GM Pox's "The Mummy's Mask" (Inactive)

Game Master WerePox47

In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories.


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Inner Sanctum

The man reaches down and picks up his weapons Provoking from Bandit and then attacks him..

1d20 ⇒ 11 hit..
Damage: 2d6 + 5 ⇒ (1, 6) + 5 = 12

The chick stands provoking from Marius and then breathes a gout of flame the washes over Marius, the dude, and Bandit..

Fire: 5d4 ⇒ (4, 1, 4, 4, 1) = 14 DC 18 reflex..

1d20 ⇒ 17

The chodes move up 15' and all drink potions..

1d8 + 1 ⇒ (8) + 1 = 9

The kitty tries to tear Chester up..

3d20 ⇒ (9, 11, 8) = 28 and misses vs his massive AC.. What is it 30 with those spells on u?

Next Round

PCs are up!


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Hemket will try to finish off the cat.
same as last time
to hit: 1d20 + 10 ⇒ (4) + 10 = 14
to hit: 1d20 + 10 ⇒ (9) + 10 = 19
to hit: 1d20 + 10 ⇒ (9) + 10 = 19

meh


Inner Sanctum

Survivor..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Bandit's AoO as the man picks up his weapon:: 1d20 + 6 ⇒ (1) + 6 = 7

BANDIT's Reflex save: 1d20 + 7 ⇒ (1) + 7 = 8

between the fighter and the fire breath, Bandit's taken 26 points this turn...

"Oh, thank very much, Mr Pteminib! I feel much better!"

Hadjii will step to where he can see into both rooms, and cast yet another Stone Call, centered on the new yellow 'X', using his third Mythic Power point. Everthing in the new radius takes 2d6 ⇒ (3, 4) = 7 points of damage, and can look forward to even more difficult terrain; the big cat can no longer take a 5' step...

what's left of Bandit continues to attack his target:

Bandit's bite attack: 1d20 + 6 ⇒ (20) + 6 = 26
Bandit's Crit Confirm check: 1d20 + 6 ⇒ (1) + 6 = 7
well, at least he does 1d6 + 3 ⇒ (1) + 3 = 4 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 6 ⇒ (16) + 6 = 22 vs CMD...

at least that might work!

wow, that's 3 '1's in one frame -- so far, 4 '1's and two '20's for this fight -- need to swap that ratio around!


Male Human Barbarian 3/Fighter 1 (Perception 8, Init +2, HP 38/45, AC 25, Fort 7, Ref 3, Will 3)

Chester is tired of missing the cat and tries extra hard to hit the cat:

attack: 1d20 + 13 ⇒ (16) + 13 = 29
That's better
damage: 1d6 + 9 ⇒ (4) + 9 = 13


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius attempts to strike the woman.

AoO: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d8 + 1 ⇒ (1) + 1 = 2

reflex save: 1d20 + 2 ⇒ (9) + 2 = 11

attack: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d8 + 1 ⇒ (2) + 1 = 3


Inner Sanctum

The stone call doesn't go around corners Hadjii.. It would stop at the wall in the room you created it in..

Ptemnib will heal Hadjii again..

2d8 + 8 ⇒ (3, 6) + 8 = 17

Just need Calla's actions for the round..

That Blessing of Fervor would have made this alot less difficult lol..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla tries to finish the woman!
"Magic Missile!"

MM: 2d4 + 2 ⇒ (1, 3) + 2 = 6


Inner Sanctum

Finally spent the armored woman collaspes..

The chodes double move through the moutains of rubble that has been thrown in there path..

Having no success with the sherman tank the kitty is directed to attack Bandit this round.. It 5' steps and gives him a trio of attacks..

3d20 ⇒ (2, 14, 11) = 27 And its bite and claw hit..
Damage: 1d6 + 1d3 + 8 ⇒ (4) + (3) + 8 = 15 And its tries to trip him..
2d20 ⇒ (3, 2) = 5 not successful..

The man 5' steps and unloads a quartet of attacks on Marius..

