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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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

"Good luck with that! Nice moves!"
Calla takes a closer look at the earing, and the thought she had dismissed came to her mind once again, and she speaks it aloud. "So, if this dog had its own treasury, might be the centipede also killed some things and brought indigestible values along with the bodies, right? Did we checked that pool?"
Appraise: 1d20 + 9 ⇒ (19) + 9 = 28

Calla will send her Dancing Lights down the well to see what horrors lay down there, but actually she's looking for water.


Inner Sanctum

As you move over to the well to check it out a small teddy bear jumps out at you! At first you jump back, but realizing its a cute, cuddly, teddy bear you breath a sigh of relief.. The bear smiles reveling nasty fangs and that snaps you out of your hallucination.. Its actually a snake.. It tries to bite you.. Know Nature Apparently it was chillin in the shade of the building until you raided his area..

Surprise!: 1d20 + 4 ⇒ (18) + 4 = 22 Vs FF
1d4 ⇒ 3 Plus Poison DC 15

Init:

Marius: 1d20 + 10 ⇒ (4) + 10 = 14
Hemket: 1d20 + 6 ⇒ (17) + 6 = 23
Calla: 1d20 + 2 ⇒ (19) + 2 = 21
Hadjii: 1d20 + 2 ⇒ (1) + 2 = 3
Bandit: 1d20 + 2 ⇒ (12) + 2 = 14
Rajik: 1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 6 ⇒ (17) + 6 = 23

Init Order
Hemket
Teddy Bear Snake
Calla
Marius
Bandit
Rajik
Hadjii

Hemket is up.. Map updated..


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 move to a place where he can get a clear shot and take it.

to hit: 1d20 + 4 ⇒ (2) + 4 = 6 and misses


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's Knowledge:Nature check: 1d20 + 9 ⇒ (5) + 9 = 14


Inner Sanctum

I hope your taking precise shot next level lol..


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)

That is the plan, but rolling a 2 makes it a fairly moot point


Inner Sanctum

Indeed..


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

Rajik moves up, on his turn, and smacks the snake.

Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 2d4 + 6 ⇒ (4, 2) + 6 = 12


Inner Sanctum

Hemket fires, but is unable to hit his mark

The Teddy Snake goes for Calla again..

1d20 + 4 ⇒ (12) + 4 = 16 Vs FF
1d4 ⇒ 3 Plus Poison DC 15, 17 if you fail the first..

Rajik steps up and gives the snake a good smack..

GM Only:

7/19

Calla, Marius, Bandit, and Hadjii are up!

Perhaps yall should start investing in antiplagues and antitoxens with all that cash yall have..


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 begins to move around the snake so that he can get a shot in.

Double moving around the well can't o anything else for this turn.


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

Holding his action until Hadjii goes, Bandit looks to his master for direction; after the Suli smacks the snake, Hadjii casts Guidance on the wolf:

"Sim, Sim, Salabim!"

then:

"Sic 'em, Bandit!"

Bandit scurries over next to Rajik:

Bandit's bite attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
on the off chance a mere AC 15 hits the snake, then 1d6 + 2 ⇒ (5) + 2 = 7 points of damage


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

If Bandit did not put the creature down already.
Fort 1: 1d20 + 0 ⇒ (19) + 0 = 19
Fort 2: 1d20 + 0 ⇒ (18) + 0 = 18 Poison? Nah sorry, Drugs run through my veins...
Calla is really confused. She is wondering how did the Teddy Bear bit her, but she realize now it must be some devilish creature, since it has fangs, and bit her, and purple veins began showing up where she was bitten, although she felt nothing special from it. Damn you Opium!. She makes a mental note of never again moves before the tough guys, takes a quick step back, but Bandit had already put the thing down.

Knowledge about the thing: 1d20 ⇒ 5 +10 if Arcana; +9 if D/E/G/Na/P/R


Inner Sanctum

Bandit rushes up and bites the snake.. Shaking it violently he flings it to the side where it lies dead..

Amazingly Calla fights off both poisonous bites.. But is down 6 hps..

Save your missile Calla.. Bandit killed it..

The snake was called an Asp and has a really nasty bite..


Inner Sanctum

Oh btw the earings are worth 50gps Calla

Perc:

Hemket: 1d20 + 5 ⇒ (7) + 5 = 12
Marius: 1d20 + 12 ⇒ (17) + 12 = 29
Calla: 1d20 + 6 ⇒ (13) + 6 = 19
Hadjii: 1d20 + 9 ⇒ (12) + 9 = 21
Bandit: 1d20 + 1 ⇒ (15) + 1 = 16
Rajik: 1d20 + 5 ⇒ (13) + 5 = 18

As yalls battle with the snake went on only a couple of you managed to here the gaggle of skeletons emerge from the last open door house.. 5 of them charge the group..

Marius and Hadjii can act on the surprise round..

