WR Mummy's Mask

Game Master wicked_raygun

Loot
Map of Wati
Map Chains of Silver


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Round 1

Initiative:

Ahmed: 1d20 + 2 ⇒ (8) + 2 = 10 Suri: 1d20 + 1 ⇒ (11) + 1 = 12
Djehuti: 1d20 + 9 ⇒ (11) + 9 = 20
Izra: 1d20 + 2 ⇒ (10) + 2 = 12
Koshukhep: 1d20 + 3 ⇒ (19) + 3 = 22
Kwin: 1d20 + 6 ⇒ (13) + 6 = 19 +4 w/o panache
Torin: 1d20 + 2 ⇒ (16) + 2 = 18
***
Azaz: 1d20 + 6 ⇒ (7) + 6 = 13
Idorii: 1d20 + 3 ⇒ (14) + 3 = 17
Khelru: 1d20 + 4 ⇒ (11) + 4 = 15
Velriana: 1d20 + 2 ⇒ (20) + 2 = 22
Thugs: 1d20 + 1 ⇒ (15) + 1 = 16
Senenmerek: 1d20 + 6 ⇒ (16) + 6 = 22

Koshukhep: 1d20 + 3 ⇒ (19) + 3 = 22
Senenmerek: 1d20 + 6 ⇒ (16) + 6 = 22
***
Velriana: 1d20 + 2 ⇒ (20) + 2 = 22
***
Djehuti: 1d20 + 9 ⇒ (11) + 9 = 20
Kwin: 1d20 + 6 ⇒ (13) + 6 = 19
Torin: 1d20 + 2 ⇒ (16) + 2 = 18
***
Idorii: 1d20 + 3 ⇒ (14) + 3 = 17
Thugs: 1d20 + 1 ⇒ (15) + 1 = 16
Khelru: 1d20 + 4 ⇒ (11) + 4 = 15
Azaz: 1d20 + 6 ⇒ (7) + 6 = 13
***
Izra: 1d20 + 2 ⇒ (10) + 2 = 12
Suri: 1d20 + 1 ⇒ (11) + 1 = 12
Ahmed: 1d20 + 2 ⇒ (8) + 2 = 10

Sorry for the delay. Koshukhep wins initiative.


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

Izra looked up, her face even more pale than usual - a feat most would have thought impossible. Her forehead had a sheen of sweat, and she looked almost feverish, but she waved off Koshukhep and Kwin's attempts to help.

And then the doors opened.

As things went quickly from bad to worse, Izra reached for the magic of her Goddess.

Just some fluff while we wait for init rolls. She's either going to be convincing one of those "strong back/weak mind" boys up close that Velriana has sold his immortal soul to demons (Murderous Command), or she'll be pulling the Shadow trick for the first time, depending on how the initiatives work out. Either way, should be fun. :-)


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

Rats, Koshu can't charge. :(

Koshukhep bore down on the closest of the opposing band, hulking over the unfortunate stranger, teeth bared in a silent snarl. His heavy paw darted out with startling speed, claws extended.

UAS: 1d20 + 7 ⇒ (9) + 7 = 16
dmg: 1d10 + 3 ⇒ (5) + 3 = 8


Koshukhep seriously wounds one of Valriana's guards, but doesn't finish him off. Senenmerek steps in behind him to attack another of the guards, but his wild attack misses.

Senenmerek vs. Guard: 1d20 + 8 ⇒ (3) + 8 = 11

Once again, Senenmerek has horrible dice rolls.

Valriana draws a wand and then casts a spell. A cloud of golden particles suddenly explodes amidst the heroes, hitting Djehuti, Kwin, Suri and Torin.

Will Saves DC 16:

Djehuti: 1d20 + 4 ⇒ (4) + 4 = 8
Kwin: 1d20 + 1 ⇒ (13) + 1 = 14
Suri: 1d20 + 3 ⇒ (6) + 3 = 9
Torin: 1d20 + 13 ⇒ (20) + 13 = 33

But only Torin is able to resist the spell, while Djehuti, Kwin, and Suri are blinded by the painful golden flakes. You are blinded. You can make a DC 16 Will save at the end of your turn, otherwise this will last for a bit.

Round 1, Cont.

