Black Tom's Mummy's Mask

Game Master Black Tom

Treasure-finding and high adventure under the desert sun.


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Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Haydar moves alongside the wall chosen by Luuther and looks around also.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
"Safe as can be."


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir turns back to the group from near the south door.

Knowledge (History): 1d20 + 6 ⇒ (20) + 6 = 26

Secret doors? How intriguing. They were quite common - fashionable, one might almost say, up until a century or so before Akhentepi's time, but by the time of his death they had somewhat fallen out of favor. Designers of tombs had come to delight in flashy traps to deter thieves rather than secrecy. Akhentepi's builder must have been a bit of a fan of history.

Stop prattling man, nobody is interested in a History lesson.

With that he moves up closer to the rest of the group and quietly murmurs Lady of Graves, please, Guide Luuther as he works your will

Guidance for Luuther again


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur moves up and examines the door for potential traps...

perception: 1d20 + 7 ⇒ (10) + 7 = 17


Male Human (mostly) Ex-cleric and Grumpy Cat

The door isn't trapped but it is locked.


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

"Ah! Now I see the outline of the door. Ingenious concealment, I must say".

1d20 + 9 ⇒ (16) + 9 = 25 Disable Device.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur takes note of the lock type and searches her memory for methods of unlocking such locks... to aid Luuther.

disable assist dc 10: 1d20 + 6 ⇒ (18) + 6 = 24


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Hope this little delve is quick. So far its been... unproductive" he muses as he keeps his x-bow aimed at the door

-Posted with Wayfinder


Male Human (mostly) Ex-cleric and Grumpy Cat

With a quick flick, Luuther elegantly gets the lock open. Who's going to open the door?


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Haydar listens at the door first and if safe, then opens it.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14


Male Human (mostly) Ex-cleric and Grumpy Cat

The secret door opens onto a short, wide corridor, that after 10 feet ends in a pair of double doors. After the doors (which I'll assume you check for traps but find safe) the corridor continues for a short bit before ending with a set of stairs going further down to the right. At the bottom of the stairs is another pair of doors.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir's eyes widen at the discovery behind the secret door.

I confess myself surprised. This place is larger than I was expecting. I really was starting to think that we had found almost all there was to be found. Truly, Akhentepi must have been even more wealthy than we thought to have been able to build such a place as this.

He follows along with the rest of the group, his weariness momentarily forgotten in the excitement of new discoveries. As he gets to the top of the stairs he quietly says The Lady of Graves brings light in the darkness Renewing his Light spell

Once the group approaches the doors at the bottom of the stairs he will also renew Guidance for Fleur and Luuther to assist them with their trap detection and lock opening as needed.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

perception to find traps: 1d20 + 7 ⇒ (13) + 7 = 20
disable to assist Luuther: 1d20 + 6 ⇒ (12) + 6 = 18


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Well. Guess we're down here a bit longer. Still. Keep your eyes open. My experience... the dead don't always stay dead..." he sighs as he follows them deeper into the tomb

-Posted with Wayfinder


Male Human (mostly) Ex-cleric and Grumpy Cat

The door is neither trapped nor locked, so you enter without further ado. The room is 25 feet square and holds several neatly arrayed chests, boxes, and urns. The dust of centuries covers every surface. The only exit is a set of stone double doors to the south (where you entered).


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Interesting - do you think this room untrapped? Was the trap the room above and this one is safe, or do you think we should be expecting more unpleasant surprises here too?


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

"Jing teaches us to never expect, nor not expect anything. Things happen as they happen. Still it wouldn't hurt to be a bit cautious".

1d20 + 5 ⇒ (17) + 5 = 22 Perception Assist (Trapfinding)


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Haydar grips his sword ready to attack.


Male Human (mostly) Ex-cleric and Grumpy Cat

It's just a dusty old room full of chests, boxes and urns. Nothing attacks you. Are you going to do anything about it?


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

i attack the Nothing!

"Perhaps we can explore the room? There could be tomes... yuck... or other interesting artifacts in there that may be useful? " the tiefling suggests

-Posted with Wayfinder


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

"Well shall we see what is secreted away here".

Luuther eagerly heads to the left, and begins searching things.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir follows the others in to the room, providing light and trying not to get in the way ...


Duriel brings up the rear, axe at the ready.


Male Human (mostly) Ex-cleric and Grumpy Cat

This seems to have been Akhentepi's grave goods, provisions for his soul in the afterlife.

A search of the chest and boxes ost of the goods in the chests, such as
once-fine clothing and sealed jars of food, no longer have any value after the passage of centuries, but among the spoiled and ruined grave goods are several salvageable items of value, including two vials of some kind of silvery paste, a masterwork longbow, 10 cold iron arrows, a gold scarab clasp worth 50 gp, an onyx and silver holy symbol of Pharasma worth 100 gp, a silver hand mirror worth 35 gp, and a wax-sealed clay urn of nard worth 75 gp.

As stated before there are no visible exits.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"This is all valuable stuff, some moreso than others, but definitely of interest," Fleur says, then starts looking for any secret doors.

perception: 1d20 + 7 ⇒ (3) + 7 = 10

Sadly, her attention seems split between the found items and her task and she finds herself too distracted to notice much of anything else.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Seeing the grave goods Inmir moves to the center of the room and falling to his knees begins to intone a Prayer for the Dead to Pharasma, imploring the Lady of Graves to guide the departed to his proper afterlife and to intercede with his spirit on behalf of the party that he might know that no disrespect to his memory is intended.

