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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Female Halfling Cavalier/16

Round 1, Init 13 Redux

Bear with me, I don't know what I'm thinking anymore. Stelle keeps her shield and lance.

Swift for Above and Below (Flank, Melee) for everyone hitting the same target as Stelle.
+2 Bonus to AC
+3 morale bonus on saving throws against fear (Everyone)
+2 morale bonus on attack rolls made as part of a charge(Everyone)

Stelle moves into the room.


Roll20 Map - Treasure Sheet

Nidhi prepares the party with hope and inspiration. Zilchus swats at the demon and cuts it across the face though he does less damage than he’d like (DR). Florence tries to blind the opposition, while Stelle moves carefully into position.

Glitterdust vs DC 17
Demon Will: 1d20 + 5 ⇒ (20) + 5 = 25
Undead Will: 1d20 + 18 ⇒ (5) + 18 = 23

Zilchus, your weapon sticks slightly against the gooey skin of the demon and the blade is lightly pock-marked with acid damage. However, it does not overcome the hardness of the blade so no lasting damage is done.

Florence:
The demon is immune to electricity and poison.
- - -

The demon, slatheringly happy to be released, attacks Zilchus with vigor! It bites, 5’ steps back, and attacks with its longspear!
Bite: 1d20 + 7 ⇒ (11) + 7 = 18 damage: 1d6 + 2 ⇒ (1) + 2 = 3
Longspear: 1d20 + 12 ⇒ (9) + 12 = 21 damage: 1d8 + 7 ⇒ (5) + 7 = 12
Longspear: 1d20 + 7 ⇒ (17) + 7 = 24 damage: 1d8 + 7 ⇒ (4) + 7 = 11

Meanwhile, the zombie casts, and a lighting bolt rips from her fingers and arcs to Florence… then to Zilchus, Annubis, Stelle, and Nidhi. Kosei is not visible to her to target unfortunately. That’s right, she cast Chain Lightning!

"You cannot blind the dead dearie." she says calmly as the lightning arcs to Florence.

Electrical damage: 13d6 ⇒ (5, 1, 2, 2, 5, 1, 3, 4, 3, 3, 6, 3, 4) = 42 DC 20 save for half for Florence. DC 18 save for half for everyone else

- Round 1-
Kosei - 4
- Round 2 -
Nidhi - 17 (reflex)
Zilchus - 15 (reflex)
Florence - 14 (reflex)
Stelle - 13 (reflex)
Annubis - 13 (reflex)
Demon - 12 (-20hp)
Undead - 12

Next up - everyone!


1d20 + 7 + 1 + 2 ⇒ (17) + 7 + 1 + 2 = 27 Reflex (haste, good hope)

Zilchus avoids spears and all lightning damage. Randomly still have Resist Energy electricity up.

Delaying for Stelle.


Female Halfling Cavalier/16

Round 2, Init 13

Stelle move for Improved Trip

+2 Melee on Stelle's target (Everyone)
+3 morale bonus on saving throws against fear (Everyone)
+2 morale bonus on attack rolls made as part of a charge(Everyone)

StelleReflexDC20: 1d20 + 11 + 2 - 4 ⇒ (2) + 11 + 2 - 4 = 11 Hope, -Curse
AnubisReflexDC20: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 Hope

Stelle charges, heading to run down the demon while she hits the Zombie.
Spirited Charge: 1d20 + 12 + 2 + 2 + 3 + 1 - 4 ⇒ (12) + 12 + 2 + 2 + 3 + 1 - 4 = 28 +Inspire, +Charge, -Curse
for Damage: 3d6 + 6 + 6 + 9 + 6 ⇒ (4, 6, 3) + 6 + 6 + 9 + 6 = 40
Trip: 1d20 + 12 + 2 + 2 - 4 ⇒ (15) + 12 + 2 + 2 - 4 = 27 +Improved Trip, -Curse, Mighty Charge

Anubis(Overrun): 1d20 + 13 + 3 + 1 + 2 ⇒ (10) + 13 + 3 + 1 + 2 = 29 +Improved Overrun, +Inspire, +Charge, +Amulet

Status:

Stelle: Hits: 31/77
Annie: Hits: 23/76 (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

There's a typo in the AP which puts the mummy lord's CMD at 30. Doing the math however, drops it considerably below that and one keystroke from 30.

Net result - both the demon and undead are prone. The undead takes slighly less damage from DR (DR 5).

There are a lot of feats going on, but I think the demon gets an AoO on Stelle (reach with longspear).
Longspear: 1d20 + 12 ⇒ (10) + 12 = 22 damage: 1d8 + 7 ⇒ (5) + 7 = 12


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 14

Reflex (DC 20; Good Hope): 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26

"Grr...fine! Try this on for size then," Florence retorts through gritted teeth as she <redacted to account for iniatitive order>

grants Zilchus some extra good fortune.


Round 2, Init 17

Zilchus moves up 30' and strikes at the zombie with is falchion. Lunging with Holy.