Koshukhep: 1d20 + 3 ⇒ (19) + 3 = 22
Senenmerek: 1d20 + 6 ⇒ (16) + 6 = 22
***
Velriana: 1d20 + 2 ⇒ (20) + 2 = 22
***
Djehuti: 1d20 + 9 ⇒ (11) + 9 = 20
Kwin: 1d20 + 6 ⇒ (13) + 6 = 19
Torin: 1d20 + 2 ⇒ (16) + 2 = 18

***
Idorii: 1d20 + 3 ⇒ (14) + 3 = 17
Thugs: 1d20 + 1 ⇒ (15) + 1 = 16
Khelru: 1d20 + 4 ⇒ (11) + 4 = 15
Azaz: 1d20 + 6 ⇒ (7) + 6 = 13
***
Izra: 1d20 + 2 ⇒ (10) + 2 = 12
Suri: 1d20 + 1 ⇒ (11) + 1 = 12
Ahmed: 1d20 + 2 ⇒ (8) + 2 = 10

Djehuti, Kwin and Torin are up.

GM Only:

Azaz: HP 11/11, AC 16
Idorii: HP 25/25, AC 16
Khelru: HP 20/20, AC 15
Velriana: HP 28, AC 18
Thug A: HP 5/13, AC 12
Thug B: HP 13/13, AC 12
Thug C: HP 13/13, AC 12
Senenmerek: HP 40, AC 18


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

Kwin throws an arm up to shield his vision...

Will Save: 1d20 + 1 ⇒ (13) + 1 = 14

... but not quickly enough. With a yelp, the kitsune staggers back, wishing for a second pair of eyes rather than ears.

Where's that Blindfight feat! Stagger-back is fluffy.

-Posted with Wayfinder


Things have been slow for me due to some nuttiness at work. But I would like to get things moving again. If I don't get a response from Djehuti and Torin. I'll just go ahead and bot them for the turn.


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

DJ is out until the 8th,and has asked to be botted as needed.


Djehuti Will Save DC 16: 1d20 + 4 ⇒ (14) + 4 = 18

Djehuti stays where he is and tries to resist the magical golden flecks in his eyes. It takes him a moment but he wills away.

No more blindness for Djehuti.

***

Torin Flurry of Arrows: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14; hit!
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Torin Flurry of Arrows: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20; hit!
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Torin moves behind Senemerek to get a better shot and then unleashes two arrows. The both land, perforating the thug's lungs. He gasps and then falls over dead.


The warrior woman Idorii moves towards Koshukhep and trips the catfolk ranger monk with her khopesh.

Trip vs. Khopesh CMD: 1d20 + 6 ⇒ (17) + 6 = 23; trip!

Koshukhep is now tripped.

Seeing an opportunity, one of the paid thugs tries to slice open Koshukhep with his own khopesh.

Thug vs. Prone Koshukhep: 1d20 + 4 ⇒ (19) + 4 = 23; hit!
Critical Confirmation: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Thug vs. Senenmerek: 1d20 + 4 ⇒ (5) + 4 = 9

The last thug gulps and then moves in to attack Senemerek, which of course is blocked handily by the undead guardian's spear. The thug makes a sound in his throat that is not unlike a sob.

Khelru chants a canticle and conjures a flying battleaxe of pure energy. With a thought she sends it screaming toward Senenmerek. And with another dismissive gesture he blocks the weapon.

Spiritual Weapon vs. Senenmerek: 1d20 + 5 ⇒ (3) + 5 = 8

"You dare use the divine gifts of Nethys against his guardian?!" he shouts at her.

Azaz unleashes a wordless scream that only Koshukhep can hear.

Koshukhep Will Save DC 14: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 1

Welp, half of one damage is still a minimum of one damage. Koshukhep is prone and at HP 22/32.


Round 1, Cont.

Koshukhep: 1d20 + 3 ⇒ (19) + 3 = 22
Senenmerek: 1d20 + 6 ⇒ (16) + 6 = 22
***
Velriana: 1d20 + 2 ⇒ (20) + 2 = 22
***
Djehuti: 1d20 + 9 ⇒ (11) + 9 = 20
Kwin: 1d20 + 6 ⇒ (13) + 6 = 19
Torin: 1d20 + 2 ⇒ (16) + 2 = 18
***
Idorii: 1d20 + 3 ⇒ (14) + 3 = 17
Thugs: 1d20 + 1 ⇒ (15) + 1 = 16
Khelru: 1d20 + 4 ⇒ (11) + 4 = 15
Azaz: 1d20 + 6 ⇒ (7) + 6 = 13
***
Izra: 1d20 + 2 ⇒ (10) + 2 = 12
Suri: 1d20 + 1 ⇒ (11) + 1 = 12
Ahmed: 1d20 + 2 ⇒ (8) + 2 = 10

Izra, Suri, and Ahmed are up.

