaranteed a skill-deficient build.


A tiled walkway surrounds a square patch of earth and sand in this high atrium. A balcony on the second floor overlooks the courtyard, and a square hole in the ceiling opens to the sky. Four columns in the corners of the atrium support the roof above, and the walls are decorated with symbols and hieroglyphs depicting animals, celestial creatures, and the sun and moon.

There is a great amount of sand piled in the center of the room, deposited from the open roof. It also looks like a indoor garden might have once been a center piece, but like the gardens outside all that remains is sand. The morning sun casts a pillar of light at an angle towards the east.

GM Screen: 1d20 + 12 ⇒ (12) + 12 = 24

The Court sees no traps or creatures.


M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Djehuti sets about sketching the room, copying down the symbols and hieroglyphics, trying to get the shaft of daylight spilling down into the atrium just right. "Does anyone see a way up to that balcony?"


Male LN Human Occultist 2| HP: 15/15 | AC: 16 (11 Tch,15 Fl) | CMB: +5, CMD: 16 | F: +4, R: +1, W: +4 | Init: +3 | Perc: +6, SM: +1 | Speed 20ft | Mental Focus: Necromancy 1/6, Transmutation 3/6| Spells: 1st: 3/3 | Active conditions:
Djehuti of El-Shelad wrote:
Nobody else going to try the Kn:Religion check? Not even Senemheb?

Oops, Senemheb was focused on feeling ill... If retroactive roll is allowed:

Kn. Religion: 1d20 + 8 ⇒ (4) + 8 = 12

--

Senemheb's gaze follows where Djehuti is pointing. "Maybe the route up is somewhere else." They would surely find it faster if they'd split up to search. But perhaps it's better to stick together.

Are there stairs in the room to the left?

Scarab Sages

Male LN Aasimar Male Cleric 2 | HP 17 / 17 | AC 17 / 11 T / 16 FF | CMD 10 | Fort + 4 Ref + 1 Will + 8 Init +1 | Perception + 12 (Darkvision 60') | Speed 30 ft. |Conditions: | Channels: 7/8 | Cleric Spells: 1st Level (3/4) | Effects: Bless

Djedefre retrieves his journal and begins taking notes, sketches, and checking with Djehuti if he missed anything.


As the notetakers of the Court step into the inner courtyard, the sand shifts and swells to take a humanoid form. She rises from a bowed position, appearing as a beautiful Ancient Osiriani woman carved of living sandstone. Smiling she addresses the Court in Ancient Osiriani.

"Greetings, visitors of the noble House of Pentheru." Her voice reminds one of sand falling through a masterwork hourglass. "I am Heshsharu, a spirit of this house. Might I trouble you for a conversation? It has been so long since we have had visitors."

One more post before the forums go down

Scarab Sages

Male LN Aasimar Male Cleric 2 | HP 17 / 17 | AC 17 / 11 T / 16 FF | CMD 10 | Fort + 4 Ref + 1 Will + 8 Init +1 | Perception + 12 (Darkvision 60') | Speed 30 ft. |Conditions: | Channels: 7/8 | Cleric Spells: 1st Level (3/4) | Effects: Bless

Djedefre blinks in surprise but gathers himself and bows to the figure and says, "Greetings Heshsharu. I am Djedefre ibn al Qadir, cleric of Ra. We would love to speak with you! How long has it been since you last had visitors?"


Female Human (Varisian) [True Silvered Throne 2, AC15, T11, FF14 | HP 19/19, F+1 R+1 W+7 | CMB +2, CMD 11 | Init +1, Perc. +6 (+8) | Monstrous Insight 5/day, Read Magic 1/day | Hero Points 2]

Thankfully I do have Knowledge (Religion)!

Knowledge (Religion): 1d20 + 6 ⇒ (11) + 6 = 17

Jolánka curtsies to the spirit as well.

"It is an honor and a pleasure, most noble spirit. I am Dame Jolánka of the House of Graydon."


M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Djehuti also gives the spirit a greeting, though the elf is wary of giving strangers- especially spirits- their whole name. "Djehuti, recently of your fascinating city Wati." They nod at Djedefre as the conversation continues and the elf thinks back on anything they'd read about spirits.

