GM Euan's Mummy's Mask

Game Master Euan

Roll20 Map - Treasure Sheet
Osirion Map - Wati City Map - Tephu City Map


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Round 1, Init 10

Zilchus moves up to engage the remaining spectres, using his BoF enhanced feet to get closer and slash.

1d20 + 18 + 4 + 3 ⇒ (13) + 18 + 4 + 3 = 38 to hit; (+hero, +bard)
2d4 + 21 + 3 ⇒ (4, 2) + 21 + 3 = 30 adamantine slashing damage. (+bard,+hope)

Stats of Zilch:

[ dice]1d20+18+2+2[/dice] to hit; (+hero, +bard)
[ dice]2d4+21+2+2[/dice] adamantine slashing damage. (+bard,+hope)

[ dice]1d20+10+2+2[/dice] to hit; (+hero, +bard)
[ dice]2d4+21+2+2[/dice] adamantine slashing damage. (+bard,+hope)

HP: 98/98
AC: 28/24 (7 armor + 2 dex, 1 dodge, +4 buckler +2 ring + 2 insight)

DF:0/10
Weap: 0/12 rounds used (+3 bonus/flame/frost)
Grunting/Summoning: 0/9 used (+6)
Quick Prayer: 0/9 used
PoP1: 0/1 used
Armor: 0/12 minutes used
Crocodilic Channel: 0/2 used/smite: 0/4 used (6d6)
Gr. Magic Weapon (+3); Magic Vestment (+3).

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later


Roll20 Map - Treasure Sheet

Florence empowers the party with the blessings of the gods. Stelle smashes into yellow as she courses by. She finds she does half damage against the incorporeal foe, but still significant damage at that. Anubis will need to use the blessings for movement to get into position, but I’ve moved you one square north (feel free to adjust if I got it wrong as north is left). Kosei plants a fireball neatly behind Stelle and encompasses all the spectres. Nidhi, shooting through cover, plants the first spectre back in the ground and injures another with her second shot, though she misses with her third. Zilchus rushes forward and takes a chop out of Purple, but does not drop it.

The spectres, reeling in their own way, counter the attack with vicious slams of their own, only to find Zilchus nearly immune to their blows…

Purple on Zilchus (touch): 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 damage: 1d8 ⇒ 7 and energy drain (Death Ward blocks)
Pink on Zilchus (touch): 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 damage: 1d8 ⇒ 3 and energy drain (Death Ward blocks)

Lady Sophronia calls out from the doorway where she cannot quite see, "How goes the battle?! Do you have the upper hand! Go get 'em!"

- Round 2 -
Spectres - 24
Yellow - 24 (dead)
Purple - 24 (-42hp)
Pink - 24 (-7hp)
Florence - 21+
Stelle - 21-
Kosei - 18
Nidhi - 14
Zilchus - 10 (-10hp)

Next up, everyone!


HP 163/163 AC 29 24 TAC 14 FF 28 23 | CMD 26 | F +17 R +10 W +21 (immune to poison) | Res 20 fire | WS: 6/7 HH: 12/16 FB: 10/11 L1: 6/7+2/4 L2: 3/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 3/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | longstrider 15h, m.fang 15h, life bubble 5h, barkskin 50m, WW15h

Kosei arches an eyebrow contemplating the beauty of the fire and Zilchus fight. Advancing just enough to have the pink specter in range, he raises his hand and lets a fire bolt to emerge from it and impact the incorporeal creature.
Fire ray+prayer+BoF+GH+IC-precise shot (touch): 1d20 + 12 + 1 + 2 + 2 + 3 - 4 ⇒ (12) + 12 + 1 + 2 + 2 + 3 - 4 = 28
Fire damage+prayer+GH+IC: 1d6 + 4 + 1 + 2 + 3 ⇒ (6) + 4 + 1 + 2 + 3 = 16


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

Round 2, Initiative 21

Cheered by seeing one of the spectres 'fall' almost right off the bat, Florence moves forward into the room and then steps around the corner to be out of the way of Nidhi's arrows.

"Stelle, that was a nice shot! Just keep on swinging!" Florence calls out, granting her ally a bit of extra fortune.
______________

Flo uses Fortune on Stelle! It's super effective!


Female Halfling Cavalier/16

Round 2, Init 21

+2 to hit and reflex
Swift for Blades above and Below, Zilchus
Stelle charges purple.

"Aaaaayannna!"
Spirited Charge: 1d20 + 12 + 2 + 2 - 3 + 4 + 1 + 2 + 2 + 2 ⇒ (6) + 12 + 2 + 2 - 3 + 4 + 1 + 2 + 2 + 2 = 30 -PA, +Charge, +BoF, +Courage, +Flank
for Damage: 3d6 + 6 + 6 + 18 + 6 + 6 ⇒ (3, 1, 3) + 6 + 6 + 18 + 6 + 6 = 49 +PA, +Hope, +Courage

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||+3 morale bonus on saving throws against fear*
||+2 morale bonus on attack rolls made as part of a charge*
||+2 Flank (Zilchus)
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Healing from Previous Battle:

CL: 1d8 + 1 ⇒ (8) + 1 = 9
CL: 1d8 + 1 ⇒ (3) + 1 = 4
CL: 1d8 + 1 ⇒ (3) + 1 = 4

Status:

Stelle: Hits: 77/77
Annie: Hits: 76/76 (4.5 x HD +Con)
Stelle AC: 28
Anubis AC: 28
Buffs: +2 AC, Courage, Hope

Saves:
Fort: +9 (+1 Con, +Cloak, +Luck)
Reflex: +6 (+2 Dex, +Cloak, +Luck)
Will: +6/+14 vs. Fear (+Blood of Pharaohs, +Luck, +Cloak, +Scarab) (+2 Fearless, +2 Banner)

Challenge: 5/5

AC: 28 (+3 Shield, Size, Amulet of Nat. Armor +1, Dodge) flat footed = 22 (Size, +10 plate armor, Amulet of Nat. Armor +1),Touch = 13 (+2 dex, +1 Size)

