GM Euan's Mummy's Mask

Game Master Euan

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Female Halfling Cavalier/16

Round 3, Init 5-

AC 29 (Stelle), AC 30 (Anubis)

Annoyed by the sudden appearance of "Winged Things attacking Mistress", Anubis takes a bite at blue before heeding Stelle's urge toward the Northwest.

Bite: 1d20 + 7 + 6 ⇒ (7) + 7 + 6 = 20
for Damage: 1d6 + 7 ⇒ (4) + 7 = 11

Bite: 1d20 + 2 + 6 + 2 ⇒ (16) + 2 + 6 + 2 = 26 Flank
for Damage: 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13 +flank

Simultaneously, sorta.

Am I overcompensating?! What's wrong with this weapon? Well... who likes to be strong armed?

Refreshed by the sudden bolster of health courtesy of Kosei, Stelle levels her lance in determination.

"Oh! By Gods, that's -- that feels really good-- yes! Thanks!"

Stelle grants Blades Above and Below (link) to everyone except Nidhi (range).

She directs Anubis forward (north and west) a little and strikes at Blue -- dropping the Power Attack!

Lance?: 1d20 + 2 + 2 + 2 + 12 - 4 ⇒ (5) + 2 + 2 + 2 + 12 - 4 = 19 +Lance, +Str, +Flank, -Lance?!
for Damage: 1d6 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8

Lance?: 1d20 + 2 + 2 + 2 + 7 - 4 ⇒ (18) + 2 + 2 + 2 + 7 - 4 = 27 +Lance, +Str, +Flank, -Lance?!
for Damage: 1d6 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9

Lance?: 1d20 + 2 + 2 + 2 + 2 - 4 ⇒ (15) + 2 + 2 + 2 + 2 - 4 = 19 +Lance, +Str, +Flank, -Lance?!
for Damage: 1d6 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 = 7

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Status:

Stelle: Hits: 73/77
Annie: Hits: 65/76 (4.5 x HD +Con)
Stelle AC: 29
Anubis AC: 30
Buffs:

Saves:
Fort: +11 (Base, +1 Con, +1 Cloak, +1 Luck)
Reflex: +14 (Base, +2 Dex, +1 Cloak, +1 Luck, +2 Belt of Dex)
Will: +7/+11 vs. Fear (Base, +1 Blood of Pharaohs, +1 Luck, +1 Cloak, +2 Fearless, +2 Banner)

Challenge: 4/5

AC: 29 (+3 Shield, Size, Amulet of Nat. Armor +1, Dodge, +Belt Dex +2) 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, -4 PA, +4 when charging with Annie, +1 when charging)

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+12 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

Florence moves forward and supports Zilchus who cuts down the undead at last, but misses the flying woman. Kosei brings healing to bear on Stelle who stabs and bites (well, Annubis bites) at blue, wounding her. Nidhi lands a pair of arrows into blue as well, missing with her first volley.

The cultists shift, to maintain a flank, and focus on Zilchus! (You might have noticed their attacks went up to, yeah, well, I missed they had rogue levels in my first volley… hence all the flanking.)
blue scimitar: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27 damage: 1d6 + 3 + 3d6 ⇒ (3) + 3 + (4, 3, 3) = 16
blue scimitar: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34 damage: 1d6 + 3 + 3d6 ⇒ (5) + 3 + (1, 2, 5) = 16
blue scimitar: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 damage: 1d6 + 3 + 3d6 ⇒ (5) + 3 + (3, 2, 3) = 16
blue scimitar: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 damage: 1d6 + 3 + 3d6 ⇒ (2) + 3 + (2, 5, 6) = 18

red scimitar: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31 damage: 1d6 + 3 + 3d6 ⇒ (1) + 3 + (6, 5, 6) = 21
red scimitar: 1d20 + 17 + 2 ⇒ (3) + 17 + 2 = 22 damage: 1d6 + 3 + 3d6 ⇒ (3) + 3 + (4, 2, 6) = 18
red scimitar: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 damage: 1d6 + 3 + 3d6 ⇒ (4) + 3 + (5, 4, 4) = 20
red scimitar: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15 damage: 1d6 + 3 + 3d6 ⇒ (1) + 3 + (2, 6, 6) = 18

Florence fires off an Ill-Omen (three rolls correct?) - tagging red presumably as it will last longer.

- Round 3 -
Cultists of Areshkagal, blue - 23 (-62hp)
Cultists of Areshkagal, red - 23
Florence - 15
Undead -14 (destroyed)
Zilchus - 9 (-45hp)
Kosei - 5+ (-15hp, cursed)
Stelle - 5- (cursed)
Nidhi - 3

Next up - everyone except Florence (now that the undead is dead, Florence will go with the rest of the party next round).