GM Only:

Azaz: HP 11/11, AC 16
Idorii: HP 25/25, AC 16
Khelru: HP 20/20, AC 15
Velriana: HP 28, AC 18
Thug A: HP 5/13, AC 12
Thug C: HP 13/13, AC 12
Senenmerek: HP 40, AC 18


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

Izra, still struggling under the effects of whatever malady had overtaken her, pushed herself into the room, forcing her way through the choke-point that was the double doors, and staggered to the side of the fallen Koshukhep. She looked up at the thug who was standing over the fallen Catfolk warrior, and the blue glow that hid her eyes brightened in the shadows.

"She's given your soul to the Dark Ones," Izra's voice was matter-of-fact, but there was a strange, melodic tone to her words. "By The Lady of Graves, your only hope is to turn from this path, and strike down the evil that has beguiled you."

Move adjacent to Kosh (map updated), which I hope also puts her in the shadow of the pillars, but if not, not. Cast Murderous Command on the Thug that attacked Kosh. DC 15 Will save to negate, otherwise he attacks the closest ally (that must be Idorii, I guess).

Current AC:19 (with Shield), Condition: Sickened.


Thug Will Save DC 15: 1d20 - 1 ⇒ (18) - 1 = 17

The man's eyes glow blue for a moment, but he shakes his head and the dweomer fades. Izra knows that the spell failed.


Will Save DC 16: 1d20 + 3 ⇒ (6) + 3 = 9

Ahmed casts shield onto Suri. Suri tries to will away the golden flakes, but is unable to.

Round 2

Koshukhep: 1d20 + 3 ⇒ (19) + 3 = 22
Senenmerek: 1d20 + 6 ⇒ (16) + 6 = 22

***
Velriana: 1d20 + 2 ⇒ (20) + 2 = 22
***
Djehuti: 1d20 + 9 ⇒ (11) + 9 = 20
Kwin: 1d20 + 6 ⇒ (13) + 6 = 19
Torin: 1d20 + 2 ⇒ (16) + 2 = 18
***
Idorii: 1d20 + 3 ⇒ (14) + 3 = 17
Thugs: 1d20 + 1 ⇒ (15) + 1 = 16
Khelru: 1d20 + 4 ⇒ (11) + 4 = 15
Azaz: 1d20 + 6 ⇒ (7) + 6 = 13
***
Izra: 1d20 + 2 ⇒ (10) + 2 = 12
Suri: 1d20 + 1 ⇒ (11) + 1 = 12
Ahmed: 1d20 + 2 ⇒ (8) + 2 = 10

Koshukhep is up, so to speak. Do not forget that he is, in fact, prone.


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Sorry, totally spaced on that it was my turn. Thanks for the bot and apologies all.


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

Sorry for the wait, I'm sick. Is it possible to move around the pillars closest to the wall? If so, Koshu will eat the AOOs, stand, and move to where he can attack the mage. If he can't, he'll stand and attack Idorii.

Koshu bounced to his feet as though he'd intended to fall all along, lips peeled back from his fangs. He dodged back, then swiped at his target with outspread claws - a feint to distract from his other paw slashing in.

UAS: 1d20 + 7 ⇒ (9) + 7 = 16
dmg: 1d10 + 3 ⇒ (9) + 3 = 12


Standing up from prone is a move action in Pathfinder, Kosh. So you can attack, but you also can't move. I'll assume you'll attack.

I'm going to say that, moving behind the pillars closest to the wall will require an acrobatics check of DC 15 and will function as difficult terrain. You also cannot end your movement there.

Man, move rules in Pathfinder can get exhausting.Anyways, AOO from the thug and Idorii. Never sure if the AC should apply +4 prone attack bonus, but I'm going to assume not for now.

Idorii AOO vs. Koshukhep: 1d20 + 6 ⇒ (15) + 6 = 21; Hit!
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Thug AOO vs. Koshukhep: 1d20 + 4 ⇒ (12) + 4 = 16

Koshukhep takes a heavy hit from Idorii. And then he dodges a strike from the thug. His claws slash forward, and slices open the thug's throat.

