
Duncan Redhammer |

SR sux. That is why I focus on ZOMG melee damage. I tried Bane and every f#@k!ng thing has SR or saved.

DM Carbide - Dark Road |

Round 1 (final):
Initiative Order
Duncan-charged and attacked
Elesandira-attacked
Selveshanea-delaying to defend Elesandira
Ava-paralyzed (final round of paralysis)
Mummy 3-acted
Eretria-paralyzed (final round of paralysis)
Mummy 2-acted/Dashel-channeled
Mummy 1-advanced and attacked
Krolmnite-cast haste
Besmarial-acted
Elesandira fires two arrows at one of the trailing mummies; one hits and sticks deeply in the undead dwarf. Ava begins to pull herself together, as does Eretria. Both of you will be able to act next round.
One of the two mummies facing Duncan lands a mighty blow on the inquisitor. Duncan, take 19 points and make a DC 15 Fort save vs. disease. The one that Duncan chopped, though, is sufficiently taken aback that it misses him.
The final mummy of the trio attempts to advance past the line to attack Dashel. It will hit the cleric, but Duncan will get an AoO as it moves up. Something more to do with that last round of bane. Dashel, take 17 HP, unless Duncan takes it down.
Krolmnite casts haste on Ava, Dashel, Duncan, Elesandira, and Selveshanea. Besmarial moves up and emits a line of fire onto two of the mummies; one dodges the worst of it, but the other takes the full effect. It appears that Duncan's information was correct; the creatures definitely seemed to take more damage from the flames than would be expected.
Arrow #2, rapid shot, deadly aim, bless: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Arrow #2 damage, deadly aim: 1d8 + 4 + 4 ⇒ (7) + 4 + 4 = 15
Mummy #3 slam to Duncan, incl. power attack: 1d20 + 10 ⇒ (17) + 10 = 27
Mummy #3 slam damage to Duncan, incl. power attack: 1d8 + 14 ⇒ (5) + 14 = 19
Mummy #2 slam to Duncan, incl. power attack: 1d20 + 10 ⇒ (2) + 10 = 12
Mummy #1 slam to Dashel, incl. power attack: 1d20 + 10 ⇒ (18) + 10 = 28
Mummy #1 slam damage to Dashel, incl. power attack: 1d8 + 14 ⇒ (3) + 14 = 17
Besmarial DC 15 Will save #1: 1d20 + 2 + 2 + 1 ⇒ (10) + 2 + 2 + 1 = 15
Besmarial DC 15 Will save #2: 1d20 + 2 + 2 + 1 ⇒ (15) + 2 + 2 + 1 = 20
Besmarial DC 15 Will save #3: 1d20 + 2 + 2 + 1 ⇒ (12) + 2 + 2 + 1 = 17
Besmarial flame damage: 1d6 ⇒ 2
Mummy #1 DC 12 Reflex save: 1d20 + 2 ⇒ (3) + 2 = 5
Mummy #3 DC 12 Reflex save: 1d20 + 2 ⇒ (17) + 2 = 19

Dashel de Penderwon |

Dashel, since it closed with you I don't think you'll get an AoO unless you're using a reach weapon. Duncan gets the AoO because it had to move past him.
Sorry about that, I misread your passage. You stated Duncan gets the AOO. I'll delete the post.