BAB: +12/+7/+2 (+2 Lance, +2 Str, -3 PA, +4 when charging with Annie, +1 when charging)

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+8 on challenge)
Lance, MW: (+2 to hit) ((1d6+Str+PA+Lance)x3(Spirited Charge)), (x6 on a Crit), (+8 on challenge)
Hammer (Ag): (+1 to hitMW) (1d3+Str+PA +1damage), (x2 on a Crit), (+8 on challenge)
Glaive (Cold Fe): (+1 to hitMW) (1d8+Str+PA+1 damage), (x3 on a Crit), (+8 on challenge)
Scimitar (Cold Fe: (+1 to hitMW) (1d4+Str+P+1 damage), (x2 on an 18-20 Crit), (+8 on challenge)
Composite Shortbow: (+1 to hitMW) (1d4+Dex +2 Str damage +1), (x3 on a Crit), (+8 on challenge)


Roll20 Map - Treasure Sheet

Purple is dropped by Stelle's charge - will Pink survive the round?

Zilchus and Nidhi are up to determine if Kosei's softening of the target is enough to let them finish it!


Round 2, Init 10

Zilchus slashes and slashes and slashes again at the remaining spectre.

1d20 + 18 + 4 ⇒ (14) + 18 + 4 = 36 to hit; (+hero, +bard)
2d4 + 21 + 3 ⇒ (1, 4) + 21 + 3 = 29 adamantine slashing damage. (+bard,+hope)

1d20 + 11 + 4 ⇒ (6) + 11 + 4 = 21 to hit; (+hero, +bard)
2d4 + 21 + 3 ⇒ (1, 2) + 21 + 3 = 27 adamantine slashing damage. (+bard,+hope)

BoF:
1d20 + 18 + 4 ⇒ (18) + 18 + 4 = 40 to hit; (+hero, +bard)
2d4 + 21 + 3 ⇒ (4, 1) + 21 + 3 = 29 adamantine slashing damage. (+bard,+hope)

Stats of Zilch:

[ dice]1d20+18+2+2[/dice] to hit; (+hero, +bard)
[ dice]2d4+21+2+2[/dice] adamantine slashing damage. (+bard,+hope)

[ dice]1d20+10+2+2[/dice] to hit; (+hero, +bard)
[ dice]2d4+21+2+2[/dice] adamantine slashing damage. (+bard,+hope)

HP: 98/98
AC: 28/24 (7 armor + 2 dex, 1 dodge, +4 buckler +2 ring + 2 insight)

DF:0/10
Weap: 0/12 rounds used (+3 bonus/flame/frost)
Grunting/Summoning: 0/9 used (+6)
Quick Prayer: 0/9 used
PoP1: 0/1 used
Armor: 0/12 minutes used
Crocodilic Channel: 0/2 used/smite: 0/4 used (6d6)
Gr. Magic Weapon (+3); Magic Vestment (+3).

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later


Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27
Neutral Human Bard/14

Round 2:

Nidhi reaches for four normal arrows and pulls them tight against her bow string. With a clear shot, Nidhi aims at the pink enemy. She's no longer singing, but the effects of her song seem to linger. Removed Point-Blank Shot, added Good Hope bonus, and added Holy bonus.

Manyshot: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 2d8 + 18 + 4d6 ⇒ (6, 4) + 18 + (6, 4, 2, 4) = 44

Rapidshot: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 1d8 + 9 + 2d6 ⇒ (1) + 9 + (1, 2) = 13

Iterative: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 1d8 + 9 + 2d6 ⇒ (6) + 9 + (2, 1) = 18

Inspire Courage: +3 (level 11) morale bonus on Saving Throws against charm and fear, +3 competence bonus on attack and weapon damage rolls. Lingering Performance feat 1/2 rounds.

Good Hope: +2 morale bonus on saving throws, ability checks, skill checks, and weapon damage rolls

Nidhi Spell Tally:

Perform 1/32 used
7 1st-level available
7 2nd-level available
4 3rd-level available, Good Hope (party)
4 4th-level available


Roll20 Map - Treasure Sheet

Nidhi, the Holy bonus is +2d6 on each arrow, not 1d6.

Florence provides Fortune for Stelle who saves it for now, attacking mercilessly, and dropping Purple. Kosei further softens Pink with a fiery blow! Nidhi softens the target further, but does not quite drop it (even with an extra 3d6/2), leaving Zilchus to mop it up with three deadly blows.

- Round 2 -
Spectres - 24
Yellow - 24 (dead)
Purple - 24 (dead)
Pink - 24 (dead)
Florence - 21+
Stelle - 21-
Kosei - 18
Nidhi - 14
Zilchus - 10 (-10hp)

The room grows quiet as the last spectre fades into oblivion. Uh uh. I know what you're thinking. "Did they kill four or only three?" Well to tell you the truth in all this excitement I kinda lost track myself. But being this is an incorporeal undead which can drain your levels right through your boots, you've gotta ask yourself one question: "Do I feel lucky?" Well, do ya, punk?

Hehehe, there were only three. The AP lists four in some places and three in others, but there are supposed to be just three. I think. :) We are out of combat.

"So, what happened. Is everyone OK?" calls out the ghost once more, leaning waaaay out into the hallway, but still with both feet planted firmly in the room she cannot leave.


Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27
Neutral Human Bard/14

Whaaat? *Ninja edit* It was always that way!

GM Euan wrote:
"So, what happened. Is everyone OK?"

"Yeah," Nidhi calls back, feeling a bit distracted.

She approaches the stairs to examine the fountain. "How did the ghosts come out of it? It is a portal to the Necropolis?" The bard holds her weapon limply in her hand as she examines the carved stone.

Perception: 1d20 + 16 ⇒ (9) + 16 = 25


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

"Maybe they were just hiding in there," Florence suggests, relaxing her stance now that the spectres are dead (again). "And yes, we're fine! I think we got them all!" she calls back to their ghostly friend.

With the obvious danger past, Florence sets about scanning the room for magical auras.


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Zilchus looks around for more spectres.

