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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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)

Once Hemket is done checking that door, he will proceed through it (the left door). I'm not rolling dice on this, and Calla is correct on the strategy.


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

Barbarian (Bloodrager) strategy is simple... "Forward!" :)


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

Since Hemket is taking 20, we might as well distribute the effort: Hadjii takes 20 inspecting the door to the right, opposite the one Hemket is checking -- but before he starts, he nods towards Marius:

"Perhaps, my friend, you should thoroughly examine that one -- while at the same time I go over here..."

Taking 20 gets Hadjii a 29 Perception check on the doors to the right...


Inner Sanctum

Hemket checks out the western door, Hadjii the eastern.. They both find their doors untrapped.. The party heads through the western door and see's..

The western side of the estate forms an L-shaped yard mostly given to sand, sun-dried earth, and the ancient husks of dead trees. Stone benches line the walls of the yard, and a large tiled pool sits in the southwest corner, dried and partially filled with sand. A short flight of steps leads between a pair of pillars to a set of stone doors in the west side of the house. At the north end of the yard stands a squat stone building with columns at every corner.

As yall enter the courtyard you see a large centipede come up out of the pool and move towards the group.. Know Nature

Init:

Hemket: 1d20 + 6 ⇒ (15) + 6 = 21
Marius: 1d20 + 10 ⇒ (9) + 10 = 19
Calla: 1d20 + 2 ⇒ (19) + 2 = 21
Hadjii: 1d20 + 2 ⇒ (5) + 2 = 7
Bandit: 1d20 + 2 ⇒ (8) + 2 = 10
Rajik: 1d20 + 1 ⇒ (5) + 1 = 6
1d20 ⇒ 18

Init Order:
Hemket
Calla
Marius
Centipede
Bandit
Hadjii
Rajik

Hemket, Calla, and Marius are up! Map is updated!


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 ⇒ (19) + 9 = 28

[b]"Such creatures have venom -- so I recommend not getting bitten!"[b]


Inner Sanctum

This particular centipede is called a Giant Whiptail Centipede and it has reach, a bite attack, and a tail slap.. It's bite is indeed poisonous..


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 activate his favored target.
point blank shot
to hit: 1d20 + 9 ⇒ (6) + 9 = 15 damage: 1d8 + 4 ⇒ (5) + 4 = 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

Considering that now, of all the times, Calla may act before the creature, is it too naive to put the credit on the opium?

K.Nature: 1d20 + 9 ⇒ (11) + 9 = 20
Calla was confident and relaxed, although not in her greatest shape. Anyway, the monster would not have a chance against them, if she made her part.
"Maaaaaaaaaaaaaagic Missile!"
Maximized Magic Missile!!: 2d4 + 2 ⇒ (4, 4) + 2 = 10


Inner Sanctum

Lol i was like, Maximize? HTF?

Hemket fires an arrow at the vermin and it sinks up the to fletching.. The creature doesn't notice the hit and keeps moving forward..

Empowered by her drug induced superheroism Calla fires off a pair of potent magic missiles at the creature.. It seems considerably weakened by the combined attacks of the 2..

Marius is up!

Spoiler:

19/38


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 once again uses his protection aura.

everybody's ac is +2


Inner Sanctum

The beast moves up and attacks the front man.. Rajik..

Bite: 1d20 + 8 ⇒ (7) + 8 = 15 And misses due to Marius's buff!

Bandit, Hadjii, and Rajik 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

Bandit holds his action until Hadjii tells him to attack -- and Hadjii uses the opportunity to cast Guidance on his pal...

"Sim, Sim, Salabim!"

then Bandit runs up, growling all the way -- receiving an attack of opportunity enroute -- and chomps the gnarly beastie:

Bandit's bite attack: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
if AC 20 hits, then 1d6 + 2 ⇒ (3) + 2 = 5 points of damage


Inner Sanctum

As Bandit moves up the creature snaps out at him with his maw..

1d20 + 8 ⇒ (20) + 8 = 28 OMG he gets critted so often..
1d20 + 8 ⇒ (8) + 8 = 16 Doesnt confirm though..

Damage: 2d6 + 7 ⇒ (4, 2) + 7 = 13 Plus Poison DC 17

Bandit fights through and delivers his own bite..

Spoiler:

14/38

Rajik is up! Then Hemket, Calla, and Marius..


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 Fortitude save: 1d20 + 5 ⇒ (20) + 5 = 25

I made THAT save!


Inner Sanctum

Indeed! Nasty Poison 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

Feeling tired from the previous awesome effort, Calla chooses a lesser spell to hit the creature with:
"Aaaaaaaaaaaaaaacid Splash!"
Touch Acid Splash: 1d20 + 3 ⇒ (12) + 3 = 15! 1d3 + 1 ⇒ (1) + 1 = 2


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)

if necessary (round 2):
Hemket will take a 5' step diagnonally and take another shot
(I assume the benches don't provide cover, if they do subtract 4)

to hit: 1d20 + 9 ⇒ (20) + 9 = 29damage: 1d8 + 4 ⇒ (5) + 4 = 9
confirm: 1d20 + 9 ⇒ (18) + 9 = 27 crit damage: 2d8 + 8 ⇒ (8, 5) + 8 = 21


Inner Sanctum

Rajik rages as he moves up to chop at the beast..