Round 3, Init 9

Zilchus takes 3 more hits, knowing another one will take him down. -69 this round. He strikes at blue, then 5’ steps. If blue is down, then at red.

1d20 + 18 + 4 ⇒ (10) + 18 + 4 = 32 to hit; (+DF)
2d4 + 21 + 4 ⇒ (1, 2) + 21 + 4 = 28 adamantine slashing damage. ()

1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25 to hit; (+DF)
2d4 + 21 + 4 ⇒ (3, 3) + 21 + 4 = 31 adamantine slashing damage. ()

Converting Bull Strength to healing: 2d8 + 10 ⇒ (1, 5) + 10 = 16 healing.

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: 20/98
AC: 30/26 (7 armor + 2 dex, 1 dodge, +4 buckler +2 ring + 2 insight + 2 natural)

DF2/10
Weap: 2/12 rounds used (+3 bonus/flame/frost)
Grunting/Summoning: 1/9 used (+6)
Quick Prayer: 2/9 used
PoP1: 0/1 used
Armor: 0/12 minutes used
Crocodilic Channel: 1/2 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 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: 4/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 4/4 Ext: 3/3 Daz: 2/3 | 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

Disliking how things are turning up for Zilchus, Kosei secret prayer to the sands of the desert to safe the man, to interfer on the first attack that lands on Zilchus.
Divine interference (Immediate action): Dropping hydraulic push so -1 to the attack reroll

Additionally, the Garundi uses more magical power to bring extra succor on Zilchus life, and uses his higher reach to avoid attacks on reaching the man.
CCW (drop animal growth): 4d8 + 12 ⇒ (1, 7, 2, 4) + 12 = 26


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: 4/6, L2: 5/6, L3: 3/5, 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: Blink, Mage Armor / Bynx: AC 22, HP: 47/47

@GM Euan - Yes, three rolls by my understanding!


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 3:

Nidhi makes a five-foot step forward, continues to sing and aims at the blue bird-human with another set of the same arrows. Marked inventory for last and this round.

Manyshot (Silver Blanch arrows): 1d20 + 18 ⇒ (7) + 18 = 25
Damage: 2d8 + 18 + 4d6 ⇒ (8, 7) + 18 + (6, 5, 5, 6) = 55

Rapidshot (Cold Iron arrow): 1d20 + 19 ⇒ (20) + 19 = 39
Damage: 1d8 + 9 + 2d6 ⇒ (1) + 9 + (2, 1) = 13

Iterative (Cold Iron arrow): 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 1d8 + 9 + 2d6 ⇒ (5) + 9 + (5, 3) = 22

Stats On Damage:

Already subtracted Point Blank Shot

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 7/32 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 ?, Init -5

Stelle groans as Blue moves out of reach.

Dirty pool, old man!

Not much caring which enemy he samples, Anubis takes a bite at red before heeding Stelle's further urge toward Northwest.

Bite: 1d20 + 7 + 6 + 2 ⇒ (5) + 7 + 6 + 2 = 20 +Inspire
for Damage: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10 +Inspire

Bite: 1d20 + 2 + 6 + 2 ⇒ (14) + 2 + 6 + 2 = 24 +Inspire
for Damage: 1d6 + 7 + 2 ⇒ (2) + 7 + 2 = 11 +Inspire

Hearing Nidhi's sweet song, Stelle re-levels her lance on Red in determination.

Beautiful, just beautiful! That's what I needed to hear! She smiles.

She directs Anubis forward (north and west) a little more and strikes at Red.

Lance?: 1d20 + 2 + 2 + 2 + 12 - 4 + 2 - 4 ⇒ (10) + 2 + 2 + 2 + 12 - 4 + 2 - 4 = 22 +Lance, +Str, +Inspire, -Broken?!, -PA
for Damage: 1d6 + 2 + 2 + 2 + 2 + 8 ⇒ (1) + 2 + 2 + 2 + 2 + 8 = 17 Inspire, +PA

Lance?: 1d20 + 2 + 2 + 2 + 7 - 4 + 2 - 4 ⇒ (19) + 2 + 2 + 2 + 7 - 4 + 2 - 4 = 26 +Lance, +Str, +Inspire, -Broken?!, -PA
for Damage: 1d6 + 2 + 2 + 2 + 2 + 8 ⇒ (1) + 2 + 2 + 2 + 2 + 8 = 17 +Inspire, +PA

Lance?: 1d20 + 2 + 2 + 2 + 2 - 4 - 4 ⇒ (11) + 2 + 2 + 2 + 2 - 4 - 4 = 11 +Lance, +Str, +Inspire, -Broken?!, -PA
for Damage: 1d6 + 2 + 2 + 2 + 2 + 8 ⇒ (1) + 2 + 2 + 2 + 2 + 8 = 17 +Inspire, +PA

Don't get over confident!