Thug dead. Koshukhep @ HP 15/32.

GM Only:

Azaz: HP 11/11, AC 16
Idorii: HP 25/25, AC 16
Khelru: HP 20/20, AC 15
Velriana: HP 28, AC 18
Thug C: HP 13/13, AC 12
Senenmerek: HP 40, AC 18


Senenmerek vs. Thug C: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d8 + 13 ⇒ (1) + 13 = 14

Senenmerek impales the warrior in front of him.

"Die, defilers!" he screams in his otherworldly voice.

Velriana snarls at the loss of her forces. She then aims her wand at Koshukhep and unleashes a scorching ray of fire.

Scorching Ray vs. Koshukhep (RT): 1d20 + 4 ⇒ (7) + 4 = 11

The ray slams into the pillar, nearly immolating Koshukhep. The keyword being "nearly".

Round 2, cont.

Koshukhep: 1d20 + 3 ⇒ (19) + 3 = 22
Senenmerek: 1d20 + 6 ⇒ (16) + 6 = 22
***
Velriana: 1d20 + 2 ⇒ (20) + 2 = 22
***
Djehuti: 1d20 + 9 ⇒ (11) + 9 = 20
Kwin: 1d20 + 6 ⇒ (13) + 6 = 19
Torin: 1d20 + 2 ⇒ (16) + 2 = 18

***
Idorii: 1d20 + 3 ⇒ (14) + 3 = 17
Khelru: 1d20 + 4 ⇒ (11) + 4 = 15
Azaz: 1d20 + 6 ⇒ (7) + 6 = 13
***
Izra: 1d20 + 2 ⇒ (10) + 2 = 12
Suri: 1d20 + 1 ⇒ (11) + 1 = 12
Ahmed: 1d20 + 2 ⇒ (8) + 2 = 10

Bold is up.


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Torin fires couple of arrows at the lady in the hat:

Pew: 1d20 + 8 + 1 - 1 ⇒ (13) + 8 + 1 - 1 = 21
Damage?: 1d8 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7

Pew: 1d20 + 8 + 1 - 1 ⇒ (18) + 8 + 1 - 1 = 26
Damage?: 1d8 + 2 + 1 + 2 ⇒ (6) + 2 + 1 + 2 = 11

"We're not defiling anything. Not dying either."


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

Djehuti chants out the words of a spell and throws a fistful of powdered iron in the direction of the woman in the hat. A huge ball of flame appears in front of her and rolls toward her like a fiery bowling ball.

DJ casts Flaming Sphere in the square adjacent to Velriana. DC 17 Ref save or 3d6 fire damage. Lasts 4 rounds and can move 30' per round.


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

I'm presuming that was a Wand of Glitterdust, so...

Will Save DC 16: 1d20 + 1 ⇒ (7) + 1 = 8

"Gah!" Kwin cries out in dismay while furiously scrubbing at his eyes, his vulpine ears swiveling at every sound. "What's happening what's going on are we winning?"


Velriana Reflex DC 17: 1d20 + 3 ⇒ (19) + 3 = 22

Velriana manages to evade the sphere of fire, but is skewered by two of Torin's missles.

Idorii moves to stand in front of Koshukhep and attacks with her khopesh and kukri.

Idorii vs. Koshukhep: 1d20 + 4 ⇒ (4) + 4 = 8
Idorii vs. Koshukhep: 1d20 + 2 ⇒ (13) + 2 = 15

But the nimble Koshukhep dodges both attacks.

Khelru's spiritual weapon continues to attack Senenmerek, this time striking true. The skeletal guardian howls in anger.

Spiritual Weapon vs. Senenmerek: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Khelru then moves to Velriana and cures her wounds.

CLW: 1d8 + 3 ⇒ (6) + 3 = 9

Finally Azaz evokes a magic missile and sends it barreling into Torin.

Damage: 1d4 + 1 ⇒ (4) + 1 = 5

GM Only:

Azaz: HP 11/11, AC 16
Idorii: HP 25/25, AC 16
Khelru: HP 20/20, AC 15
Velriana: HP 19/28, AC 18
Thug C: HP 13/13, AC 12
Senenmerek: HP 32/40, AC 18


Round 2, cont.

