RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

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well actually most of this place has a very non death decor, just this room has the skull thing going.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander wanders on in, still drooling slightly, apparently he kind of digs that


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

"Wipe yer chin and look sharp lad!"


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

I expected more gloom, don't necromancers go for the whole bad-boy thing? I knew this one necromancer from Nex, he was always pointing out to serving girls that his arts were mysterious and forbidden. Worse a black robe, had a skull amulet in gold with ruby eyes, a goatee, you name it.

Jan taps the wall real dubiously.

Frankly I'm not even sure he went it for it because of the whole raising-the-dead thing. I think he was just trying to score points with barmaids.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

"C'mon lads. Let's see what's behind that door." Obi says as he starts across the room.

"My money is another crazy mage who has been cooped up in here for a thousand years."


When I said ignore the secret doors, that doesn't mean you can't search the room and find them, just that I was too lazy to make tiny little black sections to obscure them. Moot point really as we get the encounter before you'd search anyway.

As you begin to move towards the door, ten figures shamble out of the mouths of the skulls along the walls, revealing them to have been secret doors.

as they enter the room, you are all struck with horror at their appearance (fear effect).

DC 19 will save (x10) or be paralyzed.

mummy init 1d20 + 6 ⇒ (3) + 6 = 9 bandages must get in the way


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

10 times huh?

initiative: 1d20 + 5 ⇒ (14) + 5 = 19

Save: 1d20 + 9 + 3 ⇒ (15) + 9 + 3 = 27
Save: 1d20 + 9 + 3 ⇒ (3) + 9 + 3 = 15
Save: 1d20 + 9 + 3 ⇒ (2) + 9 + 3 = 14
Save: 1d20 + 9 + 3 ⇒ (19) + 9 + 3 = 31
Save: 1d20 + 9 + 3 ⇒ (15) + 9 + 3 = 27
Save: 1d20 + 9 + 3 ⇒ (5) + 9 + 3 = 17
Save: 1d20 + 9 + 3 ⇒ (12) + 9 + 3 = 24
Save: 1d20 + 9 + 3 ⇒ (12) + 9 + 3 = 24
Save: 1d20 + 9 + 3 ⇒ (18) + 9 + 3 = 30
Save: 1d20 + 9 + 3 ⇒ (5) + 9 + 3 = 17

Failed 4. Six of them aren't all that scary, but those other four.


Yeah, 10 is a bit brutal, but they are really rather lame otherwise.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Assuming the group follows Obi as he moves to the door, I know Bo and Yap would. If you are within 10' of Bo you get +4 bonus vs Fear. He is immune.. With that in mind Obi only fails 1 save..

Yap Will: 10d20 ⇒ (11, 19, 9, 5, 10, 12, 8, 5, 3, 11) = 93 no 1's so he passes..

Bo Init: 1d20 + 10 ⇒ (12) + 10 = 22
Yap Init: 1d20 + 8 ⇒ (18) + 8 = 26


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Actually, Obi was using his own +3 morale bonus vs fear, so that doesn't help that much.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Oh dear, this'll go badly.

Initiative: 1d20 + 5 ⇒ (16) + 5 = 21

Will Save: 1d20 + 16 ⇒ (9) + 16 = 25
Will Save: 1d20 + 16 ⇒ (10) + 16 = 26
Will Save: 1d20 + 16 ⇒ (5) + 16 = 21
Will Save: 1d20 + 16 ⇒ (2) + 16 = 18
Will Save: 1d20 + 16 ⇒ (13) + 16 = 29
Will Save: 1d20 + 16 ⇒ (4) + 16 = 20
Will Save: 1d20 + 16 ⇒ (1) + 16 = 17
Will Save: 1d20 + 16 ⇒ (19) + 16 = 35
Will Save: 1d20 + 16 ⇒ (13) + 16 = 29
Will Save: 1d20 + 16 ⇒ (7) + 16 = 23

Jan looks at the mummies and starts freaking out.

That one's a mummy king! Or pharaoh! Whatever, super scary!


