GM Euan's Mummy's Mask (Inactive)

Game Master Euan

Roll20 Map - Treasure Sheet
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HP 176/195/163 AC 32 TAC 15 FF 24 24 TAC 14 FF 23|CMD 26|F+19 R+13 F+17 R+10 W+21 (im. p.)|Res 20 fire, 30 elec.|WS: 4/7 HH: 10/16 FB: 9/11 L1: 5/7+2/4 L2: 2/7+1/1 L3: 1/7 L4: 2/7 L5: 1/6 L6: 3/5 L7: 3/4 L8: 1/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | (Completed Mummy's Mask)
GM Euan wrote:
Kosei, you've got another save to make, but just the one concentration check (good roll!). You were hit by two breath weapons. Or are you immune/resistant to fire as well?

I made only the electric, because the fire domain gives Kosei resist fire 20 and so the breath did not damage him regardless of the Ref save result ;)


Roll20 Map - Treasure Sheet

Kosei - got it, thanks!

Nidhi - your curing spell requires line of sight/effect to the targets. The wall of fire is a "blazing curtain of shimmering violet fire" and so I don't think you can clearly see through it. It is 20' high, so even the ossumentals, at 16', are hidden by the wall.

However, it is likely that all the party members, including the two crocodiles, and Anubis, as well as the five of you, will require some healing. So you could target the party for healing (8 targets) and the three ossumentals inside the wall for a total of 11 targets. Not too shabby.

Do you want to do that, or some other action? Up to you.

Also, Nidhi, please make two DC 18 reflex checks to avoid some of the incoming breath weapon damage. Thanks.


Neutral Human Bard/14

Ahh 20 ft high D: Nidhi will do that then, but I want her to have/delay to the last action of the round.

Reflex DC18: 1d20 + 18 ⇒ (14) + 18 = 32

Reflex DC18: 1d20 + 18 ⇒ (18) + 18 = 36


Roll20 Map - Treasure Sheet

Will air: 1d20 + 12 ⇒ (5) + 12 = 17 vs DC 21 for half of 20
Will earth: 1d20 + 12 ⇒ (6) + 12 = 18 vs DC 21 for half of 20
Will fire: 1d20 + 12 ⇒ (2) + 12 = 14 vs DC 21 for half of 20

Use, such rolls! Clearly the ossumentals were not expecting that!

Florence and Stelle still to go...


Female Halfling Cavalier/16

BoFStell: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
BoFAnubis: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Reflex18Stelle: 1d20 + 11 + 2 + 2 ⇒ (10) + 11 + 2 + 2 = 25 +Hero +BoF
Reflex18Annie: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 +BoF
Reflex18Stelle: 1d20 + 11 + 2 + 2 ⇒ (18) + 11 + 2 + 2 = 33 +Hero +BoF
Reflex18Annie: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30 +BoF

Blades above and Below, Challenge on Fire.

"Oh, you seem to have misplaced your coffin! Let us help you find it."
Stelle attacks Fire (red).

Lance: 1d20 + 14 + 3 + 5 + 2 + 2 - 4 + 2 ⇒ (13) + 14 + 3 + 5 + 2 + 2 - 4 + 2 = 37 +BoF, +Hero, -PA, +Flank
for Damage: 1d6 + 4 + 5 + 8 + 2d6 + 14 ⇒ (4) + 4 + 5 + 8 + (1, 1) + 14 = 37 +PA, Holy, +Challenge

Lance: 1d20 + 9 + 3 + 5 + 2 + 2 - 4 + 2 ⇒ (4) + 9 + 3 + 5 + 2 + 2 - 4 + 2 = 23 +BoF, +Hero, -PA, +Flank
for Damage: 1d6 + 4 + 5 + 8 + 2d6 + 14 ⇒ (1) + 4 + 5 + 8 + (3, 2) + 14 = 37 +PA, Holy, +Challenge

Lance: 1d20 + 5 + 3 + 5 + 2 + 2 - 4 + 2 ⇒ (5) + 5 + 3 + 5 + 2 + 2 - 4 + 2 = 20 +BoF, +Hero, -PA, +Flank
for Damage: 1d6 + 4 + 5 + 8 + 2d6 + 14 ⇒ (6) + 4 + 5 + 8 + (5, 1) + 14 = 43 +PA, Holy, +Challenge

+3 morale bonus on saving throws against fear (Everyone within 60 feet)
+2 morale bonus on attack rolls made as part of a charge(Everyone within 60 feet)
+2 against charm and compulsion spells and effects (Everyone within 60 feet)

Status:

Stelle: Hits: 84/84 (120 DR Adamantine)
Annie: Hits: 102/102 (4.5 x HD +Con)
Stelle AC: 31
Anubis AC: 30
Buffs:

Saves:
Fort: +12 (Base, +1 Con, +1 Cloak, +1 Luck)
Reflex: +14 (Base, +2 Dex, +1 Cloak, +1 Luck, +2 Belt of Dex)
Will: +7/+12 vs. Fear (Base, +1 Blood of Pharaohs, +1 Luck, +1 Cloak, +2 Fearless, +3 Banner)

Challenge: 5/5

AC: 31 (+3 Shield, Size, Amulet of Nat. Armor +3, Dodge, +Belt Dex +2) flat footed = 22 (Size, +10 plate armor, Amulet of Nat. Armor +1),Touch = 13 (+2 dex, +1 Size)

BAB: +14/+9/+4 (+3 Lance (Holy), +5 Str, -4 PA, +4 when charging with Annie, +1 when charging)
MIGHTY CHARGE -- Combat Maneuver
GREATER BANNER

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+12 on challenge)
Lance, MW: (+3 to hit) ((1d6+Str+PA+Lance)x3(Spirited Charge)), (x6 on a Crit), (+8 on challenge)
Hammer (Ag) (+2 to hitMW) (1d3+Str+PA +2damage), (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)

Annie chortles in glee as he is healed by Nidhi. Looking ferocious, he slathers and chomps the air facing the Ossumental.


Inactive; Campaign Concluded

Florence's Round 2, Initiative 9+

Reflex vs. Lightning Breath (DC 18): 1d20 + 10 ⇒ (17) + 10 = 27

As per Blink Flo only takes half damage from area attacks anyway so with her successful save I think she takes no damage at all?

Florence flinches as the barrage of pummeling lightning washes over her, instinctively ducking to avoid some of the damage. Her eyes pop open when she realizes that she's barely even scratched.

Whew! Expensive but worth the investment!

As Stelle turns her attention to the Fire Ossumental Florence decides to do the same, circling around until she has a clear shot and then conjuring a blast of cold and ice against it!

Blink Spell Miss (20%): 1d100 ⇒ 83
CL vs. SR (Spell Pen): 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
Cone of Cold vs. Fire Ossumental: 14d6 ⇒ (5, 3, 4, 4, 4, 3, 6, 3, 3, 2, 3, 6, 4, 2) = 52

Spells & Powers:

Cantrips - Dancing Lights, Detect Magic, Message, Read Magic
1st - Ear-Piercing Scream, Enlarge Person, Fumbletongue, Mage Armor, Shadow Trap, Snowball + Pearl of Power
2nd - Aid, Glitterdust x2, Hold Person, Lipstitch, See Invisibility + Pearl of Power
3rd - Disable Construct, Dispel Magic, Earth Tremor, Heroism x2 + Pearl of Power
4th - Black Tentacles, Blessing of Fervor, Death Ward, Dimension Door, Greater False Life
5th - Befuddled Combatant, Break Enchantment, Hold Monster x2
6th - Cone of Cold, Greater Dispel Magic, True Seeing
7th - Chain Lightning, Fairy Ring Retreat

Lesser Extend Rod: 1/3 Remaining


Roll20 Map - Treasure Sheet

Florence, I think half plus a half is a quarter, so you take a little damage, which will then be healed by Nidhi. :)

Reflex: 1d20 + 8 ⇒ (18) + 8 = 26 vs DC 22 (?)

I think it made it, but appears to be vulnerable to. cold, as it takes 52 / 2 = 26 +50% = 39


Roll20 Map - Treasure Sheet

Zilchus misses and criticals against the earthen ossumental, cutting deeply into it. HIs crocodiles do the same, though the one hit is lessened by DR. Kosei continues to concentrate on the wall (I’ll use your wall rolls from now on - thanks for making them!). Stelle holds her ground and stabs at the fiery ossumental hitting once. Florence smacks the fire ossumental with a cone of cold. Nidhi heals the party, and harms the undead, as she finalizes her preparations.

The common skeletons continue to come in waves, though less of a press now and more like individual attacks all around. It sounds, and smells a little like popcorn… burnt, and without butter or salt. In the near distance, you can hear the bones of skeletons caught in the writhing tentacles snap and splinter as those who come from that direction are crushed slowly one by one.