Yay Jolanka! Between the 3 of us we might be able to call that a 21 with 2 Aid Anothers and J's 17.

Not sure what to roll for Knowledge for this spirit. Arcana or Planes?

Knowledge of some sort: 1d20 + 10 ⇒ (17) + 10 = 27


Ranger 1/Fighter 1 | HP 19/19 | AC 17/13/14 | CMB +6 CMD 19 (+2 vs select maneuvers) | F+5 R+5 W+1 | Init +5 | Perc +6 | Stamina: 1 | Hero points: 2 | Effects: Bless

The Taldan could only look on bewildered as sand sculpted itself into a pretty young thing only to start babbling at them in something he only vaguely recognized as related to the local cant. "...I understood some of that."

Although his grasp of modern Osiriani was rapidly improving, its ancient equivalent was still beyond Luke. Whatever the language, however, he did know he didn't trust her. Strange women propositioning strangers in haunted mansions? These were the sort of girls his mother had warned him about! Or she should have, at least.

One hand clenched about the sword handle. Would a blade even harm whatever this was? Ghost or not, the lady was made out of sand. Suspicious eyes roved about her shifting form, he letting the others talk whilst wondering at how to put the being down if necessary.

Would that holy water have any effect here? Hold on, would plain old water? Maybe enough of it would turn her into a mud puddle...


M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

While the more charismatic types talk, Djehuti takes notes and once they remember some can't follow what is being said they make sure to translate out loud for those who don't understand the ancient dialect.


Jolánka:
The haunt was triggered by picking up the ring, but it was not the source. Rather, the room was. The ring can be safely removed from the house without the haunt following the holder. The haunt can be destroyed by the holder of the ring willingly handing it off to someone else as an act of love.

Djehuti:
This is no mere spirit but a sandman, an earth elemental known for defying the subservient nature of most elementals. Being near 20ft or struck my sandmen risks being put to sleep. They are amorphous, possess DR/bludgeoning, and usually evil.


M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Djehuti calmly puts away their notebook, something they usually only do when violence is imminent. Trusting that it cannot speak Taldan, the elf switches to the language of the northern continent, doing their best to keep the urgency out of their voice.

"This creature is evil. Do not approach too closely; sandmen such as this are known to put their enemies to sleep just by being nearby. It truly is made out of sand, so it will be difficult to damage. Blunt weapons would be best."


Ranger 1/Fighter 1 | HP 19/19 | AC 17/13/14 | CMB +6 CMD 19 (+2 vs select maneuvers) | F+5 R+5 W+1 | Init +5 | Perc +6 | Stamina: 1 | Hero points: 2 | Effects: Bless

"Sandmen? Sandmen who put people to sleep? Stavian's fire, is this thing a walking pun?!" Luke could only shake his exasperated head in realizing that the elf was, in fact, not joking. What utter fuddy-duddy chuckled themselves to sleep on starched bedsheets after coming up with that one? As if disliking academics and their damn taxonomy wasn't easy enough. Honestly now, how witless did you have to be to name the earth elemental with sleep inducing powers after the figure from folklore?

No, hold on. Was this maybe one of those, whatchamacallit, reverse causality cases? Surely this was too on the nose to be mere interplanar coincidence? Could this creature be named not after the mythical figure, but in actuality be the original inspiration for said folklore? Was it the chicken or the egg?

Did it matter? Nah, not really. Not if it meant to deceive them and... smother the group in their sleep? Was that what sandmen did? Whatever the creatures' wonts, homicidal tendencies took precedence over etymology. And so the Taldan slowly, trying not to arouse suspicion, reached for his pack. He kept a cudgel there - little more than a hefty stick, blunt as blunt could be - for just such occasions.

Grand Lodge

NB (He/They) Human Bloodrager (Arcane Bloodline) (2)/ HP 19/19 (21) AC 15/ T 14/ FF 11/ Saves: Fort +5, Ref +1, Will +0 (+2 vs Fear)/ Perception: +4, Init +1/ Rage: 3/6/ HP 0/2

Amal sheathes his khopesh - a gesture that the 'spirit' is unlikely to recognise as aggressive.

