The Half-Dead City and other Twisted Tales (Inactive)

Game Master aptinuviel

The second book of the Mummy's Mask Adventure Path

The Archeological Discoveries, or loot.

Panic Level: 16


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Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Initiative: 1d20 + 8 ⇒ (4) + 8 = 12

Hu? What´s going on? Who´s that woman?


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Init: 1d20 + 6 ⇒ (19) + 6 = 25
Will: 1d20 + 5 ⇒ (6) + 5 = 11

Surprise Round
Init 25

Seeing the doors swinging closed, Thea tries to shove her staff between them in an effort to keep them from fully closing.


The stone doors slam heavily down on the staff and shatters the wooden weapon.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Will Save: 1d20 + 1 ⇒ (8) + 1 = 9

"Wait, what? ARGGHHH!!!"
AM BARBARIAN! AM CONFUSED! AM SMASH!!!


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Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

For the record, I totally called this one. It's actually kinda hilarious.


Round 1: Initiative 23

The skeletons step forward and attack the intruders.

Two strike at Tunar,

Khopesh: 1d20 + 0 ⇒ (2) + 0 = 2
Khopesh: 1d20 + 0 ⇒ (19) + 0 = 19 Damage: 1d8 ⇒ 1

Two more at Nevai,

Khopesh: 1d20 + 0 ⇒ (14) + 0 = 14
Khopesh: 1d20 + 0 ⇒ (12) + 0 = 12

And the final two at Almathea,

Khopesh: 1d20 + 0 ⇒ (7) + 0 = 7
Khopesh: 1d20 + 0 ⇒ (8) + 0 = 8

Almathea, you have an action on round 1 before the skeletons. Everyone else, go ahead and act!


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Yeah, I lol'd when I realized I was going to end up confused (and cringed a little).

Round 1/Initiative 6

Tunar stands there confused a moment before a blow from the skeleton catches him in his chest, though it doesn't do anything it still irritates the confused barbarian who begins swinging back at the skeleton.

Greatsword: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16


Almathea, your staff is still currently usable as a club.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Round 1
Init 25

Almathea glares in annoyance at the stone doors and then at the ruined end of her staff. Then she turn and whacks a skeleton with her banged up staff.

melee: 1d20 + 1 ⇒ (13) + 1 = 14
damage: 1d6 ⇒ 6

Round 2
Init 25

Thea will swing at the skeleton again, either the same one as before, or a new one if the other has gone down.

melee: 1d20 + 1 ⇒ (16) + 1 = 17
damage: 1d6 ⇒ 3


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Round 2 - Initiative 8

This thing seems solid and not easy to get around. Any ideas?

Erei will start to look for a window or anything else that can provide access to the room.


There are no windows, at least on this side of the building. There were other doors though, one on the west side of the building and three on the east. A double move will get anyone outside to the closest eastern door. (Check the map on the campaign tab for exactly where all of them are.)


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"Fortunately, restless skeletons are easy to deal with," Nevai said as he drew his heavy mace and raised his holy symbol.

Channel Energy (DC 16, no channel resist): 1d6 + 2 ⇒ (4) + 2 = 6

Status:
AC 17, T 10, FF 17, CMD 13
HP: 17/17
Channel Energy: 4/7
Wand of Cure Light Wounds: 35/50
Wand of Lesser Restoration: 7/50
Scarab Shield (save bonus): 1/1
Scarab Shield (swarm protection): 0/1
Spells (1st): bless, burning disarm, lighten object, calm animals(D)
Active effects: Flagbearer


Rolls!:
Will Save: 1d20 + 2 ⇒ (11) + 2 = 13
Will Save: 1d20 + 2 ⇒ (19) + 2 = 21
Will Save: 1d20 + 2 ⇒ (9) + 2 = 11
Will Save: 1d20 + 2 ⇒ (8) + 2 = 10

Round 2:

Tunar and Almathea shatter a skeleton each. All but one of the remaining skeletons turn to dust, their khopeshes clattering to the ground. The one remaining is smashed apart by the three adventurers.

The effect of the confusion quickly fades and the doors crack open slightly as the magic that forced them shut releases them.

Spellcraft 20, or Knowledge (religion) 15:
This was another haunt. You believe that burying the bodies properly would release these troubled spirits.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16.

"Well, I am glad *that* is over! Let's keep moving..."