Duncan Redhammer |

Rd 1:AOO
As the mummy steps past Duncan to attack Dashel, the Dwarf reacts with a Backswing.
Bane, Bless, DF, PA: 1d20 + 7 + 2 + 1 + 3 - 2 ⇒ (13) + 7 + 2 + 1 + 3 - 2 = 24
DAMAGE, Bane, DF, PA: 1d12 + 1 + 4 + 2 + 2d6 + 3 + 6 ⇒ (12) + 1 + 4 + 2 + (6, 6) + 3 + 6 = 40
Aww no ye don't!
Duncan feels the disease pervade the mummies strike!
Fort vs Disease: 1d20 + 7 ⇒ (16) + 7 = 23
Needing to get as many attacks as possible, before his BANE runs out he uses HATEFUL RETORT!
Bane, Bless, DF, Haste, PA: 1d20 + 7 + 2 + 1 + 3 + 1 - 2 ⇒ (5) + 7 + 2 + 1 + 3 + 1 - 2 = 17
DAMAGE, Bane, DF, PA: 1d12 + 1 + 4 + 2 + 2d6 + 3 + 6 ⇒ (8) + 1 + 4 + 2 + (3, 6) + 3 + 6 = 33
Rd2 Buffs, Haste, Bless, DF. Current AC: 20
He then replies with his own Rage!
Rd2: The Haste spell speeding his limbs, Duncan uses his LAST rd of Bane and turns into a speeding Ball of Dwarf FURY!
Bane, Bless, DF, Haste, PA: 1d20 + 7 + 2 + 1 + 3 + 1 - 2 ⇒ (2) + 7 + 2 + 1 + 3 + 1 - 2 = 14
DAMAGE, Bane, DF, PA: 1d12 + 1 + 4 + 2 + 2d6 + 3 + 6 ⇒ (12) + 1 + 4 + 2 + (2, 6) + 3 + 6 = 36
Haste extra Attack: 1d20 + 7 + 2 + 1 + 3 + 1 - 2 ⇒ (19) + 7 + 2 + 1 + 3 + 1 - 2 = 31
DAMAGE, Bane, DF, PA: 1d12 + 1 + 4 + 2 + 2d6 + 3 + 6 ⇒ (12) + 1 + 4 + 2 + (4, 6) + 3 + 6 = 38

Duncan Redhammer |

So a 40HP (minus DR on the mummy that moved to attack Dashel.
Hateful Retort missed, 1st attack missed, 2nd Attack hits his first mummy for 38 damage, minus dr. I am blowing through BANE. Gone now, but mummies are pretty dangerous at this level.

DM Carbide - Dark Road |

Huh, though I'd posted. That's frustrating when that happens.
Duncan makes the mummy pay a heavy toll for rushing past him, but the undead creature survives his attack...barely. On its last legs, it still manages to hit Dashel. Then Besmarial looses a line of fire on it and it falls, rapidly disintegrating into dust with a few glints beneath it, the jewels in its beard.
When the first mummy attacks Duncan, his Hateful Retort return blow misses.
Round 2:
Initiative Order
Duncan-attacked
Elesandira-
Selveshanea-
Ava-
Mummy 3-
Eretria-
Dashel-
Krolmnite-
Besmarial-
The dwarf aims a rapid pair of blows at the first mummy that attacked him; one misses, but the other is enough to put the undead to rest. It, too, falls into dust.
Elesandira is up!

DM Carbide - Dark Road |

Round 2 (ongoing):
Initiative Order
Duncan-attacked
Elesandira-holding
Selveshanea-holding
Ava-holding
Mummy 3-attacked Duncan
Eretria-
Dashel-
Krolmnite-
Besmarial-
Elesandira, Selveshane, and Ava delay. The mummy takes another swing at Duncan, striking him a glancing blow. Take another 15 HP, Duncan, and make another DC 15 Fort save vs. disease.
Eretria is up!
Slam damage to Duncan: 1d8 + 14 ⇒ (1) + 14 = 15

Duncan Redhammer |

Fort: 1d20 + 7 ⇒ (6) + 7 = 13
Crap. Blew the save and am at 9 HP.
Think I'll be using the withdraw action next....maybe

Dashel de Penderwon |

Dashel grits his teeth after the mummy slammed him, then he releases another wave of positive divine energy.
Channel: 3d6 ⇒ (5, 4, 1) = 10
"Back to the dirt with you!"