It also leaves his dominant hand free to grab his mace, if a fight breaks out. "A spirit, you say? How come you found yourself haunting this place?" he asks conversationally, in her archaic Osiriani.


If the "spirit" understood Taldane, it did not show it.

"We have not had visitors since that dreadfulness centuries ago, when the populace rose up in madness and killed everyone in the house. I manifested afterwards, learning the horrid history from those who cleaned up the mess."

The sandman does not yet approach, keeping herself at least 25ft from those who entered to make notes or sketches. She tilts her head with a slightly annoyed furrow of her brow despite the smile plastered on her face.

"I'm afraid I do not recognize that tongue, dear guests. Has mortal language evolved so radically in the last two millennia?"

Scarab Sages

Male LN Aasimar Male Cleric 2 | HP 17 / 17 | AC 17 / 11 T / 16 FF | CMD 10 | Fort + 4 Ref + 1 Will + 8 Init +1 | Perception + 12 (Darkvision 60') | Speed 30 ft. |Conditions: | Channels: 7/8 | Cleric Spells: 1st Level (3/4) | Effects: Bless
GM Nightmare Knight wrote:

If the "spirit" understood Taldane, it did not show it.

"We have not had visitors since that dreadfulness centuries ago, when the populace rose up in madness and killed everyone in the house. I manifested afterwards, learning the horrid history from those who cleaned up the mess."

The sandman does not yet approach, keeping herself at least 25ft from those who entered to make notes or sketches. She tilts her head with a slightly annoyed furrow of her brow despite the smile plastered on her face.

"I'm afraid I do not recognize that tongue, dear guests. Has mortal language evolved so radically in the last two millennia?"

In Ancient Osiriani, "It has. Much has changed including Osirion falling under foreign conquest for centuries which brought many new languages to the nation. Could you tell us about the 'horrid history' and who 'cleaned up the mess'? We are here, in part, to find the lost knowledge, history, and stories of those who lived here."

I'm guessing a request for information would fall under Diplomacy? So:

Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22


M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

Djehuti edges toward the door, getting up close to the wall, pointing and looking at the hieroglyphs as if studying them, doing their best to hide the fact that they are trying to get away from the potential combat zone.


GM Screen: 1d20 + 3 ⇒ (11) + 3 = 14

"Of course." The sandman's form shifts to make it appear to be sitting. "The younger Pentheru fell to the Plague and was buried with his father in the estate's crypt. His family tried to outlast the mob outside, but they were leaderless and were slain to the last. I remember those who resettled and walled off the old city. Mostly Pharasmins and worshipers of the new gods. A party of them scouted the estate but didn't stay long."

The sandman shrugged. "Besides a few grave robbers or bored youths, the estate has only seen disquieted spirits and vermin of assorted sizes and dangers."

Grand Lodge

NB (He/They) Human Bloodrager (Arcane Bloodline) (2)/ HP 19/19 (21) AC 15/ T 14/ FF 11/ Saves: Fort +5, Ref +1, Will +0 (+2 vs Fear)/ Perception: +4, Init +1/ Rage: 3/6/ HP 0/2

"I see."

"And where are those dangers dwelling?"


M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

"You manifested? You were not summoned?"

"What is your purpose here, as a spirit of the house?"


GM Screen: 1d20 + 3 ⇒ (4) + 3 = 7

The sandman's face shifts and writhes, sand falling away to create a fanged maw rather than a woman's gentle jaw. "Endless questions. That's all you mortals have to offer? I'm bored now."

Initiative: 1d20 + 3 ⇒ (18) + 3 = 211d20 + 5 ⇒ (1) + 5 = 6

The party goes first, seeing the sandman reveal its true nature, rising from its "seated" position and taking on a more monstrous visage.