The air ossumental 5’ steps and attacks Zilchus clawing at him and punching him with abandon. Some might even say wild abandon.
air on Zilchus: 1d20 + 21 ⇒ (3) + 21 = 24 damage: 1d8 + 10 ⇒ (3) + 10 = 13
air on Zilchus: 1d20 + 21 ⇒ (19) + 21 = 40 damage: 1d8 + 10 ⇒ (6) + 10 = 16
critthreat air on Zilchus: 1d20 + 21 ⇒ (17) + 21 = 38 damage: 1d8 + 10 ⇒ (4) + 10 = 14 low is bad - fortification: 1d100 ⇒ 48
air on Zilchus: 1d20 + 21 ⇒ (20) + 21 = 41 damage: 1d8 + 10 ⇒ (1) + 10 = 11
critthreat air on Zilchus: 1d20 + 21 ⇒ (13) + 21 = 34 damage: 1d8 + 10 ⇒ (8) + 10 = 18 low is bad - fortification: 1d100 ⇒ 60
air on Zilchus: 1d20 + 21 ⇒ (8) + 21 = 29 damage: 1d8 + 10 ⇒ (7) + 10 = 17

The earth ossumental breathes, connecting with Zilchus, Florence, Stelle, Anubis, Kosei, and the blue crocodile.
Breath weapon acid: 6d6 ⇒ (1, 6, 3, 2, 6, 6) = 24 Reflex DC 18 for half damage

The fire ossumental attacks Stelle, then 5’ steps back to make way for the water ossumental.
fire on Stelle: 1d20 + 21 ⇒ (8) + 21 = 29 damage: 1d8 + 10 ⇒ (4) + 10 = 14
fire on Stelle: 1d20 + 21 ⇒ (10) + 21 = 31 damage: 1d8 + 10 ⇒ (1) + 10 = 11
fire on Stelle: 1d20 + 21 ⇒ (9) + 21 = 30 damage: 1d8 + 10 ⇒ (8) + 10 = 18
fire on Stelle: 1d20 + 21 ⇒ (11) + 21 = 32 damage: 1d8 + 10 ⇒ (2) + 10 = 12

The water ossumental breathes as well, transporting itself into the ring (after suffering 18hp fire damage). It connects with Florence, Stelle, Anubis, Kosei and the blue crocodile.
Breath weapon cold: 6d6 ⇒ (5, 2, 5, 2, 3, 4) = 21 Reflex DC 18 for half damage

The damage is enough to poke a hole in the wall next to where the ossumental had been standing. Lesser undead begin to scurry through the opening, however they do not angle to it. The skeletons make a direct path to the center of the Sun Disk, so most are still immolated on the wall and only a few actually get through as they scrabble over the stone and sand.

The water ossumental also discorporates and appears within the fiery ring!

- Round 2 -
Zilchus - 5+ (-41hp)
Crocodile (red) - 5+ (-6hp)
Crocodile (blue) - 5+
Kosei - 5-
- Round 3 -
Stelle - 21 (-23hp)
Anubis - 21
Florence - 9+
Nidhi - 9
Good Folks - 9-
Ossumental (air) - 9- (-32hp)
Ossumental (earth) - 9- (-97hp)
Ossumental (fire) - 9- (-96hp)
Ossumental (water) - 9- (-30hp)

Next up - everyone!


Female Halfling Cavalier/16

Round 3, Init 21

BoFStell: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
BoFAnubis: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Stelle has Anubis sashay five feet to the east, neatly dodging the worst of the Acid and Cold breath as she watches them cancel each other out before her.

Reflex18Stelle: 1d20 + 11 + 2 + 2 ⇒ (20) + 11 + 2 + 2 = 35 +Hero +BoF
Reflex18Annie: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29 +BoF
Reflex18Stelle: 1d20 + 11 + 2 + 2 ⇒ (20) + 11 + 2 + 2 = 35 +Hero +BoF
Reflex18Annie: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27 +BoF

Blades above and Below, Challenge on Fire.

Stelle attacks Fire (red).

Lance: 1d20 + 14 + 3 + 5 + 2 + 2 - 4 ⇒ (15) + 14 + 3 + 5 + 2 + 2 - 4 = 37 +BoF, +Hero, -PA
for Damage: 1d6 + 4 + 5 + 8 + 2d6 + 14 ⇒ (6) + 4 + 5 + 8 + (1, 3) + 14 = 41 +PA, Holy, +Challenge

Lance: 1d20 + 9 + 3 + 5 + 2 + 2 - 4 ⇒ (9) + 9 + 3 + 5 + 2 + 2 - 4 = 26 +BoF, +Hero, -PA
for Damage: 1d6 + 4 + 5 + 8 + 2d6 + 14 ⇒ (4) + 4 + 5 + 8 + (2, 2) + 14 = 39 +PA, Holy, +Challenge

Lance: 1d20 + 5 + 3 + 5 + 2 + 2 - 4 ⇒ (16) + 5 + 3 + 5 + 2 + 2 - 4 = 29 +BoF, +Hero, -PA
for Damage: 1d6 + 4 + 5 + 8 + 2d6 + 14 ⇒ (6) + 4 + 5 + 8 + (4, 3) + 14 = 44 +PA, Holy, +Challenge

+3 morale bonus on saving throws against fear (Everyone within 60 feet)
+2 morale bonus on attack rolls made as part of a charge(Everyone within 60 feet)
+2 against charm and compulsion spells and effects (Everyone within 60 feet)

Status:

Stelle: Hits: 39/84 (120 DR Adamantine)
Annie: Hits: 102/102 (4.5 x HD +Con)
Stelle AC: 31
Anubis AC: 30
Buffs:

Saves:
Fort: +12 (Base, +1 Con, +1 Cloak, +1 Luck)
Reflex: +14 (Base, +2 Dex, +1 Cloak, +1 Luck, +2 Belt of Dex)
Will: +7/+12 vs. Fear (Base, +1 Blood of Pharaohs, +1 Luck, +1 Cloak, +2 Fearless, +3 Banner)

Challenge: 5/5

AC: 31 (+3 Shield, Size, Amulet of Nat. Armor +3, Dodge, +Belt Dex +2) flat footed = 22 (Size, +10 plate armor, Amulet of Nat. Armor +1),Touch = 13 (+2 dex, +1 Size)

BAB: +14/+9/+4 (+3 Lance (Holy), +5 Str, -4 PA, +4 when charging with Annie, +1 when charging)
MIGHTY CHARGE -- Combat Maneuver
GREATER BANNER

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+12 on challenge)
Lance, MW: (+3 to hit) ((1d6+Str+PA+Lance)x3(Spirited Charge)), (x6 on a Crit), (+8 on challenge)
Hammer (Ag): (+2 to hitMW) (1d3+Str+PA +2damage), (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)


Female Halfling Cavalier/16

... also - Everyone +4 circumstance bonus on melee attack rolls against Red/Fire skeleton.


Inactive; Campaign Concluded

Florence's Round 3, Initiative 9+

Reflex vs. Acid Breath (DC 18): 1d20 + 10 ⇒ (15) + 10 = 25

Half of 24 is 12; successful save so half of 12 is 6 damage. Correct?

Reflex vs. Water Breath (DC 18): 1d20 + 10 ⇒ (2) + 10 = 12

Half of 21 is 10/11; failed save so full damage of 10/11. I believe a quarter of the blast from last round would've been 6 damage. So most of Flo's Greater False Life HP has been eaten through at this point.

Florence suffers a little more pain this time around as she's pummeled with stinging acid and then a watery blast but she still manages to come out relatively unscathed.

Best. investment. ever!

Deciding to take a risk she ducks past Kosei and around the Sun Disk, potentially leaving herself open to a swipe from Fire if he's still standing. Once in position, she begins casting yet again....

Blink Spell Miss (20%): 1d100 ⇒ 36
CL vs. SR (Spell Pen): 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
Chain Lightning vs. Water: 14d6 ⇒ (5, 2, 2, 2, 6, 6, 6, 6, 5, 6, 1, 6, 2, 1) = 56

...and a bolt of lightning arcs from her hand to Water! Then it jumps to Air, then to Earth, then maybe even back around to Fire if it's close enough.
______________

Flo casts Chain Lightning, targeting Water as the primary target. DC 23 Reflex save for half damage~


Round 2

1d20 + 10 ⇒ (20) + 10 = 30 Reflex (Zilchus) vs. DC 18. -takes 12.
1d20 + 9 ⇒ (15) + 9 = 24 Reflex (blue croc) vs. DC 18 -takes 2, resist 10 acid

Zilchus attacks earth again. (or 5’ stepping to air, if necessary)

1d20 + 20 + 2 + 2 + 4 ⇒ (19) + 20 + 2 + 2 + 4 = 47 to hit; (+hero, +holy,+DF)
1d10 + 23 + 2d6 + 4 ⇒ (2) + 23 + (4, 2) + 4 = 35 adamantine slashing damage. (+holy)

1d20 + 20 + 2 + 2 + 4 ⇒ (10) + 20 + 2 + 2 + 4 = 38 to hit; (+hero, +holy,+DF)
1d10 + 23 + 2d6 + 4 ⇒ (5) + 23 + (6, 6) + 4 = 44 adamantine slashing damage. (+holy)

While the red chaosdile nips at the earth ossujerk as well (or move to engage red/fire).
1d20 + 13 ⇒ (20) + 13 = 33 to hit;
2d8 + 12 ⇒ (4, 7) + 12 = 23 damage.

The blue chaosodile moves to snap at air ossujerk.
1d20 + 13 ⇒ (2) + 13 = 15 to hit;
2d8 + 12 ⇒ (3, 2) + 12 = 17 damage.

Pot crit:
1d20 + 20 + 2 + 2 + 4 + 4 ⇒ (6) + 20 + 2 + 2 + 4 + 4 = 38 to hit; (+hero, +holy,+DF,+Stelle)
1d10 + 23 + 4 ⇒ (2) + 23 + 4 = 29 adamantine slashing damage. (+holy)

Oops, missed a blue save: 1d20 + 9 ⇒ (16) + 9 = 25 Reflex (blue croc) vs. DC 18 takes 10

Pot crit red croc:
1d20 + 13 ⇒ (10) + 13 = 23 to hit;
2d8 + 12 ⇒ (2, 7) + 12 = 21 damage.