Init:

Marius: 1d20 + 10 ⇒ (14) + 10 = 24
Hemket: 1d20 + 6 ⇒ (12) + 6 = 18
Calla: 1d20 + 2 ⇒ (15) + 2 = 17
Hadjii: 1d20 + 2 ⇒ (6) + 2 = 8
Bandit: 1d20 + 2 ⇒ (15) + 2 = 17
Rajik: 1d20 + 1 ⇒ (1) + 1 = 2
1d20 + 6 ⇒ (13) + 6 = 19

Post Surprise Round Init..
Marius
Skele's
Hemket
Calla
Bandit
Hadjii
Rajik

Attack Hemket: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Attack Hemket: 1d20 + 4 ⇒ (2) + 4 = 6
Attack Marius: 1d20 + 4 ⇒ (9) + 4 = 13
Attack Bandit: 1d20 + 4 ⇒ (12) + 4 = 16

Marius and Hadjii may act in the surprise..

Then its Marius's turn again..


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

All due respect Pox, but in surprise round they can take only a single action - and they moved - so would be unable to attack and hurt Hemket, right?


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

Not to be the Devil's (GM's) advocate, but they can partial charge which includes an attack.


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)

However a charge can only be in a straight line, and leaving the house precludes that.


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 attacks the skeleton right in front of him.

Attack (destructive Smite): 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Then during Marius's turn he will continue to attack the skeleton in front of him (unless it's dead in which case he 5 ft. steps, and attacks the one in front of Hemket)

Attack (Destructive smite): 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


Inner Sanctum

Yea, Yea.. A 19 still hits your FF Hemket.. I actually had figured Marius would channel twice and kill them all lol..

Marius bashes 2 of the Skele's to death before they get to act again..

Hadjii casts Guidance on Rajik..

2 skeletons attack Hemket, 1 moves and goes after Calla..

Attack Hemket: 1d20 + 2 ⇒ (19) + 2 = 21
Attack Hemket: 1d20 + 2 ⇒ (7) + 2 = 9
Attack Hemket: 1d20 + 2 ⇒ (12) + 2 = 14
Attack Hemket: 1d20 + 2 ⇒ (19) + 2 = 21

Damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10

Attack Calla: 1d20 + 2 ⇒ (13) + 2 = 15
Attack Calla: 1d20 + 2 ⇒ (6) + 2 = 8

Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Everyone is 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 do a full withdrawal action to move down next to Hadjii.


Male Suli Aberrant Bloodrager 3; 31/31 (40/40) HP, AC 18 T11 FF17 (16 T9 FF15), CMD 18 (20), Fort +5 (+8), Ref +2, Will +3 (+5), Perc +6, Init +1, Rage 1/10, Elemental Aaasult 0/1, Senses: Low-Light Vision, Resist 7: acid, cold, electricity, fire

Rajik moves forward, through the square diagonally away from his stop point to avoid an AoO, to engage the 3 remaining skeletons.

Attack: 1d20 + 5 ⇒ (5) + 5 = 10

I think that may have missed...


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 moves around to flank with Rajik, and then continue to attack the skeletons near him.

Marius will provoke 1 AoO from the skeleton.

Attack: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14
Damage: 1d8 + 1 ⇒ (8) + 1 = 9


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 realizes they are certainly dying. As blood comes out of the nasty cut made by one of the powerfull skeleton, she takes a step back, partly losing her balance already, and as her vision begins to turn black, but she manages to gather all her remaining energy and send three missiles flying this time, one of each creature, sacrificing herself to help her companions!
Skeleton up front: 1d4 + 1 ⇒ (2) + 1 = 3
Skeleton to the left: 1d4 + 1 ⇒ (4) + 1 = 5
Skeleton to the right: 1d4 + 1 ⇒ (4) + 1 = 5
Empowered by reservoir (CL 6th)

Then she lets death take her, and unconscious she falls, lifting sand and dust as her body touches the floor after her sacrifice.
At -1 and dying.


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

what a ham! I love it!

Bandit moves to attack if one still stands:

Bandit's bite attack: 1d20 + 4 ⇒ (7) + 4 = 11...

Hadjii pulls a scroll of CLW, takes a 5' step closer to Calla, and reads the scroll -- touching her as part of the spell:

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

"Please, I must ask you to be more cautious, Miss Voni! We can only protect you if you do not run to the monsters!"

It's clear Hadjii feels a little guilty about letting Calla take on a mission like this before she fully recovered from her encounter with Black Kiss...


Inner Sanctum

You guys attack the hell out of the remaining skeletons, but hit nothing.. However Calla's missiles destroy 2 of them and leaves the other barely standing..

It tries to put the claws on Rajik..

1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (17) + 2 = 19
1d4 + 2 ⇒ (2) + 2 = 4

AoO on Marius: 1d20 + 2 ⇒ (18) + 2 = 20
1d4 + 2 ⇒ (2) + 2 = 4

You guys are up again!