DM Carbide - Dark Road |

Round 2 (final):
Initiative Order
Duncan-attacked
Elesandira-holding
Selveshanea-holding
Ava-holding
Mummy 3-attacked Duncan
Eretria-flamed mummy
Dashel-channeled
Krolmnite-delaying
Besmarial-withdrew
Eretria's spell burns into the mummy, but it's still up; Dashel's channel likewise falls heavily on the creature. The ancient magics that have kept it animated over the long centuries are not so easily defeated, though.
Map as of the end of the round is HERE. Duncan, over to you.
Rounds until Besmarial can flame again: 1d4 ⇒ 2

Duncan Redhammer |

Bleeding from many wounds and seeing how damaged the Mummy was, Duncan had to swallow his pride or die...again.
He ducks low, WITHDRAWING back to I18.
On my last legs. Sorry.
In his own mind he kept hearing a word.
Coward.

DM Carbide - Dark Road |

Round 2:
Initiative Order
Duncan-withdrew
Elesandira-attacked
Selveshanea-delayed
Ava-attacked
Mummy 3-attacked
Eretria-
Dashel-
Krolmnite-
Besmarial-
As soon as Duncan was clear of the fight, Elesandira acted, sending a pair of arrows towards the mummy. Neither of them penetrate the creature's undead flesh. The mummy advances; Ava unleashes a whirlwind of claws, teeth, and tail. Again, the mummy emerges unscathed. Its attack on Dashel is far more accurate, though. Take 20 points, Dashel, and make another DC 15 Fort save vs. disease. If you fail this one, you'll have a single save as the mummy rot progresses, but it'll be vs. DC 17.
Eretria is up again! BTW, if you hit it with a scorching ray (touch AC 10), your minimum damage is enough to put it down.
Arrow #2 to mummy, incl. DA and bless: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Ava bite, PA, incl. bless: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Ava claw, PA, incl. bless: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Ava claw, PA, incl. bless: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Ava tail, PA, incl. bless: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Mummy slam on Dashel, PA: 1d20 + 10 ⇒ (11) + 10 = 21
Mummy slam damage: 1d8 + 14 ⇒ (6) + 14 = 20

DM Carbide - Dark Road |

Blasted by Eretria's arcane fire, the mummy collapses in a heap of dust.
Out of combat!
Within a minute of the end of the fight, though, the malignant disease carried by the mummys' touch takes hold of the priest and the inquisitor. Where the undead inflicted wounds on the pair, their flesh begins to rot away.
Duncan, take 1 damage to CON and 6 damage to CHA. Dashel, take 5 damage to CON and 3 damage to CHA. I think that puts Duncan unconscious.
What do you do?
CHA damage to Duncan: 1d6 ⇒ 6
CON damage to Dashel: 1d6 ⇒ 5
CHA damage to Dashel: 1d6 ⇒ 3

Dashel de Penderwon |

Dashel feel the blunt force of the mummy's attack grunts in pain.
fort save: 1d20 + 7 ⇒ (6) + 7 = 13
I'm not doing it the easy way.

Duncan Redhammer |

Duncan breaks into a sweat as the disease takes hold and passes out.
I thought ability damage going to 0 killed you, but the only rule I could find says 0 CON kills you. Not sure about cha.

Dashel de Penderwon |

The 5 con ability damage brings me to 9, that will reduce my HP an additional 10, so I'm down 47 total. 17 slam 1, 20 slam 2, then 10 ability. Fort is reduced by 3. My charisma was reduced by 3, so I'm at a 9 charisma so I have one less channel.
Dashel is going to cast prayer which will provide everyone, a bonus +1 saves and skills.
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
'If any of you have healing potions Duncan can use them, I'm not far behind. the most potent ones you have too." he pauses looking at the crew, then calmly continues, "I have a wand of curing hear in my pouch, the word is 'Holy Mother' to activate. His hands pull out his healer's kit.