Stats of Zilch:

[ dice]1d20+20+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)

[ dice]1d20+13+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)

HP: 114/114 - 41-10
AC: 38/34 (10 armor + 2 def + 3 dex + 1 dodge + 2 insight + 2 natural) + 4 shield/buckler +3 barkskin (kosei) + 1 armor (warpriest) + light fortification.

DF 1/10
Weap: 0/14 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 2/9 used (+7 str)
Quick Prayer: 1/10 used
PoP1: 0/1 used
Armor: 1/14 minutes used (swift,+3 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/4 used (7d6)
Gr. Magic Weapon (+3); Magic Vestment (+3).
Falcon Crown: 0/3 used, immediate action sac spell

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not use

Entropic Chaosodile:

Large animal Init +2; Senses low-light vision, scent; Perception +14

DEFENSE
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, –1 size)
hp 105/105 (red) -22 -4
hp 105/105 (blue) -2 -10

Fort +14, Ref +9, Will +6 Resist 10 Fire & Acid DR 5/lawful
Special Qualities: Tail thrawping, heel nipping

OFFENSE
Speed 20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16


HP 176/195/163 AC 32 TAC 15 FF 24 24 TAC 14 FF 23|CMD 26|F+19 R+13 F+17 R+10 W+21 (im. p.)|Res 20 fire, 30 elec.|WS: 4/7 HH: 10/16 FB: 9/11 L1: 5/7+2/4 L2: 2/7+1/1 L3: 1/7 L4: 2/7 L5: 1/6 L6: 3/5 L7: 3/4 L8: 1/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | (Completed Mummy's Mask)

Ref DC 18: 1d20 + 9 ⇒ (18) + 9 = 27
Concentration DC 26: 1d20 + 21 ⇒ (12) + 21 = 33
Ref DC 18: 1d20 + 9 ⇒ (13) + 9 = 22
Concentration DC 24: 1d20 + 21 ⇒ (18) + 21 = 39
Kosei endures the acid and cold the best he can, not in lesser measure thanks to Nidhi's healing "They keep coming like in the worst of nightmares my friends"

The breach in the wall does not break the man's resolve, who keeps focusing his energies to maintain the fire alive.
Damage for traversing the wall: 2d6 + 14 ⇒ (2, 1) + 14 = 17 x2 vs undead
10' damage: 2d4 ⇒ (3, 3) = 6
20' damage: 1d4 ⇒ 4

HP 121/143 | AC 24 TAC 14


Roll20 Map - Treasure Sheet

GM Rolls:
3d4 ⇒ (1, 1, 1) = 3

chain lightning water: 1d20 + 8 ⇒ (19) + 8 = 27 vs DC 23 for half of 56
chain lightning air: 1d20 + 8 ⇒ (12) + 8 = 20 vs DC 23 for all of 56

Nidhi, you're up! By your init, the fire and earth ossumentals are destroyed...


Neutral Human Bard/14

Round 3:

Reflex DC18: 1d20 + 18 ⇒ (19) + 18 = 37
Reflex DC18: 1d20 + 18 ⇒ (11) + 18 = 29

Still invisible, Nidhi repeats her actions from the previous round - singing and casts Mass Cure Light Wounds. Range up to 60ft from Nidhi. Will DC21 (10 +5 Spell Level +6 Char)

Mass Cure Light Wounds: 1d8 + 14 ⇒ (6) + 14 = 20

Cure Light Wounds, Mass: one creature/level, range 25ft +5ft/2 levels (PRD link) You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.


Roll20 Map - Treasure Sheet

air will: 1d20 + 12 ⇒ (2) + 12 = 14
water will: 1d20 + 12 ⇒ (20) + 12 = 32


Roll20 Map - Treasure Sheet

Zilchus, his first blow insufficient to destroy the ossumental even though it be a critical, nevertheless smashes it to dust with his second blow. Meanwhile the red chaosdile 5’ steps and hits (but does not crit) the red ossumental and blue misses completely. Kosei, struggling against the damage he receives, maintains concentration over the wall of fire. Stelle double crits on her saving throws, which should be worth something while she takes the fire ossumental out with three hits thanks to Nidhi’s singing. Florence, taking 16hp from the wave of breath, and safely ignoring the crumbling ossumental at her back, moves and lights up the undead with a chain lightning tagging the water and air ossumentals before obliterating a skeleton about to enter the ring. Nidhi heals the party, and harms the undead still present.

Another air ossumental can be seen flying low and headed for you at great speed from the northeast (just barely on the map). You see two more to the east and southeast, still some rounds away. And the waves of lesser creatures continues, charging the fiery wall of death. One manages to make it through the wall, as it closes with, and grasps, the Pharoah’s Key, though it does not have the actions as yet to pick it up (double move).

The air ossumental continues to pummel Zilchus.
air on Zilchus: 1d20 + 21 ⇒ (6) + 21 = 27 damage: 1d8 + 10 ⇒ (7) + 10 = 17
air on Zilchus: 1d20 + 21 ⇒ (18) + 21 = 39 damage: 1d8 + 10 ⇒ (1) + 10 = 11
air on Zilchus: 1d20 + 21 ⇒ (12) + 21 = 33 damage: 1d8 + 10 ⇒ (3) + 10 = 13
air on Zilchus: 1d20 + 21 ⇒ (14) + 21 = 35 damage: 1d8 + 10 ⇒ (5) + 10 = 15

While the water ossumental attacks the blue crocodile.
water on croc.: 1d20 + 21 ⇒ (4) + 21 = 25 damage: 1d8 + 10 ⇒ (7) + 10 = 17
water on croc.: 1d20 + 21 ⇒ (18) + 21 = 39 damage: 1d8 + 10 ⇒ (4) + 10 = 14
water on croc.: 1d20 + 21 ⇒ (16) + 21 = 37 damage: 1d8 + 10 ⇒ (3) + 10 = 13
water on croc.: 1d20 + 21 ⇒ (8) + 21 = 29 damage: 1d8 + 10 ⇒ (2) + 10 = 12

- Round 3 -
Zilchus - 5+ (-44hp)
Crocodile (red) - 5+
Crocodile (blue) - 5+ (-56hp)
Kosei - 5- (-2hp)
- Round 4 -
Stelle - 21 (-25hp)
Anubis - 21
Florence - 9+
Nidhi - 9
Good Folks - 9-
Air Ossumental (yellow) - 9- (-108hp)
Water Ossumental (blue) - 9- (-68hp)

Next up - everyone!


Inactive; Campaign Concluded

Florence's Round 4, Initiative 9+

"Wh-hey! Hands off!"

Seeing that the undead seem bound and determined to reach - and apparently take - the Pharaoh's Key, Florence attempts to cast another spell...

Blink Spell Miss (20%): 1d100 ⇒ 17

...but it fires just as she blinks into the Ethereal Plane, having no affect on the Material at all.

"Well, I knew it had to happen sometime...HEY! Keep the skeletons away from the Sun Disk; they're trying to take the Key!"
______________

Flo casts her spell (to no effect) but otherwise maintains her position.


Round 3

36 damage to blue with DR5/lawful.

Zilchus takes another pair of cracks from the big ossujerk. He 5’ steps up to yellow and attacks again. He whistles to the red chaosodile to come help. It waddles up (provoking) while blue also attacks yellow.

1d20 + 20 + 2 + 2 + 4 ⇒ (17) + 20 + 2 + 2 + 4 = 45 to hit; (+hero, +holy,+DF)
1d10 + 23 + 2d6 + 4 ⇒ (10) + 23 + (2, 6) + 4 = 45 adamantine slashing damage. (+holy)

1d20 + 20 + 2 + 2 + 4 ⇒ (19) + 20 + 2 + 2 + 4 = 47 to hit; (+hero, +holy,+DF)
1d10 + 23 + 2d6 + 4 ⇒ (9) + 23 + (2, 6) + 4 = 44 adamantine slashing damage. (+holy)

While the red chaosdile nips at the air ossujerk. (Or water if air is down.)

1d20 + 13 ⇒ (5) + 13 = 18 to hit;
2d8 + 12 ⇒ (4, 2) + 12 = 18 damage.

The blue chaosodile snaps at the air ossujerk. (Or water if air is down.)
1d20 + 13 ⇒ (15) + 13 = 28 to hit;
2d8 + 12 ⇒ (2, 3) + 12 = 17 damage.

Pot Crits:

1d20 + 20 + 2 + 2 + 4 ⇒ (20) + 20 + 2 + 2 + 4 = 48 to hit; (+hero, +holy,+DF)
1d10 + 23 + 4 ⇒ (8) + 23 + 4 = 35 adamantine slashing damage. (+holy)

1d20 + 20 + 2 + 2 + 4 ⇒ (7) + 20 + 2 + 2 + 4 = 35 to hit; (+hero, +holy,+DF)
1d10 + 23 + 4 ⇒ (10) + 23 + 4 = 37 adamantine slashing damage. (+holy)

Stats of Zilch:

[ dice]1d20+20+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)

[ dice]1d20+13+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)

HP: 114/114 - 41-10 +21-26
AC: 38/34 (10 armor + 2 def + 3 dex + 1 dodge + 2 insight + 2 natural) + 4 shield/buckler +3 barkskin (kosei) + 1 armor (warpriest) + light fortification.