Assuming you were near the Pally, you only missed 1.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

I think he was already using that bonus.


If he was already using that bonus, he was not using bravery (both are +4 and they stack).


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

1d20 + 13 ⇒ (17) + 13 = 30 +2 vs fear
1d20 + 13 ⇒ (12) + 13 = 25 +2 vs fear
1d20 + 13 ⇒ (9) + 13 = 22 +2 vs fear
1d20 + 13 ⇒ (15) + 13 = 28 +2 vs fear
1d20 + 13 ⇒ (11) + 13 = 24 +2 vs fear
1d20 + 13 ⇒ (20) + 13 = 33 +2 vs fear
1d20 + 13 ⇒ (20) + 13 = 33 +2 vs fear
1d20 + 13 ⇒ (6) + 13 = 19 +2 vs fear
1d20 + 13 ⇒ (15) + 13 = 28 +2 vs fear
1d20 + 13 ⇒ (2) + 13 = 15 +2 vs fear


Ok, 2 of you only failed once, so I'll just do one duration roll for both.

1d4 ⇒ 2 rounds of paralysis for Jan and Bander. Obi is paralyzed for 3d4 ⇒ (3, 2, 3) = 8 more rounds.

Bo and Yap are up.


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Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

what bad could happen in 8 rounds?


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Yap casts Freedom of Movement on Jan when we started the Silver Surfer lair.. It lasts 110 mins do you think it is still active? If so he's not paralyzed.. I'll wait for Yap till I know the answer on that..

Bo will activate judgement of justice as a swift and fire at the closest mummy.. Free action for grit..

Attack 1: 1d20 + 17 ⇒ (9) + 17 = 26 steel
Attack 2: 1d20 + 17 ⇒ (2) + 17 = 19
Attack 3: 1d20 + 12 ⇒ (12) + 12 = 24
Attack 4: 1d20 + 7 ⇒ (13) + 7 = 20

Dam 1: 1d8 + 19 ⇒ (8) + 19 = 27 clustered shots..
Dam 2: 1d8 + 19 ⇒ (6) + 19 = 25
Dam 3: 1d8 + 19 ⇒ (6) + 19 = 25
Dam 4: 1d8 + 19 ⇒ (3) + 19 = 22


I guess it is still active. I don't recall you doing anything particularly time intensive, so Jan can act.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Yea I had to go back and find the post and it was right as we entered that lair.. I wasn't for sure how long the item charging thing in the pool lasted so..

Yap casts Freedom of Movement on Bander so he can get to work..


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Are the bad guys within 30 feet?


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

I assumed they were at the secret doors still as they lost initiative..


Yes, they are all at the secret doors, I'll get something for icons in place.


Jan and Bander ought to go one of these days, or I will just skip their round and attack.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

paralyzed

ah i see now

sorry guys im working 100 hour weeks right now, so please do not wait for me. skip or bot as needed

apologies


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander disappears, takes a step and goes to town, I think I can get between two, start on one then swap if it drops

Snicker/PS: 1d20 + 23 + 2 - 4 ⇒ (17) + 23 + 2 - 4 = 38 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (4) + 3 + 1 + 8 + (1, 5, 1, 2, 4, 1, 3) = 33 and
Snack/PS: 1d20 + 23 + 2 - 4 ⇒ (20) + 23 + 2 - 4 = 41 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (4) + 3 + 1 + 8 + (6, 6, 4, 2, 4, 1, 6) = 45
Snicker/PS: 1d20 + 18 + 2 - 4 ⇒ (10) + 18 + 2 - 4 = 26 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (2) + 3 + 1 + 8 + (4, 6, 3, 2, 5, 6, 1) = 41 and
Snack/PS: 1d20 + 18 + 2 - 4 ⇒ (15) + 18 + 2 - 4 = 31 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (1) + 3 + 1 + 8 + (2, 6, 3, 4, 1, 1, 5) = 35
Snicker/PS: 1d20 + 13 + 2 - 4 ⇒ (2) + 13 + 2 - 4 = 13 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (3) + 3 + 1 + 8 + (5, 6, 5, 5, 6, 5, 2) = 49 and
Snack/PS: 1d20 + 13 + 2 - 4 ⇒ (4) + 13 + 2 - 4 = 15 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (1) + 3 + 1 + 8 + (2, 6, 3, 1, 4, 1, 3) = 33