"Say Lady? LADY!? Didn't you say there were four lights spectres!? I only counted three! Are there more!?" Zilchus yells back to the paladin, still on alert.

If no more spectres show up, Zilchus will slowly relax...then even do a slow walk of the place and look around.

1d20 + 22 + 4 ⇒ (4) + 22 + 4 = 30 Perception (gr. heroism)


Roll20 Map - Treasure Sheet

The secret door to the north leads to a small chamber with viewing ports, likely used for guests to observe the rituals in the temple, but not participate. There is nothing in the small chamber. Just thought I'd get that out of the way.

Zilchus Lyghtlode wrote:

Zilchus looks around for more spectres.

"Say Lady? LADY!? Didn't you say there were four lights spectres!? I only counted three! Are there more!?" Zilchus yells back to the paladin, still on alert.

"Oh dear! I think it was four. It could have been three though. Does it matter?"

Nidhi spots it first - a secret panel behind the statute. After checking for traps and the like, and finding none, the panel is opened to reveal a few tasty tidbits.

bag of holding type II
+1 greatsword
a potion of displacement
a potion of fly
a small square ceramic tile painted with the image of a coiled snake

The ceramic tiles glows slightly in Florences Detect Magic, but it doesn't seem to have any abilities of its own. You'd guess it would fit into one of the receptacles in the mud room.

Further, the mirror behind the statue glows to Florence's gaze. It appears to be some sort of scrying device. Do you activate it?


Female Halfling Cavalier/16

+4 to Zilch's Perception

"Yes, Lady Sophronia. We have vanquished the spectres, and we are now checking out the fountain."

Stelle in particular is curious about the tarnished mirror.


Roll20 Map - Treasure Sheet

Oh, sorry, there is no fountain, just another statue of Areshkagal, and the mirror on the wall.

Stelle boosts Zilchus' perception, but he finds nothing new.


HP 163/163 AC 29 24 TAC 14 FF 28 23 | CMD 26 | F +17 R +10 W +21 (immune to poison) | Res 20 fire | WS: 6/7 HH: 12/16 FB: 10/11 L1: 6/7+2/4 L2: 3/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 3/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | longstrider 15h, m.fang 15h, life bubble 5h, barkskin 50m, WW15h

Kosei follows Stelle and helps her pick up all the items. The Garundi also takes note of the mirror, scanning it with his magical look put at it "This is probably one of the statues that Florence told us before my friend" and passing his hand through the mirror he focus on the mirror "By the stars and the sand of old Osirion, good magical mirror, show us the greatness of the Sphinx entrance"


Roll20 Map - Treasure Sheet

Kosei commands the mirror and it does ‘open’ a view to another chamber, but it starts with the chamber it was last focused upon.

The ceiling of this vast hall arches upward to a height of almost fifty feet. The ceiling has been painted dark blue, and tiny lights twinkle in the darkness like countless stars. Near the center of the room, pillows overflow from a shallow pit. A polished bronze shield lies atop a round stone table rising from the center of the pit. Beyond the pit, a white stone statue of a six-legged, faceless sphinx faces the room (Areshkagal again). On either side of the statue, long brass poles stretch from floor to ceiling.

In the room are three figures, creatures called maftets (image). Broad hawk wings support this creature with the torso of a bronze-skinned human and the lower body of a tawny, bipedal lion. These are covered in glowing tattoos resembling demonic symbols.

Knowledge Nature DC 16:
They are Maftets, N Medium monstrous humanoid. One question for each five you beat the roll.
- - -

One of them, clearly a leader (image) is peering into the bronze shield. In the shield, you see the entry chamber as if from the perspective of the statue. You realize that while you have found another scrying device, your scrying on someone who is themselves scrying. Pretty soon, he’s going to check this chamber, whereupon he shall see you as if from the statues perspective.

He looks up at the two maftets with him. ”I don’t see the mask wearers or their minions anywhere, though there are a number of their dead bodies. I think perhaps there is someone else in the complex. I wonder… shall they be allies? Or foes?” he appears not to care which, and looks forward to further bloodshed.

The image then flickers, and goes to the entrance room as Kosei commanded. You may switch back to the prior room if you wish. (I’ve cleared it on the map so you may see it now.)

What do you do? We’re not in rounds exactly, but I am watching the clock so just a minute or so worth of actions please.


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

Assuming that everyone could see inside the mirror when Kosei activated it...

Kn. Nature (DC 16): 1d20 + 20 ⇒ (12) + 20 = 32

Special Attacks, Special Defenses, and Resistances please!

"Well...what now? We're bound to have company before much longer," Florence frowns. "They're maftets, not strongly given to good or to evil. It'd be nice if we can get on their good side and not have to bother fighting with them."


Zilchus watches on as Eidi Kosei invokes the magic of the mirrors, impressed at the man's excellence in the arcane and discovery.

"You'll have to forgive me for being impressed, Kosei, but you handle that really well. And you do it without...uhm...arrogance, unlike the last guy we had," Zilchus offers the compliment at the expense of Ben.

Zilchus will pack up the loot and be ready to move on when others are ready.

GM Evilan, have we explored the two secret rooms at the bottom of this room or do we not know they are there?


Roll20 Map - Treasure Sheet

Zilchus, Here's (link) the post for the one room, and the other is where Lady Sophronia got the raise dead scroll and other healing aids.

Florence, yes, everyone can see.

Florence:
You know they have two special attacks, no special defenses, and no particular resistances.

Paired Weapons (Ex) Because of its intense training wielding a scimitar in each hand, a maftet’s off-hand scimitar is treated as a light weapon.

Raptor Dive (Ex) When airborne, a maftet can swoop down and strike at lightning speed. This is equivalent to an aerial charge, but it must move downward at least 10 feet and may dive at twice its normal flying speed. Doing so grants the maftet a +2 bonus on its attack rolls and allows it to make a full attack at the end of the raptor dive.
- - -


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

"Oh! I just remembered! Maftets are really skilled with fighting with a scimitar in each hand," Florence adds. "And if they've got room to fly they can swoop down on a foe just like Stelle and Anubis when they charge."