Koshukhep: 1d20 + 3 ⇒ (19) + 3 = 22
Senenmerek: 1d20 + 6 ⇒ (16) + 6 = 22
***
Velriana: 1d20 + 2 ⇒ (20) + 2 = 22
***
Djehuti: 1d20 + 9 ⇒ (11) + 9 = 20
Kwin: 1d20 + 6 ⇒ (13) + 6 = 19
Torin: 1d20 + 2 ⇒ (16) + 2 = 18
***
Idorii: 1d20 + 3 ⇒ (14) + 3 = 17
Khelru: 1d20 + 4 ⇒ (11) + 4 = 15
Azaz: 1d20 + 6 ⇒ (7) + 6 = 13
***
Izra: 1d20 + 2 ⇒ (10) + 2 = 12
Suri: 1d20 + 1 ⇒ (11) + 1 = 12
Ahmed: 1d20 + 2 ⇒ (8) + 2 = 10

Bold is up. And Torin is at HP 26/31. I'll adjust the map when I get home today.


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

"Two can play at that game," Izra thought to herself, as Khelru healed Velriana. With Koshukhep back on his feet, Izra's focus became keeping him there. With a prayer to her Goddess, Izra reached out to touch Koshu on the shoulder, and a cool, healing energy flowed into the Catfolk warrior.

Cure Moderate Wounds: 2d8 + 4 ⇒ (3, 6) + 4 = 13 Kosh gets 13hp of healing


Suri violently rubs at the golden flakes in her eyes, but to no avail. Ahmed remains by her side.

Suri Will Save DC 16: 1d20 + 3 ⇒ (7) + 3 = 10

***

Round 3

Koshukhep: 1d20 + 3 ⇒ (19) + 3 = 22
Senenmerek: 1d20 + 6 ⇒ (16) + 6 = 22

***
Velriana: 1d20 + 2 ⇒ (20) + 2 = 22
***
Djehuti: 1d20 + 9 ⇒ (11) + 9 = 20
Kwin: 1d20 + 6 ⇒ (13) + 6 = 19
Torin: 1d20 + 2 ⇒ (16) + 2 = 18
***
Idorii: 1d20 + 3 ⇒ (14) + 3 = 17
Khelru: 1d20 + 4 ⇒ (11) + 4 = 15
Azaz: 1d20 + 6 ⇒ (7) + 6 = 13
***
Izra: 1d20 + 2 ⇒ (10) + 2 = 12
Suri: 1d20 + 1 ⇒ (11) + 1 = 12
Ahmed: 1d20 + 2 ⇒ (8) + 2 = 10

GM Only:

Azaz: HP 11/11, AC 16
Idorii: HP 25/25, AC 16
Khelru: HP 20/20, AC 15
Velriana: HP 19/28, AC 18
Thug C: HP 13/13, AC 12
Senenmerek: HP 32/40, AC 18

Koshukhep is @ HP 28/32, and is up next.


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

Koshukhep stepped up beside Idorii to menace the caster behind her. "Honored Senenmarek, here!" Then he turned his claws against the caster, trusting that Senenmarek would keep Idorii busy.

claw1: 1d20 + 7 ⇒ (5) + 7 = 12
dmg1: 1d8 + 3 ⇒ (7) + 3 = 10

claw2: 1d20 + 7 ⇒ (18) + 7 = 25
dmg2: 1d8 + 3 ⇒ (3) + 3 = 6

5' step, full attack.


Senenmerek sees the flanking opprtunity opened by Koshukhep and wades in with his spear. 5-foot step, power attack.

Senenmerek vs. Idorii: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Confirmation: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Damage: 3d8 + 39 ⇒ (3, 1, 3) + 39 = 46

Koshukhep watches as Senenmerek's spear explodes from out her abdomen. With a violent pull the weapon is disgorged and Idorii's guts spill on the temple floor. She gurgles and then falls over dead.

That did enough damage to take her from full health to far below her negative CON.


Velriana fires another scorching ray at Koshukhep that goes wild.

Scorching Ray vs. Koshukhep (ranged touch): 1d20 + 4 ⇒ (8) + 4 = 12

Round 3, cont.