to confirm Snicker/PS: 1d20 + 23 + 2 - 4 ⇒ (20) + 23 + 2 - 4 = 41 for 1d4 + 3 + 1 + 8 ⇒ (2) + 3 + 1 + 8 = 14 and
Snack/PS: 1d20 + 23 + 2 - 4 ⇒ (9) + 23 + 2 - 4 = 30 for 1d4 + 3 + 1 + 8 ⇒ (2) + 3 + 1 + 8 = 14


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Whoops, thought I did. Must have not posted.

Attack (Heavy Shield): 1d20 + 27 ⇒ (18) + 27 = 45
Attack (Kukri): 1d20 + 19 ⇒ (15) + 19 = 34
Attack (Heavy Shield): 1d20 + 22 ⇒ (10) + 22 = 32
Attack (Kukri): 1d20 + 14 ⇒ (17) + 14 = 31
Attack (Heavy Shield): 1d20 + 17 ⇒ (3) + 17 = 20

Damage (Heavy Shield): 2d6 + 15 ⇒ (5, 5) + 15 = 25
Damage (Kukri): 1d4 + 7 ⇒ (3) + 7 = 10
Damage (Heavy Shield): 2d6 + 15 ⇒ (2, 4) + 15 = 21
Damage (Kukri): 1d4 + 7 ⇒ (4) + 7 = 11
Damage (Heavy Shield): 2d6 + 15 ⇒ (2, 6) + 15 = 23
Damage (Two-Weapon Rend): 1d10 + 9 ⇒ (7) + 9 = 16


Bo: Blows his away, using 4 shots to do it
Bander: hit, hit, hit, drop, hit, hit, hit drop

Jan: hit, hit, hit, hit, miss 57 damage goes past DR, does not drop

Mummies attack.

1 tries Bander's square
%: 1d100 ⇒ 55 to hit: 1d20 ⇒ 14 damage: 1d8 + 14 ⇒ (5) + 14 = 19 hit (hits your normal AC)- DC 19 fort save to avoid mummy rot

2 on Jan
to hit: 1d20 ⇒ 19 damage: 1d8 + 14 ⇒ (2) + 14 = 16 hit- DC 19 fort save to avoid mummy rot

to hit: 1d20 ⇒ 15 damage: 1d8 + 14 ⇒ (6) + 14 = 20 hit- DC 19 fort save to avoid mummy rot

2 on Bo
to hit: 1d20 ⇒ 16 damage: 1d8 + 14 ⇒ (6) + 14 = 20 hit
to hit: 1d20 ⇒ 20 damage: 1d8 + 14 ⇒ (8) + 14 = 22 hit

confirm: 1d20 ⇒ 16 damage: 1d8 + 14 ⇒ (8) + 14 = 22 hit

1 on Obi

to hit: 1d20 ⇒ 5 damage: 1d8 + 14 ⇒ (7) + 14 = 21 hit DC 19 fort save to avoid mummy rot

PCs are up.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

don't try to cast spells on Obi to remove his paralysis unless you think you can beat his SR

Fort: 1d20 + 15 ⇒ (9) + 15 = 24


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Yea I wasn't.. I think we can handle it without using the spell. So there were 10 to start and 3 died? I ask bc there are 8 showing not 7.

Bo reloads a round as a swift and fires at the one damaged by Jan..