1d20 + 18 + 2 + 2 + 4 ⇒ (4) + 18 + 2 + 2 + 4 = 30 to hit; (+hero, +bard,+4 v.prone)
2d4 + 21 + 2 + 2 + 2d6 ⇒ (2, 4) + 21 + 2 + 2 + (5, 6) = 42 adamantine slashing damage. (+bard,+hope,+holy)

1d20 + 11 + 2 + 2 + 4 ⇒ (14) + 11 + 2 + 2 + 4 = 33 to hit; (+hero, +bard,+4 v.prone)
2d4 + 21 + 2 + 2 + 2d6 ⇒ (2, 3) + 21 + 2 + 2 + (1, 1) = 32 adamantine slashing damage. (+bard,+hope,+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+11+2+2[/dice] to hit; (+hero, +bard)
[ dice]2d4+21+2+2[/dice] adamantine slashing damage. (+bard,+hope)

HP: 98-11/98
AC: 30/26 (7 armor + 2 dex, 1 dodge, +4 buckler +2 ring + 2 insight + 2 natural)

DF 1/10
Weap: 3/12 rounds used (+3 bonus/flame/frost)
Grunting/Summoning: 2/9 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


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 and, not wanting to take a huge penalty, moves up closer to her target. (See map.) She aims and fires a Adamantine Arrow at her target. (Updated inventory.)

To hit: 1d20 + 22 ⇒ (19) + 22 = 41 Already removed -2 bec not using Rapid Shot

Damage (Adamantine Arrow): 1d8 + 10 + 2d6 ⇒ (2) + 10 + (5, 5) = 22

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:
This is a reminder for when I'm posting on my phone this week.

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 12/32 used
7 1st-level available
7 2nd-level available
4 3rd-level available, Good Hope (party), Good Hope (party), Good Hope (party)
4 4th-level available


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 burrows through the walls, then finding the place too packed for blasting, just aims a fire bolt at the mummy lord!
ray (touch): 1d20 + 12 + 3 + 2 ⇒ (10) + 12 + 3 + 2 = 27
Fire damage: 1d6 + 4 + 3 + 2 ⇒ (6) + 4 + 3 + 2 = 15


Roll20 Map - Treasure Sheet

Kosei fires a fire bolt at the zombie lord, doing some damage, but not as much as if it’d been a mummy (they hate fire - sorry if I said it was a mummy earlier) (There is SR, but I suspect the bolt doesn’t apply). Nidhi moves up and sacrifices multiple shots for a sure hit. The adamantine arrow doesn’t help overcome DR however, but the holiness of the weapon does! I still need a reflex save please. Zilchus moves up and strikes, though I think only one attack if he did move farther than 5’ (let me know - also they’re not prone on your init). Florence moves up and boosts Zilchus and Stelle charges in, dropping everyone to the floor.

The demon, quite upset at being ignored, tries again to harm Zilchus, sadly from the floor!
Bite: 1d20 + 7 ⇒ (10) + 7 = 17 damage: 1d6 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 12 ⇒ (18) + 12 = 30 damage: 1d6 + 5 ⇒ (4) + 5 = 9
Claw: 1d20 + 7 ⇒ (6) + 7 = 13 damage: 1d6 + 5 ⇒ (3) + 5 = 8

Sensing her time is nigh, the undead grasps her Areshkagal unholy symbol and channels negative energy! Everyone is in range, including the demon.
Channel Negative Energy: 7d6 ⇒ (5, 5, 6, 6, 4, 3, 1) = 30 Will DC 21 for half.

Demon Will: 1d20 + 5 ⇒ (1) + 5 = 6

”Now, now my dear Heqet. Cant’t let you have all the fun can we? Give me your rod, and I’ll save your un-life.” says a voice like nails on a chalkboard from behind Nidhi.

The zombie lord responds quickly, ”Of course great Ninureset, it is yours if you will but help me!”

And with that, another demon slides up behind Nidhi - 1d4 + 4 ⇒ (2) + 4 = 6 mirror images already circling his unnatural form. Four arms grace the torso of this towering monstrosity. The monster’s eyes shine with a mix of intelligence and cruelty.

Knowledge Planes, DC 23:
You face a Glabrezu (CE Huge outsider (chaotic, demon, evil, extraplanar)). One question for each five you beat the DC.
- - -

The newcomer starts by moving over and attacking Kosei, his rear hanging nicely from the wall.
Claw: 1d20 + 20 ⇒ (15) + 20 = 35 damage: 2d8 + 10 ⇒ (4, 5) + 10 = 19 (You’re part way in the wall, so I figure you have cover: +4 to AC)

- Round 2 -
Kosei - 4 (-19hp, will)
- Round 3 -
Nidhi - 17 (reflex, will)
Zilchus - 15 (-9hp, will)
Florence - 14 (-21hp, will)
Stelle - 13 (-42hp, will)
Annubis - 13 (will)
Demon - 12 (-50hp, prone)
Undead - 12 (-129hp, prone) (-32 more? - Zilchus)
Bigger Demon - 12 (6 images)

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: 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 shouts something alarmed "יאָ! פֿאַר אַלע די דאַמאַנז פון די נייטלי מדבר! זיי זענען קעגן מיר אין די צוריק!"