DF 1/10
Weap: 0/14 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 2/9 used (+7 str)
Quick Prayer: 1/10 used
PoP1: 0/1 used
Armor: 1/14 minutes used (swift,+3 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/4 used (7d6)
Gr. Magic Weapon (+3); Magic Vestment (+3).
Falcon Crown: 0/3 used, immediate action sac spell

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not use

Entropic Chaosodile:

Large animal Init +2; Senses low-light vision, scent; Perception +14

DEFENSE
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, –1 size)
hp 105/105 (red) -22 -4
hp 105/105 (blue) -2 -10 -36

Fort +14, Ref +9, Will +6 Resist 10 Fire & Acid DR 5/lawful
Special Qualities: Tail thrawping, heel nipping

OFFENSE
Speed 20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16


HP 176/195/163 AC 32 TAC 15 FF 24 24 TAC 14 FF 23|CMD 26|F+19 R+13 F+17 R+10 W+21 (im. p.)|Res 20 fire, 30 elec.|WS: 4/7 HH: 10/16 FB: 9/11 L1: 5/7+2/4 L2: 2/7+1/1 L3: 1/7 L4: 2/7 L5: 1/6 L6: 3/5 L7: 3/4 L8: 1/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | (Completed Mummy's Mask)

"Will they ever stop coming my friends?!" Kosei maintains his concentration stoically despite all what is going on around him. The flames of the wall keep burning to destruction the skeletons that dare approach the defensive ring of fire.
Damage for traversing the wall: 2d6 + 14 ⇒ (3, 6) + 14 = 23 x2 vs undead
10' damage: 2d4 ⇒ (1, 3) = 4
20' damage: 1d4 ⇒ 4

He also moves to protect with his body the gap the skeleton might attempt to use to run away with the key.


Female Halfling Cavalier/16

Round 4, Init 21

BoFStell: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
BoFAnubis: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Stelle charges to the key the skeleton is trying to steal.

"Do control your children!" she chides the Water Ossumental, and thus, it is charged and challenged.

SpiritedCharge: 1d20 + 14 + 3 + 5 + 3 + 2 + 2 - 4 + 5 ⇒ (20) + 14 + 3 + 5 + 3 + 2 + 2 - 4 + 5 = 50 +Inspire, +Hero, +BoF, -PA
for Damage: 3d6 + 9 + 15 + 9 + 24 + 42 + 6d6 ⇒ (3, 5, 5) + 9 + 15 + 9 + 24 + 42 + (3, 1, 2, 5, 5, 5) = 133 +Inspire, +PA, +Challenge, Holy
CritConfirm?: 1d20 + 14 + 3 + 5 + 3 + 2 + 2 - 4 + 5 ⇒ (6) + 14 + 3 + 5 + 3 + 2 + 2 - 4 + 5 = 36 +Inspire, +Hero, +BoF, -PA
for Damage: 2d6 + 6 + 10 + 6 + 16 + 28 + 4d6 ⇒ (3, 3) + 6 + 10 + 6 + 16 + 28 + (1, 1, 1, 3) = 78 +Inspire, +PA, +Challenge, Holy

Anubis nips at the absconding Skeleton.

Bite: 1d20 + 9 + 5 + 2 + 3 + 3 - 3 ⇒ (17) + 9 + 5 + 2 + 3 + 3 - 3 = 36 +Inspire, +BoF, -PA
for damage: 1d6 + 5 + 2 + 3 + 6 ⇒ (5) + 5 + 2 + 3 + 6 = 21 +Inspire, +PA

Bite: 1d20 + 4 + 5 + 2 + 3 + 3 - 3 ⇒ (13) + 4 + 5 + 2 + 3 + 3 - 3 = 27 +Inspire, +BoF, -PA
for damage: 1d6 + 5 + 2 + 3 + 6 ⇒ (4) + 5 + 2 + 3 + 6 = 20 +Inspire, +PA

+3 morale bonus on saving throws against fear (Everyone within 60 feet)
+2 morale bonus on attack rolls made as part of a charge(Everyone within 60 feet)
+2 against charm and compulsion spells and effects (Everyone within 60 feet)
Everyone +4 circumstance bonus on melee attack rolls against Water Ossumental.

Status:

Stelle: Hits: 39/84 (120 DR Adamantine)
Annie: Hits: 102/102 (4.5 x HD +Con)
Stelle AC: 31
Anubis AC: 30
Buffs:

Saves:
Fort: +12 (Base, +1 Con, +1 Cloak, +1 Luck)
Reflex: +14 (Base, +2 Dex, +1 Cloak, +1 Luck, +2 Belt of Dex)
Will: +7/+12 vs. Fear (Base, +1 Blood of Pharaohs, +1 Luck, +1 Cloak, +2 Fearless, +3 Banner)

Challenge: 5/5

AC: 31 (+3 Shield, Size, Amulet of Nat. Armor +3, Dodge, +Belt Dex +2) flat footed = 22 (Size, +10 plate armor, Amulet of Nat. Armor +1),Touch = 13 (+2 dex, +1 Size)

BAB: +14/+9/+4 (+3 Lance (Holy), +5 Str, -4 PA, +4 when charging with Annie, +1 when charging)
MIGHTY CHARGE -- Combat Maneuver
GREATER BANNER

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+12 on challenge)
Lance, MW: (+3 to hit) ((1d6+Str+PA+Lance)x3(Spirited Charge)), (x6 on a Crit), (+8 on challenge)
Hammer (Ag): (+2 to hitMW) (1d3+Str+PA +2damage), (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

Zilchus crushes the air ossumental, as his crocodiles waddle up to the remaining water elemental, and both miss. Kosei maintains the wall, this time without the hassle of breath weapons. Stelle descends on the remaining ossumental and scatters splintered bones across a wide arc as she criticals the creature with her lance. Anubis steps up as well, and crunches the poor skeleton, destroying it with a bite.

There are no currently available targets, so Florence may change her planned action/spell and Nidhi may also back-fill actions on your next init.

The only other ossumental nearby, an air ossumental, flies up to the wall (taking 16hp damage from the heat), and breathes its lighting breath on Zilchus, Nidhi, Florence, Stelle, Anubis, and the blue croc.
Electrical breath: 6d6 ⇒ (5, 4, 6, 6, 1, 2) = 24 Reflex DC 18 for half

It then appears next to the Pharaoh’s Key, passing through its own breath to do so.

Two other air ossumentals are flying in from the east, but they’re still a few rounds away.

- Round 4 -
Zilchus - 5+ (-44hp)
Crocodile (red) - 5+
Crocodile (blue) - 5+ (-56hp)
Kosei - 5- (-2hp)
- Round 5 -
Stelle - 21 (-25hp)
Anubis - 21
Florence - 9+
Nidhi - 9
Good Folks - 9-
Air Ossumental (green) - 9- (-16hp)

Next up - everyone!


Neutral Human Bard/14

I don't wanna confuse myself D:

Round 4:

Reflex DC18: 1d20 + 18 ⇒ (10) + 18 = 28

Nidhi's voice suddenly goes quiet, but her inspiring song seems to linger. Hoping to move without detection, she glides her carpet away from the air ossumental. (See map.) From her new position, she lifts up her bow and fires an arrow at the air ossumental's back. Nidhi watches her arrow fly, attentive to what damage it may or may not cause.

To hit (Adamantine Arrow): 1d20 + 19 ⇒ (13) + 19 = 32
Damage (Adamantine Arrow): 1d8 + 5 ⇒ (7) + 5 = 12
To hit (Bard 14th level +10, Dex +5, Point-Blank Shot +1, +3 Inspire Courage)
Damage (Str +1, Composite +1, Point-Blank Shot +1 (30ft)), +3 Inspire Courage), Critical x3, Range 70ft, Piercing, 2 lbs (Juniper)

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

FEAT Lingering Performance: (link) Bardic Performance continues for 2 rounds after you stop performing

Nidhi Spell Tally:
34 Bardic Performances: 3/34
7 1st-level:
7 2nd-level:
5 3rd-level:
4 4th-level: Greater Invisibility
2 5th-level: Mass Cure Light Wounds, Mass Cure Light Wounds


Inactive; Campaign Concluded

Florence's Round 4 (Redux), Initiative 9+

Prior to the new Air Ossumental showing up...

With no immediate immediate threats, Florence decides to help Nidhi with keeping everyone alive and fighting. She moves over to the injured croc friend and, a bit haltingly, places her hand on its flank. As she does, she pours a bit of her magic into the creature and some of the wounds it's suffered slowly begin to close.

Regenerative Sinew hex on the Blue Croc; it gains Fast Healing 5 for 7 rounds.

Florence's Round 5, Initiative 9+

Reflex (DC 18): 1d20 + 10 ⇒ (17) + 10 = 27 Another 6 damage; Flo's G. False Life is almost spent.

"I don't know but I hope so!" Flo calls in answer to Kosei's question as she's battered again by electricity. She then moves to Zilchus and grants him the same regenerative healing that she did to his pet crocodile.

Regenerative Sinew hex on Zilchus; he gains Fast Healing 5 for 7 rounds.

