GM Euan's Mummy's Mask (Inactive)

Game Master Euan

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


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Roll20 Map - Treasure Sheet

The party enters the large chamber and ambles about, examining this and that. Zilchus, looking higher, sees the ‘lions’ start to change and warp when Florence casts her magic. Clearly, they are agitated, as they twist and squirm - the very fabric of reality shifting with their features.

You have just a few seconds to react before they achieve their form and they begin their attack!

Everyone in the party has two full rounds of actions before we roll for initiative. Though the creatures could be attacked (remember they’re up on 20’ pedestals), they cannot yet be identified as they’re not in their form.


Zilchus ponders how to react. He casts Resist Energy (electricity...guessing) and waits to see if others have thoughts. He moves closer (10’ reach of one of them), hoping he can hear what kind of attack might work best.

Cant move on map right now, so feel free to move Zilchus wherever seems right. Thx.


Inactive; Campaign Concluded

"Oh, um...that's not good," Florence remarks with more than a little alarm as the forms of the lions ripple and shimmer and begin to change. "I can't tell what these things are supposed to be, so be ready!"

For lack of any better options, she first chooses to grant Zilchus a little extra aid in the battle to come and then regains her previously-spent usage of Dispel Magic with one of her magical pearls.

Aid - Zilchus: 1d8 + 10 ⇒ (8) + 10 = 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
8th - Stormbolts

Lesser Extend Rod: 1/3 Remaining

Fortune Hex: Zilchus
Regenerative Sinew: Kosei, Stelle, Zilchus


______________

Florence will move and cast Aid on Zilchus for her first round and then uses her 3rd level Pearl of Power to regain her Dispel Magic before falling back again towards the room's entrance~


Female Halfling Cavalier/16

Stelle glances up at the transforming lions and scowls.

Zilchus wrote:
[ Zilchus ] casts Resist Energy (electricity...guessing) and waits to see if others have thoughts.

Stelle looks at Zilchus and shrugs. "There seems to be plenty of electricity around for sure...

She grants everyone the ability to move up to their speed as an immediate action once (effective when and after combat actually ensues, but only once in the combat).


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 at the strange statues and shouts at them "I am the Ancient Guardian of the Sun Lion, you... things!" and a ball of fire erupts from his mouth as he casts produce flame.
Produce flame to red: 1d20 + 14 ⇒ (9) + 14 = 23
Fire damage: 1d6 + 5 ⇒ (4) + 5 = 9

And next a new ball of flames appears and his mouth and the lion again launches it at the same, up to three times.
Produce flame to red: 1d20 + 14 ⇒ (15) + 14 = 29
Fire damage: 1d6 + 5 ⇒ (4) + 5 = 9

Produce flame to red: 1d20 + 9 ⇒ (17) + 9 = 26
Fire damage: 1d6 + 5 ⇒ (3) + 5 = 8

Produce flame to red: 1d20 + 5 ⇒ (10) + 5 = 15
Fire damage: 1d6 + 5 ⇒ (2) + 5 = 7

HP 153/153 | AC 24 TAC 14
Produce flame: 11/15


Round -1

Having moved last round, Zilchus lays into pink.

1d20 + 20 + 2 + 2 ⇒ (10) + 20 + 2 + 2 = 34 to hit; (+hero, +holy)
1d10 + 23 + 2d6 ⇒ (10) + 23 + (6, 3) = 42 adamantine slashing damage. (+holy)

1d20 + 13 + 2 + 2 ⇒ (12) + 13 + 2 + 2 = 29 to hit; (+hero, +holy)
1d10 + 23 + 2d6 ⇒ (3) + 23 + (4, 4) = 34 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
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: 2/10 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

Stelle gives everyone the gift of free movement, anytime in the combat (once). Zilchus looks for pink, but finding none, stabs at green who is within lunge range - hitting twice! Kosei lets fire fly, hitting all four times (touch AC is horrible!). Nidhi may take her two rounds on her initiative post. Florence aids Zilchus and prepares to dispel magic… just in case.