Terran:

"Yup! For all the damned demons of the nightly desert! They are attacking me in the back!"

K. planes+good hope: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31 Defenses and Special attacks

Kosei profits his increased elemental-reach to drop the Holly Berry Bombs as close to the new demon as possible, then burrows into the room and shouts aloud the command activation word to make the fire seeds detonate through the secret door.
Fire seeds: 8d8 + 96 ⇒ (1, 4, 8, 3, 7, 7, 7, 7) + 96 = 140
Ref 22 for half, spell says no SR (can be interpreted, but I guess fire resistance applies to each berry making the huge number just a scratch)

Stats:

HP: 88/111
Wild shape: 5/5
Spells: L1: 4/7+4/4 L2: 5/7+1/1 L3: 4/6 L4: 4/5 L5: 3/5 L6: 3/4
Healer’s hands: 12/12
Fire bolt: 5/9
Extend rod: 3/3
See invisibility: 1/1
Daylight: 0/1
Effects: longstrider 12 h, daylight 50 min, wild shape (earth elemental) 12 h
On Zilchus: barkskin +5 120 min


Roll20 Map - Treasure Sheet

Kosei:
No special defenses, so I'll give you their special attacks. Rend (2 pincer hits do an extra 2d8+15).
- - -

It does have fire resistance, and I agree it effects per seed, so you did some good damage, but not an enormous amount. Technically it's a save per seed as well... though with my save it won't be pretty.
Reflex: 1d20 + 4 ⇒ (8) + 4 = 12
Reflex: 1d20 + 4 ⇒ (16) + 4 = 20
Reflex: 1d20 + 4 ⇒ (7) + 4 = 11
Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
Reflex: 1d20 + 4 ⇒ (4) + 4 = 8
Reflex: 1d20 + 4 ⇒ (15) + 4 = 19
Reflex: 1d20 + 4 ⇒ (9) + 4 = 13

Net 55hp of damage if I did all the math right. Not bad!


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

Reflex (Good Hope): 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36


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 3, Initiative 14

Will (DC 21; Good Hope): 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26

"Wait, what!? Another one???" Florence cries as she hears the voice from outside and then sees an injured Kosei come burrowing into the room. Still feeling the tingling from the cultist's - Heqet's? - negative energy attack, she decides that it's only appropriate to respond in kind. She squeezes past Kosei, avoiding the flailing demon on the floor, and steps next to the prone cultist.

"You're doing it wrong. Hold still and I'll show you..."

Healing Hex (Melee Touch; IC): 1d20 + 7 + 3 ⇒ (11) + 7 + 3 = 21
Positive Energy: 2d8 + 10 ⇒ (2, 3) + 10 = 15
______________

Florence steps up and attempts to use her Healing Hex against the undead cultist. Found a relevant thread here regarding this kind of use as as well as whether or not it provokes.


Round 3, Init 17-

1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 Will vs. neg (good hope)

Zilchus swings again and again, targeting the undead first, then the babau.

1d20 + 18 + 2 + 2 ⇒ (11) + 18 + 2 + 2 = 33 to hit; (+hero, +bard)
2d4 + 21 + 2 + 2 + 2d6 ⇒ (3, 4) + 21 + 2 + 2 + (5, 5) = 42 adamantine slashing damage. (+bard,+hope,+holy)

1d20 + 11 + 2 + 2 ⇒ (5) + 11 + 2 + 2 = 20 to hit; (+hero, +bard)
2d4 + 21 + 2 + 2 + 2d6 ⇒ (4, 3) + 21 + 2 + 2 + (3, 6) = 41 adamantine slashing damage. (+bard,+hope,+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+11+2+2[/dice] to hit; (+hero, +bard)
[ dice]2d4+21+2+2[/dice] adamantine slashing damage. (+bard,+hope)

HP: 98-11-15/98
AC: 30/26 (7 armor + 2 dex, 1 dodge, +4 buckler +2 ring + 2 insight + 2 natural)

DF 1/10
Weap: 3/12 rounds used (+3 bonus/flame/frost)
Grunting/Summoning: 2/9 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


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

Internet is spotty

Round 3:

Nidhi continues to sing and grabs four arrows from her pack. They are normal arrows, but she figures at least one shod hit. She aims for the undead and fires.

To hit: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 2d8 + 20 + 1d6 ⇒ (1, 7) + 20 + (3) = 31

To hit: 1d20 + 20 ⇒ (19) + 20 = 39
Damage: 1d8 + 10 + 1d6 ⇒ (2) + 10 + (1) = 13

To hit: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 1d8 + 10 + 1d6 ⇒ (7) + 10 + (2) = 19


Roll20 Map - Treasure Sheet

Sorry for the delay - Tuesday mornings are my meeting mornings. Ugh.