Once inside, Setesh searches the room (Perception 'Take 10' = 21), before moving on through the door to the east.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Kn. Religion: 1d20 + 5 ⇒ (14) + 5 = 19

It seems I was right about what I said before. The troubled spirits of those that lost their lives here linger on. A proper burial should allow them to reach their final rest. I'll perform a simple ceremony for them after we bury them outside. We can report this to the priests of Pharasma back in town when we finish here as well, since I'm sure they'll be glad to know this family received their final rites."


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh stops just before entering the next room, heeding Nevai's words.

"Very well - let's bury them."

He then helps to do exactly that, before moving on to the room to the east.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Tunar shakes his head back and forth trying to clear it, finally coming to his sense. Listening to Nevai "If it means they won't be doing no more weird stuff, I'll be happy to help get them below the ground."

Tunar will proceed to help with the burial as well.


One thing to note: Burying the bodies in the sand outside will be problematic. It's possible, but will take quite a bit of time and effort. (There's a reason mausoleums exist.)

Most of the skeletons are now dust and take some time to recover with reverence. (Though scooping them up into a spare sack would be easy enough.) As you start removing the remains you all hear a rasping whisper from the next middle room.

What do we have here? Interesting. Living souls out here in the necropolis? Why have you come to visit me? The feminine voice asks curiously.

---
From the front room you can see most of the central courtyard because of light that shines through the square hole in the ceiling that opens it up to the sky.

A tiled walkway surrounds a square patch of earth and sand in this high atrium. A balcony on the second floor overlooks the courtyard and four columns in the corners of the atrium support the roof above. The walls are decorated with symbols and hieroglyphs depicting animals, celestial creatures, and the sun and moon.
---


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"Perhaps we can lay them to rest later, when we find a more suitable burial site... after we speak with our... hostess? Be cautious, since it sounds like this woman is likely to have left this life long ago, though she may have useful information." Nevai whispered to his companions.

"I must admit, I am surprised to find someone out here, since we have come across nothing but droning vermin, voracious animals and mindless undead thus far. I am Nevai Alaro, and my companions and I were sent to explore this complex and see what has become of the necropolis. We also hoped to be able to finally perform burial rites for those who died when this section of the city was sealed off. Would you mind coming out so we can converse properly?" Nevai called out to the strange voice.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Tunar stands there awkwardly, eyes moving back and forth trying to find the source of the voice, his nerves starting to wear a little.
"Yeah, what Nevai hear said, it's not polite to be all mysterious like."


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

After pushing into the room and looking around, Erei turns his head to the voice.

We were looking through the area but did not realize that this building was occupied. It is a pleasure to meet you however.

Diplomacy (if possible): 1d20 + 9 ⇒ (16) + 9 = 25


A form solidifies in the center of the courtyard. The figure made of sand is a tall striking woman with flowing robes. The whisper continues, though her mouth does not move.

I assure you, I am not one of the dead nor undead. But I can hear anything you say within these walls. I am, after all, the spirit of this home. The statue smiles and the robes swirl around her body. Tell me, Nevai Alaro, what brings you to me? Why so...curious?

Knowledge (arcana) would be appropriate.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"I can't speak for the others, but I was drawn across the desert to this city by Horus, my deity. He has not yet revealed his plan for me here, but the progeny of my childhood guardian met me at the gates having experienced the same call. We found that we had arrived just in time for the priests of Pharasma to unseal the necropolis, so Skyblazer and I decided to join up with these explorers, hoping to find clues to our own journey along the way.

"The Pharasmin priests tasked us with cataloging what we find here, recovering the relics of the past and giving the dead the respect they deserve after being left untended so long."


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Leto approaches someone in the back:
Who is that woman Nevai is talking to? Spirit of the house? That is highly suspicious if you ask me!

He looks over the others shoulders.
Is she made of sand? A talking sandwoman? This place gives me the creeps, something is wrong here. Self closing doors and talking sandwoman... He shakes his head as grips his bow firmly, trying to judge the sandwomans intentions.

Sense Motive: 1d20 + 8 ⇒ (17) + 8 = 25


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Knowledge(Arcana): 1d20 + 8 ⇒ (3) + 8 = 11.

Setesh shrugs.

"Not really my area of expertise..."


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Knowledge (Arcana): 1d20 + 4 ⇒ (1) + 4 = 5

Erei just tries to smile and look personable.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

@Leto
Tunar shakes his head, clearing not having the slightest clue. But gives a worried look.
"Do you really think she is a 'sandwoman'? Nuff weird stuff going on in this place as it is."