Meanwhile the former lions twist and twirl, bend but not break, as they assume new forms. In the end, these things are horrid masses of barbed tentacles, glaring eyes, and gnashing teeth, twisting upon themselves and constantly reshaping into new forms.

Knowledge Planes DC 22:
You face Tainted Chaos Beasts - some sort of variant of so-called ‘normal’ chaos beasts. They’re CE large outsiders (chaotic, extraplanar). You have one question for each five you beat the DC.
- - -

- Round 1 -
Florence - 22
Stelle - 14
Kosei - 10
Chaos-y Good Folks - 8
Green Chaos - 8 (-76hp)
Red Chaos - 8 (-34hp)
Zilchus - 6+
Nidhi - 6-

Initiative Rolls:

Florence 1d20 + 6 ⇒ (16) + 6 = 22
Kosei 1d20 + 3 ⇒ (7) + 3 = 10
Nidhi 1d20 + 1 ⇒ (5) + 1 = 6
Stelle 1d20 + 3 ⇒ (11) + 3 = 14
Zilchus 1d20 + 4 ⇒ (2) + 4 = 6
Good Folk 1d20 + 7 ⇒ (1) + 7 = 8

First up! Florence, Stelle, and Kosei as the beasts continue to form.


Female Halfling Cavalier/16

Stelle delays.


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)

K. planes: 1d20 + 15 ⇒ (18) + 15 = 33 Special attacks, weak save, special defenses/resistances
"I tell you my friends, those are not noble loyal lions!" as the creatures start a chaotic shape changing something triggers in Kosei's mind "Those are Chaos Beasts! But there is a strange taint on them! They are chaotic evil extraplanar outsiders. Something from outer space I once read in the Shaping Secrets of our Era compendium"

The lion suddenly stands up on his back legs and throws the flames that quickly produce in succession on his forward paws!
Produce flame to red (touch): 1d20 + 14 ⇒ (11) + 14 = 25
Fire damage: 1d6 + 5 ⇒ (1) + 5 = 6

Produce flame to red (touch): 1d20 + 9 ⇒ (3) + 9 = 12
Fire damage: 1d6 + 5 ⇒ (2) + 5 = 7

Produce flame to red (touch): 1d20 + 5 ⇒ (17) + 5 = 22
Fire damage: 1d6 + 5 ⇒ (5) + 5 = 10

HP 153/153 AC 23 TAC 12 (I forgot to adjust by Wild Shape before)
Current effects:
Produce flame: 8/15 min
longstrider 13h
m.fang 13h
life bubble 4h


Roll20 Map - Treasure Sheet

Kosei:
Their weak save is will, and boy do they have a special attack...

Corporeal Instability (Su) Claw—contact (curse); save Fort DC 21; effect amorphous body and 1 Wisdom drain per round (see below); cure 3 consecutive saves.

A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph) do not remove the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom drain for the duration of the spell; shapechange and stoneskin have a similar effect. The victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn in an amorphous shape—upon being drained to 1 Wisdom, further Wisdom drain ceases and the amorphous body effect is permanent until removed via magic (no further number of saving throws can cure the condition at this time).
- - -


Inactive; Campaign Concluded

Florence's Round 1

Kn. Planes (DC 22): 1d20 + 19 ⇒ (7) + 19 = 26

"Oh boy...yeah, what Kosei said!"

Rather than wait for any of the chaos beasts to close in Florence quickly spins around and attempts to conjure a burst of glitter atop the one closest to Zilchus. Then, she falls back with her back to the nearby wall.

Caster Level vs. SR (If Applicable; Spell Pen): 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34

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
8th - Stormbolts

Lesser Extend Rod: 1/3 Remaining

Fortune Hex: Zilchus
Regenerative Sinew: Kosei, Stelle, Zilchus


______________

Flo casts Glitterdust against Green; DC 18 Will or be blinded~


Roll20 Map - Treasure Sheet

Florence attempts to blind the one on Zilchus (bypassed SR). Kosei continues his scorching, hitting all three times as they continue to form.