HP 163/163 AC 29 24 TAC 14 FF 28 23 | CMD 26 | F +17 R +10 W +21 (immune to poison) | Res 20 fire | WS: 6/7 HH: 12/16 FB: 10/11 L1: 6/7+2/4 L2: 3/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 3/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | longstrider 15h, m.fang 15h, life bubble 5h, barkskin 50m, WW15h

Kosei backs some steps surprised himself that it worked "Ah! See the stars guide the lion to find the light at the end of the day "

The Garundi rears back quickly with Zilchus "Do you think they saw us? In your great blessed and broad knowledge shall we run Florence my friend?"

He does not wait for, Kosei runs back to the tiles room " There are more rooms to the South "


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

"...."

Florence stares silently after Kosei as he dashes back down the hallway to the room with the secret door and then sighs.

"Well, let's go before he gets himself into trouble," she sighs as she hurries to follow.


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Zilchus chases, then eventually passes, the enthusiastic Kosei. Good push! He moves in front, hoping to get to the door before their foes do. He waits by it for his foes to emerge and his teammates to catch up. Move yourselves on map!

When others are ready, he feels that they should open the doors and make battle with those therein.

Cultists suck. Unless they worship the Great Croc. That's awesome.


Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27
Neutral Human Bard/14

The party is all over the map. I'm confused as to where they actually are now. Moved Nidhi, see map.

GM Euan wrote:
One of them, clearly a leader (image) is peering into the bronze shield. In the shield, you see the entry chamber as if from the perspective of the statue. You realize that while you have found another scrying device, your scrying on someone who is themselves scrying. Pretty soon, he’s going to check this chamber, whereupon he shall see you as if from the statues perspective.

"Well, this is awkward," Nidhi comments. She abruptly turns and chases behind Kosei and Zilchus, who are quickly collapsing on the peeping toms. Nidhi still has her bow out as she runs down the hall. The bottom of her traveling cloak billows and her long, thick braid swings wildly behind her. "I'm ready! Open the door!" Nidhi's not too winded from the run. She's accustomed to the adventuring life by now - but even before, she frequently took long walks through Wati in the early morning.


HP 163/163 AC 29 24 TAC 14 FF 28 23 | CMD 26 | F +17 R +10 W +21 (immune to poison) | Res 20 fire | WS: 6/7 HH: 12/16 FB: 10/11 L1: 6/7+2/4 L2: 3/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 3/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | longstrider 15h, m.fang 15h, life bubble 5h, barkskin 50m, WW15h

Kosei press on running when he is passed by Zilchus first then Nidhi, not very clear on him where exactly he is heading, he turns left once more to face the southern corridor when he notices both companions stop in front of the door.

The Garundi stops and rears back some steps, taking hide behind the corner "The cat prepares to catch the bird"


Roll20 Map - Treasure Sheet

The party gets into position and, after proper preparation, opens the door. This small room contains four bare wooden cots with legs carved to resemble lions’ paws. Above each cot, a niche cut in the wall serves as a shallow shelf, adorned with a carved figure of a snarling sphinx looking out into the room.

What attracts the eye though, or rather causes the eye to slide off it in a most unpleasant way, is the nasty little shadow demon crouched in the corner, diving through some clothes. It’s slathering head turns up as you open the door, and it attacks!

Knowledge Planes DC 17:
Shadow Demons are CE Medium outsider (chaotic, demon, evil, extraplanar, incorporeal). One question for each five you beat the DC.
- - -

- Round 1 -
Florence - 9+
Kosei - 6
Nidhi - 17
Stelle - 9-
Zilchus - 6 (-18hp)
Shadow Demon - 19

Initiative Rolls:

Florence 1d20 + 6 ⇒ (3) + 6 = 9
Kosei 1d20 + 3 ⇒ (3) + 3 = 6
Nidhi 1d20 + 1 ⇒ (16) + 1 = 17
Stelle 1d20 + 2 ⇒ (7) + 2 = 9
Zilchus 1d20 + 2 ⇒ (4) + 2 = 6
Shadow Demon 1d20 + 8 ⇒ (11) + 8 = 19

The demon sees Zilchus first, and so leaps out of the shadows and pounces onto him, biting away!
bite (touch): 1d20 + 11 ⇒ (4) + 11 = 15 damage: 1d6 + 1d6 ⇒ (5) + (1) = 6 (extra d6 is cold)
claw (touch): 1d20 + 11 ⇒ (1) + 11 = 12 damage: 1d8 + 1d6 ⇒ (4) + (2) = 6 (extra d6 is cold)
claw (touch): 1d20 + 11 ⇒ (15) + 11 = 26 damage: 1d8 + 1d6 ⇒ (7) + (5) = 12 (extra d6 is cold)


Round 1, Init 6

Zilchus takes the cold blows, then responds with his own sword. He takes a split second to imbue his weapon with holy and ghost touch.

1d20 + 18 + 4 ⇒ (10) + 18 + 4 = 32 to hit; (+hero)
2d4 + 21 + 2d6 ⇒ (4, 4) + 21 + (2, 2) = 33 adamantine slashing damage. (+holy,ghosttouch)

1d20 + 11 + 4 ⇒ (1) + 11 + 4 = 16 to hit; (+hero)
2d4 + 21 + 2d6 ⇒ (2, 2) + 21 + (4, 4) = 33 adamantine slashing damage. (+holy)

Stats of Zilch:

[ dice]1d20+18+2+2[/dice] to hit; (+hero, +bard)
[ dice]2d4+21+2+2[/dice] adamantine slashing damage. (+bard,+hope)

[ dice]1d20+10+2+2[/dice] to hit; (+hero, +bard)
[ dice]2d4+21+2+2[/dice] adamantine slashing damage. (+bard,+hope)

HP: 75/98
AC: 28/24 (7 armor + 2 dex, 1 dodge, +4 buckler +2 ring + 2 insight)

DF:0/10
Weap: 1/12 rounds used (+3 bonus/flame/frost)
Grunting/Summoning: 0/9 used (+6)
Quick Prayer: 0/9 used
PoP1: 0/1 used
Armor: 0/12 minutes used
Crocodilic Channel: 0/2 used/smite: 0/4 used (6d6)
Gr. Magic Weapon (+3); Magic Vestment (+3).