Attack 1: 1d20 + 17 ⇒ (18) + 17 = 35 steel
Attack 2: 1d20 + 17 ⇒ (10) + 17 = 27
Attack 3: 1d20 + 12 ⇒ (12) + 12 = 24

Dam 1: 1d8 + 19 ⇒ (8) + 19 = 27 clustered shots.
Dam 2: 1d8 + 19 ⇒ (8) + 19 = 27
Dam 3: 1d8 + 19 ⇒ (7) + 19 = 26

Yap channels once and then casts a quick heal spell on Bo via combat healer..

Channel: 8d6 ⇒ (3, 3, 4, 4, 1, 1, 6, 1) = 23
Cure Mod: 2d8 + 11 ⇒ (6, 6) + 11 = 23


Bo drops the target.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Tough damn mummy.

Fortitude: 1d20 + 14 ⇒ (15) + 14 = 29
Fortitude: 1d20 + 14 ⇒ (10) + 14 = 24

Attack (Heavy Shield, Power Attack): 1d20 + 23 ⇒ (14) + 23 = 37
Attack (Kukri, Power Attack): 1d20 + 15 ⇒ (9) + 15 = 24
Attack (Heavy Shield, Power Attack): 1d20 + 18 ⇒ (11) + 18 = 29
Attack (Kukri, Power Attack): 1d20 + 10 ⇒ (2) + 10 = 12
Attack (Heavy Shield, Power Attack): 1d20 + 13 ⇒ (2) + 13 = 15

Damage (Heavy Shield): 2d6 + 23 ⇒ (5, 3) + 23 = 31
Damage (Kukri): 1d4 + 15 ⇒ (2) + 15 = 17
Damage (Heavy Shield): 2d6 + 23 ⇒ (3, 1) + 23 = 27
Damage (Kukri): 1d4 + 15 ⇒ (2) + 15 = 17
Damage (Heavy Shield): 2d6 + 23 ⇒ (1, 3) + 23 = 27
Damage (Two-Weapon Rend): 1d10 + 9 ⇒ (8) + 9 = 17


hit, hit, hit, miss, miss

As it is a fresh mummy, it still stands.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

As soon as the mummy attempts to hit Bander he sticks snicker up, allowing the force of the mummy's arm to add momentum to his dodge, causing him to flip, but avoid damage attempting to use my halfling opportunist ability to aid myself for +4 AC, which would bump me to 40 that might make him miss assuming you allow that to work

Opportunist Aid: 1d20 + 22 ⇒ (13) + 22 = 35 vs CMD

if not 1d20 + 9 ⇒ (8) + 9 = 17


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Snicker/PS: 1d20 + 23 + 2 - 4 ⇒ (11) + 23 + 2 - 4 = 32 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (4) + 3 + 1 + 8 + (5, 5, 1, 2, 4, 6, 3) = 42 and
Snack/PS: 1d20 + 23 + 2 - 4 ⇒ (7) + 23 + 2 - 4 = 28 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (2) + 3 + 1 + 8 + (5, 2, 3, 4, 5, 6, 4) = 43
Snicker/PS: 1d20 + 18 + 2 - 4 ⇒ (5) + 18 + 2 - 4 = 21 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (3) + 3 + 1 + 8 + (5, 4, 5, 3, 4, 3, 4) = 43 and
Snack/PS: 1d20 + 18 + 2 - 4 ⇒ (2) + 18 + 2 - 4 = 18 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (4) + 3 + 1 + 8 + (1, 1, 5, 4, 6, 3, 4) = 40
Snicker/PS: 1d20 + 13 + 2 - 4 ⇒ (18) + 13 + 2 - 4 = 29 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (3) + 3 + 1 + 8 + (3, 3, 3, 4, 2, 2, 5) = 37 and
Snack/PS: 1d20 + 13 + 2 - 4 ⇒ (1) + 13 + 2 - 4 = 12 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (3) + 3 + 1 + 8 + (6, 1, 5, 6, 5, 6, 6) = 50

to confirm Snicker/PS: 1d20 + 13 + 2 - 4 ⇒ (9) + 13 + 2 - 4 = 20 for 1d4 + 3 + 1 + 8 ⇒ (3) + 3 + 1 + 8 = 15


Going invisible is your swift action, which leaves you with no immediate action to activate exploitive maneuver. You are hit. You fail the save.