Will: 1d20 + 7 ⇒ (1) + 7 = 8 vs DC 18 blindness

The green one attacks Zilchus anyway, as it fends off the blindness.
Claw on Zilchus: 1d20 + 21 ⇒ (9) + 21 = 30 damage: 1d8 + 9 ⇒ (4) + 9 = 13 Fort save DC 21 low is bad for me: 1d100 ⇒ 47
Claw on Zilchus: 1d20 + 21 ⇒ (9) + 21 = 30 damage: 1d8 + 9 ⇒ (8) + 9 = 17 Fort save DC 21 low is bad for me: 1d100 ⇒ 68
Claw on Zilchus: 1d20 + 21 ⇒ (5) + 21 = 26 damage: 1d8 + 9 ⇒ (2) + 9 = 11 Fort save DC 21 low is bad for me: 1d100 ⇒ 78
Claw on Zilchus: 1d20 + 21 ⇒ (2) + 21 = 23 damage: 1d8 + 9 ⇒ (1) + 9 = 10 Fort save DC 21 low is bad for me: 1d100 ⇒ 17

Will: 1d20 + 7 ⇒ (5) + 7 = 12 vs DC 18 blindness

Green shrieks into the wind as it finds no purchase and remains blinded!

The purple one also flies to Zilchus. Though it seems to fly decently, it too fails to find purchase.
Claw on Zilchus: 1d20 + 21 ⇒ (12) + 21 = 33 damage: 1d8 + 9 ⇒ (3) + 9 = 12 Fort save DC 21

The remaining two descend onto the great lion among you, targeting Kosei.
Claw on Kosei: 1d20 + 21 ⇒ (14) + 21 = 35 damage: 1d8 + 9 ⇒ (8) + 9 = 17 Fort save DC 21
Claw on Kosei: 1d20 + 21 ⇒ (11) + 21 = 32 damage: 1d8 + 9 ⇒ (1) + 9 = 10 Fort save DC 21

- Round 1 -
Stelle - 7
Zilchus - 6+
Nidhi - 6-
- Round 2 -
Florence - 22
Kosei - 10 (-27, two fort saves)
Chaos-y Good Folks - 8
Green Chaos - 8 (-76hp, blind, glittery)
Red Chaos - 8 (-57hp)

Next up, everyone!


Round 1

Zilchus lays into green (then purple if green goes down).

1d20 + 20 + 2 + 2 ⇒ (4) + 20 + 2 + 2 = 28 to hit; (+hero, +holy)
1d10 + 23 + 2d6 ⇒ (6) + 23 + (2, 4) = 35 adamantine slashing damage. (+holy)

1d20 + 13 + 2 + 2 ⇒ (20) + 13 + 2 + 2 = 37 to hit; (+hero, +holy)
1d10 + 23 + 2d6 ⇒ (10) + 23 + (2, 3) = 38 adamantine slashing damage. (+holy)

Pot crit?
1d20 + 13 + 2 + 2 ⇒ (13) + 13 + 2 + 2 = 30 to hit; (+hero, +holy)
1d10 + 23 + 2d6 ⇒ (7) + 23 + (3, 3) = 36 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[/dice] adamantine slashing damage. (+holy)

HP: 114/114
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: 2/10 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


Neutral Human Bard/14

Knowledge Planes DC22: 1d20 + 11 ⇒ (8) + 11 = 19

Round 1:
Nidhi begins to sing and moves to stand beside a pillar. (See map.)

Round 2:

The bard continues to sing and attempts to finish off the green chaos with her longbow!

(Inspire Courage, Normal Arrow)
To hit: 1d20 + 14 + 3 ⇒ (9) + 14 + 3 = 26
Damage: 2d6 + 14 + 3 ⇒ (6, 4) + 14 + 3 = 27
To hit: 1d20 + 14 + 3 ⇒ (15) + 14 + 3 = 32
Damage: 1d6 + 7 + 3 ⇒ (2) + 7 + 3 = 12
To hit: 1d20 + 9 + 3 ⇒ (19) + 9 + 3 = 31
Damage: 1d6 + 7 + 3 ⇒ (1) + 7 + 3 = 11
To hit: 1d20 + 4 + 3 ⇒ (14) + 4 + 3 = 21
Damage: 1d6 + 7 + 3 ⇒ (4) + 7 + 3 = 14

If she shoots at the bottom left square, she avoids the cover penalty but still get cover herself right? If penalty, Nidhi will be one square more to the left.