Knowledge (History): 1d20 + 6 ⇒ (20) + 6 = 26

Akhentepi was apparently, among other things, a worshiper of the Lady of Graves. Not uncommon at all with soldiers - they always know that their death, and their final judgement, could be upon them any day. Although some have decried them for it in the past, it is but the simple truth. They, as few others, realize that sooner rather than later they must face the Lady's judgement. Be at peace Akhentepi. I pray that Pharasma has sent you to your fitting rest.

With that he bows his head in quiet veneration as the rest of the group goes about their business.


Male Human (mostly) Ex-cleric and Grumpy Cat

Inmir can confirm that the presence of grave goods means that the tomb itself should be near, but Fleur fails to find any secret doors.

Luuther on the other hand notices some suspicious stonework in the east wall. With your combined efforts and taking 20 (since it has to be there) you are able to find a secret door. But who is going to open it?


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

As before, Inmir will offer Luuther and Fleur the Guidance of Pharasma to assist in the unlocking and opening of the door.


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Haydar helps also by listening for ambushes, after which he steps back.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

Perceptify: 1d20 + 7 ⇒ (5) + 7 = 12

Talin lends his adapted to darkness eyes to looking out for trouble


Duriel too follows the others' lead and takes a look around.

Perception 1d20 + 2 ⇒ (8) + 2 = 10


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

perception for traps: 1d20 + 7 ⇒ (2) + 7 = 9

disable to assist Luuther, dc 10: 1d20 + 6 ⇒ (8) + 6 = 14


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

1d20 + 12 ⇒ (4) + 12 = 16 Disable Device (+2 Fleur, +1 Guidance)

"Oh there it is! Shame, shame little door, trying to hide from us. Let's see if I can find out more of your secrets".


Male Human (mostly) Ex-cleric and Grumpy Cat

As Fleur and Luuther combine their efforts to get the door open, something very disturbing happens. A black beetle appears seemingly out of nowhere on the floor right before the door, then another and another, until the entire floor is swarming with biting insects. The black tide of clicking, skittering beetles washes over Fleur and Luuther, who take 5 points of damage and need to make a Fort 14 save or be nauseated for 1 round.

The beetles cover an area of 10 feet square in front of the door. You may each take an action before the swarm does more damage.


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

1d20 + 1 ⇒ (1) + 1 = 2 Fortitude Save

"What the? Gah... bugs".

Luuther immediately begins to projectile vomit, and nearly falls over with sickness.

"Jing! Why!


Male Human (mostly) Ex-cleric and Grumpy Cat

Well, you're not literally nauseated. You just need to spend the round fending off bugs. :)


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2
Black Tom wrote:
Well, you're not literally nauseated. You just need to spend the round fending off bugs. :)

I figured with a one, a couple must have fell into his mouth :-)


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir gasps out Pharasma save us! and takes an instinctive step away from the swarm of beetles.

5 foot step towards the door

What are you doing?! Stop and help them!


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Someone use a torch! That works on most bugs!" he calls out

-Posted with Wayfinder


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

With his sword in hand and no torch, Haydar realizes he cannot help the situation so he moves back 15'. "Does anyone have fire or acid to throw at them?"


Male Human (mostly) Ex-cleric and Grumpy Cat

While you are all standing there aghast, the beetles continue munching on Fleur and Luuther. They take 1 point of damage each and need to make another saving throw.

You are up again.


"Ugh!!!! Bugs!!!

"Back!!! Where we came from!!!"


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur steps out of the swarm, yells to Luuther... "Get out of there.. I can't do this with you inside the swarm..." Then when he moves, she'll throw an alchemist fire at it.

fort save dc 14: 1d20 + 1 ⇒ (1) + 1 = 2

ranged touch to hit: 1d20 + 2 ⇒ (19) + 2 = 21

dmg if hits: 1d6 ⇒ 3 +50% for swarm, another 1d6 + 50% next round as well....


"Oil!!! Use them!!!!"


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

Luuther needs no further urging to get away from the swarm.

1d20 + 1 ⇒ (15) + 1 = 16 Fortitude save

As he spits out the last bug, and tumbles as far away as possible, his hands flapping like a captured chicken as he tries to cover as many wounds as he can.


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Male Human (mostly) Ex-cleric and Grumpy Cat

The bad news is that Fleur is nauseated and is restricted to a move action, so no alchemist's fire. The good news is that the magic that brought the swarm into existence expires. The beetles have one last nibble at Fleur (Luuther having escaped) for 4 points of damage, then disappear into thin air.

End of combat. You each get 133 xp for the swarm.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur hacks and coughs rather than throw her alchemical attack at the swarm and gets bit again before they go away.

"Oh... I SO don't feel good... that HURT!"


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"I suggest we take a rest or go back and sleep it off. We cant go on like this"

-Posted with Wayfinder


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

I agree - we are under no particular time constraints here, so taking some time to recover is probably quite wise


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

"I agree, resting is a good idea."


Male Human (mostly) Ex-cleric and Grumpy Cat

Then the only question is where you want to rest.

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