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

Round 1, Initiative 9

Kn. Planes (DC 17): 1d20 + 13 ⇒ (4) + 13 = 17

"Whoa! It's a shadow demon!" Florence exclaims as she flicks her wrist, dropping a wand into her hand. She gives it a try against the creature...

SR if Needed: 1d20 + 4 ⇒ (5) + 4 = 9
Wand of Ear-Piercing Scream (Sonic): 2d6 ⇒ (6, 1) = 7
DC 11 Fort but I doubt that broke through SR if it has SR :)

...and offers Stelle some very wise and practical combat advice.

"Hit him just like Zilchus did! Never stop swinging...or charging!"
____________

Florence draws her Wand of Ear-Piercing Scream using her spring-loaded wrist sheath, attempts to use it, and then uses her Combat Advice feat on Stelle.


HP 163/163 AC 29 24 TAC 14 FF 28 23 | CMD 26 | F +17 R +10 W +21 (immune to poison) | Res 20 fire | WS: 6/7 HH: 12/16 FB: 10/11 L1: 6/7+2/4 L2: 3/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 3/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | longstrider 15h, m.fang 15h, life bubble 5h, barkskin 50m, WW15h

K. planes: 1d20 + 13 ⇒ (5) + 13 = 18
"Indeed, a Shadow Demon it is. Is that dangerous?" Kosei steps out of the corner to have a clear sight and points at the strange demon letting another bolt of fire spring from his hands into it.
Fire bolt-lack precise shot (touch): 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
Fire damage: 1d6 + 4 ⇒ (4) + 4 = 8


Female Halfling Cavalier/16

Round 1, Init 9-

Zilchus wrote:
Zilchus chases, then eventually passes, the enthusiastic Kosei.

Is it because he's faster, or just a reckless raging torrent wannabe? Stelle sighs and follows on the back of Annie.

Florence wrote:
"Hit him just like Zilchus did! Never stop swinging...or charging!"

Stelle shakes her head, reels Anubis backwards to prevent him from touching the thing, and tries to skewer a shadow.

Swift for Blades above and Below (Everyone)

Lance: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18 -PA, +Flank
for Damage: 1d6 + 8 + 4 ⇒ (2) + 8 + 4 = 14 +PA

Lance: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 -PA, +Flank
for Damage: 1d6 + 8 + 4 ⇒ (4) + 8 + 4 = 16 +PA

Lance: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19 -PA, +Flank
for Damage: 1d6 + 8 + 4 ⇒ (1) + 8 + 4 = 13 +PA

I doubt any of that hits :(.

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Status:

Stelle: Hits: 77/77
Annie: Hits: 76/76 (4.5 x HD +Con)
Stelle AC: 28
Anubis AC: 28
Buffs: +2 AC, Courage, Hope

Saves:
Fort: +9 (+1 Con, +Cloak, +Luck)
Reflex: +6 (+2 Dex, +Cloak, +Luck)
Will: +6/+14 vs. Fear (+Blood of Pharaohs, +Luck, +Cloak, +Scarab) (+2 Fearless, +2 Banner)

Challenge: 5/5

AC: 28 (+3 Shield, Size, Amulet of Nat. Armor +1, Dodge) flat footed = 22 (Size, +10 plate armor, Amulet of Nat. Armor +1),Touch = 13 (+2 dex, +1 Size)

BAB: +12/+7/+2 (+2 Lance, +2 Str, -3 PA, +4 when charging with Annie, +1 when charging)

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+8 on challenge)
Lance, MW: (+2 to hit) ((1d6+Str+PA+Lance)x3(Spirited Charge)), (x6 on a Crit), (+8 on challenge)
Hammer (Ag): (+1 to hitMW) (1d3+Str+PA +1damage), (x2 on a Crit), (+8 on challenge)
Glaive (Cold Fe): (+1 to hitMW) (1d8+Str+PA+1 damage), (x3 on a Crit), (+8 on challenge)
Scimitar (Cold Fe: (+1 to hitMW) (1d4+Str+P+1 damage), (x2 on an 18-20 Crit), (+8 on challenge)
Composite Shortbow: (+1 to hitMW) (1d4+Dex +2 Str damage +1), (x3 on a Crit), (+8 on challenge)


Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27
Neutral Human Bard/14

Round 1, Initiative 17:

Knowledge (Planes): 1d20 + 6 ⇒ (2) + 6 = 8

"Look! A spooky ghost!" Nidhi points. Nidhi begins to sing, inspiring her party. She pulls out two Ghostsalt arrows and two normal ones and nocks them to her bow. Nidhi has no clue what Ghostsalt arrows do, but imagines they must be effective against the spectral due to their name. She fires at the 'spooky ghost.'

Manyshot (Ghostsalt arrows): 1d20 + 20 ⇒ (2) + 20 = 22
Damage: 2d8 + 20 + 4d6 ⇒ (2, 1) + 20 + (3, 3, 5, 4) = 38

Rapidshot (Normal arrow): 1d20 + 20 ⇒ (13) + 20 = 33
Damage: 1d8 + 10 + 2d6 ⇒ (7) + 10 + (3, 3) = 23

Iterative (Normal arrow): 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 1d8 + 10 + 2d6 ⇒ (3) + 10 + (4, 4) = 21

Inspire Courage: +3 (level 11) morale bonus on Saving Throws against charm and fear, +3 competence bonus on attack and weapon damage rolls

Good Hope: +2 morale bonus on saving throws, ability checks, skill checks, and weapon damage rolls (PRD link) Duration is 12 min. Still going on?