OK, lots of options still open for the party. Nidhi's first shot hits the undead squarely ending her reign of terror, short as it was in your case, and her following two shots eliminate the demon-in-the-room. Nidhi, the good bonus is +2d6, not just +1d6 so keep that in mind for future shots.

Oh, and the demon disappears when it dies, suggesting it was summoned and not a local residence.

So Florence, Stella, and Zilchus are up in that order. Oh, and just for future reference, I agree with your use of the Hex Florence, and it's lack of provoking.


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

Okay, so...the only foe still standing is the thing outside the room? In that case...

Round 3, Initiative 14 Redux

With Nidhi soundly eliminating the two foes inside the chamber, Florence wishes she could try blasting the thing before her more up-close-and-personal oriented companions run outside and into spell range but she realizes she can't quite make it outside the room in time to do so. So instead, she waits to see how the flow of battle goes before acting.
______________

Delay~


Roll20 Map - Treasure Sheet

That is correct Florence. The only foe is outside.


Round 3

”Excuse me, Flo. What did you say was out here? Some sort of friendly bunny, I hope?”

Zilchus moves to the sound of the ruckus outside the door, taking total defense after moving 30’


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

"I don't know but judging by all the yelling and the bloody elemental butt," she nods at Kosei, "it can't be good," Florence remarks, eyeing the door warily.


Roll20 Map - Treasure Sheet

Kosei bombs the newcomer most rudely, but he takes it like, er, a demon, and stands firm. Nidhi’s first shot hits the undead squarely ending her reign of terror, short as it was in your case, and her following two shots eliminate the demon-in-the-room. Florence delays to next round to see what happens. Stelle also delays to next round. Zilchus moves up and prepares himself for their new foe.

The newcomer shrugs as the woman he came to save falls to your onslaught, but he does not falter. Though no one has eyes on him, you presume he winks out of existence for he reappears in the room with you, right in your midst.

- Round 3 -
Kosei - 4 (-19hp, will) Still need a Will save DC 21 for half of 30hp damage
- Round 4 -
Nidhi - 17 (-36hp)
Florence - 14 (-36hp)
Stelle - 13 (-42hp, will) Still need a Will save DC 21 for half of 30hp damage
Annubis - 13 (will) Still need a Will save DC 21 for half of 30hp damage
Zilchus - 13- (-24hp, will)
Bigger Demon - 12 (-55hp, 6 images)

Next up - everyone, and don’t forget those will saves please.


Round 4, Init 17-

With a grunt, Zilchus 5’ steps to hack at the new foe, wondering how it got within his MCaE. Might have additional bonii from flank or Stelle charge as Z goes after her.

1d20 + 18 + 2 + 2 + 5 ⇒ (3) + 18 + 2 + 2 + 5 = 30 to hit; (+hero, +bard,+grunt)
2d4 + 21 + 2 + 2 + 2d6 ⇒ (2, 4) + 21 + 2 + 2 + (3, 1) = 35 adamantine slashing damage. (+bard,+hope,+holy)

1d20 + 11 + 2 + 2 + 5 ⇒ (5) + 11 + 2 + 2 + 5 = 25 to hit; (+hero, +bard,+grunt)
2d4 + 21 + 2 + 2 + 2d6 ⇒ (3, 2) + 21 + 2 + 2 + (1, 4) = 35 adamantine slashing damage. (+bard,+hope,+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+11+2+2[/dice] to hit; (+hero, +bard)
[ dice]2d4+21+2+2[/dice] adamantine slashing damage. (+bard,+hope)

HP: 98-11/98
AC: 30/26 (7 armor + 2 dex, 1 dodge, +4 buckler +2 ring + 2 insight + 2 natural)

DF 1/10
Weap: 4/12 rounds used (+3 bonus/flame/frost)
Grunting/Summoning: 3/9 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

Will DC 21: 1d20 + 17 ⇒ (4) + 17 = 21
Kosei barely avoids the blast. The elemental-like one retreats then provoking the new demon.

Kosei steps back and shows his earthy fists to the demon.
Slam+Inspire Courage+good hope (bludgeoning (last 1d6 is acid): 1d20 + 11 + 3 + 2 ⇒ (19) + 11 + 3 + 2 = 352d6 + 3 + 1d6 + 3 + 2 ⇒ (3, 3) + 3 + (1) + 3 + 2 = 15
Slam+Inspire Courage+good hope (bludgeoning (last 1d6 is acid): 1d20 + 11 + 3 + 2 ⇒ (11) + 11 + 3 + 2 = 272d6 + 3 + 1d6 + 3 + 2 ⇒ (3, 2) + 3 + (2) + 3 + 2 = 15

Stats:

HP: 88/111
Wild shape: 5/5
Spells: L1: 4/7+4/4 L2: 5/7+1/1 L3: 4/6 L4: 4/5 L5: 3/5 L6: 3/4
Healer’s hands: 12/12
Fire bolt: 5/9
Extend rod: 3/3
See invisibility: 1/1
Daylight: 0/1
Effects: longstrider 12 h, daylight 50 min, wild shape (earth elemental) 12 h, fire shield r17, -4 attacks, saves, & skills and all crits against you confirm
On Zilchus: barkskin +5 120 min


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 4:

Reflex Save (+Good Hope): 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26

Nidhi continues to sing and shoots 4 regular arrows at the bigger demon.