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Status:

Stelle: Hits: 73/77
Annie: Hits: 65/76 (4.5 x HD +Con)
Stelle AC: 29
Anubis AC: 30
Buffs:

Saves:
Fort: +11 (Base, +1 Con, +1 Cloak, +1 Luck)
Reflex: +14 (Base, +2 Dex, +1 Cloak, +1 Luck, +2 Belt of Dex)
Will: +7/+11 vs. Fear (Base, +1 Blood of Pharaohs, +1 Luck, +1 Cloak, +2 Fearless, +2 Banner)

Challenge: 4/5

AC: 29 (+3 Shield, Size, Amulet of Nat. Armor +1, Dodge, +Belt Dex +2) 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, -4 PA, +4 when charging with Annie, +1 when charging)

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+12 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

Florence fires off an Ill-Omen (three rolls correct?) - tagging red presumably as it will last longer. Zilchus connects once, but does not quite fell blue. Kosei, with reach, heals Zilchus and also forces the opponent to re-roll her attack! Stelle connects once, wounding red though Annubis doesn’t fare as well. Nidhi hits once, with a threatened crit to boot - and drops blue at last.

Forced re-roll
blue scimitar on Zilchus: 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21 damage: 1d6 + 3 + 3d6 ⇒ (5) + 3 + (3, 6, 1) = 18 (A miss, so effectively you didn’t take another 16hp putting you to max HP I think.)

The remaining cultist, alone and outnumbered, attempts to flee flying to the western door and opening it. She receives AoO’s from Kosei, Stelle, and Zilchus.

- Round 5 -
Cultists of Areshkagal, blue - 23 (dead)
Cultists of Areshkagal, red - 23 (-17hp)
Florence - 15
Undead -14 (destroyed)
Zilchus - 9 (-3hp)
Kosei - 5+ (-15hp, cursed)
Stelle - 5- (cursed)
Nidhi - 3

Next up - everyone!


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: 4/6, L2: 5/6, L3: 3/5, 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: Blink, Mage Armor / Bynx: AC 22, HP: 47/47

In the unlikely event that those AoOs don't take down Blue...

Round 5, Initiative 15

"Oh no you don't!"

Florence rushes forward as the remaining cultist attempts to make a break for it, rounding the corner just as the creature reaches the far door. She winds up and conjures a snowball, which she then flings at their foe!

Snowball (Ranged Touch; IC, Range Penalty): 1d20 + 8 + 3 - 2 ⇒ (15) + 8 + 3 - 2 = 24
Damage: 5d6 ⇒ (6, 1, 4, 1, 1) = 13


Round AoO

Zilchus lashes out angrily.

1d20 + 18 + 4 ⇒ (7) + 18 + 4 = 29 to hit; (+DF)
2d4 + 21 + 4 ⇒ (4, 1) + 21 + 4 = 30 adamantine slashing damage. ()


Female Halfling Cavalier/16

Anubis whines, too far out of reach for a bite while Stelle lunges with her lance.

AoO: 1d20 + 2 + 2 + 2 + 12 - 4 + 2 - 4 ⇒ (3) + 2 + 2 + 2 + 12 - 4 + 2 - 4 = 15 +Lance, +Str, +Inspire, -Broken?!, -PA
for Damage: 1d6 + 2 + 2 + 2 + 2 + 8 ⇒ (3) + 2 + 2 + 2 + 2 + 8 = 19 Inspire, +PA

Anubis charges after the cultist.

Round 5, Init 5-

Don't be overconfident!
Spirited Charge: 1d20 + 22 + 2 + 2 - 4 ⇒ (4) + 22 + 2 + 2 - 4 = 26 +Flank, +Inspire (Broken)
for Damage: 3d6 + 6 + 6 + 6 ⇒ (1, 3, 3) + 6 + 6 + 6 = 25 +PA, +Inspire


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: 4/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 4/4 Ext: 3/3 Daz: 2/3 | 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

Slam+IC-curse (bludgeoning/acid): 1d20 + 11 - 4 + 3 ⇒ (6) + 11 - 4 + 3 = 162d6 + 3 + 1d6 + 3 ⇒ (3, 2) + 3 + (3) + 3 = 14

Kosei moves then closer to the doors, and a bolt of fire erupts then from the ball of fire it is its body right now.
fire ray-curse+IC (touch): 1d20 + 12 - 4 + 3 ⇒ (15) + 12 - 4 + 3 = 26
Fire damage+IC: 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13


Roll20 Map - Treasure Sheet

The AoO's do not take out the enemy, who is at the far door, which is open.

Waiting on Zilchus and Nidhi.


Round 5

Bah! Was hoping it was down.

Zilchus double moves after the lionbirdjerk.