Stats on damage:

Manyshot
To hit (Bard 12th level +9, Dex +3, Belt +3 (SELLING LATER), Point-Blank Shot +1, Masterwork Weapon/Magical Bonus (doesn’t stack) +2, -2 Rapid Shot, +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks))
Damage (Str +2, Masterwork Weapon +2, Magical Bonus +2, Point-Blank Shot +2 (30ft)), +6 Inspire Courage, +2 to hit/damage (ghost enchantment, stacks), +4 Good Hope) Critical x3, Range 100ft, Piercing, 1 ½ lbs (Darkwood)

Rapidshot
To hit (Bard 12th level +9, Dex +3, Belt +3 (SELLING LATER), Point-Blank Shot +1, Masterwork Weapon/Magical Bonus (doesn’t stack) +2, -2 Rapid Shot, +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks)) )
Damage (Str +1, Masterwork Weapon +1, Magical Bonus +1, Point-Blank Shot +1 (30ft)), +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks), +2 Good Hope) Critical x3, Range 100ft, Piercing, 1 ½ lbs (Darkwood)

Iterative
To hit (Bard 12th level +4, Dex +3, Belt +3 (SELLING LATER), Point-Blank Shot +1, Masterwork Weapon/Magical Bonus (doesn’t stack) +2, -2 Rapid Shot, +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks))
Damage (Str +1, Masterwork Weapon +1, Magical Bonus +1, Point-Blank Shot +1 (30ft)), +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks), +2 Good Hope) Critical x3, Range 100ft, Piercing, 1 ½ lbs (Darkwood)

Nidhi Spell Tally:
Perform 2/32 used
7 1st-level available
7 2nd-level available
4 3rd-level available, Good Hope (party)
4 4th-level available


Roll20 Map - Treasure Sheet

Florence, it does have SR. Kosei, is your fire bolt SR eligible? I assume not, but let me know.

Nidhi, your inspiration requires a move action (until level 13 when it's a swift). So you can take one shot and inspire, or do your four shots and inspire next round. Let me know what you prefer.

Good Hope is still running for this fight. It isn't log since the last one.


Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27
Neutral Human Bard/14

Attack instead of IC. Only because we still have other buffs going. But what was Nidhi's move action?


HP 163/163 AC 29 24 TAC 14 FF 28 23 | CMD 26 | F +17 R +10 W +21 (immune to poison) | Res 20 fire | WS: 6/7 HH: 12/16 FB: 10/11 L1: 6/7+2/4 L2: 3/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 3/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | longstrider 15h, m.fang 15h, life bubble 5h, barkskin 50m, WW15h

Fire bolt is a spell like, so yes!
I profit to add good hope and inspire courage:

SR+piercing spell: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Adjusted attack+GH+IC: 19 + 2 + 3 = 24
Adjusted damage+GH+IC: 8 + 2 + 3 = 13
Kosei pushes in, inspired by Nidhi heroics, trying to pierce the creature's magical defenses!


Roll20 Map - Treasure Sheet

Nidhi goes for the kill, with attacks and holding off on starting up the Inspiring Courage for now. She hits all three times, but only the first double shot seems to do much damage (incorporeal, so 1/2 damage on non-ghost touch weapons). Still the cumulative damage is impressive. Florence tries screaming at it, but cannot pierce its resistances. Stelle failed to make a connection, but she gets Anubis to a safe distance and gives Zilchus a flanking bonus with the demon (and anyone else using melee attacks). Kosei is also stymied by the creatures innate resistance. Zilchus makes a connection with his first swing, but not even Stelle’s aid will help the second.

Amazingly the creature remains fully present as it looks at the group who have done it so much grievous harm. It takes a step away from Zilchus, and casts a spell, dropping Deeper Darkness down on the chamber!

Essentially, the room is now dark, and no one can see, even with dark vision. I’ve left the demon where he was last spotted as he can’t have moved from that spot as yet (he can't move because he 5' stepped). If you pursue attacks against him, remember you have a 50% miss chance. DC 10 acrobatics to move more than half move, though apparently you can take 5’ steps while blinded. So there’s that. :)

- Round 1 -
Shadow Demon - 19 (-92hp)
Nidhi - 17
Florence - 9+
Stelle - 9-
Kosei - 6+
Zilchus - 6- (-18hp)

Next up - everyone!


HP 163/163 AC 29 24 TAC 14 FF 28 23 | CMD 26 | F +17 R +10 W +21 (immune to poison) | Res 20 fire | WS: 6/7 HH: 12/16 FB: 10/11 L1: 6/7+2/4 L2: 3/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 3/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | longstrider 15h, m.fang 15h, life bubble 5h, barkskin 50m, WW15h

As the darkness takes the room, Kosei quickly reaches for his hand of glory "Let the Sun of the Ancient Lion in its infinite light bring this shadow down!" and uses it to cast daylight on the room to make recede the darkness.


Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27
Neutral Human Bard/14

Round 2:

Nidhi begins to sing and delays her action until something is done about the darkness preventing her from seeing their foe.

After Kosei casts Daylight, Nidhi reaches for four Ghostsalt-tipped arrows and nicks them into her bow. She aims and fires at the ghost creature again.

Manyshot (Ghostsalt arrows): 1d20 + 20 ⇒ (4) + 20 = 24
Damage: 2d8 + 20 + 4d6 ⇒ (3, 5) + 20 + (1, 3, 4, 5) = 41

Rapidshot (Ghostsalt arrow): 1d20 + 20 ⇒ (1) + 20 = 21
Damage: 1d8 + 10 + 2d6 ⇒ (1) + 10 + (4, 6) = 21

Iterative (Ghostsalt arrow): 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d8 + 10 + 2d6 ⇒ (6) + 10 + (1, 4) = 21

Inspire Courage: +3 (level 11) morale bonus on Saving Throws against charm and fear, +3 competence bonus on attack and weapon damage rolls

Good Hope: +2 morale bonus on saving throws, ability checks, skill checks, and weapon damage rolls (PRD link) Duration is 12 min. Still going on?