Spells & Powers:

Cantrips - Dancing Lights, Detect Magic, Message, Read Magic
1st - Ear-Piercing Scream, Enlarge Person, Fumbletongue, Mage Armor, Shadow Trap, Snowball + Pearl of Power
2nd - Aid, Glitterdust x2, Hold Person, Lipstitch, See Invisibility + Pearl of Power
3rd - Disable Construct, Dispel Magic, Earth Tremor, Heroism x2 + Pearl of Power
4th - Black Tentacles, Blessing of Fervor, Death Ward, Dimension Door, Greater False Life
5th - Befuddled Combatant, Break Enchantment, Hold Monster x2
6th - Cone of Cold, Greater Dispel Magic, True Seeing
7th - Chain Lightning, Fairy Ring Retreat

Lesser Extend Rod: 1/3 Remaining
Regenerative Sinew: Blue Croc, Zilchus


Oh Flo! Ty, that’s some sweet stuff!

Round 4

1d20 + 12 ⇒ (9) + 12 = 21 Reflex (Zilchus)
1d20 + 9 ⇒ (17) + 9 = 26 Reflex (Blue)

Zilchus takes a 5’ step and lunges at green.
1d20 + 20 + 2 + 2 + 4 ⇒ (3) + 20 + 2 + 2 + 4 = 31 to hit; (+hero, +holy,+DF)
1d10 + 23 + 2d6 + 4 ⇒ (6) + 23 + (4, 2) + 4 = 39 adamantine slashing damage. (+holy)

1d20 + 20 + 2 + 2 + 4 ⇒ (7) + 20 + 2 + 2 + 4 = 35 to hit; (+hero, +holy,+DF)
1d10 + 23 + 2d6 + 4 ⇒ (7) + 23 + (2, 5) + 4 = 41 adamantine slashing damage. (+holy)

While the red chaosdile moves and nips at the green ossujerk.
1d20 + 13 ⇒ (7) + 13 = 20 to hit;
2d8 + 12 ⇒ (8, 3) + 12 = 23 damage.

The blue chaosodile moves and snaps at the green ossujerk.
1d20 + 13 ⇒ (17) + 13 = 30 to hit;
2d8 + 12 ⇒ (2, 1) + 12 = 15 damage.

Stats of Zilch:

[ dice]1d20+20+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)

[ dice]1d20+13+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)

HP: 114/114 - 41-10 +21-26-12+5
AC: 38/34 (10 armor + 2 def + 3 dex + 1 dodge + 2 insight + 2 natural) + 4 shield/buckler +3 barkskin (kosei) + 1 armor (warpriest) + light fortification.

DF 1/10
Weap: 0/14 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 2/9 used (+7 str)
Quick Prayer: 1/10 used
PoP1: 0/1 used
Armor: 1/14 minutes used (swift,+3 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/4 used (7d6)
Gr. Magic Weapon (+3); Magic Vestment (+3)
Falcon Crown: 0/3 used, immediate action sac spell

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not use

Entropic Chaosodile:

Large animal Init +2; Senses low-light vision, scent; Perception +14

DEFENSE
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, –1 size)
hp 105/105 (red) -22 -4
hp 105/105 (blue) -2 -10 -36-12+5

Fort +14, Ref +9, Will +6 Resist 10 Fire & Acid DR 5/lawful
Special Qualities: Tail thrawping, heel nipping

OFFENSE
Speed 20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16


HP 176/195/163 AC 32 TAC 15 FF 24 24 TAC 14 FF 23|CMD 26|F+19 R+13 F+17 R+10 W+21 (im. p.)|Res 20 fire, 30 elec.|WS: 4/7 HH: 10/16 FB: 9/11 L1: 5/7+2/4 L2: 2/7+1/1 L3: 1/7 L4: 2/7 L5: 1/6 L6: 3/5 L7: 3/4 L8: 1/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | (Completed Mummy's Mask)

"The gods of the Ancient Ossirion, and the Architect at orders of the Pharaoh I guess, are putting our resistance to test here my friends!" the Garundi keeps concentrating, the fire still arching in her hands as strong as it roars in the ring around the group.
Damage for traversing the wall: 2d6 + 14 ⇒ (6, 2) + 14 = 22 x2 vs undead
10' damage: 2d4 ⇒ (3, 3) = 6
20' damage: 1d4 ⇒ 2

Kosei further adjusts his position in the circle, although not really finding a safer placement.

HP 141/143 | AC 24 TAC 14


Roll20 Map - Treasure Sheet

Stelle, with confidence, slides back 5' exposing the Pharaoh's Key, and lays into the remaining ossumental with her lance.

Stelle Lance: 1d20 + 23 ⇒ (14) + 23 = 37 damage: 1d6 + 17 + 2d6 ⇒ (4) + 17 + (1, 2) = 24
Stelle Lance: 1d20 + 18 ⇒ (11) + 18 = 29 damage: 1d6 + 17 + 2d6 ⇒ (2) + 17 + (5, 4) = 28
Stelle Lance: 1d20 + 13 ⇒ (7) + 13 = 20 damage: 1d6 + 17 + 2d6 ⇒ (3) + 17 + (6, 5) = 31


Roll20 Map - Treasure Sheet

GM Rolls:
3d4 ⇒ (3, 3, 1) = 7

Zilchus steps up and lights up the next ossumental to join the party though it remains standing. Even a crocodile gets in the mix, though it does little damage after DR. Kosei maintains the wall. Stelle attacks the remaining ossumental with her lance. Florence heals Zilchus and a crocodile a little bit, over time. Nidhi flies into position, lines up a shot, and downs the ossumental.

Aside from the occasional minor skeleton, there are no further targets, and won’t be for at least two more rounds. Two other air ossumentals are flying in from the east, and appear on round 8 on the map where I’ve place them. So please feel free to take three full round actions as you, presumably, wait for the air ossumentals to fly in.

Further afield, you see three more ossumentals, slowly closing in. Unlike air, they cannot fly, so it takes a bit longer for them to arrive. (two fire and an earth inbound)

- Round 7 -
Zilchus - 5+ (-36hp, fast healing 5 4/7)
Crocodile (red) - 5+
Crocodile (blue) - 5+ (-48hp, fast healing 5 4/7)
Kosei - 5- (-2hp)
- Round 8 -
Stelle - 21 (-25hp)
Anubis - 21
Florence - 9+
Nidhi - 9
Good Folks - 9-
Air Ossumental (green) - 9- (destroyed)

Next up - everyone!


Zilchus enjoys 3 more round of excellent fast healing, and commands his chaosodiles to ready for attacks from the east. He ponders his next actions, unsure how long this onslaught will last.

"This is quite the doozie, ain't it?"

Nothing yet, but might as others post.


Inactive; Campaign Concluded

Taking advantage of the break in the battle, Florence first moves to Stelle and grants her the benefits of Regenerative Sinew as well. Then she produces one of the many healing wands the group has at their disposal and gives Kosei a quick tap with it.

CLW Wand (Kosei): 1d8 + 1 ⇒ (7) + 1 = 8 Charges remaining on current wand (19).

Finally, she focuses her mind and slowly rises into the air - not too high, considering the howling winds above, but to a height of about 10 or 15 ft.


Neutral Human Bard/14

Round 7:

Nidhi begins to sing again, inspiring her companions to fight on with vigor. She glides back to near the flame wall, well aware of the heat at her back. See map.

Round 8:

As Nidhi continues to sing, she casts a spell (PRD link) summoning a swarm of screeching, mischievous monkeys! (within 70ft, lasts 14 rounds) Nidhi instructs her monkey swarm to steal from the closest ossumental. The monkey swarm makes a ruckus as it rips at the downed fire ossumental.

Monkey Swarm CMB20 (Caster Level 14 + Char Mod 6)

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

Nidhi Spell Tally:

34 Bardic Performances: 5/34
7 1st-level:
7 2nd-level:
5 3rd-level: Mad Monkeys
4 4th-level: Greater Invisibility
2 5th-level: Mass Cure Light Wounds, Mass Cure Light Wounds

Nidhi can technically cast to the pink air ossumental, but I assume she can't see it clearly because of the fire wall? Also, the swarm wouldn't be attached right? So when the ossumental moves, the swarm would be left behind. So maybe the monkeys will be standing on top of the fire ossumental corpse, tearing it apart. Maybe creating something to focus on


HP 176/195/163 AC 32 TAC 15 FF 24 24 TAC 14 FF 23|CMD 26|F+19 R+13 F+17 R+10 W+21 (im. p.)|Res 20 fire, 30 elec.|WS: 4/7 HH: 10/16 FB: 9/11 L1: 5/7+2/4 L2: 2/7+1/1 L3: 1/7 L4: 2/7 L5: 1/6 L6: 3/5 L7: 3/4 L8: 1/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | (Completed Mummy's Mask)

"The trenches were full of dead slaves... if we are to fight all those... this is going to take long..." Kosei looks stoically at the dead ossumentals in their oasis of life "You can count on me to keep our purifying flames around so you keep focusing on the big ones my friends"

The Garundi focuses on maintaining the wall the three rounds and further, thanks Florence for the healing, and moves away from Nidhi's swarm and closer to the Key.

HP 143/143 | AC 24 TAC 14


Zilchus’ head spins from side to side, keeping an eye on the approaching foes and ready to send chaosodile where they might be needed. Truthfully, it is Kosei’s wall that is saving the party from being overrun. Zilchus’ blood boils for this fight, but also knows that there are new wounds that will no doubt ache when this is over.

He casts Resist Energy (cold) for the expantant onslaught of cold breaths to come his way.