Koshukhep: 1d20 + 3 ⇒ (19) + 3 = 22
Senenmerek: 1d20 + 6 ⇒ (16) + 6 = 22
***
Velriana: 1d20 + 2 ⇒ (20) + 2 = 22
***
Djehuti: 1d20 + 9 ⇒ (11) + 9 = 20
Kwin: 1d20 + 6 ⇒ (13) + 6 = 19
Torin: 1d20 + 2 ⇒ (16) + 2 = 18

***
Idorii: 1d20 + 3 ⇒ (14) + 3 = 17
Khelru: 1d20 + 4 ⇒ (11) + 4 = 15
Azaz: 1d20 + 6 ⇒ (7) + 6 = 13
***
Izra: 1d20 + 2 ⇒ (10) + 2 = 12
Suri: 1d20 + 1 ⇒ (11) + 1 = 12
Ahmed: 1d20 + 2 ⇒ (8) + 2 = 10

GM Only:

Azaz: HP 11/11, AC 16
Khelru: HP 20/20, AC 15
Velriana: HP 19/28, AC 18
Senenmerek: HP 32/40, AC 18

Bold is up.


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

Koshukhep's ears flattened in surprise as Senenmarek easily spitted and then disemboweled Idorii, and he spared a moment to be glad he hadn't been on the receiving end of that attack - but then the flash of fire caught his attention and he had to spring aside.

"When you play with fire, you get scorched, Scorched Hand. But from your name, I take it you don't learn so easily," he chided Velriana.

Izra, remind me again why it's a good idea to try to destroy Senenmarek... O_O;


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

Djehuti moves up behind one of the pillars, gesturing with his hand to urge the enormous ball of flame to roll into Velriana again.

Move action to control the Flaming Sphere (DC 17 Ref, 3d6, 2 rounds left), 2nd Move action to close to 35' from Velriana.


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]
Koshukhep wrote:
Izra, remind me again why it's a good idea to try to destroy Senenmarek... O_O;

Um. Yeah. Izra will eat her dry toast for the next 24 hours, and like it, thank you very much.


Velriana Will DC 17: 1d20 + 3 ⇒ (1) + 3 = 4

Critical fail on a save. I usually house rule that a crit fail will do 50% more damage, so let's do that, shall we.

Damage: 3d6 ⇒ (4, 6, 1) = 11; Total 16 damage

Velriana is nearly consumed by the flaming sphere but manages to just barely keep herself alive.

Ahnmed/Suri are up.


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

"That's a fancy fireball you got there elf."

Torin fires his bow at Velriana.

Pew: 1d20 + 8 + 1 - 1 ⇒ (3) + 8 + 1 - 1 = 11
Pew: 1d20 + 8 + 1 - 1 ⇒ (5) + 8 + 1 - 1 = 13 But the arrows fly wide.


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

Will Save DC 16: 1d20 + 1 ⇒ (16) + 1 = 17 Before I post an action, does that roll mean Kwin can see okay again?


It does, but it happened at the end of your turn. So you can't really do anything else this round.


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

Too bad the damage doesn't scale.

"I would prefer not to use it at all, much less in a confined space full of antiquities, but we do what we must."


Torin tries to finish off the badly, burnt Velriana, but his aim is slightly off, and she manages to survive a little longer.

And finally Kwin manages to resist the glitterdust spell.

***

Khelru chants to Nethys and heals Velriana again.

Cure Moderate Wounds: 2d8 + 3 ⇒ (2, 1) + 3 = 6

Meanwhile, Aza draws a wand and casts a grease spell under Koshukhep's feet, but the nimble ranger keeps doesn't so much as tremble.

Koshukhep Ref. Save DC 11: 1d20 + 8 ⇒ (11) + 8 = 19

There's now some grease on the ground. It'll be on the map momentarily. Take note of it, guys.

Round 3, cont.

Koshukhep: 1d20 + 3 ⇒ (19) + 3 = 22
Senenmerek: 1d20 + 6 ⇒ (16) + 6 = 22
***
Velriana: 1d20 + 2 ⇒ (20) + 2 = 22
***
Djehuti: 1d20 + 9 ⇒ (11) + 9 = 20
Kwin: 1d20 + 6 ⇒ (13) + 6 = 19
Torin: 1d20 + 2 ⇒ (16) + 2 = 18
***
Khelru: 1d20 + 4 ⇒ (11) + 4 = 15
Azaz: 1d20 + 6 ⇒ (7) + 6 = 13
***
Izra: 1d20 + 2 ⇒ (10) + 2 = 12
Suri: 1d20 + 1 ⇒ (11) + 1 = 12
Ahmed: 1d20 + 2 ⇒ (8) + 2 = 10

GM Only:

Azaz: HP 11/11, AC 16
Khelru: HP 20/20, AC 15
Velriana: HP 9/28, AC 18
Senenmerek: HP 32/40, AC 18

Bold are up.