Stats on damage:

Manyshot
To hit (Bard 12th level +9, Dex +3, Belt +3 (SELLING LATER), Point-Blank Shot +1, Masterwork Weapon/Magical Bonus (doesn’t stack) +2, -2 Rapid Shot, +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks))
Damage (Str +2, Masterwork Weapon +2, Magical Bonus +2, Point-Blank Shot +2 (30ft)), +6 Inspire Courage, +2 to hit/damage (ghost enchantment, stacks), +4 Good Hope) Critical x3, Range 100ft, Piercing, 1 ½ lbs (Darkwood)

Rapidshot
To hit (Bard 12th level +9, Dex +3, Belt +3 (SELLING LATER), Point-Blank Shot +1, Masterwork Weapon/Magical Bonus (doesn’t stack) +2, -2 Rapid Shot, +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks)) )
Damage (Str +1, Masterwork Weapon +1, Magical Bonus +1, Point-Blank Shot +1 (30ft)), +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks), +2 Good Hope) Critical x3, Range 100ft, Piercing, 1 ½ lbs (Darkwood)

Iterative
To hit (Bard 12th level +4, Dex +3, Belt +3 (SELLING LATER), Point-Blank Shot +1, Masterwork Weapon/Magical Bonus (doesn’t stack) +2, -2 Rapid Shot, +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks))
Damage (Str +1, Masterwork Weapon +1, Magical Bonus +1, Point-Blank Shot +1 (30ft)), +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks), +2 Good Hope) Critical x3, Range 100ft, Piercing, 1 ½ lbs (Darkwood)

Nidhi Spell Tally:

Perform 2/32 used
7 1st-level available
7 2nd-level available
4 3rd-level available, Good Hope (party)
4 4th-level available


Female Halfling Cavalier/16

Round 2, Init -6(?)

"What happened?! Where did it go?" cries Stelle mostly out of frustration. She can feel Anubis having some idea of where it is and chomping at the bit (as it were) -- but she keeps him at bay.

Delay until light.

When the lights come back on (they do, right?), she moves Anubis five feet forward and strikes again with her lance.

"Thank you!"

Lance: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 -PA, +Flank
for Damage: 1d6 + 8 + 4 + 2 + 2 ⇒ (2) + 8 + 4 + 2 + 2 = 18 +PA, +Hope, +Flank

Poke: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 -PA, +Flank
for Damage: 1d6 + 8 + 4 + 2 + 2 ⇒ (1) + 8 + 4 + 2 + 2 = 17 +PA, +Hope, +Flank

Poke: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 -PA, +Flank
for Damage: 1d6 + 8 + 4 + 2 + 2 ⇒ (1) + 8 + 4 + 2 + 2 = 17 +PA, +Hope, +Flank

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Status:

Stelle: Hits: 77/77
Annie: Hits: 76/76 (4.5 x HD +Con)
Stelle AC: 28
Anubis AC: 28
Buffs: +2 AC, Courage, Hope

Saves:
Fort: +9 (+1 Con, +Cloak, +Luck)
Reflex: +6 (+2 Dex, +Cloak, +Luck)
Will: +6/+14 vs. Fear (+Blood of Pharaohs, +Luck, +Cloak, +Scarab) (+2 Fearless, +2 Banner)

Challenge: 5/5

AC: 28 (+3 Shield, Size, Amulet of Nat. Armor +1, Dodge) flat footed = 22 (Size, +10 plate armor, Amulet of Nat. Armor +1),Touch = 13 (+2 dex, +1 Size)

BAB: +12/+7/+2 (+2 Lance, +2 Str, -3 PA, +4 when charging with Annie, +1 when charging)

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+8 on challenge)
Lance, MW: (+2 to hit) ((1d6+Str+PA+Lance)x3(Spirited Charge)), (x6 on a Crit), (+8 on challenge)
Hammer (Ag): (+1 to hitMW) (1d3+Str+PA +1damage), (x2 on a Crit), (+8 on challenge)
Glaive (Cold Fe): (+1 to hitMW) (1d8+Str+PA+1 damage), (x3 on a Crit), (+8 on challenge)
Scimitar (Cold Fe: (+1 to hitMW) (1d4+Str+P+1 damage), (x2 on an 18-20 Crit), (+8 on challenge)
Composite Shortbow: (+1 to hitMW) (1d4+Dex +2 Str damage +1), (x3 on a Crit), (+8 on challenge)


Round 2, Init 6

Zilchus swings again with this ghostly blade.

1d20 + 18 + 4 ⇒ (9) + 18 + 4 = 31 to hit; (+hero)
2d4 + 21 + 2d6 + 2 ⇒ (4, 3) + 21 + (1, 4) + 2 = 35 adamantine slashing damage. (+holy)

1d20 + 11 + 4 ⇒ (18) + 11 + 4 = 33 to hit; (+hero)
2d4 + 21 + 2d6 + 2 ⇒ (1, 4) + 21 + (1, 3) + 2 = 32 adamantine slashing damage. (+holy)

Stats of Zilch:

[ dice]1d20+18+2+2[/dice] to hit; (+hero, +bard)
[ dice]2d4+21+2+2[/dice] adamantine slashing damage. (+bard,+hope)

[ dice]1d20+10+2+2[/dice] to hit; (+hero, +bard)
[ dice]2d4+21+2+2[/dice] adamantine slashing damage. (+bard,+hope)

HP: 80/98
AC: 28/24 (7 armor + 2 dex, 1 dodge, +4 buckler +2 ring + 2 insight)

DF:0/10
Weap: 2/12 rounds used (+3 bonus/flame/frost)
Grunting/Summoning: 0/9 used (+6)
Quick Prayer: 0/9 used
PoP1: 0/1 used
Armor: 0/12 minutes used
Crocodilic Channel: 0/2 used/smite: 0/4 used (6d6)
Gr. Magic Weapon (+3); Magic Vestment (+3).

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

Round 2, Delay Until Light

Florence hesitates as the lights go out, hoping one of her friends had an answer to it - and thankfully, Kosei delivers! With her companions unloading on the demon, Florence attempts to afflict it with ill omens...

SR (Spell Pen.): 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
______________

Flo will cast Ill Omen on the demon, if it's still up.