1d20 + 8 ⇒ (7) + 8 = 15
2d4 + 9 ⇒ (3, 1) + 9 = 13

Rajik almost cuts the things head off and Calla's Acid blob finishes it..

Combat Over!

Assuming yall wish to move to the other end, checking things out, you see..

A rectangular stone building sits in the northwest corner of the estate. At each corner stand columns carved to resemble men and women with their arms crossed over their chests. A set of stone doors stands in the southern face of the building, carved with bas-relief faces of two men. Hieroglyphs are carved into the doors just beneath the faces.

The faces on the doors are of Pentheru the Elder and Pentheru the Younger.. The women are probably their wives.. The Hieroglyphs read:

“Crypt of the House of Pentheru” and warn, “May defilers be cursed
by the gods until their day of judgment.”

What's the next course of action?


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 think we should clear out this entrance area before we move into any crypts. It seems to have enough trouble present considering that big bug to be worthy of some caution. I think we should hit those doors to the east so we can make a complete circuit. "


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...I agree, this thing looks creepy! Look at their faces!" Calla is taking notes, but only after approaching the centipede's body and giving it a little kick, showing it who's the boss!


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

"At least the beast made it interesting to get in here."


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 then take his time inspecting the east doors.

perception 26 for traps.


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 makes a weird face of disbelief and addresses Rajik, while detecting magic on the door, just in case. "Yeah! Sure! We love to find monsters protecting the treasure! It's so much better than finding just the treasure!" I think she is being sarcastic.


Inner Sanctum

Assuming Bandit will be given a charge of infernal healing before moving on right?

Hemket notices no traps.. Opening the doors you all see..

A spacious yard fills the compound east of the house. To the east, several small stone outbuildings have been built right into the compound’s outer wall. A well stands between two of these outbuildings, opposite a stone table and benches that sit in the shadow of the house. To the west, two sets of steps, both flanked by columns, lead up to doors into the main house. To the northwest, an open doorway leads into an extension of the house, next to a small structure with a domed roof.

Can someone do me a favor and add some skeleton images, along with some random monster images to the map? I cant do it from work for some dumb reason..

Map Updated..


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 think we meant the east doors leading inside the house, but this works too ^_^
I hope you like the images...

Calla waits patiently, since there's not much to see here.


Inner Sanctum

lol at the images..


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

"Well let's get exploring."

Marius will begin looking in the outbuildings first, and after he has throughly searched each of those he will check out the small domed building. If nothing happens to him by then he will wait for everybody else's opinion on where exactly to enter the house.

Perception: 1d20 + 12 ⇒ (20) + 12 = 32


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 once again check all the doors for traps carefully. Perception 26 for all.


Inner Sanctum

Alrighty then.. As the group moves up you all notice none of the buildings have doors on them, save the domed one.. Stepping towards the first building you all hear a growl coming from within.. Seconds later you see, This black-furred, two-headed dog is as large as a horse and has midnight-black eyes. Tiny worms crawl on its mangy hide., emerge from the house.. Know Arcana It charges the group..

Init:

Marius: 1d20 + 10 ⇒ (15) + 10 = 25
Hemket: 1d20 + 6 ⇒ (3) + 6 = 9
Calla: 1d20 + 2 ⇒ (19) + 2 = 21
Hadjii: 1d20 + 2 ⇒ (13) + 2 = 15
Bandit: 1d20 + 2 ⇒ (10) + 2 = 12
Rajik: 1d20 + 1 ⇒ (20) + 1 = 21
1d20 + 2 ⇒ (5) + 2 = 7

Init Order
Marius
Calla
Rajik
Hadjii
Bandit
Hemket
Doggie

Everyone is up!

Map updated


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.Arcana: 1d20 + 10 ⇒ (11) + 10 = 21
Calla would to know what is that before sending a ray toward it.


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)

Be a while before my turn, but actions will be
Know thy enemy (move action)
Fire bow at it.

to hit: 1d20 + 9 ⇒ (2) + 9 = 11 Hmm, wish I could have re-used that last roll.


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

Everybody acts before the Dog, so it does not matter much, I believe.


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)

In theory it does if I had to take a -4 for cover, but that it moot in this case


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

Couldn't we just say that, among us, the order is put by the post sequence? It will prevent us from having that kind of trouble...


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 charges the monster with his mace held high.

charge attack (destructive smite): 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

AC will be 16 until next turn.


Inner Sanctum

If in the future yall all go before the monster you wanna say you hold your actions till Hemket fires thats fine.. If you all dont go before the monster we need to keep it in order..