Dashel de Penderwon |

Duncan breaks into a sweat as the disease takes hold and passes out.
I thought ability damage going to 0 killed you, but the only rule I could find says 0 CON kills you. Not sure about cha.
Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.
For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.
Strength: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.
Dexterity: Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The penalty also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and to your Combat Maneuver Defense. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).
Constitution: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. A character with a Constitution score of 0 is dead.
Intelligence: Damage to your Intelligence score causes you to take penalties on Intelligence-based skill checks. This penalty also applies to any spell DCs based on Intelligence. A character with an Intelligence score of 0 is comatose.
Wisdom: Damage to your Wisdom score causes you to take penalties on Wisdom-based skill checks and Will saving throws. This penalty also applies to any spell DCs based on Wisdom. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.
Charisma: Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. This penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.

Dashel de Penderwon |

Catch-22 situation here. Boost our saves first or try a DC 20 CL check to conjure up a cure spell. Cure potions are probably the best thing right now, since it doesn't involve the act of casting a conjuration (healing) spell.

Dashel de Penderwon |

I actually in worse shape with the 5 con damage, I think that puts be down 15 total HP, if that is the case I'm -3 HP and I'm unable to cast the prayer spell.

Duncan Redhammer |

Our ranger can use a cure wand to wake you up. I am down for the count till we get a Remove Curse each and a remove Disease.

Dashel de Penderwon |

Since we have a minute to get our affairs in order, Dashel will ask everyone to get out any cure potions that may help since they do not involve casting.
I know Duncan needs this potion but if I go down, he has no chance of making it.
He quaffs one himself, CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Dashel de Penderwon |

The spell for the potion was already cast when the potion is brewed, which is a slight distinction with the mummy rot which states "...Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check,..." The word casting being active. No problem, I'll try something else.
Two channel left if it takes 10 rounds to hit my charisma.
Dashel prays forcefully,
channel 3: 3d6 ⇒ (2, 5, 5) = 12
Channel 4: 3d6 ⇒ (3, 2, 6) = 11

DM Carbide - Dark Road |

Fair point; I'll accept that argument. I went looking on the boards for any sort of ruling, but couldn't find anything (except that paladins are immune to mummy rot), and that some people have ruled that channeling is also subject to the need for a caster level check. I disagree with that.
One other thing that I just remembered--when Duncan & company joined the party, Prester Gallowsmith had sent along a couple of wands and a scroll of restoration. Eretria used the latter to remove the last traces of sanity damage from the seugathi; one of the wands was a fully-charged CLW wand, while the other was a partially-charged wand of lesser restoration. I never said how many charges were left; there are 21.

DM Carbide - Dark Road |

While everyone is leveling up and pondering what to do about your two sick puppies, here's what the room at the end of the hall looks like:
It's forty feet across. A shallowly-domed marble ceiling stretches over this octagonal room built of polished basalt blocks. (Thinking back on it, slight differences in the stonework of the hall every time the key symbol changed suggests that the entrance hall was built piecemeal, and was expanded as needed.) Apart from the hall you came through, there are no other exits apparent.
In the center of the room is a stone bier, apparently carved from a single block. The sides are elaborately carved with a myriad of decorative keys, twining in linked chains about the block. The body on the top of the bier is a dwarf, interred with his arms crossed over his chest. In his right hand, he holds an adamantine stonemason's hammer, beautifully made and chased with mithril designs. In his left, he holds an adamantine chisel. His clothes are workmanlike but even now you can tell that they were finely made, and he still wears a (now falling apart) leather work apron. In the apron's pockets are a collection of brushes and a set of smaller adamantine chisels and picks.
Not that I'm suggesting anything, but how close does anyone come to the bier?

Dashel de Penderwon |

Fair point; I'll accept that argument. I went looking on the boards for any sort of ruling, but couldn't find anything (except that paladins are immune to mummy rot), and that some people have ruled that channeling is also subject to the need for a caster level check. I disagree with that.
One other thing that I just remembered--when Duncan & company joined the party, Prester Gallowsmith had sent along a couple of wands and a scroll of restoration. Eretria used the latter to remove the last traces of sanity damage from the seugathi; one of the wands was a fully-charged CLW wand, while the other was a partially-charged wand of lesser restoration. I never said how many charges were left; there are 21.
** spoiler omitted **
Thanks and the lesser restoration is great boon.