"At least these guys don't explode when we kill them."


Roll20 Map - Treasure Sheet

AoO’s bounce and connect, but fail to drop the flier.

Florence tries a snowball, which connects. Zilchus double moves to keep up. Kosei launches a fire ray which also connects. Stelle charges the woman hitting her. Nidhi double moves as well to get to a shot.

The remaining cultist frantically continues to flee to the west, moving to, and opening, the next door.

Zilchus and Stelle AoO's which might end it...

- Round 6 -
Cultists of Areshkagal, blue - 23 (dead)
Cultists of Areshkagal, red - 23 (-98hp)
Florence - 15
Undead -14 (destroyed)
Zilchus - 9 (-3hp)
Kosei - 5+ (-15hp, cursed)
Stelle - 5- (cursed)
Nidhi - 3

Next up - everyone!


Round AoO

Zilchus lashes out angrily...

1d20 + 18 + 4 ⇒ (1) + 18 + 4 = 23 to hit; (+DF)
2d4 + 21 + 4 ⇒ (1, 4) + 21 + 4 = 30 adamantine slashing damage. ()

...and totally pulls a Ben.


Female Halfling Cavalier/16

AoO: 1d20 + 2 + 2 + 2 + 12 - 4 + 2 ⇒ (11) + 2 + 2 + 2 + 12 - 4 + 2 = 27 +Lance, +Str, +Inspire, -Broken?!
for Damage: 1d6 + 2 + 2 + 2 + 2 ⇒ (5) + 2 + 2 + 2 + 2 = 13 +Inspire

Round 6, Init 5-

Waitin' on Zilch and/or GMEuan.


Roll20 Map - Treasure Sheet

...and Stelle brings her down.

The room grows quiet as combat ceases. You hear no noise from the chambers ahead or behind...


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: 4/6, L2: 5/6, L3: 3/5, 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: Blink, Mage Armor / Bynx: AC 22, HP: 47/47

"Well, that was a mess...but we did it anyway! Great work everyone," Florence remarks as she slides past Kosei and further into the room. Trusting the others to examine the fallen cultists, she quickly sets about scanning this new room for magical auras.

"Everyone okay? It looks like a couple of you have scratches but nothing too serious."


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 puts her bow away. She tilts her head and places a hand on her hip. Her emerald green eyes survey the dead enemies. "Are there two different groups in this sphinx? These cultists and Forgotten Pharaoh cultists?"

Nidhi moves West towards the next door where Stelle and Zilchus are.


Zilchus pants and takes a moment to recover, having chased, almost died, then run again. He holds up a finger, indicating he needs more time to catch his breath.

"Yeah, it was great," Zilchus grumbles, "I like getting gakked in the back repeatedly. A delight." Zilchus looks back at the trail of blood he left as he chased the last foe. "Any of you see my spleen back there?"

Zilchus is still down about 30 and is feeling grumpy and unappreciated...a zigzag of backstabs contributing to his still visible wounds.

When he catches his breath, he looks at Kosei.

"Well...I'm grumpy at you for charging ahead when we needed you to come back to us...but also, you healed me...so I didn't die, which is nice," Zilchus looks at the wounds that penetrated his armor, picking scabs. "But I wish you had come back. Sometimes you put the rest of us in danger...you know?" Zilchus gives Kosei a glare.


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: 4/6, L2: 5/6, L3: 3/5, 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: Blink, Mage Armor / Bynx: AC 22, HP: 47/47

"It could've always been worse," Florence remarks as she draws out one of the healing wands and moves to mend Zilchus' remaining wounds. "Now hold still and quit complaining...well, okay, you've got a point about Kosei, so it's just mostly complaining."

She gives their newest new friend a look. "Um, yeah...we need to come up with some sort of a plan for the future if that's how you're used to fighting and all. Getting too far ahead or behind the rest of us is bad; you could get surrounded in a hurry."

Healing Spam:

CLW Zilchus: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Zilchus: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Zilchus: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Zilchus: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Zilchus: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Zilchus: 1d8 + 1 ⇒ (1) + 1 = 2

Wand charges remaining (8).


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: 4/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 4/4 Ext: 3/3 Daz: 2/3 | 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

The earth elemental makes some movements with its body impossible to decipher, probably some gesture "דורך די מיסץ און די גיינז פון זאַמד! איך נאָר מיסקאַלקיאַלייטיד ווי ווייַט איך בורראָוועד דורך. עס איז נישט אַז גרינג צו רירן אין דער פינצטער און פירן זיך נאָר דורך די אויער און די כאָטש מיין פריינט! דעם איז אַמייזינגלי טשיקאַווע כאָטש אויך, און איר זען ווי פיל זיי גאַט דערשראָקן דורך די פייער פון די אַנסיענט ליאָן? זיי נאָר פארקערט אַוועק ווען זיי געזען מיר בערסטינג אין פלאַמעס. איר געוויזן גרויס שטאַרקייַט זילטשוס מיין פרייַנד, איר זאָל זיין שטאָלץ פון זיך, די ענערגיע פון די אַנסיענט ליאָן נאָר שטיצט איר וויסן."