Attack 1 vs Favored: 1d20 + 13 ⇒ (6) + 13 = 19
Attack 2 vs Favored: 1d20 + 13 ⇒ (5) + 13 = 18
Attack 3 vs Favored: 1d20 + 8 ⇒ (15) + 8 = 23
Attack 4 vs Favored: 1d20 + 8 ⇒ (8) + 8 = 16

ur AC is 22 currently right?

Damage: 2d6 + 9 ⇒ (5, 6) + 9 = 20

Lucky the bad rolls are with me too..

"Next Round"

PC's are up!


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

you can certainly rule it that way, but the text for 'cylinder' reads
"When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area."


Inner Sanctum

If there wasn't a roof i would have no issue with it.. By that logic a flamestrike spell could hit 2 different people on either side of a 5' wall and that doesn't work for me..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Try for the cat again.
same
to hit: 1d20 + 10 ⇒ (4) + 10 = 14 miss
to hit: 1d20 + 10 ⇒ (20) + 10 = 30 damage: 1d8 + 4 ⇒ (2) + 4 = 6
to hit: 1d20 + 10 ⇒ (15) + 10 = 25 damage: 1d8 + 4 ⇒ (4) + 4 = 8

confirm: 1d20 + 10 ⇒ (2) + 10 = 12 meh


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

You got a crit there Hemket!

Calla points a finger at the man fighting Marius, and says something quite unexpected:
"You kill vegetarian vampires with a steak to the heart!"
Using Hideous Laughter through a mythic point. Reservoir used to increase DC by 2. DC 20 or laugh!


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius gurgles on the floor as his wounds open up. More from Calla's joke then the sword wound.

unconscious and stable at -17


Inner Sanctum

You were at 3 hps and charged forward? Do you mean -3?

Will: 1d20 ⇒ 6 Apparently that was the funniest thing the dude has ever heard..

The big cat finally goes down.. It starts to bleed out..


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

the fire from the one twin did 14 points of damage (I failed the saving throw) and the sword did 20 points of damage, so 34 points of damage on me.


Inner Sanctum

I see.. Adventuring can be tough.. Especially when you raid the bosses chamber before your supoosed to lol..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

"Thank you very much, sir! I feel all better -- now I suggest we move away from these creeps!"

The Hadj will cast a 4th Stone Call, a little closer (along the same dotted line) this time, so it ends 5' away -- just missing Ptemnib -- and doing 2d6 ⇒ (1, 3) = 4 damage to all those henchmen. Then Hadjii will carefully move around the pit, getting behind Hemket.

Bandit is down and bleeding out.


Inner Sanctum

With the Sorc dead the pit is gone..


Inner Sanctum

Chester moves to attack the man..

1d20 + 13 ⇒ (7) + 13 = 20 and hits..
1d6 + 9 ⇒ (5) + 9 = 14

The cleric double moves away from the pack..

The mob of chodes slowly make their way into the room and target their nemisis with another round of magic missiles..

Hadjii Missiles: 6d4 + 6 ⇒ (1, 4, 1, 4, 1, 2) + 6 = 19

The man tries to shake his laughter off..

1d20 ⇒ 5 and continues to laugh.. He's prone from the spell btw..

Next Round

PC's up..

Chester attacks again..

1d20 + 13 ⇒ (14) + 13 = 27
1d6 + 9 ⇒ (4) + 9 = 13

The cleric moves to stabilize Marius..

Cure Critical: 4d8 + 8 ⇒ (1, 8, 7, 2) + 8 = 26


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Hemket will open up on the new targets. Start on top right one.

Mythic rapid shot for 3x at -2
to hit: 1d20 + 8 ⇒ (8) + 8 = 16 damage: 1d8 + 4 ⇒ (5) + 4 = 9 maybe
to hit: 1d20 + 8 ⇒ (6) + 8 = 14 damage: 1d8 + 4 ⇒ (5) + 4 = 9 doubt it hits
to hit: 1d20 + 8 ⇒ (16) + 8 = 24 damage: 1d8 + 4 ⇒ (7) + 4 = 11

mythic point for distant barrage

to hit: 1d20 + 9 ⇒ (2) + 9 = 11 damage: 1d8 + 4 ⇒ (6) + 4 = 10 meh


Inner Sanctum

Two go down in a heap.. Arrows to the throat..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

I was about to use arrow eruption on that arrow of yours, Hemket, but the spell requires to have been me who shot it...