Scarab Sages

Male LN Aasimar Male Cleric 2 | HP 17 / 17 | AC 17 / 11 T / 16 FF | CMD 10 | Fort + 4 Ref + 1 Will + 8 Init +1 | Perception + 12 (Darkvision 60') | Speed 30 ft. |Conditions: | Channels: 7/8 | Cleric Spells: 1st Level (3/4) | Effects: Bless

Dejedefre grasps his holy symbol and intones, "Ra: Bless our efforts in combat so that we may prevail over our foe!"

@GM: I'm trying to step Djedefre back 5' (or more) into the current spot. Is it okay or is it too small for a medium-sized humanoid? If need be he'll move more and then cast Bless on the group.

Bless: +1 morale bonus on attack rolls and saves vs. fear.


Djedefre ibn al Qadir wrote:


@GM: I'm trying to step Djedefre back 5' (or more) into the current spot. Is it okay or is it too small for a medium-sized humanoid? If need be he'll move more and then cast Bless on the group.

That is fine. From here on out I'll upload the versions with the grid, if that makes things easier for the Court.

Scarab Sages

Male LN Aasimar Male Cleric 2 | HP 17 / 17 | AC 17 / 11 T / 16 FF | CMD 10 | Fort + 4 Ref + 1 Will + 8 Init +1 | Perception + 12 (Darkvision 60') | Speed 30 ft. |Conditions: | Channels: 7/8 | Cleric Spells: 1st Level (3/4) | Effects: Bless
GM Nightmare Knight wrote:
Djedefre ibn al Qadir wrote:


@GM: I'm trying to step Djedefre back 5' (or more) into the current spot. Is it okay or is it too small for a medium-sized humanoid? If need be he'll move more and then cast Bless on the group.
That is fine. From here on out I'll upload the versions with the grid, if that makes things easier for the Court.

I think I see the grid lines but I have to magnify it quite a bit so it looks weird.


Ranger 1/Fighter 1 | HP 19/19 | AC 17/13/14 | CMB +6 CMD 19 (+2 vs select maneuvers) | F+5 R+5 W+1 | Init +5 | Perc +6 | Stamina: 1 | Hero points: 2 | Effects: Bless

Like the proverb said, forewarned was forearmed. Thanks to Djehuti's warning, the Taldan wasn't taken by surprise at their sabulous host's turn, demeanor and appearance both shifting into the decidedly more monstrous. Instead he rushed forward like a racehorse hearing the starting shot, club gripped in both hands.

Hope you're right about bludgeoning being the way, elf!

His own momentum adding to the force behind the weapon, Luke swung the cudgel as lumberjacks did to trees, the impact sending sand scattering in every direction.

Attack (club): 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Damage: 1d6 + 9 ⇒ (2) + 9 = 11

That central part of the courtyard isn't difficult terrain, is it? I've moved Luke up and attacked in the hope it isn't. If so, I guess the better action would be moving as far up as possible and readying an attack instead?

Grand Lodge

NB (He/They) Human Bloodrager (Arcane Bloodline) (2)/ HP 19/19 (21) AC 15/ T 14/ FF 11/ Saves: Fort +5, Ref +1, Will +0 (+2 vs Fear)/ Perception: +4, Init +1/ Rage: 3/6/ HP 0/2

Amal draws his mace as he rushes into melee. If he had to be honest with himself, he was starting to get a bit bored too.

Spirit or not, danger had to be dealth with efficiently.

Attack: 1d20 + 6 ⇒ (16) + 6 = 22 Add +2 if Charge works; -2 AC next round
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

If no charge is possible - Double Move

Scarab Sages

Male LN Aasimar Male Cleric 2 | HP 17 / 17 | AC 17 / 11 T / 16 FF | CMD 10 | Fort + 4 Ref + 1 Will + 8 Init +1 | Perception + 12 (Darkvision 60') | Speed 30 ft. |Conditions: | Channels: 7/8 | Cleric Spells: 1st Level (3/4) | Effects: Bless

Don't forget Bless is up. :)

Scarab Sages

Male LN Aasimar Male Cleric 2 | HP 17 / 17 | AC 17 / 11 T / 16 FF | CMD 10 | Fort + 4 Ref + 1 Will + 8 Init +1 | Perception + 12 (Darkvision 60') | Speed 30 ft. |Conditions: | Channels: 7/8 | Cleric Spells: 1st Level (3/4) | Effects: Bless

Bump so it has a new message to advertise.