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

Izra, careful to avoid the grease, moved to Torin's side, being sure to avoid the powerful skeletal guardian, while hanging her mace on her belt, and drawing her healing wand as she did so.

Move diagonally adjacent to Torin (map updated). Move Action to put mace away and draw wand.


Botting Ahmed/Suri.

Suri finally dislodges the magical golden dust from her eyes.

Suri Will Save DC 16: 1d20 + 3 ⇒ (14) + 3 = 17

Ahmed stands ready by his love. Total Defense. (+4) dodge bonus.

***

Round 3, cont.

Koshukhep: 1d20 + 3 ⇒ (19) + 3 = 22
Senenmerek: 1d20 + 6 ⇒ (16) + 6 = 22

***
Velriana: 1d20 + 2 ⇒ (20) + 2 = 22
***
Djehuti: 1d20 + 9 ⇒ (11) + 9 = 20
Kwin: 1d20 + 6 ⇒ (13) + 6 = 19
Torin: 1d20 + 2 ⇒ (16) + 2 = 18
***
Khelru: 1d20 + 4 ⇒ (11) + 4 = 15
Azaz: 1d20 + 6 ⇒ (7) + 6 = 13
***
Izra: 1d20 + 2 ⇒ (10) + 2 = 12
Suri: 1d20 + 1 ⇒ (11) + 1 = 12
Ahmed: 1d20 + 2 ⇒ (8) + 2 = 10

GM Only:

Azaz: HP 11/11, AC 16
Khelru: HP 20/20, AC 15
Velriana: HP 9/28, AC 18
Senenmerek: HP 32/40, AC 18

Koshukhep is up. He starts his round in the grease, but he can easily 5-foot step out.


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

Koshukhep stepped out of the slippery mess on the floor with ears flattened in distaste - but he was also thinking tactically, placing Azaz the wand-user between himself and Velriana for soft cover while leaving room for Senenmerek to step in and occupy the Scorched Hand.

With what might look like a smile on a non-catfolk, he tore into Azaz.

claw 1 +fe: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
claw 1 dmg +fe: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9

claw 2 +fe: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
claw 2 dmg +fe: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6


Azaz manages to avoid one of the clawed strikes, but even so he is left bleeding and in dire peril.

Senenmerek vs. Azaz: 1d20 + 10 ⇒ (7) + 10 = 17

With an almost casual air, Senenmerek skewers Azaz.

"Noooo!" Khelru shouts in anguish.

Veleriana points a hand out toward Koshukhep and Senenmerek and engulfes them in a spout of flame.

Burning Hands: 4d4 ⇒ (2, 3, 1, 1) = 7

Reflex DC 15, save half.

Koshukhep: 1d20 + 8 ⇒ (2) + 8 = 10
Senenmerek: 1d20 + 3 ⇒ (10) + 3 = 13

They both take the full brunt of it.

Koshukhep is at HP 21/32.


Round 3, cont.

Koshukhep: 1d20 + 3 ⇒ (19) + 3 = 22
Senenmerek: 1d20 + 6 ⇒ (16) + 6 = 22
***
Velriana: 1d20 + 2 ⇒ (20) + 2 = 22
***
Djehuti: 1d20 + 9 ⇒ (11) + 9 = 20
Kwin: 1d20 + 6 ⇒ (13) + 6 = 19
Torin: 1d20 + 2 ⇒ (16) + 2 = 18

***
Khelru: 1d20 + 4 ⇒ (11) + 4 = 15
***
Izra: 1d20 + 2 ⇒ (10) + 2 = 12
Suri: 1d20 + 1 ⇒ (11) + 1 = 12
Ahmed: 1d20 + 2 ⇒ (8) + 2 = 10

GM Only:

Khelru: HP 20/20, AC 15
Velriana: HP 9/28, AC 18
Senenmerek: HP 25/40, AC 18

Bold is up. I haven't updated the map yet, Azaz is dead, the grease spell is gone, and Senenmerek is next to Azaz's newly dead and crispy body.