To hit (Manyshot): 1d20 + 20 ⇒ (2) + 20 = 22
Damage: 2d8 + 20 + 1d6 ⇒ (5, 7) + 20 + (4) = 36

To hit (Rapidshot): 1d20 + 20 ⇒ (17) + 20 = 37
Damage: 1d8 + 10 + 1d6 ⇒ (6) + 10 + (5) = 21

To hit (Iterative): 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 1d8 + 10 + 1d6 ⇒ (7) + 10 + (3) = 20

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:

This is a reminder for when I'm posting on my phone this week.
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 14/32 used
7 1st-level available
7 2nd-level available
4 3rd-level available, Good Hope (party), Good Hope (party), Good Hope (party)
4 4th-level available


Female Halfling Cavalier/16

WillDC21: 1d20 + 7 - 4 + 2 ⇒ (12) + 7 - 4 + 2 = 17 -Curse, +Hope

"Aaauuuugh!" Stelle wails as the Zombie makes some weird vacuum of space around her.

Round 4ish, Init 13

Swift, Challenge New Demon Thing

+3 Attack (any) on New Demon (Everyone)
+2 Melee on Stelle's target (Everyone)
+3 morale bonus on saving throws against fear (Everyone)
+2 morale bonus on attack rolls made as part of a charge(Everyone)

Stelle delays, waiting to see what will transpire. Given the lane, she focuses all of her energy into a charge.

Spirited Charge: 1d20 + 12 + 2 + 2 + 3 + 1 - 4 ⇒ (11) + 12 + 2 + 2 + 3 + 1 - 4 = 27 +Inspire +Charge -Curse
for Damage: 3d6 + 6 + 6 + 9 + 6 + 36 ⇒ (4, 5, 5) + 6 + 6 + 9 + 6 + 36 = 77 +Inspire + Hope + Challenge
Trip: 1d20 + 12 + 2 + 2 - 4 + 3 ⇒ (2) + 12 + 2 + 2 - 4 + 3 = 17 +Improved Trip, -Curse, +Inspire

Anubis: 1d20 + 13 + 3 ⇒ (17) + 13 + 3 = 33 +Improved Overrun, +Inspire

Moved on map to some extent. Move to where ever in the event something else completely has happened.

Status:

Stelle: Hits: 1/77
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: 3/5

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 4, Initiative 14

"Gyee!"

Startled at having the newest challenger appear right in their midst, Florence hastily takes a step back and adopts a defensive position as she casts and attempts to freeze the creature in place!

Cast Defensively (DC 23): 1d20 + 17 ⇒ (11) + 17 = 28
SR if Applicable (Spell Penetration): 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20

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, Zilchus
Healing Hex Uses:


______________

Casting Hold Monster, DC 20 Will save.


Roll20 Map - Treasure Sheet

Kosei attacks the demon, trying to whittle down the images surrounding it.
1 is demon: 1d7 ⇒ 3

His second swing misses, but does connect with an image.

Nidhi's first strike misses, but does connect with an image, and then she hits twice.
1 is demon: 1d4 ⇒ 3
1 is demon: 1d3 ⇒ 1

Stelle charges in, trying to focus her fire on the demon, and not an image.
1 is demon: 1d3 ⇒ 2

But she pops an image. Finally Zilchus hits twice thanks to bonuses from the party.
1 is demon: 1d2 ⇒ 2

And his final blow connects as there are no more images left.

Kosei, you say you move - provoking, then you say you 5’ step and attack twice. Which is it? Just in case, here’s an AoO:
Claw on Kosei: 1d20 + 20 ⇒ (7) + 20 = 27 damage: 2d8 + 10 ⇒ (6, 7) + 10 = 23

Nidhi, you have a threatened crit among your attacks. I’ll roll your confirmation. Also, archery provokes, so he takes an AoO on you if not on Kosei. Also the bonus on damage for holy is +2d6 not +1d6. Also please note that Good Hope gives a +2 on attacks as well, which you’ve left off your note which Stelle, and maybe others, then didn’t apply.
Bow on Demon: 1d20 + 15 ⇒ (12) + 15 = 27 damage: 2d8 + 20 + 4d6 ⇒ (1, 4) + 20 + (5, 6, 2, 3) = 41

Stelle, please remember to make a will save for Annubis as well.