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Roll20 Map - Treasure Sheet

Zilchus heals and readies his minions. Per OOC, he protects himself against lightning, not cold as the air ossumentals do lightning damage. Kosei maintains the wall and moves into position. Stelle DMPC raises her lance and prepares for the ossumental arrival, guarding the Pharaoh’s Key. Florence heals Stelle, and tops off Kosei too just in case. Nidhi enlivens the battlefield with a swarm of mad monkeys! While there is nothing to steal, the monkeys study the ossumental a moment, before ripping it apart and shattering its bones. (Sorry, the swarm on the map is of rats - the closest I could find to screaming monkeys.)

The two ossumentals close quickly, flying low to avoid the increasing maelstrom above. They reach the wall and, after taking the requisite fire damage (3d6 ⇒ (3, 6, 4) = 13 x2), breathe on the party in unison, before dissolving and reforming inside the wall.
Pink breath: 6d6 ⇒ (2, 2, 4, 1, 5, 1) = 15 (electrical and bludgeoning, Reflex DC 18 for half) effects: Florence, Kosei, Zilchus, the blue crocodile and the monkey swarm
Purple breath: 6d6 ⇒ (6, 3, 2, 4, 5, 3) = 23 (electrical and bludgeoning, Reflex DC 18 for half) effects: Florence, Kosei, Zilchus, Stelle, Anubis, and both crocodiles

- Round 8 -
Zilchus - 5+ (-31hp, fast healing 5 5/7)
Crocodile (red) - 5+
Crocodile (blue) - 5+ (-43hp, fast healing 5 5/7)
Kosei - 5-
- Round 9 -
Stelle - 21 (-10hp, fast healing 5 3/7)
Anubis - 21
Florence - 9+
Nidhi - 9
Good Folks - 9-
Air Ossumental (pink) - 9- (-26hp)
Air Ossumental (purple) - 9- (-26hp)

Next up - everyone!


Inactive; Campaign Concluded

Florence's Round 9, Initiative 9+

Reflex (DC 18): 1d20 + 10 ⇒ (20) + 10 = 30
Reflex (DC 18): 1d20 + 10 ⇒ (17) + 10 = 27

Though her Ring of Blinking and quick reflexes spare her from the majority of the battering electricity, it's still enough to finally push through the remainder of Florence's temporary health and leave her with real, legitimate scratches and scorch marks.

10 damage; last 2 temp HP fade and then 8 real damage.

From her position up in the sky she falls back a pace, hovering near the Blue Chaosodile, and hauls off and flings a conjured snowball down at Pink.

Snowball vs. Pink (Ranged Touch; IC): 1d20 + 9 + 3 ⇒ (19) + 9 + 3 = 31
Damage (Cold): 5d6 ⇒ (4, 5, 3, 1, 5) = 18

Spells & Powers:

Cantrips - Dancing Lights, Detect Magic, Message, Read Magic
1st - Ear-Piercing Scream, Enlarge Person, Fumbletongue, Mage Armor, Shadow Trap, Snowball + Pearl of Power
2nd - Aid, Glitterdust x2, Hold Person, Lipstitch, See Invisibility + Pearl of Power
3rd - Disable Construct, Dispel Magic, Earth Tremor, Heroism x2 + Pearl of Power
4th - Black Tentacles, Blessing of Fervor, Death Ward, Dimension Door, Greater False Life
5th - Befuddled Combatant, Break Enchantment, Hold Monster x2
6th - Cone of Cold, Greater Dispel Magic, True Seeing
7th - Chain Lightning, Fairy Ring Retreat

Lesser Extend Rod: 1/3 Remaining
Regenerative Sinew: Blue Croc, Stelle, Zilchus


HP 176/195/163 AC 32 TAC 15 FF 24 24 TAC 14 FF 23|CMD 26|F+19 R+13 F+17 R+10 W+21 (im. p.)|Res 20 fire, 30 elec.|WS: 4/7 HH: 10/16 FB: 9/11 L1: 5/7+2/4 L2: 2/7+1/1 L3: 1/7 L4: 2/7 L5: 1/6 L6: 3/5 L7: 3/4 L8: 1/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | (Completed Mummy's Mask)

Ref DC 18: 1d20 + 9 ⇒ (17) + 9 = 26
Concentration DC 21: 1d20 + 21 ⇒ (11) + 21 = 32
Ref DC 18: 1d20 + 9 ⇒ (3) + 9 = 12
Concentration DC 37: 1d20 + 21 ⇒ (17) + 21 = 38
Kosei jumps to the side to avoid one of the breaths and comes just on the middle of the other. Despite the terrible shocking provoked on his flesh, the Garundi heroically holds concentration effectively extending the duration of the saving ring of fire.

All full of burns due to the electricity the man smiles "I told you my friends... I will keep it up!" as he takes breath the flames start to roar with renewed power burning to dust the skeletons that try to pass through.
Damage for traversing the wall: 2d6 + 14 ⇒ (5, 1) + 14 = 20 x2 vs undead
10' damage: 2d4 ⇒ (1, 3) = 4
20' damage: 1d4 ⇒ 4

Kosei steps to the side, leaving a clear line of charge for Stelle.

HP 113/143 | AC 24 TAC 14


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Female Halfling Cavalier/16

Round 8, Init 21

Stelle thanks Florence then grants Nidhi, Florence and Kosei +2 dodge bonus to their AC (for one round) and +2 morale bonus on attack rolls to Zilchus and the Beautiful Crocs for (one round) just before the skeletons exhale so adamantly.

ReflexStelle: 1d20 + 11 + 2 + 2 ⇒ (11) + 11 + 2 + 2 = 26 +Hero, +BoF
ReflexAnnie: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30 +BoF, Evasion

She thanks Kosei, then points to purple with her lance challenging it, then charges.

"I'll be back..." she mutters on her way past Kosei.

Spirited Charge: 1d20 + 14 + 3 + 5 + 2 + 3 + 2 - 4 + 5 ⇒ (16) + 14 + 3 + 5 + 2 + 3 + 2 - 4 + 5 = 46 +Hero, +Inspire, +Flank
for Damage: 3d6 + 9 + 15 + 24 + 42 + 9 ⇒ (3, 2, 3) + 9 + 15 + 24 + 42 + 9 = 107 +PA, +Challenge, +Inspire, Holy

Mighty ChargeBull Rush: 1d20 + 18 + 2 + 3 + 2 ⇒ (20) + 18 + 2 + 3 + 2 = 45 +Hero, +Inspire, +Flank

Stelle pushes the skeleton into the flaming wall.

+3 morale bonus on saving throws against fear (Everyone within 60 feet)
+2 morale bonus on attack rolls made as part of a charge(Everyone within 60 feet)
+2 against charm and compulsion spells and effects (Everyone within 60 feet)
+4 circumstance bonus to anyone taking a swipe at Purple

Status:

Stelle: Hits: 78/84 (120 DR Adamantine)
Annie: Hits: 102/102 (4.5 x HD +Con)
Stelle AC: 31
Anubis AC: 30
Buffs:

Saves:
Fort: +12 (Base, +1 Con, +1 Cloak, +1 Luck)
Reflex: +14 (Base, +2 Dex, +1 Cloak, +1 Luck, +2 Belt of Dex)
Will: +7/+12 vs. Fear (Base, +1 Blood of Pharaohs, +1 Luck, +1 Cloak, +2 Fearless, +3 Banner)

Challenge: 2/5

AC: 31 (+3 Shield, Size, Amulet of Nat. Armor +3, Dodge, +Belt Dex +2) flat footed = 22 (Size, +10 plate armor, Amulet of Nat. Armor +1),Touch = 13 (+2 dex, +1 Size)

BAB: +14/+9/+4 (+3 Lance (Holy), +5 Str, -4 PA, +4 when charging with Annie, +1 when charging)
MIGHTY CHARGE -- Combat Maneuver
GREATER BANNER

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+12 on challenge)
Lance, MW: (+3 to hit) ((1d6+Str+PA+Lance)x3(Spirited Charge)), (x6 on a Crit), (+8 on challenge)
Hammer (Ag): (+2 to hitMW) (1d3+Str+PA +2damage), (x2 on a Crit), (+8 on challenge)
Glaive (Cold Fe): (+1 to hitMW) (1d8+Str+PA+1 damage), (x3 on a Crit), (+8 on challenge)
Scimitar (Cold Fe: (+1 to hitMW) (1d4+Str+P+1 damage), (x2 on an 18-20 Crit), (+8 on challenge)
Composite Shortbow: (+1 to hitMW) (1d4+Dex +2 Str damage +1), (x3 on a Crit), (+8 on challenge)


Round 5

1d20 + 12 ⇒ (9) + 12 = 21 Reflex (Zilchus)
1d20 + 9 ⇒ (12) + 9 = 21 Reflex (Blue)

1d20 + 12 ⇒ (19) + 12 = 31 Reflex (Zilchus)
1d20 + 9 ⇒ (9) + 9 = 18 Reflex (Blue)
1d20 + 9 ⇒ (18) + 9 = 27 Reflex (Red)

Zilchus takes a 5’ step and lunges at pink.
1d20 + 20 + 2 + 2 + 4 ⇒ (1) + 20 + 2 + 2 + 4 = 29 to hit; (+hero, +holy,+DF)
1d10 + 23 + 2d6 + 4 ⇒ (6) + 23 + (6, 4) + 4 = 43 adamantine slashing damage. (+holy)

While the red chaosdile moves and nips at the purple ossujerk.
1d20 + 13 ⇒ (13) + 13 = 26 to hit;
2d8 + 12 ⇒ (7, 5) + 12 = 24 damage.