No, Luke and Co, the courtyard is not difficult terrain.


Female Human (Varisian) [True Silvered Throne 2, AC15, T11, FF14 | HP 19/19, F+1 R+1 W+7 | CMB +2, CMD 11 | Init +1, Perc. +6 (+8) | Monstrous Insight 5/day, Read Magic 1/day | Hero Points 2]

"What is this?!" Jolánka snaps as the battle begins. "You would harm a guest under your roof? You will PAY for this breach of hospitality, spirit!"

She marches forward to aid Amal and Luke, and gives the sandman a fearsome glare. There's a shift in the breeze, sending a cold ripple through the elemental's sandy form.

Move action 20 ft. to current space, and then Standard action to use Evil Eye hex. The sandman takes a -2 penalty to AC for 7 rounds (or 1 if it makes a DC 15 Will Save).


Male LN Human Occultist 2| HP: 15/15 | AC: 16 (11 Tch,15 Fl) | CMB: +5, CMD: 16 | F: +4, R: +1, W: +4 | Init: +3 | Perc: +6, SM: +1 | Speed 20ft | Mental Focus: Necromancy 1/6, Transmutation 3/6| Spells: 1st: 3/3 | Active conditions:

Remembering Djehuti's warnings about the creature, Senemheb does not approach it. Instead he brings up the skull from his satchel, and presents its empty stare towards the sandman.

"Yes, it is not polite to attack the guests of the house."


"..."

Mind fear: DC15 will save or frightened (2HD or less) / shaken (3HD+) for 1d4 rounds
1d4: 1d4 ⇒ 1


M Elf LOOT LIST Wizard (Exploiter/Pact) 2 MAGE ARMOR ACTIVE [HP: 10/10 |AC:13+4|T:12|FF:11+4| CMB:+1 | CMD:13 | Fort:+1 | Ref:+2 | Will:+4 | Init:+2 | Perc:+0 (Darkvision)| Spd 30]

"It was likely lying, Jolánka." The elf moved closer alongside the formidable woman, fingers contorting into strange sigils as they summoned up a small dart of acid out of the ether.

Acid Splash vs touch AC: 1d20 + 4 ⇒ (16) + 4 = 20
Acid damage, if hits: 1d3 + 1 ⇒ (3) + 1 = 4

Scarab Sages

Male LN Aasimar Male Cleric 2 | HP 17 / 17 | AC 17 / 11 T / 16 FF | CMD 10 | Fort + 4 Ref + 1 Will + 8 Init +1 | Perception + 12 (Darkvision 60') | Speed 30 ft. |Conditions: | Channels: 7/8 | Cleric Spells: 1st Level (3/4) | Effects: Bless
Djehuti of El-Shelad wrote:

"It was likely lying, Jolánka." The elf moved closer alongside the formidable woman, fingers contorting into strange sigils as they summoned up a small dart of acid out of the ether.

[dice=Acid Splash vs touch AC]1d20+4
[dice=Acid damage, if hits]1d3+1

Don't forget to add +1 from Bless. :)


Will Save J: 1d20 + 3 ⇒ (20) + 3 = 23
Will Save S: 1d20 + 3 ⇒ (4) + 3 = 7

The sandman's AC is lowered for 1 round and is shaken for 1 round as well.

As the Varisian and the skull hinder the "rude hostess", the party - bolstered by Ra's blessings - tear into the sandman with the provided window. However, as they close in, they feel grit in their eyes and yawns on their lips.

Everyone within 20ft of the sandman needs to make a DC 14 Will save to avoid straight up falling asleep.

GM Screen: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 151d6 + 3 ⇒ (3) + 3 = 6

The sandman's arms, while appearing like claws, merely bludgeon Amal, despite the debuffs, and deals 6 points of damage. If Amal saves on the aura sleep effect, they'll have to roll again to save for the slam attack's sleep effect.

Round 2, party's turn

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