Roll20 Map - Treasure Sheet

Kosei hits once removing an image. Nidhi attacks, hitting with a critical and overcoming DR as well as popping images. Florence casts Hold Monster defensively, but she can’t quite overcome the creatures inherent resistance to magic. Stelle charges in and would have dealt a decisive blow to the demon, and Annubis only barely overruns it. Zilchus connects once with Stelle and Nidhi assistance dealing real damage to it and eliminating the last mirror image.

The demon smiles through bloody teeth, at least one of which has been knocked out. ”It seems Heqet misjudged you. I shall not make the same mistake. You are tougher than you look…” and with that he moves to the far corner of the room (provoking from Kosei), and teleports away!

- Round 3 -
(-23hp on Kosei or Nidhi)
Kosei - 4 (-34hp) AoO on Demon
- Round 4 -
Nidhi - 17 (-36hp)
Florence - 14 (-36hp)
Stelle - 13 (-72hp)
Annubis - 13 (will) Still need a Will save DC 21 for half of 30hp damage
Zilchus - 13- (-24hp)
Bigger Demon - 12 (-151hp)

We are out of combat.


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

Sorry, I was thinking to retreat to cast, but then changed my mind and decided to attack

Kosei attempts to trip the demon to interrupt his escape.
Trip+Inspire Courage+good hope: 1d20 + 11 + 3 + 2 ⇒ (10) + 11 + 3 + 2 = 26

The elemental says something as the demon escapes, but likely no one understands. It is then Kosei checks the sarcophagus.
Perception: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30


Roll20 Map - Treasure Sheet

The demon is not tripped, but that is sneaky...

The sarcophagus is empty, but the two golden boxes (each worth 250 gp) flanking Heqet’s sarcophagus hold personal possessions that Heqet treasured in life and did not want to despoil with her own moldering corpse. The one at the head of the sarcophagus contains a headdress made of delicate gold chain links and set with a turquoise serpent over the brow, worth 2,800 gp. The box at the feet of 5 the sarcophagus holds a pair of leather-soled slippers with gold chains that wrap up to the knees, worth 1,000 gp.

She also had a few things of note. A scroll of blade barrier, +1 breastplate, a rod of the viper, and an adamantine and platinum unholy symbol of Areshkagal worth 500 gp.


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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

"Yuck, figures someone like her would've had one of those," Florence grimaces after they identify the rod for what it is. "It's definitely not anything fit for any of us to use."

She frowns, realizing just how much the battle had taken out of everyone. "That was...really unpleasant. Let me see what I can do about some of these wounds..."

Healing Spam:

Healing Hex (Self): 2d8 + 10 ⇒ (5, 2) + 10 = 17
Healing Hex (Anubis): 2d8 + 10 ⇒ (5, 1) + 10 = 16
Healing Hex (Kosei): 2d8 + 10 ⇒ (2, 3) + 10 = 15
Healing Hex (Nidhi): 2d8 + 10 ⇒ (8, 3) + 10 = 21
Healing Hex (Stelle): 2d8 + 10 ⇒ (3, 1) + 10 = 14
Healing Hex (Zilchus): 2d8 + 10 ⇒ (7, 2) + 10 = 19

Anubis either full or at -15 after healing, Kosei -19, Nidhi -15, Stelle -59, Zilchus -5, Florence -19.

Then, she pulls out a wand. "This one's almost spent anyway, may as well make use of it now, right?"

Moar Healing Spam:

CLW (Zilchus): 1d8 + 1 ⇒ (2) + 1 = 3
CLW (Zilchus): 1d8 + 1 ⇒ (1) + 1 = 2 Zilcus is good.

CLW (Nidhi): 1d8 + 1 ⇒ (1) + 1 = 2
CLW (Nidhi): 1d8 + 1 ⇒ (2) + 1 = 3
CLW (Nidhi): 1d8 + 1 ⇒ (8) + 1 = 9 Nidhi is good.

CLW (Kosei): 1d8 + 1 ⇒ (4) + 1 = 5
CLW (Kosei): 1d8 + 1 ⇒ (8) + 1 = 9
CLW (Kosei): 1d8 + 1 ⇒ (2) + 1 = 3

Current wand is depleted; Kosei -2, Stelle -59, Florence -19, Anubis @full or -15.

Once Florence finishes with the current wand, Zilchus and Nidhi look to be back in tip-top shape and Kosei is left with only a minor scratch or two. But Stelle and herself still look rather injured, especially Stelle. Florence pulls out another wand.

"This one is fresh! Hold still, please..."

Revenge of Healing Spam:

CLW (Self): 1d8 + 1 ⇒ (6) + 1 = 7
CLW (Self): 1d8 + 1 ⇒ (8) + 1 = 9
CLW (Self): 1d8 + 1 ⇒ (4) + 1 = 5 Florence is good.