Calla moves beside Hemket and tries to finish the remaining bandits with a spray of multiple colors hellfire!!
"Burning Hands!"
Fire damage: 4d4 ⇒ (1, 4, 4, 3) = 12 DC 18 to take half damage.

Can I originate the cone from Hemket's square to hit all four bandits?


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Seeing Bandit down, Hadjii runs over and casts his prepared CLW on his companion, for 1d8 + 4 ⇒ (7) + 4 = 11 of healing;

Bandit wakes up, and gets to his feet (which provokes from the laughing man)...


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius stands back up and heals himself a bit more.

converting infernal healing into a clw.

Clw: 1d8 + 3 ⇒ (7) + 3 = 10

the man in the floor can't take any actions Hadjii so bandit won't provoke from him.


Inner Sanctum

The spell originates from the square in front of you so no.. You can hit 2 from your location.. Hadjii the man can't make AoO's while laughing..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

I was hoping that was the case -- Bandit does not need to get hit again!

if Calla originates a 15' cone from her current position, and directs it straight in front of her, she'll get the guy straight in front of her, plus TWO guys in back, just not the third guy in the back row; the fallen guy right next to the one still standing in the front row will also be hit...

link to cone templates


Inner Sanctum

The man tries to snap out of the laughter again..

1d20 ⇒ 15 and finally does..

3d20 ⇒ (3, 16, 7) = 26 One of them makes it and takes 1/2.. The two that failed are dead..

The man chooses to fight prone rather than take 4 AoO's for standing..

He'll try to put the mega healer down..

Attack Cleric 1: 1d20 + 10 ⇒ (2) + 10 = 12
Attack Cleric 1: 1d20 + 10 ⇒ (16) + 10 = 26
Attack Cleric 1: 1d20 + 5 ⇒ (18) + 5 = 23
Attack Cleric 1: 1d20 + 5 ⇒ (11) + 5 = 16

3 hits..

Damage: 2d6 + 2d6 + 27 ⇒ (3, 3) + (2, 2) + 27 = 37 Ptemenib is rocked, but is still standing..

The remaining chodes step up and attack Calla with short swords..

2d20 ⇒ (9, 1) = 10 and neither score a hit..

"Next Round"

PC's are up..

Chester attacks the prone guy..

1d20 + 13 ⇒ (9) + 13 = 22 and hits..
1d6 + 9 ⇒ (6) + 9 = 15

Ptemenib steps and heals himself..

4d8 + 8 ⇒ (1, 5, 4, 6) + 8 = 24


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Hemket will step back and engage the two remaining thugs.

same as last time, but bless seems to be back online since Marius is up again.

start on the top one and move to the next if he drops.
to hit: 1d20 + 10 ⇒ (18) + 10 = 28 damage: 1d8 + 4 ⇒ (2) + 4 = 6
to hit: 1d20 + 10 ⇒ (13) + 10 = 23 damage: 1d8 + 4 ⇒ (1) + 4 = 5
to hit: 1d20 + 10 ⇒ (14) + 10 = 24 damage: 1d8 + 4 ⇒ (1) + 4 = 5


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla also steps back along with Hemket, and she waits until he's finished with his volley of arrows to, if there is a thug still standing, she sends a spell at him/them.

Readied Action:
Send a "Magic Missile!" at the thug still standing, or one missile each if there both are still up.
Missile 1: 1d4 + 1 ⇒ (3) + 1 = 4
Missile 2: 1d4 + 1 ⇒ (3) + 1 = 4


Inner Sanctum

Ok everyone dies and the combat is over.. You may do some searching etc if you wish..

Take off charges for healing please..

The cleric speaks.. "Wow was that scary.. I'm no fan of combat.. You guys did great though, I thought that 2 weapon bastard was going to end us all.."