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

know arcana: 1d20 + 11 ⇒ (5) + 11 = 16

Almathea holds her tongue while she tries to figure out what they are addressing.


Almathea:
This creature is a textbook example of a Sandman. (Or in this case a Sand-woman?)

Stealthy and unpredictable, the sandman is a terror to all travelers in the desert, whether they be traders, messengers, or adventurers. When at rest, sandmen resemble ordinary piles of sand, blending in perfectly with barren surroundings or Ancient tombs. They rely on their soporific powers in most situations, putting their enemies to sleep and killing their unconscious opponents or dragging them back to their summoner.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Leto gets a bit nervous.
She said she is the spirit of the place and she can hear everything spoken here. He loooks over Nevais shoulder, whispering.
Maybe we should be careful.

I´m a bit uncertain where exactly we are, but if we are all standing in a doorway or something, Leto would look out and move to a better position. Everyone standing in a row close together would not make him comfortable.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Thea speaks quietly, "She is an elemental, not a spirit. One made of sand who can put those near her to sleep to make for easier killing."


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Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Sleep you say? Good thing i already had a nap today.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"How is it that none of the creatures here, living or otherwise, have harmed you? And if you are the spirit of the house as you claim, do you know what happened to the people who once lived here?"


As I claim? As I claim? The rasping voice rises to hysterical levels, Who are you to question me? I ask the questions here. Insolent little priest!

The statue melts away into a medusae-like horror with tentacles and a massive maw full of fangs the size of its head.

Two smaller mounds of sand burst out of the ground in the western and eastern room. Of vaguely humanoid shapes, the roiling masses of sand look ready to rush the party.

Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Initiative: 1d20 - 1 ⇒ (15) - 1 = 14

Go ahead and roll initiative! Anyone entering the courtyard make a Will Save DC 14 or fall asleep. Knowledge (arcana) would be appropriate for the two other creatures, though DC 5 will get you the fact that they are elementals.

Almathea, go ahead and make an action in the surprise round.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Initiave: 1d20 ⇒ 13

"Well I answered your questions, I was just..."

Will save: 1d20 + 6 ⇒ (19) + 6 = 25

"...carrying on the conversation, hoping to learn more about you." Nevai said, bringing his shield up just a little too slowly.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Just as an FYI, Setesh is a half-elf, which means that he is immune to magical (and by extension supernatural) causes of sleep - of course, if this is from an extraordinary source instead, he will most certainly be affected ;-)

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16.

"Well, this doesn't look very friendly..."


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Will Save: 1d20 + 1 ⇒ (14) + 1 = 15
Knowledge Arcana: 1d20 + 1 ⇒ (5) + 1 = 6 I'm not trained in it. But IIRC you can make Knowledge Checks Untrained if the DC is 10 or below?

"Hey! Stop messing with my head lady, there's been enough of that today!"


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Initiative: 1d20 + 8 ⇒ (11) + 8 = 19

I knew it! There´s a saying, don´t build on sand, neither houses nor friendships!

Leto tries to fire on the sand medusa, if necessary stepping into the room, if possible firing a full attack. He uses his blunt arrows for this! Seems to make more sense.

Single Attack: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 161d8 + 3 ⇒ (4) + 3 = 7 For full attack -2
Flurry: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 101d8 + 3 ⇒ (2) + 3 = 5
Flurry: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 231d8 + 3 ⇒ (1) + 3 = 4

Willsave if needed: 1d20 + 5 ⇒ (10) + 5 = 15


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

init: 1d20 + 6 ⇒ (12) + 6 = 18

Surprise
init 18

Thea will fling a glob of acid at the sand medusa, taking a step into the courtyard if needed to be in range.

ranged touch: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
damage: 1d3 + 1 ⇒ (2) + 1 = 3

Round 1
init 18

If her previous acid splash had effect, Thea does it again.

"This is certainly not what I expected to be finding here."

ranged touch: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
damage: 1d3 + 1 ⇒ (2) + 1 = 3


Round 1:

The acid burns away some of the sand and one of the arrows lodges itself into the swirling mass. The creature hisses and slides forward toward Nevai. I'm going to use your bones to decorate my walls!

Slam: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Nevai, make a Will Save DC 14 or fall asleep. The creature is now close enough that everyone is within its aura. So Erei, I'll need a save from you. Everyone else has either passed the save or is immune.