The blue chaosodile moves and snaps at the pink ossujerk.
1d20 + 13 ⇒ (5) + 13 = 18 to hit;
2d8 + 12 ⇒ (6, 6) + 12 = 24 damage.

Stats of Zilch:

[ dice]1d20+20+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)

[ dice]1d20+13+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)

HP: 114/114 - 41-10 +21-26
AC: 38/34 (10 armor + 2 def + 3 dex + 1 dodge + 2 insight + 2 natural) + 4 shield/buckler +3 barkskin (kosei) + 1 armor (warpriest) + light fortification.

DF 1/10
Weap: 0/14 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 2/9 used (+7 str)
Quick Prayer: 1/10 used
PoP1: 0/1 used
Armor: 1/14 minutes used (swift,+3 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/4 used (7d6)
Gr. Magic Weapon (+3); Magic Vestment (+3)
Falcon Crown: 0/3 used, immediate action sac spell

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not use

Entropic Chaosodile:

Large animal Init +2; Senses low-light vision, scent; Perception +14

DEFENSE
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, –1 size)
hp 105/105 (red) -22 -4
hp 105/105 (blue) -2 -10 -36

Fort +14, Ref +9, Will +6 Resist 10 Fire & Acid DR 5/lawful
Special Qualities: Tail thrawping, heel nipping

OFFENSE
Speed 20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16


Roll20 Map - Treasure Sheet

Nidhi, DMPC, fires a volley over the heads of her screaming monkeys, standing between her and danger. She continues to inspire courage.

Bow on pink: 1d20 + 17 + 3 ⇒ (10) + 17 + 3 = 30 damage: 2d6 + 6 + 2d6 + 6 ⇒ (4, 5) + 6 + (5, 3) + 6 = 29
Bow on pink: 1d20 + 17 + 3 ⇒ (8) + 17 + 3 = 28 damage: 1d6 + 3 + 1d6 + 3 ⇒ (4) + 3 + (1) + 3 = 11
Bow on pink: 1d20 + 12 + 3 ⇒ (14) + 12 + 3 = 29 damage: 1d6 + 3 + 1d6 + 3 ⇒ (1) + 3 + (2) + 3 = 9

blessings of fervor Bow on pink: 1d20 + 17 + 3 ⇒ (17) + 17 + 3 = 37 damage: 1d6 + 3 + 1d6 + 3 ⇒ (3) + 3 + (1) + 3 = 10


Roll20 Map - Treasure Sheet

Zilchus moves up, stretches out, and nearly cuts Florence with the follow through on the miss though she’s far over he head. Kosei takes some real damage, but manages, somehow, to maintain the wall of fire! Stelle slams her lance on purple, pushing it back through the wall of fire, which is enough to crisp it. (man, the double damage to undead is brutal) Florence is finally punctured. A little. She responds by throwing a snowball, hitting the ossumental squarely in the face. Nidhi DMPC takes a crack at pink with a volley of her own.

The remaining ossumental wavers a moment, not liking the array of warriors arrayed against it, but the pull of the Pharaoh’s Key is too strong, and it remains. It takes out its frustrations on the only real target available to it (other than a crocodile and a whole pile of mad monkeys), Zilchus.

air on Zilchus: 1d20 + 21 ⇒ (16) + 21 = 37 damage: 1d8 + 10 ⇒ (4) + 10 = 14
air on Zilchus: 1d20 + 21 ⇒ (5) + 21 = 26 damage: 1d8 + 10 ⇒ (2) + 10 = 12
air on Zilchus: 1d20 + 21 ⇒ (6) + 21 = 27 damage: 1d8 + 10 ⇒ (5) + 10 = 15
air on Zilchus: 1d20 + 21 ⇒ (5) + 21 = 26 damage: 1d8 + 10 ⇒ (2) + 10 = 12

- Round 9 -
Zilchus - 5+ (-58hp, fast healing 5 5/7)
Crocodile (red) - 5+ (-11hp)
Crocodile (blue) - 5+ (-56hp, fast healing 5 5/7)
Kosei - 5- (-30hp)
- Round 10 -
Stelle - 21 (-1hp, fast healing 5 3/7)
Anubis - 21
Florence - 9+ (-8hp)
Nidhi - 9
Good Folks - 9-
Air Ossumental (pink) - 9- (-92)
Air Ossumental (purple) - 9- (destroyed)

Next up - everyone!


Inactive; Campaign Concluded

Florence's Round 10, Initiative 9+

Deciding to wait until the other incoming ossumentals arrive before throwing out more spellwork, Florence descends down to where she can reach Kosei. As she does, she places a hand on his shoulder and infuses him with regenerative power.
______________

Regenerative Sinew on Kosei; Fast Healing 5 for 7 rounds~


Round 5

Zilchus takes a blow, but still takes a 5’ step and fights the remaining air ossujerk.

1d20 + 20 + 2 + 2 + 4 ⇒ (12) + 20 + 2 + 2 + 4 = 40 to hit; (+hero, +holy,+DF)
1d10 + 23 + 2d6 + 4 ⇒ (6) + 23 + (6, 2) + 4 = 41 adamantine slashing damage. (+holy)

1d20 + 20 + 2 + 2 + 4 ⇒ (11) + 20 + 2 + 2 + 4 = 39 to hit; (+hero, +holy,+DF)
1d10 + 23 + 2d6 + 4 ⇒ (2) + 23 + (6, 3) + 4 = 38 adamantine slashing damage. (+holy)

While the red chaosdile moves and nips at the air ossujerk.
1d20 + 13 ⇒ (7) + 13 = 20 to hit;
2d8 + 12 ⇒ (2, 6) + 12 = 20 damage.

The blue chaosodile moves and snaps at the air ossujerk.
1d20 + 13 ⇒ (15) + 13 = 28 to hit;
2d8 + 12 ⇒ (3, 5) + 12 = 20 damage.

Stats of Zilch:

[ dice]1d20+20+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)

[ dice]1d20+13+2+2[/dice] to hit; (+hero, +holy)
[ dice]1d10+23+2d6[/dice] adamantine slashing damage. (+holy)

HP: 114/114 - 41-10 +21-26
AC: 38/34 (10 armor + 2 def + 3 dex + 1 dodge + 2 insight + 2 natural) + 4 shield/buckler +3 barkskin (kosei) + 1 armor (warpriest) + light fortification.

DF 1/10
Weap: 0/14 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 2/9 used (+7 str)
Quick Prayer: 1/10 used
PoP1: 0/1 used
Armor: 1/14 minutes used (swift,+3 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/4 used (7d6)
Gr. Magic Weapon (+3); Magic Vestment (+3)
Falcon Crown: 0/3 used, immediate action sac spell

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not use

Entropic Chaosodile:

Large animal Init +2; Senses low-light vision, scent; Perception +14

DEFENSE
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, –1 size)
hp 105/105 (red) -22 -4
hp 105/105 (blue) -2 -10 -36

Fort +14, Ref +9, Will +6 Resist 10 Fire & Acid DR 5/lawful
Special Qualities: Tail thrawping, heel nipping

OFFENSE
Speed 20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16


Roll20 Map - Treasure Sheet

Zilchus cuts down the remaining ossumental in the immediate vicinity, leaving you another few rounds before the next wave of ossumentals is due to arrive. However, as the party prepares for another round, the electrical play that had been building among the activated Sekrepheres, flares up into the sky with incredible speed one minute after the Key was placed. The speed of light in fact, though it seems even faster as the passage of the powerful arcs leave a shadow on your eyes.

Hakotep’s tomb has been aloft for 6 millennia, and its appearance overhead (image, ignore the people in the foreground - this is the take-off shot) causes the ossumentals and skeletons to discorporate into their component bones, which fall to the ground, inactive! With a rumbling roar, the Great Pyramid of the Sky Pharaoh sets down in the rolling desert just southwest of the Slave Trenches, and the Sekrepheres used to pull down the flying tomb flare once more with power before the energy slowly dissipates and fades away. The Trenches are quiet once more.

The smooth limestone casing stones of the pyramid are pristine and intact, and hundreds of foot-long rods of black iron, arcing with electricity, protrude perpendicularly from the polished surface. These rods are part of the ancient Shory technology that allows the pyramid to take flight, though they also look dangerous in their own right.

The massive weight of the pyramid submerges the lower 70 feet of the tomb beneath ground level. What remains above the sand is 760 feet to a side and 500 feet tall at its peak. Each face ascends at an angle of 53 degrees to the apex. Ten-foot-wide staircases climb up the center of three of the faces to small balconies where stone blocks seal the entrances to the pyramid’s interior.

For the moment, all is calm and the only sound to be heard over your own heavy breathing, is the sizzling of the wall of fire, still burning, and the occasional arc of electricity between the pyramid’s rods as it cools down.

We are out of initiative.

That is Pharaoh Hakotep’s pyramid. I saw it rise into the sky centuries ago.” says a voice in Ancient Osiriani beneath your feet. Looking down, you see the face of Tef-Naju poking through the stone. He rises up and stands before you before bowing low.

Telepathically, you each ‘hear’, ”You have saved me, ended my interminable servitude here these years beyond counting. I shall not face my tormentor, for I know he is more than my equal, but I owe each of you a boon at the very least. Tell me where I may find you once you have bested Hakotep, for I have every confidence in you, and I will repay you with wealth or service.”

He awaits your response, though he’s clearly uncomfortable being this close to Hakotep’s pyramid.