Hit, hit, miss, miss, hit, miss, miss, no confirm

you do drop the mummy though.

As Yap is in the way of a mummy, I can't move into his square unless he clears out. By virtue of being there, he does indicate to the mummy that someone is present and will be swung at. Of course the normal 100% concealment will apply.

%: 1d100 ⇒ 42 miss

1 on Jan

to hit: 1d20 ⇒ 17 damage: 1d8 + 14 ⇒ (6) + 14 = 20 hit

2 on Bo
to hit: 1d20 ⇒ 19 damage: 1d8 + 14 ⇒ (7) + 14 = 21 hit
to hit: 1d20 ⇒ 10 damage: 1d8 + 14 ⇒ (4) + 14 = 18 miss

1 on Obi
to hit: 1d20 ⇒ 1 damage: 1d8 + 14 ⇒ (6) + 14 = 20 miss

PCs are up.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Attack (Heavy Shield, Power Attack): 1d20 + 23 ⇒ (16) + 23 = 39
Attack (Kukri, Power Attack): 1d20 + 15 ⇒ (15) + 15 = 30
Attack (Heavy Shield, Power Attack): 1d20 + 18 ⇒ (20) + 18 = 38
Attack (Heavy Shield, Power Attack, Confirm Critical): 1d20 + 22 ⇒ (8) + 22 = 30
Attack (Kukri, Power Attack): 1d20 + 10 ⇒ (7) + 10 = 17
Attack (Heavy Shield, Power Attack): 1d20 + 13 ⇒ (12) + 13 = 25

Damage (Heavy Shield, Power Attack): 2d6 + 23 ⇒ (3, 3) + 23 = 29
Damage (Kukri, Power Attack): 1d4 + 15 ⇒ (3) + 15 = 18
Damage (Heavy Shield, Power Attack): 2d6 + 23 ⇒ (4, 4) + 23 = 31
Damage (Heavy Shield, Power Attack, Possible Critical Damage): 2d6 + 23 ⇒ (6, 1) + 23 = 30
Damage (Kukri, Power Attack): 1d4 + 15 ⇒ (2) + 15 = 17
Damage (Heavy Shield, Power Attack): 2d6 + 23 ⇒ (3, 5) + 23 = 31
Damage (Two-Weapon Rend): 1d10 + 9 ⇒ (1) + 9 = 10


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

S!~+ my bad..

Bo reloads as a move action, fires once at Jan's target if it doesn't fall. He then reloads that round as a swift..

Attack 1: 1d20 + 19 ⇒ (12) + 19 = 31
Dam: 1d8 + 19 ⇒ (7) + 19 = 26

Yap channels..

Heals for all: 8d6 ⇒ (6, 2, 6, 6, 3, 4, 6, 3) = 36


Jan nearly drops one, then Bo blasts it to chunks.


In the interest of keeping things moving, I will lazybot Bander. He kills a mummy.

One mommy moves to attack Jan.
to hit: 1d20 ⇒ 17 damage: 1d8 + 14 ⇒ (5) + 14 = 19 hit

One attacks Bo
to hit: 1d20 ⇒ 14 damage: 1d8 + 14 ⇒ (1) + 14 = 15 hit

One attacks mr scardypants
to hit: 1d20 ⇒ 13 damage: 1d8 + 14 ⇒ (1) + 14 = 15 hit

PCs are up.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo burns a use of bane this round.. Grit as well.

Attack 1: 1d20 + 19 ⇒ (9) + 19 = 28 steel
Attack 2: 1d20 + 19 ⇒ (10) + 19 = 29
Attack 3: 1d20 + 14 ⇒ (3) + 14 = 17
Attack 4: 1d20 + 9 ⇒ (13) + 9 = 22

Dam 1: 1d8 + 21 + 2d6 ⇒ (2) + 21 + (6, 5) = 34
Dam 2: 1d8 + 21 + 2d6 ⇒ (2) + 21 + (1, 5) = 29
Dam 3: 1d8 + 21 + 2d6 ⇒ (3) + 21 + (4, 4) = 32
Dam 4: 1d8 + 21 + 2d6 ⇒ (7) + 21 + (4, 4) = 36

clustered shots.. Switch targets if one dies..