The small elemental creature to the east disappears into the ground and reappears next to Setesh, trying to slam into him.
Slam: 1d20 + 7 ⇒ (8) + 7 = 15

The one to the west rushes forward to attack Leto.
Slam: 1d20 + 7 ⇒ (9) + 7 = 16 Damage: 1d6 + 5 ⇒ (6) + 5 = 11


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Round 2 Initiative 19

Leto steps away from the small elemental and shoots at it.
FoA: 1d20 + 5 ⇒ (13) + 5 = 181d8 + 3 ⇒ (7) + 3 = 10
FoA: 1d20 + 5 ⇒ (19) + 5 = 241d8 + 3 ⇒ (4) + 3 = 7
FoA: 1d20 + 5 ⇒ (6) + 5 = 111d8 + 3 ⇒ (6) + 3 = 9

+1 att/dmg if bard bonus/flagbearer active
Should the elemental surprisingly die, Leto will shoot at the sandwoman.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Round 1

Will: 1d20 + 6 ⇒ (1) + 6 = 7

Nevai was caught unaware and was promptly knocked out.

Status:
AC 17, T 10, FF 17, CMD 13
HP: 11/17
Channel Energy: 5/7
Wand of Cure Light Wounds: 35/50
Wand of Lesser Restoration: 7/50
Scarab Shield (save bonus): 1/1
Scarab Shield (swarm protection): 0/1
Spells (1st): bless, burning disarm, lighten object, calm animals(D)
Active effects: Asleep


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh takes a swing at the elemental that is attacking him.

MW Cold Iron Heavy Mace: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16, for 1d8 + 6 + 1 ⇒ (1) + 6 + 1 = 8 damage.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Round 1, Initiative 10

Tunar, now visibly annoyed at getting his head messed with moves towards the Sandwoman with his sword raised and ready to go starting to rage and then move action to move.
"We'll see whose bones go wear, you old hag!"
Greatsword w/ Power Attack: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24 Add +1 if Flagbearer is up.
Damage: 2d6 + 9 + 3 ⇒ (2, 4) + 9 + 3 = 18 Same deal on Flagbearer


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Knowledge (Arcana): 1d20 + 4 ⇒ (9) + 4 = 13

Round 1

Will Save: 1d20 + 3 ⇒ (9) + 3 = 12

Erei will fall asleep.


Nevai and Erei, you'll be asleep for 8 minutes (unless someone wakes you up.)

The elemental attacking Leto completely disperses as he fires several arrows into it. Setesh manages to do some damage to his, but it fights on.

Round 2: Initiative 14

Tunar's attack disrupts the sand creature for a moment, but then it reforms and smashes against him with its tentacles.

Slam: 1d20 + 6 ⇒ (20) + 6 = 26 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Will Save DC 14 or fall asleep.
Crit confirm: 1d20 + 6 ⇒ (8) + 6 = 14

The remaining elemental continues to press Setesh.
Slam: 1d20 + 7 ⇒ (1) + 7 = 8


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Round 3 Initiative 19

Tunar, Setesh, wake them up! If we all fall asleep, we´re dead
Leto states the obvious....then fires his blunt arrows into the sandwoman.

Take this quicksand bride!

FoA: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 3 ⇒ (7) + 3 = 10
FoA: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 3 ⇒ (2) + 3 = 5
FoA: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 3 ⇒ (4) + 3 = 7


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Round 2, Initiative 10
Will Save: 1d20 + 3 ⇒ (14) + 3 = 17
"Is that all yah got lady? Hey, Nevai, wake up!"
Tunar takes a step back from the Sandlady 5 foot step and gives Nevai a swift kick to the ribs to wake him up.
Standard Action, Aid Another, to wake Nevai up.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"Ungghh. What happened? Oh, that was not very nice..." Nevai grunts as he recovers from his brief nap.

Looks like my next turn will be after the enemies next turn.

Status:
AC 17, T 10, FF 17, CMD 13
HP: 11/17
Channel Energy: 5/7
Wand of Cure Light Wounds: 35/50
Wand of Lesser Restoration: 7/50
Scarab Shield (save bonus): 1/1
Scarab Shield (swarm protection): 0/1
Spells (1st): bless, burning disarm, lighten object, calm animals(D)
Active effects: Flagbearer


The sand creature's tone immediately shifts as several more arrows slam into it's sandy body. Perhaps I was too hasty! It collapses into the floor, but you can still hear its raspy voice speaking much more rapidly, as it babbles, What I meant was, welcome to my home! Make yourself comfortable. I'm headed out myself, but feel free to look around... The voice fades as it continues and eventually goes silent.

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