Zilchus - 5+ (-34hp)
Crocodile (red) - 5+ (-11hp)
Crocodile (blue) - 5+ (-46hp)
Kosei - 5-
Stelle - 21
Anubis - 21
Florence - 9+ (-8hp)
Nidhi - 9


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HP 176/195/163 AC 32 TAC 15 FF 24 24 TAC 14 FF 23|CMD 26|F+19 R+13 F+17 R+10 W+21 (im. p.)|Res 20 fire, 30 elec.|WS: 4/7 HH: 10/16 FB: 9/11 L1: 5/7+2/4 L2: 2/7+1/1 L3: 1/7 L4: 2/7 L5: 1/6 L6: 3/5 L7: 3/4 L8: 1/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | (Completed Mummy's Mask)

Kosei looks as the pyramid descends from the sky, forgetting completely about the wall of fire that slowly starts to fade while his wounds heal up thanks to Florence.

"Are we in the way to save the desert my friends?" Kosei looks at the imposing structure with empty feelings "Or have we brought down our doom and all of Osirion?"

Noticing the arrival of their ally, Kosei bows in front of him "Noble and powerful Tef-Naju, the guardian enslaved that has endured the centuries of prison. I am proud we have finally come to free you" the Garundi seems to think a bit about his present "The only boon I want, noble Tef-Naju, it would be a marriage contract with my lovely palm princess, Deka An-Keret, Highness within all the women in Tephu. If you can give me a contract that bonds her noble heritage with that of the Ancient Guardian of the Sun Lion, I would give me as well paid for all the risks I am taking to defend the lands of the tribe"


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Zilchus gasps despite himself when the pyramid comes into view. He's not sure why it is affecting him so much, and even though he knew, in concept, what it would look like, he was still unprepared.

"That is...that is stunning," Zilchus finally eeks out when he catches his breath again. "I didn't think I'd want to say it, but I have to admit, if I were a powerful Pharaoh, that would be what I would do. If we...if we can find a way to fly this to the Ruby Prince when we are done...this gift would earn me a sultanship for sure. There would be no greater prize, save maybe the Sun Orchid Elixir recipe that I could give my Prince."

Zilchus moves over to pat and thank his chaosodiles, but has to quickly wrench his hand away when the 'diles snap at him. He jeers proudly at them and dismisses them.

"Did you all see that? They snapped at me!! At *me*! Their better! And they snapped at me. Ha! Wonderful!" Zilchus seems more impressed by this than their battle prowess.

Tef-Naju wrote:
"I will repay you with wealth or service."

Zilchus smiles at the offer, knowing how hard it might be to be found in some future place. However, Zilchus has an idea.

"I accept your gift, friend. However, I might die here in this pyramid and we may yet succeed. I have yet to truly die* and do not plan to now, but it is good to be aware of the dangers. I would give you your charge right now. I would tell you what I would wish. And you will know whether we succeed or fail...so would you hear my boon request?"

Zilchus pauses, letting the stony face reply. If positive, he will continue.

"I will say this to you: if you have chance to aid the aims of the Ruby Prince, I would ask that you do so. You need not commit yourself his service, but that you would, when you can, seek to aid him in his aims, protecting Osirion from foes both foreign and domestic. That is what I would wish of you? Will you do that?"


Inactive; Campaign Concluded

"It is stunning..." Florence murmurs as they watch the pyramid descend out of the sky and set down a short distance from the Slave Trenches. "When I left home I never thought that this is where I'd end up, but...I...um...."

She shakes her head and looks away as Tef-Naju comes to speak with them, overcome with emotions too complex for her to put into words.

"I don't really know what I would want," Florence finally says after a lengthy pause. "Um, because I haven't really given much thought to the future or about what might happen if we succeed. Sometimes I'm still amazed that my story didn't end again back in one of those tombs in Wati."

Florence smiles slightly. "Guess I'll have to think on it, if that's okay."


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Neutral Human Bard/14
GM Euan wrote:
The massive weight of the pyramid submerges the lower 70 feet of the tomb beneath ground level. What remains above the sand is 760 feet to a side and 500 feet tall at its peak. Each face ascends at an angle of 53 degrees to the apex. Ten-foot-wide staircases climb up the center of three of the faces to small balconies where stone blocks seal the entrances to the pyramid’s interior.

Nidhi cranes her neck to stare at it's peak and follows the framing lines to the sand. "Wow," she breathes. I want one. When the pyramid lands, Nidhi is no longer invisible and floating close to one of her tankier companions - either Stelle or Zilchus.

Nidhi's jaw gradually lengthens as Kosei continues to speak. "WHAT?! Kosei, I didn't know you had a lover! I mean, of course you do - you seem like a real charmer with your dress and words." Nidhi gestures at the Garundi's form, bracelets tinkling and shining in the light. "But WOW! A princess?!" She lifts the back of her hand to the top of her mask, "I'm such a commoner compared to you! Perhaps you will humble me and let me sing at your wedding? All of us will attend. Are muscular beauties common where you're from? In Wati we have the guard and fights in the pit."

She seems surprised at Kosei's requested boon, but has been with Zilchus and Florence long enough that their words seem belonging to their selves. An image of Jharna and Stuffing pops into Nidhi's mind. "I'm not sure what I want either. I feel like I've been continuing to follow a calling since the lottery. This matter directly involves my home and family. Buuuut, there are plenty of things I want." A self-refilling pool of honey, chests overflowing with fabulous gold and lapis lazuli jewelry, a river barge covered in silks and pillows, and a floating pyramid if the gods were feeling generous. Finding love with a strong, muscular woman would follow naturally after fame and fortune... probably.

Nidhi tries to scratch her nose, forgetting she's wearing the mask, and her finger prods into the sun-heated hard metal. Feeling confident in her skin, Nidhi acts like nothing happened. "Tef-Naju, you may find me in Wati, in my grandmother's tailoring shop. Or maybe in one of Wati's taverns. But, if I die, please grant a boon to my grandmother, Jharna, in my stead." She imagines Jharna's face and the shop location for Tef-Naju's benefit. Nidhi falses some bravado, but still fears dying herself. "However, I won't die. My goddess Pharasma has seen good fortune in my destiny. And the gods have granted me protective companions who wouldn't see harm befall me. Zilchus," the bard motions to the surly beefcake, "has saved my life twice." She squints. "Maybe three... I'm not sure what happened while I was turned to stone." She didn't like thinking about herself as a prone statue.

Nidhi stands on her floating carpet and performs a variety of stretches. Her butt ached from being on the carpet but it was a helpful, and beautiful - extra precaution when dungeon delving. "So, before we part again, what might we come across in this second pyramid? More false floors? Golems that respond to my mask?"

Knowledge (Dungeoneering): 1d20 + 11 ⇒ (20) + 11 = 31


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HP 176/195/163 AC 32 TAC 15 FF 24 24 TAC 14 FF 23|CMD 26|F+19 R+13 F+17 R+10 W+21 (im. p.)|Res 20 fire, 30 elec.|WS: 4/7 HH: 10/16 FB: 9/11 L1: 5/7+2/4 L2: 2/7+1/1 L3: 1/7 L4: 2/7 L5: 1/6 L6: 3/5 L7: 3/4 L8: 1/4 Ext: 3/3 Daz: 1/3 | Ini+3 | Senses+24
Skills:
Acro+19,Climb+4,Diplo+1,Fly+7,H.Animal+3,Heal+25,K.dung+17,K.geo+8,K.hist+2 ,K.local+0,K.nat+5,K.nobility+14,K.planes+17,K.relig+2,Linguist+15,P.Orator y+4,S.Motive+8,Spellcr+10,Stealth+14,Surviv+12,Swim+1
Eccentric Garundi Druid (restorer) 16 | (Completed Mummy's Mask)

Kosei reels back at the crocodile snap at Zilchus and nods at the man's words "Yes, we would not want him to become a problem now my friends"

And kindly answers to Nidhi's surprise "It is supposed that a man of my hierarchy shall marry a noble woman if he wants to advance on this very same tribal hierarchy. Of course, I am open to similar alternatives Nidhi. I hope Tef-Naju understands my responsibilities with the sands and stars of the desert as I request him this boon"

He then taps Nidhi's shoulder "You shall know we will thwart the Pharaoh's plan. But if worst come we shall promise each other that our sacrifice will be known and written in the stars of the night"


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Zilchus smiles, listening to the words from his friends and companions. He is filled with a bit of joy and feels bolstered for the fights to come.

”...and after we take this thing over, and we learn how to fly it...you know what we should do, Florence? Nidhi? You know what we should do? We should fly it over Ben’s house and empty out of the chamber pots.”

Zilchus smiles at the idea. And the folly of Ben, leaving the party when they were on the verge of discovering one of the biggest troves of shory magic in millennia. This, in theory, was the kind of thing scholars like Ben might dream of...and he had ditched the party.


Female Halfling Cavalier/16

Anubis skitters to the side so as not to be stepping upon the new face that appears in the stone. He barks excitedly as Tef-Naju passes through the stone to bow before them.

Tef-Naju wrote:
"Tell me where I may find you once you have bested Hakotep, for I have every confidence in you, and I will repay you with wealth or service.”

"Should we survive this and defeat Hakotep, you shall find us in Wati," says Stelle, totally unprepared for Tef-Naju's arrival and offer.

"Well then," she says turning to everyone. "Are we ready to storm the Pyramid and be done with this Mummy business?"

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