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 move over to where the skeleton doesn't have cover and take a shot with a blunt arrow:

to hit: 1d20 + 4 ⇒ (17) + 4 = 21 damage: 1d8 + 3 ⇒ (6) + 3 = 9


Inner Sanctum

Hemket destroys the last skele..

Out of Combat..

Gonna move it forward tm as im heading to bed.. Feel free to heal up etc..


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's eyes blink open again, unaware of where she is. The freaking strong sun, the heat, sand, dust and the face of Hadjii made her realize she was not dead, yet. She heard a last loud sound, and then the battlefield went silent. She sat and looked around. "So, are we alive? Thanks Marius, I'll try to be more careful. I could swear I saw Pharasma coming for me..." It seems she still does not believe

I'm at 6/12. Bandit is 16/22, right? Who else is hurt?


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 would be at 5/20


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 will begin to do his clerical duties with the channeling of divine energy.

Expending two channels to heal our group. 3 more for today.

Channels: 2d6 ⇒ (2, 6) = 8

Marius will also use his final cleric spell to heal Hemket.

Converting Shield of Faith to CLW.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

"Does anyone else require Nethy's blessing?"


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 interjects after the channels. "Hey Marius, wouldn't it be better if we spent a charge from the wand on Hemket? I mean, if we ever need healing in battle, the wand is fairly slow for that, you better save up your spell, right?"

If you agree let's replace that, so you keep your spell.


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

"That might be the better course of action."

Marius will not use his spell and will instead use the wand of infernal healing to finish up on Hemket's wounds.


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)

"Thanks. I got pretty torn up there. We ready to proceed?" assuming general assent, he will inspect the area that the skeletons came out of.

perception 25 (taking 20).


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

Whilst Hemket condicts a lenghty inspection, Hadjii uses up his flask of oil to burn the body of the Death Dog; he then goes back to the fountain on the west side, looking around to ensure we didn't miss some treasure or something...


Inner Sanctum

You all find nothing in the area the skeletons came from..

Where too?


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

What about the pool that the whip worm came from (in the west courtyard)? Hadjii checked it, since we didn't specify looking in it before...


Inner Sanctum

It contained nothing but sand.. Basically yall have the Domed roof building, the house, and the crypt left to search.. Where too?

Goin to play cards tonight so ill post when im headed to better later..


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 little domed building seems to me like the right place to go next. Hadjii will examine it for runes or markings:

Hadjii's Knowledge:Religion check: 1d20 + 3 ⇒ (14) + 3 = 17

Then Hadjii will Aid Another on Hemket's Perception roll to check the door for traps:

Hadjii's Perception check: 1d20 + 9 ⇒ (10) + 9 = 19


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)

Take 20 on that trap searching so 26 (as indicated by Hadjii).


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

that's 28 w/Hadjii's assist...


Inner Sanctum

As yall move up to the domed building the search for traps and such starts.. Nothing out of the ordinary is seen.. Listening close to the door however you hear a buzzing noise from beyond the door.. Survival/Know Nature Checks


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)

survival: 1d20 + 5 ⇒ (3) + 5 = 8


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's Knowledge:Nature check: 1d20 + 9 ⇒ (2) + 9 = 11
Hadjii's Survival check: 1d20 + 11 ⇒ (19) + 11 = 30

does the building look typical of apiaries in these parts?


Inner Sanctum

Hadjii you notice what appears to be drag marks in the sand, leading from the house into the domed building.. You recognize the buzz as insectoid in nature but thats all..

It does not look like any beehive you've seen before.. Perhaps a storage building of some sort..


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 am suspecting a dead body lies within -- and the flies have found it! This may well mean we have been preceded, and fairly recently..."

Hadjii will step away from the door...

"Perhaps Ms Voni could use Mage Hand to open the door, so no one need stand there and get hit in the face by so many flies!"


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

K.Nature: 1d20 + 9 ⇒ (19) + 9 = 28

"I could certainly do that, although it would be awesome if we could know before hand what to expect. These could be some kind of flesh-eating flies..."
So she listens.


Inner Sanctum

Calla thinks there are a s&~* load of insects in there.. Probably enough to create a swarm..


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

"Well, there are certainly a lot of them in there, enough to make a problem for us. There's certainly a body or something that might have valuables, but are we equipped enough to deal with it? We can slash them to pieces, but bludgeoning weapons might work."

Is the door made of wood? Can we put it on fire?


Inner Sanctum

With your check you know that if the swarm is made of fine and diminutive creatures it is completely immune to weapon damage.. If there tiny they take 1/2 from piercing/slashing..


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

"Perhaps, if you know that spell where you splay your hand like a fan, and make flames fly from your fingertips, that would kill many insects at once? I would say, if you don't know that spell, then we should go buy a scroll with two or three copies of that spell -- before we open the door of this small building. We are much closer to the exit than we were last time; we could be back here with such a scroll in under an hour!"

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