Yap holds his action..


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Attack (Heavy Shield): 1d20 + 23 ⇒ (14) + 23 = 37
Attack (Kukri): 1d20 + 15 ⇒ (2) + 15 = 17
Attack (Heavy Shield): 1d20 + 18 ⇒ (12) + 18 = 30
Attack (Kukri): 1d20 + 10 ⇒ (14) + 10 = 24
Attack (Heavy Shield): 1d20 + 13 ⇒ (13) + 13 = 26

Damage (Heavy Shield): 2d6 + 23 ⇒ (1, 5) + 23 = 29
Damage (Kukri): 1d4 + 15 ⇒ (4) + 15 = 19
Damage (Heavy Shield): 2d6 + 23 ⇒ (6, 4) + 23 = 33
Damage (Kukri): 1d4 + 15 ⇒ (2) + 15 = 17
Damage (Heavy Shield): 2d6 + 23 ⇒ (5, 5) + 23 = 33
Damage (Two-Weapon Rend): 1d10 + 9 ⇒ (4) + 9 = 13


Bow blows away another mummy.

Jan hit, miss, hit, hit, hit, and almost drops his again (DR is your bane). Bander then finishes it off.

Last Mummy steps up and attacks Bo.

to hit: 1d20 ⇒ 19 damage: 1d8 + 14 ⇒ (4) + 14 = 18 hit

this shouldn't take long, PCs are up


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Reload a round as a swift and fire 3 times at the remaining one.. No bane..

Attack 1: 1d20 + 17 ⇒ (3) + 17 = 20 stee
Attack 2: 1d20 + 17 ⇒ (7) + 17 = 24
Attack 3: 1d20 + 12 ⇒ (3) + 12 = 15

Dam 1: 1d8 + 19 ⇒ (6) + 19 = 25 clustered shots
Dam 2: 1d8 + 19 ⇒ (6) + 19 = 25
Dam 3: 1d8 + 19 ⇒ (8) + 19 = 27


All hit, mummuh still up


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Dammit, take the dang post!

Attack (Heavy Shield, Power Attack): 1d20 + 23 ⇒ (17) + 23 = 40
Attack (Kukri, Power Attack): 1d20 + 15 ⇒ (12) + 15 = 27
Attack (Heavy Shield, Power Attack): 1d20 + 18 ⇒ (16) + 18 = 34
Attack (Kukri, Power Attack): 1d20 + 10 ⇒ (14) + 10 = 24
Attack (Heavy Shield, Power Attack): 1d20 + 13 ⇒ (16) + 13 = 29

Damage (Heavy Shield, Power Attack): 2d6 + 23 ⇒ (5, 3) + 23 = 31
Damage (Kukri, Power Attack): 1d4 + 15 ⇒ (2) + 15 = 17
Damage (Heavy Shield, Power Attack): 2d6 + 23 ⇒ (5, 6) + 23 = 34
Damage (Kukri, Power Attack): 1d4 + 15 ⇒ (1) + 15 = 16
Damage (Heavy Shield, Power Attack): 2d6 + 23 ⇒ (3, 3) + 23 = 29
Damage (Two-Weapon Rend): 1d10 + 9 ⇒ (1) + 9 = 10


And Jan downs the last one.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

I stand still ....


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan toes the head of one of the mummies.

Undead. Why are undead everywhere?


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"This is the Hall of Gluttony, which compares most with Necromancy.. Bander, care to scout ahead a bit?"

Bo reloads and heals everyone with the cure mod wand..

Not sure how much you all are down so roll your own charges.. 2d8+3 each..

Bo Heals: 4d8 + 6 ⇒ (3, 1, 8, 1) + 6 = 19 good..

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