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Roll20 Map - Treasure Sheet

Nidhi:
Ahh, I understand your confusion now. Singing is a move action, leaving you with a standard action left over - which is only one arrow shot. To shoot four arrows, you need a full round action. A full round action uses up a move and a standard, so all you can do in most cases with a full round action is a 5’ step and/or take a free action and whatever the action is (in this case shooting four times).

So round one, sing and cast a spell or shoot one shot. Then round two, shoot four times and continue singing (which is a free action). Make sense?
- - -

Lighting Conditions if you want the ugly truth…:
So, well, lighting is complicated and messy. I’m simplifying it slightly for this combat to avoid a whole bunch of delay that won’t change the outcome much anyway as my poor demon is on his last legs at the top of the round as it is.

But this is how it is supposed to work.

Background lighting in the temple is dark as there’s no sun piercing the thick wall and no windows. Thankfully the entire place is well lit with continual flame sconces, torches and the like. Very nice of them to do that. So the current lighting is normal bright light with a few shadows scattered around where two light sources might not fully meet.

Now, the big bad demon casts Deeper Darkness, which shifts the continual flame (bright) two shifts down through dim to dark. Then Kosei steps up and casts Daylight, which cancels out the Deeper Darkness. OK, simple enough. The thing is though, the continual flames are themselves still suppressed by the Deeper Darkness. It’s not a dispel magic. The original spell doesn’t go away - the light sources just cancel each other out.

So we go to the background lighting - which is dark as I mentioned at the beginning. Darkvision works (though none of you have it) and you can light up any NON-magical light source to provide light (sunrods are alchemical and work fine in this situation).

So if I were being a stickler, Kosei would cast Daylight which blocks the Deeper Darkness, then Florence might grab and crack a sunrod, or light a torch, or candle, lantern, etc. Then the rest of you would go to town as you did. Net result is the same, I just cut a corner so we didn’t have to spell all that out in PbP and wait for round revisions.

Now that it has happened though, I will be a stickler about this going forward. Your characters now now what they need to do to avoid Deeper Darkness and the like. Daylight followed by non-magical lighting.
- - -

Kosei provides light!! Nidhi delays, waiting for light and proceeds to pin the incorporeal demon to the wall with her ghost salted arrows… and we’re out of combat.

The demons eyes flicker briefly as it takes in what has happened to it in so short a time. Never in it’s life has so much grievous injury been done so quickly.


Zilchus exults in the fall of the demon, and moves into the next room thinking that it was the room that Kosei spied upon. It’s not.

He looks around confused.

1d20 + 22 ⇒ (9) + 22 = 31 Perception

”Oops...this might be the wrong way.”


Roll20 Map - Treasure Sheet

Zilchus finds nothing of note in the room. In fact, the party quickly opens the nearest five doors (DMPC to save a little time). These small rooms all contain a few bare wooden cots with legs carved to resemble lions’ paws. Above each cot, a niche cut in the wall serves as a shallow shelf, adorned with a carved figure of a snarling sphinx looking out into the room. Clearly you’ve found a barracks area of some kind.

There are two more doors to the west in this section. Neither leads you to the scryed-upon room just to your north. To get there, you have to go back to the double doors near the entrance in the NE corner of the visible map and go down the middle of that room to avoid the traps. Then circle around to the west, and eventually south. That chamber is quite well protected you suspect…

Or you could go through a wall with Zilchus’ stone shape if he has another.

Also, one of you asked me some time ago of that recent wall, the one Zilchus opened up with his spell, was the only way into this section, and I mentioned at the time I though it was not. In fact, it was the only way in to this area. Not sure how I missed that, so my apologies for leading whomever astray. Wasn't intentional. :)


Zilchus moves up to the next set of doors and waits for others to be ready. He will let someone else open the door if it’s safe.

1d20 + 22 ⇒ (5) + 22 = 27 Perception


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

"Well, that was quick," Florence remarks, impressed at the speed with which her companions took down the shadow demon. "But I hope that one was the only one...that darkness business is dangerous!"

Eager to make as much progress as they safely can 'today', Florence follows along behind Zilchus and the others as they make their way through the barracks area and further to the south to the next waiting door...


Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27
Neutral Human Bard/14

Nidhi moves up and examines the door with Zilchus. Then, she disables the trap or opens the door (depending on what she finds.)

Perception (traps): 1d20 + 16 ⇒ (10) + 16 = 26

Disable Device: 1d20 + 17 + 5 ⇒ (12) + 17 + 5 = 34


HP 163/163 AC 29 24 TAC 14 FF 28 23 | CMD 26 | F +17 R +10 W +21 (immune to poison) | Res 20 fire | WS: 6/7 HH: 12/16 FB: 10/11 L1: 6/7+2/4 L2: 3/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 3/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | longstrider 15h, m.fang 15h, life bubble 5h, barkskin 50m, WW15h

Kosei follows in next to Florence "The Ancient Guardian of the Sun Lion wonders how the demon was born in the Sphinx. A terrible death history sure. It would seem everyone dying in here is transformed into an undeath monstrosity isn't my friend?"

While the others open doors the Garundi checks the map drawn by the ghost "It seems Serenrae guides us with it's light to the scrying room, but we would need to go around all the complex firstly going back from where we came"


Roll20 Map - Treasure Sheet

A withered heap of wood and tattered cloth in the corner of this chamber is all that remains of a bed. Wooden frames hang on the walls, holding brittle and faded sheets of papyrus that seem on the verge of crumbling away.

The scrolls on the walls depict brightly painted scenes of battle against different Osirian creatures, including a swarm of asps, a crocodile, a giant scorpion, and a stone golem. However, a deep breath causes them to crumble to dust they're so old.

The scrolls are extremely valuable you'd guess. However, in their current state they cannot be moved. There are five scrolls, each worth 500gp if they can be restored.


Zilchus moves in to look around, looking disdainfully at the scrolls.

1d20 + 22 ⇒ (14) + 22 = 36 Perception

”Ben would probably be falling over himself to get those precious scrolls...but they are worthless to us. Bah!” No, Zilchus isn’t hurt and annoyed by Ben’s departure. ”Who cares if he’s gone anyway.”

When others are ready, Zilchus will open the next door.

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