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will use his 5th MP to cast Frigid Touch:

"Sim, Sim, Salabim!"

then step over to the prone gentleman and paw at him:

Hadjii's touch attack on prone: 1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26
if a 26 hits touch, then 4d6 ⇒ (2, 6, 3, 2) = 13 points of damage, AND target is staggered for a round (so he can only go "ha!" instead of "ha-ha-ha-ha-ha"!)

seeing Hadjii attack, Bandit will snap it the laugher as will.

Bandit's bite attack: 1d20 + 6 ⇒ (18) + 6 = 24
if AC 24 hits, then 1d6 + 3 ⇒ (5) + 3 = 8 points of damage


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

oh.

I was wondering how it was possible for me to get decent rolls on the dice -- because combat was over, of course!

Hadjii casts Detect Magic, and scans the room.


Inner Sanctum

Among the carnage you all find an assortment of magical goods.. Calla can auto these with help so imma just list everything..

Pink Khopesh:

Natron Fang - 7820gp
Carved from a single chunk of magically strengthened mineral salts, a natron fang i s a + 1 khopesh to combat the undead, specifically mummies and incorporeal undead. A natron fang overcomes the damage reduction of mummies, mummified creatures, and other mummy-like creatures at the GM’s discretion. Once per day on a successful strike against an incorporeal undead creature, a natron fang also deals 1d6 points of Charisma damage (Will DC 13 half) in addition to the weapon’s normal damage.

Leader's Other Gear:

+2 chain shirt, +1 kukri, belt of incredible dexterity +2, cloak of resistance +2, mwk thieves' tools, mwk comp shortbow(+3 str), gold funerary mask(50gp), a key, 150 gp

Twins Gear:

potion of shield of faith +2, headband of alluring charisma +2, 150 gp

headband of alluring charisma +2, Mwk breastplate, Mwk light shield, 150 gp

Chodes Gear x6:

potion of undetectable alignment, scroll of whispering wind, oil of taggit; Other Gear dagger, darts (5), short sword, cloak of resistance +1, spell component pouch, spellbook (all 0-level spells, mage armor, magic missile, shocking grasp, floating disk, vanish), thieves’ tools, brass funerary mask (worth 25 gp), 3 turquoises (worth 10 gp each), 4 gp

The leopard is wearing a large size mithril chain shirt..

There's also a large iron chest sitting in the corner.. The chest holds the Silver Chain’s impressive collection of plundered jewelry and art objects. Inside the chest, a handy haversack contains an assortment of gemstones, necklaces, rings, statuettes, and other items worth a total of 3,765 gp. A second chest holds the remainder of Ptemenib’s equipment

In addition, one of the tables holds a quill pen, a vial of ink, and several small slips of parchment, along with a curious figurine of a bird made out of tin, with three actual feathers forming its tail. The feathers are bird feather tokens and can be easily removed from the figurine. A cursory inspection of the figurine reveals space for four
feathers; one is clearly missing.

Calla id's the feathers to be Bird Feather tokens..

Ptemenib's Gear:

potion of cure moderate wounds, scroll of resist energy, scroll of sound burst, wand of sanctuary (29 charges), cold iron bolts (5), holy water (2), silver bolts (5); Other Gear +1 leather armor, light crossbow with 10 bolts, mwk silver dagger, cloak of elvenkind, eyes of the eagle, cleric’s vestments, mwk thieves’ tools, silver holy symbol of
Pharasma, spell component pouch, incense and offerings for divination (worth 50 gp), 13 gp

There is also a secret door located on the southeast wall.. It's locked and trapped..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

the Hadj certainly wants that large Mithril Chain Shirt for large animals -- in a couple of levels, it'll be nice to already have one! He's also very interested in the Cloak of Resistance +2 (for Bandit)...

it seems there's enough Cloaks of Resistance +1 for everybody to get one, so Hadjii would certainly want one of those.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