CLW (Stelle): 1d8 + 1 ⇒ (4) + 1 = 5
CLW (Stelle): 1d8 + 1 ⇒ (3) + 1 = 4
CLW (Stelle): 1d8 + 1 ⇒ (6) + 1 = 7
CLW (Stelle): 1d8 + 1 ⇒ (5) + 1 = 6
CLW (Stelle): 1d8 + 1 ⇒ (4) + 1 = 5
CLW (Stelle): 1d8 + 1 ⇒ (8) + 1 = 9
CLW (Stelle): 1d8 + 1 ⇒ (6) + 1 = 7
CLW (Stelle): 1d8 + 1 ⇒ (7) + 1 = 8
CLW (Stelle): 1d8 + 1 ⇒ (8) + 1 = 9 Stelle is good.

Current CLW wand charges remaining (38).

"Whew! That was a lot of taps but I think everyone's basically good to go again!"


Female Halfling Cavalier/16
GM Euan wrote:
and with that [stupid horrible cowardly demon] moves to the far corner of the room (provoking from Kosei), and teleports away!

Stelle collapses over Anubis's head nearly falling off the dog even as Anubis whimpers quietly.

"Get back here -- you -- you sorry excuse for a demon!" she hollers, weakly before sliding off the dog into a heap on the floor.

Lying there, she activates her Sleeves of Many Garments to mimic the items drawn from the treasure before remarking, "Is it me, or is this outfit just tacky?" and resuming her (less understated?) appearance as a Cavalier in full plate with a shield.

Florence wrote:
"Yuck, figures someone like her would've had one of those. Let me see what I can do about some of these wounds..." Revenge of Healing Spam:

As Stelle is tapped with the Healing Wand of Spam, she activates the Sleeves to don herself in a dress comprised of brilliant red and golden feathers as well as a headdress reminiscent of a raptor.

Fully healed, Stelle stands and performs a curtsy while Anubis bows. "Thank you!" Taking advantage of the dogs bow, she resumes her purchase in the saddle upon Anubis. "Should we rest now, or move on? If we move on, which way shall we go?"


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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

"I've still got some magic up my sleeve but I don't blame anyone else a bit if they want to rest awhile, especially after that fight," Florence responds, staring at Stelle's new outfit with wonder. "That's one way to get the attention of our foes, by the way!"

After thinking a moment, Florence shrugs. "But if we choose to press on, I say we try the other door out there, the one to the n...er no wait, to the east! It's east." She shakes her head. "I've got a terrible sense of direction when I'm indoors."

Should the group agree to press on, Florence moves to said door and gives an inspection for magical auras and anything else of note.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


Zilchus looks around for his foe as he was having a grand time striking down the ugly demon.

”Wait? Where did it go?” Zilchus’ head swings from side to side, looking for a foe. He finally relaxes after a few moments. ”Did it flee? Things were just getting good.”

He will kick around the room, looking for things others might have missed.

1d20 + 22 ⇒ (12) + 22 = 34 Perception

’HEY!” Zilchus seems surprised when Florence hits him with the healing wand(s). He quickly recovers, smiling. ”Oh hey, thanks. Uhm...thanks. That means a lot.”

Sopdet-Ka "Stelle" wrote:
"Is it me, or is this outfit just tacky?"

Zilchus is quick to agree, as to both the tackiness and the need for rest.

”I could do a bit more or wait until the morrow. No doubt that demon is letting everyone know that we’re here though. Maybe that ghost will provide us a safe spot to rest, huh?”

Zilchus moves over to the door Florence suggests (I think), and looks it over. He’s ready to move on if someone opens it.

1d20 + 22 ⇒ (1) + 22 = 23 Perception

Also happy to rest.


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

"That's a good idea, she might be able to ward a safe place for us," Florence agrees. "Or at least a safer place than just trying to hole up in one of the other rooms."
______________

Maybe check this other room and then fall back to rest awhile?


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 examines the stone in the room while grinding something under its stony-teeth.

Unable to properly express what he feels, the rocky fellow just rolls behind the others towards the eastern doors.


Female Halfling Cavalier/16

"Whatever is the matter, Kosei Rocksir?" Stelle asks, secretly wishing he would stop making grinding noises.

She takes up a position she hopes that she can turn into a charge lane.

"Why don't we have a servant already -- just to open doors? Maybe we should enslave the next cultist we capture just for that task."

That wouldn't be very good, would it?

"Nevermind, just kidding. They all need to go."


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 steps over to the body and examines it. "I still don't see the resemblance to the statue." The bard gazes around the room, then follows the others into the previous, larger room. She accepts the healing for Florence then proceeds to the next unexplored door.

Perception: 1d20 + 16 ⇒ (15) + 16 = 31

If there are no signs of a trap, Nidhi reaches out and attempts to open the door. See map.


Roll20 Map - Treasure Sheet

The party mostly healed, you move on to the agreed upon East door. Nidhi checks for traps and, finding none, opens it. A short hallway leads into a wide, dark room. An elaborate mural of moons waxing and waning through their various phases dominates the curving wall at the far end of the chamber. A pitch-black altar decorated with curved black horns sits in an alcove in the middle of the mural. A low, keening wail echoes through the room.