Calla you know its called a Death Dog, although its meaner looking than normal ones.. Not that you've ever seen one to know that.. Knowledge rules kill me in some aspects.. You get 1 question..

Marius charges up and deals a blow..

Hemket fires his bow, but is unable to hit..

AC 17

GM Only:

20/28

Bunch of peeps still up..


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

Is it an Undead?

If yes:
Calla will send a Disrupt Undead ray at it.
Damage: 1d6 ⇒ 2

If not:
Calla will send an Acid Splash at it.
Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Touch Ray: 1d20 + 3 ⇒ (10) + 3 = 13


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

Certainly Hadjii would have asked for a dose of Infernal Healing -- as soon as Bandit was chomped by the huge centipede! He also fed the wolf a few Goodberries, to bring him to full hitpoints. I assume Calla is carrying the wand of Infernal Healing...

As a free action, Hadjii directs Bandit to attack:

"sic 'em, boy!"

Hadjii also takes a 5' step, and begins conjuring a pitbull (augmented dog), to arrive first thing next round.

Bandit's bite attack: 1d20 + 4 ⇒ (14) + 4 = 18
if AC 18 hits, then 1d6 + 2 ⇒ (2) + 2 = 4 points of damage
...*and* (just in case I roll a '20')
Bandit's TRIP attempt: 1d20 + 4 ⇒ (13) + 4 = 17 vs CMD...


Inner Sanctum

It is a Magical Beast

AC 17, Touch 11, FF 15

Calla hits the dog thing with her acid ray scorching its hide..

1d3 + 1 ⇒ (2) + 1 = 3

Bandit charges and bites the thing good..

Rajik rages, moves up, and attacks..

1d20 + 8 ⇒ (3) + 8 = 11 But stumbles a bit and misses.. 2 rage rounds used now..

Gm Only:

13/28

The dog howls and bites back.. Once at Marius, Once at Bandit..

1d20 + 6 ⇒ (6) + 6 = 12 Miss..
1d20 + 6 ⇒ (17) + 6 = 23 Poor Bandit..
Damage: 1d8 + 3 ⇒ (3) + 3 = 6 Plus Disease DC 14 Fort

The party is all up again..


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 rearranged Rajik and Bandit -- Rajik would have had a chance to charge before Bandit, so Bandit would have to go around Rajik...

BANDIT's Fortitude save: 1d20 + 5 ⇒ (19) + 5 = 24


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 swings.

Attack: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

But he fails to strike the rotting dog.

AC is back up to 18.


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 moves to a position where his allies no longer provide cover to the creature.

and takes another shot
to hit: 1d20 + 5 ⇒ (7) + 5 = 12 miss

however it does not find its mark, though it is closer


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

it is likely Rajik will obliterate the beast -- but on the off chance he misses:

a pitbull appears behind the Death Dog, flanking with Marius:

pitbull's bite attack, w/flank: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
if AC 24 hits, then 1d4 + 4 ⇒ (3) + 4 = 7 points of damage

Hadjii strolls over and casts Guidance on Bandit, who then snaps at the foe:

Bandit's bite attack, w/Guidance: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
if AC 15 hits, then 1d6 + 2 ⇒ (5) + 2 = 7 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 4 ⇒ (15) + 4 = 19 vs CMD...

Also, Hadjii is studying the canine creature -- with an eye towards possibly summoning such a thing some day...


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 another globe of acid at the creature:
Touch Ray: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3! Damage: 1d3 + 1 ⇒ (1) + 1 = 2 Crap!


Inner Sanctum

Rajik swings at the creature..

1d20 + 8 ⇒ (13) + 8 = 21
2d4 + 9 ⇒ (3, 2) + 9 = 14

Between the summoned dog and Rajik the creature falls..

Out of combat!

The wind blows hot air across you alls faces.. Where too now!


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 cavorts with the pit bull for a round before it disappears...

Hadjii carefully peers into the building that emitted the Death Dog:

Hadjii's Perception check: 1d20 + 9 ⇒ (7) + 9 = 16

But appears to be a little distracted by the disgusting corpse in the doorway...


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 check out the next outbuilding to the east.

perception: 1d20 + 5 ⇒ (11) + 5 = 16


Inner Sanctum

Regardless of his none smoking perception check Hadjii notices the dog had dug up much of the floor, revealing what used to be an old hidey hole.. You find..

27 gp, 33 sp, and a set turquoise ear rings.. Appraise on the ear rings..


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

Sorry, got called in to a half day retreat at work and had no internet... Thank you work...


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 collects the coinage, and looks at the earrings in the sunlight:

Hadjii's Acrobatics check: 1d20 + 2 ⇒ (8) + 2 = 10

The he hands 'em to someone who might know something about jewelry (Calla)!

"Perhaps we should see of this foul beast ate some coins or something!"

Hadjii examines the large, icky body...

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