3 charges from Hajii's wand of CLW on himself

3xCLW: 3d8 + 3 ⇒ (8, 3, 8) + 3 = 22

6 charges from Hajii's wand of CLW on Bandit

6xCLW: 6d8 + 6 ⇒ (4, 8, 1, 5, 6, 4) + 6 = 34

Hadjii will attempt Aid Another on Hemket's Disable Device checks to clear the trap and open the lock (with +12, Hadjii can auto Aid Another)


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

"I could get some use from the agility enhancing belt. "

and he will try to disarm the trap on the secret door.

diable device: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24 bah


Inner Sanctum

Ptemenib will regain his gear unless yall stop him.. He also makes it known that he will wear one of the headbands if no one wants them.. Ill give everyone time to claim what gear they want then we will continue.. Ive updated the map.. The X is the door and trap.. Ive placed Hemket and Hadjii adjacent since their working on it.. Everyone else please place their mini's..


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius doesn't want much of anything from that loot so he will just put the stuff that nobody claims in his pack for selling later.

"Maybe the key we found was for this door?"


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

There's also another Handy Haversack, if anyone wants to use it.

Calla asks for a touch of Marius' Infernal Healing Wand, since she is bleeding profusely and she will certainly die if they don't heal her. ^_^

"I know we usually kill first, then revive and ask questions, but shouldn't we try to stabilize one of them and extract some info?"

Shouldn't we search the rest of the complex first, since whoever else was left to protect the place will certainly come to investigate soon enough?


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will use a charge from his wand o' CLW on Calla: 1d8 + 1 ⇒ (5) + 1 = 6

and feed Bandit a few Goodberries to bring him to full hitpoints.

"Yes, we should make certain the entire facility is secure -- and that no passing looters get a hold of stuff we are supposed to be bringing back!"

Since Marius doesn't seem to want that +2 Chain Shirt, will Hemket claim it?

Also, after further consideration, Hadjii suggests that Chester take the Cloak of Resistance +2. Hadjii will only ask for it (to put on Bandit) if Chester is not interested...

Hadjii would like to carry the Potion of "Shield of Faith +2".

I reckon Calla should take the Haversack, and let someone else (with higher ST) carry the Bag of Holding...


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3
Hadjii wrote:
I reckon Calla should take the Haversack, and let someone else (with higher ST) carry the Bag of Holding...

Done. Who will hold it?


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

I suggest hemket or Chester.


Inner Sanctum

Sounds like yall are heading back to search the other part of the area before checking the secret door out so ill wait on the deathtrap Hemket just set off..

Heading back the other way yall move into the room the chodes came out of.. You see..

Cracked ceramic tiles cover the walls and columns in this expansive chamber. In the center of the room, iron posts connected by chains delineate several smaller subsections, each crowded with boxes, crates, urns, and sarcophagi. The stink of soot and the leathery smell of death hangs heavy in the air.

This chamber holds more practical contraband of lesser value, including books, furniture, good luck charms, textiles, toys, and wine.. Scrounging around yall can get a few hundred gps worth of stuff to sell, if youhad anyone to sell it too..

There is a door to the south and west.. Which way?


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

I vote for Chester to carry the Bag of Holding

also, Hadjii will change his mind concerning keeping the leopard's large mithral armor shirt: it is quite valuable (4,400gp), so should be sold -- thus everyone gets a piece of all that value (880 each)...


Inner Sanctum

Just a quick reminder.. Buying and selling is a nogo till order is restored in the city. Chester will carry the bag and wear the cloak of resist +2.. Hopefully he returns soon.. i dont like to bot people for extended periods of time..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla detects magic around the room, and then points south!


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Chester will be out of town until next weekend, he is at a cabin on a lake in the middle of BFE, I don't think internet is an option out there. I can run him if you prefer.

check the south door for traps. perception: 1d20 + 9 ⇒ (4) + 9 = 13 nevermind

"Looks clear. Derp. "


Inner Sanctum

I you would plz..

Shoulda described this, but the door to the south has been boarded over.. They can be removed with a few minutes of work, however on the door is written in bold letters.. Toxic! Do Not Enter!

Ill let yall decide if you still want too..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla sends Dancing Lights through the boarded door and uses Clairaudience-Clairvoyance or however that's written...

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