Terran:

"By the mists and the gains of the sand! I just misscalculated how far I burrowed through. It is not that easy to move in the dark and guide yourself just by the ear and the though my friends! This has been amazingly interesting though also, and you see how much they got scared by the Fire of the Ancient Lion? They just turned away when they saw me bursting into flames. You showed great strength Zilchus my friend, you should be proud of yourself, the energy of the Ancient Lion just supports you know."

The elemental seems to nod to Zilchus, then moves along the corridor after him, but not that close as his flames can burn the man. After reaching the room with multiple doors, the elemental touches Zilchus casting barkskin on him "מיר זענען פריינט, זענען נישט מיר?"
+5 natural armor for 120 min

Terran:

"We are friends, aren't we?"


Female Halfling Cavalier/16

I must remember to trip or something next time.

Florence wrote:
"It could've always been worse,Now hold still and quit complaining...well, okay, you've got a point about Kosei, so it's just mostly complaining."

Stelle admires Kosei's hunky firery form. "Hm. I think he makes for a remarkable decoy," she remarks retrospectively. "Can you do adamantine, too?"

I on the other hand -- should have made better use of the terrain.

"... though it's best we stay closer together. I can always charge back."

Stelle looks around the altar room.

Percept: 1d20 + 22 ⇒ (2) + 22 = 24 OOh! A room!

"What kind of skeleton was that -- so well anchored to the ground?! Also," she says, looking down at her Lance. "I think me or my lance is broken. It's so much harder to use, suddenly," she laments.

She pokes at one of the inert cultists wondering what if anything of value it is they might be carrying.


Roll20 Map - Treasure Sheet

As a reminder, the room your in has low stone tables (I may have mentioned benches, sorry - they're tables) covered in brownish stains ring the center of this chamber, with piles of rusted chains heaped next to them. The tables surround a red stone altar. Obsidian chips embedded on each face of the altar form pointed runes that stab down toward the ground, and several black iron knives lie atop the altar in a puddle of fresh blood.

Nothing in the room is magic, excepting what you brought with you. The cultists of Areshkagal (very different from the Cultists of the Forgotten Pharaoh) have MW Scimitars and silver holy symbols of Areshkagal worth nothing much really unless you were to melt it for the silver.

To help out a little, Kosei opens the next door to reveal an octagonal room. A symbol is engraved in the wall above each doorway - a shield to the north, a skull to the east, an eye to the south, and a blank female face wearing a pharaoh’s headdress to the west. There is no one in the chamber.

(Yes, Kosei and Stelle remain cursed after the battle.)


Kosei Sharif-El-Sadad wrote:

+5 natural armor for 120 min

:). With buffs like that, we'll be friends for a while.

"Oh, ok, apology accepted," Zilchus says, not understanding the language, but assuming it's an apology. "Just don't let it happen again."

Zilchus thanks Florence for the healing with a smile. He flexes his arms and torso, hoping that most of the scars will fade.

When the others are finished exploring the current room, Zilchus will follow Kosei down that way.


Female Halfling Cavalier/16

Actually, I was assuming this whole time that Nidhi was translating. (Link).


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: 4/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 4/4 Ext: 3/3 Daz: 2/3 | 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 does an comprehensible gesture to Zilchus that sure means he is delighted the man is delighted.

The outlandish sphinx explorer attempts to unveil the meaning of the symbols over the doors while he awaits for the party to regroup.
K. nobility: 1d20 + 11 ⇒ (14) + 11 = 25
K. religion/history: 1d20 + 2 ⇒ (13) + 2 = 15
K. geography: 1d20 + 8 ⇒ (20) + 8 = 28


Roll20 Map - Treasure Sheet

Perhaps if you were a cultist of Areshkagal it would make some sense (although they are chaotic, so maybe not?). Or maybe it was just indicative of what was on the other side of the door back in the day. In any event, though knowledgeable, you're not sure what they were intended to mean.

And yes, I too was assuming that Nidhi was translating for the group for convenience.

Where to next? You know from your map there is but a couple chambers to the east and one secret one. To the west lies a variety of chambers and hallways - but also that head cultist you saw while scrying.


GM Euan wrote:
And yes, I too was assuming that Nidhi was translating for the group for convenience.

Bah! As if Zilchus listens to Nidhi! ;). Nah, gunna let Z’s rp ignorance stand.

Zilchus, with his good apologetic buddy behind him, moves over to the west door and will open it when others are ready.