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Torin fires a couple of arrows at Velriana again,

Arrow 1: 1d10 + 8 + 1 - 1 ⇒ (5) + 8 + 1 - 1 = 13
Arrow 2: 1d10 + 8 + 1 - 1 ⇒ (1) + 8 + 1 - 1 = 9 but he apparently has forgotten how to shoot a bow and the arrows shatter against the stone walls.

Feeling betrayed, Torin looks at his bow in disgust. "I name thee Firewood, because that's what you're about to become."


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

"AAAUGH! I am no kebab to be broiled! I AM KOSHUKHEP OF THE KANAAN!" Koshukhep bellowed, his black mane crisped at the ends instead of the thick fur it had been. Patches of red showed on his black hide, as well.

Ray, don't forget Koshu's Desert Nomad trait - it grants him +1 vs. fire effects, not that it would have helped here.


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

Sorry, awkward day today. Will do my absolute best to post in the morning, but tomorrow for sure.

-Posted with Wayfinder


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

Djehuti gestures with his left hand, sending the giant ball of flame rolling toward Velriana again, while chanting out the words to another spell and making a series of complex arcane sigils with his right. A moment later he opens his as if mouth to scream, but no sound emerges.

Move action to control Flaming Sphere to attack Velriana again (DC 17 Ref, 3d6 fire dmg, 1 round left), standard action to cast Ear-piercing Scream against Velriana (DC 16 Fort, 2d6 sonic dmg + 1 round Daze, save for half dmg + no Daze)


Velriana Ref DC 17: 1d20 + 3 ⇒ (15) + 3 = 18
Velriana Fort DC 16: 1d20 + 2 ⇒ (5) + 2 = 7
Scream Damage: 2d6 ⇒ (5, 4) = 9

Velriana manages to avoid the flaming sphere. She cackles and says, "Is that all you have? You're pathetic. Your magic is weak. You - you - you..."

Velriana trails off as a trickle of blood falls from her nose. She shudders, and then collapses. She gasps once and then she simply dies.

Kwin is up.


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

Sorry, nutty day; couldn't post before now.

Kwin pulls his rubbing fists away from his eyes and blinks several times. "Finally!" he says, looking around blurrily. "What's happened?"

Without waiting for an answer, he moves towards the commotion.

Much as I'd love for him to just leap into battle, he can't quite get into position with a MA... plus, realistically, he'd scope things out first. So I'll have him move close to the remaining baddies and use the SA to pull a flask of acid (to his left hand, so he's ready to parry with his right if needs-be). Map's updated. Next!


Enraged by the deaths of his party, Khelru shouts out, "Nethys! Mad god of magic! Give me the strength to destroy my enemies!"

Khelru channels positive energy into Senenmerek.

Senenmerek Will Save DC 13: 1d20 + 12 ⇒ (7) + 12 = 19

"Fool. The Shattered Mind cares only for power. And yours is unworthy," Senenmerek taunts.


Round 4, cont.

Koshukhep: 1d20 + 3 ⇒ (19) + 3 = 22
Senenmerek: 1d20 + 6 ⇒ (16) + 6 = 22
Djehuti: 1d20 + 9 ⇒ (11) + 9 = 20
Kwin: 1d20 + 6 ⇒ (13) + 6 = 19
Torin: 1d20 + 2 ⇒ (16) + 2 = 18
***
Khelru: 1d20 + 4 ⇒ (11) + 4 = 15
***
Izra: 1d20 + 2 ⇒ (10) + 2 = 12
Suri: 1d20 + 1 ⇒ (11) + 1 = 12
Ahmed: 1d20 + 2 ⇒ (8) + 2 = 10

GM Only:

Khelru: HP 20/20, AC 15
Senenmerek: HP 25/40, AC 18

Bold are up.


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

Sorry, missed this. Also, trying to sort out the map. I moved Senenmerek, and got rid of the greasy spot. I THINK I deleted the right dead bad guys, but I don't know if everyone's in the right locations.

Izra narrowed her eyes as she tapped Torin with her wand and looked over the battlefield. She spend a fair amount of time trying to judge the condition of the skeletal warrior.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Perception?: 1d20 + 2 ⇒ (18) + 2 = 20

Torin is healed 2hp, and she's trying to determine whether or not now is a good time to turn on Senenmerek and finish him off while he's been (presumably) weakened by the fight. does he look to be significantly damaged?

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