As you bring your lights to bear, you see a single maftet cultist, and it is from her that the wail emirates. As she sees you, her voice quiets as she removes to stump of a finger from her mouth, blood still dripping from the recent severance. As you look closer, both hands are damaged in similar ways, with parts of the fingers missing, and some still bleeding slightly.

She takes a deep breath and keens, ”The sky breathes against mountains tall, and makes their stony hearts to fall. Flame heats the mountains’ broken domes and makes a window of their bones. What lies within the mountain’s grave?”

The creature stares at you, waiting for your answer.

I've moved you all into the room a bit, feel free to adjust - we're not in combat as yet.


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

"Um...that sounds like a riddle," Florence whispers to the others. "Is anyone good with riddles?"

Though she'd never been very good with riddles herself, Florence tries to think through the creature's words, hoping that by giving a correct answer they can avoid another battle...


Florence Corvina wrote:
"Is anyone good with riddles?"

Zilchus listens, perplexed, then looks at Florence to answer.

"Sure...we got Ben...oh wait...uhm...lemme think a minute..." Zilchus scratches his chin, unwilling to blurt out an answer just yet. He again seems irritated the Ben isn't there.

Given the choice, Zilch would answer sand, but I dunno.


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

That...actually makes sense, I think. Curious to see what everyone else thinks, though!


Female Halfling Cavalier/16

RIddle?

+2 flank, melee -everyone
+2 Attack as part of a charge -- Banner
+3 morale bonus on saving throws against fear (Everyone)

+2 Circumstance bonus on weird demon that teleported away?

Does she mean ... Kosei?! Stelle shakes her head in anger.

Florence wrote:
"Is anyone good with riddles?"

Stelle's eyes narrow, glowering at the creature. Not me.

"Does it matter? We promised the Lady!" she growls.

"Kosei! Think of anything else!" she shouts, urging Annie into a charge.

Swift: Blades ^ & v -- +2 (Flank, Melee)

Can I do this given Nidhi's position? If not, delay. Except for the spoken bit.
Spirited Charge: 1d20 + 21 - 4 ⇒ (13) + 21 - 4 = 30 -PA, +Banner, +Charge, -Curse
for Damage: 3d6 + 6 + 6 + 24 ⇒ (4, 5, 5) + 6 + 6 + 24 = 50
Trip: 1d20 + 12 ⇒ (20) + 12 = 32 Mighty Charge


Wait, no...are you attacking? Why!? I’m confused by this.


Female Halfling Cavalier/16

Attacking, yes -- because we promised the Ghost Paladin we would kill all of the cultists -- this being identified as one of them..


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

"די זאַמד רעדט קלירער ווי איר קולטור! איר קוק פֿאַר די קראַטער, יאָ דער קראַטער, וואָס איר באַשרייַבן איז אַ ווולקאַן, איז ניט עס? אַזוי איר פרעגן אונדז וועגן די קראַטער ווולקאַן." Kosei-elemental grinds something, an unintelligible expression of feeling " פֿאַר אַלע די שטערן פון אָסיריאָן, טאָן איר מיינען אַ ווולקאַן גענומען דיין פינגער?"

Terran:

"The sand talks clearer than you cultist! You look for the crater, yes the crater, what you describe is a volcano, isn't it? So you ask us about the volcano's crater. For all the stars of Osirion, do you mean a volcano took your fingers?"


Roll20 Map - Treasure Sheet

Stelle, you can have moved to get a clear line when the party entered the room easily enough. So you were 5' north of your position on the map when you start combat, and end where you are now at the end of the surprise round.

Stelle takes advantage of everyones surprise to do a partial charge and hit! The cultist reels and falls to the ground prone (she was not flying).

She doesn’t seem to understand Kosei’s speech, as she screeches at the party, ”No time! No time!”

- Round 1 -
Florence - 22
Nidhi - 15
Cultist - 12+ (-50hp)
Kosei - 12-
Stelle - 6
Zilchus - 6

Initiative Rolls:

Florence 1d20 + 6 ⇒ (16) + 6 = 22
Kosei 1d20 + 3 ⇒ (9) + 3 = 12
Nidhi 1d20 + 1 ⇒ (14) + 1 = 15
Stelle 1d20 + 2 ⇒ (4) + 2 = 6
Zilchus 1d20 + 2 ⇒ (4) + 2 = 6
Cultist 1d20 + 6 ⇒ (6) + 6 = 12

First up - Florence and Nidhi!


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 22

"But--wha--" Florence stammers as Stelle decides the situation for them and charges the riddling maftet. She sighs and takes a few steps forward and begins casting, attempting to render the maftet truly immobile.

"So much for that..."

I really wanted to know the answer, too!

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, Zilchus
Healing Hex Uses: Everyone


______________

Florence casts Hold Person; DC 17 Will save~


Roll20 Map - Treasure Sheet

Will: 1d20 + 9 ⇒ (4) + 9 = 13

...and she is held in place - for now! Nidhi is up, with a temporarily immobile opponent.

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