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: 4/6, L2: 5/6, L3: 3/5, 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: Blink, Mage Armor / Bynx: AC 22, HP: 47/47

Although Florence also tries to divine the meaning of the strange symbols, she's not averse to continuing onward in a different direction and moves to follow Zilchus when he meanders away to the south.

Kn. Arcana: 1d20 + 20 ⇒ (17) + 20 = 37
Kn. Nature: 1d20 + 20 ⇒ (8) + 20 = 28
Kn. History: 1d20 + 19 ⇒ (4) + 19 = 23
Kn. Planes: 1d20 + 13 ⇒ (1) + 13 = 14
Kn. Religion: 1d20 + 10 ⇒ (2) + 10 = 12

"This place is enormous," Florence remarks as she follows along after Zilchus and the others. "I mean, yes, I could tell it would be big just from looking at the outside but still...I'm amazed at just how many chambers they've fit inside."


Unless Florence has objections, Zilchus will open the west door when others are ready.


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: 4/6, L2: 5/6, L3: 3/5, 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: Blink, Mage Armor / Bynx: AC 22, HP: 47/47

Noting Zilchus' hesitation Florence gives him a nod. "I'm ready when you are!"


Roll20 Map - Treasure Sheet

The party gets into position, and Zilchus opens the North door to the next chamber.

Along the northern wall of this room, six wooden dummies sag and lean under the weight of the armor they carry. Eight steel helmets, each one carved with an elaborate golden face mask, hang on the eastern wall. The faceplates of the helmets are distorted and defaced, as if melted by acid or fire. Thick, sickly green vines twine throughout the room, and black feathers litter the floor. A foul stench hangs in the air, as if something recently died here.

However, what attracts the eye, are the three large nasty looking birds nesting and perching in various spots in the room as you open the door. A cloud of spores and a trail of feathers surrounds these twisted crosses between men and gigantic vultures.

Knowledge Planes DC 19:
You face a trio of Vrock, CE Large outsider (chaotic, demon, evil, extraplanar). As usual, one question per five over the DC please.
- - -

They screech as the door is opened, more out of habit than surprise, but they are surprised by the golden masks you wear and begin to rise up to attack!

- Round Surprise -
Nasty Bird, blue - 24 (surprised)
Nasty Bird, green - 24 (surprised)
Nasty Bird, red - 24 (surprised)
Kosei - 23
Stelle - 22
Zilchus - 21
Florence - 19
Nidhi - 18

Initiative Rolls:

Florence 1d20 + 6 ⇒ (13) + 6 = 19
Kosei 1d20 + 3 ⇒ (20) + 3 = 23
Nidhi 1d20 + 1 ⇒ (17) + 1 = 18
Stelle 1d20 + 2 ⇒ (20) + 2 = 22
Zilchus 1d20 + 2 ⇒ (19) + 2 = 21
Nasty Birds 1d20 + 6 ⇒ (18) + 6 = 24

First up, everyone except Zilchus for a surprise round (single action only please). Zilchus spent his surprise action opening the door.


Female Halfling Cavalier/16

Round 1, Init 22

Stelle covers her mouth and nose with her hand in an attempt to block out the stench.

"Well, Rock Man," she says to Kosei. "Please tell me these aren't paper to you."

Move for Death From Below

Stelle grants a +2 dodge bonus to AC for 1 round to everyone. Standard

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||+3 morale bonus on saving throws against fear (Everyone)*
||+2 morale bonus on attack rolls made as part of a charge(Everyone)*
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||+2 AC bonus, Everyone
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**

Status:

Stelle: Hits: 73/77
Annie: Hits: 65/76 (4.5 x HD +Con)
Stelle AC: 29
Anubis AC: 30
Buffs:

Saves:
Fort: +11 (Base, +1 Con, +1 Cloak, +1 Luck)
Reflex: +14 (Base, +2 Dex, +1 Cloak, +1 Luck, +2 Belt of Dex)
Will: +7/+11 vs. Fear (Base, +1 Blood of Pharaohs, +1 Luck, +1 Cloak, +2 Fearless, +2 Banner)

Challenge: 4/5

AC: 29 (+3 Shield, Size, Amulet of Nat. Armor +1, Dodge, +Belt Dex +2) 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, -4 PA, +4 when charging with Annie, +1 when charging)

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+12 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)


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: 4/6, L2: 5/6, L3: 3/5, 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: Blink, Mage Armor / Bynx: AC 22, HP: 47/47

Round Surprise, Initiative 19

Kn. Planes (DC 19): 1d20 + 13 ⇒ (12) + 13 = 25
Um...Resistances, please!

"Whoa, those are demons!" Florence exclaims. "Um...they're resistant to _____ , just so you know!"

She quickly utters a quick prayer to bolster them all.

SR Check if Needed (Spell Penetration): 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27

Spells & Powers:

6th - Cone of Cold, Greater Heroism
5th - Befuddled Combatant, Break Enchantment x 2, Hold Monster
4th - Black Tentacles, Blessing of Fervor, Confusion, Greater False Life
3rd - Disable Construct, Dispel Magic, Fly, Lightning Bolt, Prayer
2nd - Euphoric Cloud, Glitterdust x2, Hold Person, See Invisibility
1st - Bless, Enlarge Person, Ill Omen, Shadow Trap, Snowball, Unbreakable Heart
Cantrips - Dancing Lights, Detect Magic, Message, Stabilize

Lesser Extend Rod (2/3)
Fortune Hex Uses: Nidhi, Stelle
Healing Hex Uses:


________________

Florence will cast Prayer - 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.


Roll20 Map - Treasure Sheet

Florence boosts the party and hampers the enemy successfully. She also learns that they Resist acid 10, cold 10, fire 10 and have SR 20 (for convenience).


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: 4/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 4/4 Ext: 3/3 Daz: 2/3 | 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

Without hesitation, Kosei casts lockjaw on adjacent's Stelle's mount to strengthen its prowess.
Gain 'grab' in one attack for 12 rounds


Roll20 Map - Treasure Sheet

Kosei gives an edge to Annubis’ bite while Stelle gives an edge to everyone. Zilchus opens the door. Florence prays for support, and hindrance - and succeeds! Nidhi begins to inspire courage in her allies and takes a 5’ step to get a little closer to her eventual target.

The screechers immediately each cast Mirror Image on themselves, as the room fills with their nasty forms.
blue: 1d4 + 4 ⇒ (1) + 4 = 5
green: 1d4 + 4 ⇒ (1) + 4 = 5
red: 1d4 + 4 ⇒ (2) + 4 = 6

- Round 1 -
Nasty Bird, blue - 24 (5 images)
Nasty Bird, green - 24 (5images)
Nasty Bird, red - 24 (6 images)
Kosei - 23
Stelle - 22
Zilchus - 21
Florence - 19
Nidhi - 18

Next up - Everyone!


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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: 4/6, L2: 5/6, L3: 3/5, 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: Blink, Mage Armor / Bynx: AC 22, HP: 47/47

Round 1, Initiative 19

Deciding to have some fun, Florence steps forward to just inside the room and sows some Confusion amidst the nasty demon birds.

SR (Spell Pen.): 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
SR (Spell Pen.): 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
SR (Spell Pen.): 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33

DC 19 Will.
______________

Posting from mobile, please adjust Flo's position~


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 continues to sing, takes out her bow, and casts Good Hope on the party. "I don't have a good shot with that doorway," the bard comments.

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: (link) Standard Action, 100ft + 10ft/level, one living creature/level within 30ft. +2 morale bonus on saving throws, ability checks, skill checks, and weapon damage rolls

Nidhi Spell Tally:

Perform 9/32 used
7 1st-level available
7 2nd-level available
4 3rd-level available, Good Hope (party), Good Hope (party)
4 4th-level available


Round 1, Init 17

Zilchus grunts as he counts the foes therein and grimaces when he gets above 15. ”What the hell? Why don’t we just close the door and move on? This place is a s+!~house.”

He delays to see what magics are forthcoming...then casts his own Shield of Faith and Divine Power. He stands near the door, having no desire to go inside and get surrounded by bird goons.

”Might as well hold them at the door, right?” Zilchus suggests, not thinking how other people might like to fight.

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: 62/98
AC: 30/26 (7 armor + 2 dex, 1 dodge, +4 buckler +2 ring + 2 insight + 2 natural) + 3 SoF

DF 1/10
Weap: 2/12 rounds used (+3 bonus/flame/frost)
Grunting/Summoning: 1/9 used (+6)
Quick Prayer: 3/9 used
PoP1: 0/1 used
Armor: 0/12 minutes used
Crocodilic Channel: 1/2 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 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: 4/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 4/4 Ext: 3/3 Daz: 2/3 | 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 takes eight berries from his pouch and says some prayer casting fire seeds on them. The elemental turns towards Zilchus, or so it seems, and says something that could resemble a nod.


Roll20 Map - Treasure Sheet

GM Rolls:
1d20 ⇒ 15

Kosei prepares some seeds for throwing. I’m sure it won’t hurt, they're only little seeds after all… Stelle DMPC waits for the enemy to close, not wanting to charge in alone. She may do her round later if there's further prep she'd like to do. Zilchus makes further preparations and waits to close the door. Florence sews confusion in the ranks, or so she hopes! (SR Checks all passed). Nidhi further prepares the party and draws her bow.

Oh, and to be clear, the ceiling in this chamber is only 20' high, and the Vrocks are not flying (which may change some preparations as I wasn't clear in the initial descriptions).

The foul-smelling birds screech as they come to grips with their newly confused selves.
Blue Will: 1d20 + 6 ⇒ (13) + 6 = 19 vs DC 19
Green Will: 1d20 + 6 ⇒ (11) + 6 = 17 vs DC 19
Red Will: 1d20 + 6 ⇒ (11) + 6 = 17 vs DC 19

Green Confusion: 1d100 ⇒ 56
Red Confusion: 1d100 ⇒ 36

Blue attempts some sort of song, which the others were apparently to join in on, but Green hurts herself damage: 1d8 + 5 ⇒ (5) + 5 = 10 (though it doesn't get through DR) and Red babbles incoherently, thwarting their plans. So Blue stops and charges the doorway, ready to assault Zilchus next round.

When it arrives, it releases spores from its body, infecting all those near it. Zilchus, Kosei, and Florence are all effected as you breath them in and they grow into your skin as well. Unless you are immune to disease, take damage: 1d8 ⇒ 4 for now.

- Round 2 -
Nasty Bird, blue - 24 (5 images)
Nasty Bird, green - 24 (5 images, confused)
Nasty Bird, red - 24 (6 images, confused)
Kosei - 23 (-4hp, spored)
Stelle - 22
Zilchus - 21 (-4hp, spored)
Florence - 19 (-4hp, spored)
Nidhi - 18

Next up - Everyone!


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: 4/6, L2: 5/6, L3: 3/5, 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: Blink, Mage Armor / Bynx: AC 22, HP: 47/47

Round 2, Initiative 19

Florence laughs triumphantly as her magic proves largely effective. "Hah! Two out of three isn't b-ack!"

She begins coughing and hacking as the one unaffected demon-bird flies over and releases some sort of noxious cloud.

"St-stupid *cough* bird! Don't worry g-guys, I can *hack* take care of this," Florence reassures her companions as she steps over behind Zilchus and focuses, radiating a cleansing aura outward from her position.

Aura of Purity:

Aura of Purity (Su) - The witch’s aura purifies the air around her. Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch’s class level are unaffected.


Roll20 Map - Treasure Sheet

Nicely done Florence. You three will still take the initial damage as that occurred prior to Florence's response, but you'll suffer no further ill effects for the duration of the aura of purity.


Delay:

Zilchus delays, hoping Nidhi's arrows or Kosei's claws will take out some images so that Zilchus can land some big blows.

Please delay until after Nidhi.


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: 4/7+1/1 L3: 3/7 L4: 6/7 L5: 4/6 L6: 5/5 L7: 4/4 L8: 4/4 Ext: 3/3 Daz: 2/3 | 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 coughs the spores painfully.

Seeing the creature approaching with its images, the Ancient Lion in Earth form, attempts to discover where the creature is exactly slamming all around with his fists fully loaded in explosive berries.
Slam+Inspire Courage (bludgeoning (last 1d6 is acid): 1d20 + 11 + 3 ⇒ (11) + 11 + 3 = 252d6 + 3 + 1d6 + 3 ⇒ (6, 3) + 3 + (5) + 3 = 20
Slam+Inspire Courage (bludgeoning (last 1d6 is acid): 1d20 + 11 + 3 ⇒ (4) + 11 + 3 = 182d6 + 3 + 1d6 + 3 ⇒ (1, 1) + 3 + (3) + 3 = 11

Stats:

HP: 107/111 spored


Roll20 Map - Treasure Sheet

Kosei connects with his first blow, and though he misses with his second, it's close enough to pop an image as well.

His blow 1 is bird: 1d6 ⇒ 2 takes out an image. 3 images remain.


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 3, Initiative 18:

Nidhi continues to sing and unleashes a volley of arrows at the blue enemy.

Manyshot (Silver Blanch arrows): 1d20 + 19 ⇒ (15) + 19 = 34
Damage: 2d8 + 20 + 4d6 ⇒ (1, 3) + 20 + (2, 4, 3, 1) = 34

Rapidshot (Cold Iron arrow): 1d20 + 20 ⇒ (15) + 20 = 35
Damage: 1d8 + 10 + 2d6 ⇒ (4) + 10 + (1, 2) = 17

Iterative (Cold Iron arrow): 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d8 + 10 + 2d6 ⇒ (8) + 10 + (6, 3) = 27

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: Standard Action, 100ft + 10ft/level, one living creature/level within 30ft. +2 morale bonus on saving throws, ability checks, skill checks, and weapon damage rolls

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 10/32 used
7 1st-level available
7 2nd-level available
4 3rd-level available, Good Hope (party), Good Hope (party)
4 4th-level available

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