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Female Halfling Cavalier/16

Round 1, Init 7

"HEY! LEAVE OUR REAL LION ALONE!" Stelle charges red as it descends.

Blades Above and Below on Red

Spirited Charge: 1d20 + 15 + 3 + 5 + 5 - 4 + 3 + 2 + 2 ⇒ (2) + 15 + 3 + 5 + 5 - 4 + 3 + 2 + 2 = 33 -PA, +Inspire, +Hero, +Flank
for Damage: 3d6 + 9 + 15 + 24 + 9 + 6d6 ⇒ (3, 5, 1) + 9 + 15 + 24 + 9 + (1, 4, 4, 4, 3, 5) = 87 +PA, +Inspire, Holy

+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)
+2 Flank (Melee, Everyone)


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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)

"The Shaping Secrets of our Era says they have a weak mind, try to target their will. But most worrisome, they can rend you with corporeal instability curse that drains your wisdom until you hard worked shape!!!" Kosei-lion seems to reel back himself as he says this, but nevertheless the chaos beasts cut his fur painfully.
Fort DC 21 (curse): 1d20 + 16 ⇒ (19) + 16 = 35
Fort DC 21 (curse): 1d20 + 16 ⇒ (17) + 16 = 33

Not willing his mind to be drained the lion steps back behind Stelle and sends a flame strike over the head of the two beasts harassing him.
SR CL: 1d20 + 15 + 4 ⇒ (6) + 15 + 4 = 25
SR CL: 1d20 + 15 + 4 ⇒ (16) + 15 + 4 = 35
Fire/Divine damage: 15d6 ⇒ (4, 1, 2, 6, 5, 2, 2, 6, 5, 5, 3, 2, 2, 4, 4) = 53

Then as a swift, Kosei takes Stelle's inspiration to move again, away of the claws that menace to eat his so cared wisdom.

HP 126/153 AC 23 TAC 12


Inactive; Campaign Concluded

Florence's Round 2

"Hah! Eat glitter!" Florence cheers as her spell manages to blind one of the chaos beasts. Hopefully it'll be enough to keep the creature occupied until Zilchus or one of the others can slay it.

As the two lions on the south side of the room advance on Kosei Florence's expression changes and she fixes Blue with a piercing glare as she takes a step forward.

"Try it again..."
______________

Flo will try to apply the Retribution hex to Blue; DC 23 Will save to negate. If Blue somehow ends up dead prior to this, she'll instead target Red, Purple, Green in that priority order depending on which ones are still up~


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)

Forgot to say Ref 21 is the DC


Roll20 Map - Treasure Sheet

Stelle protects the only true lion in the room by charging and hitting, but not quite killing, red. Zilchus continues to take on green, taking him down with the critical hit. Nidhi did have a clear shot at green, but faces cover from all the others, shoots at blue though Stelle hitting twice. She, unfortunately, faces DR (10) and so does little damage with her arrows. Florence retributes blue who is, so far, still up. Kosei avoids the curse through sheer willpower (and a little luck) as he rains down fire from above very nearly killing red and wounding blue.

Will: 1d20 + 7 ⇒ (14) + 7 = 21 vs DC 23 retribution

blue Reflex: 1d20 + 11 ⇒ (19) + 11 = 30 vs DC ?? for 53 hp fire
red Reflex: 1d20 + 11 ⇒ (14) + 11 = 25 vs DC ?? for 53 hp fire

Red writhes and changes shape with every second as it lies dying on the ground. Unable to attack, it seems to be trying to find a form that will somehow ease its pain.

Blue, unaware of his plight, attacks Stelle.
Claw on Stelle: 1d20 + 21 ⇒ (7) + 21 = 28 damage: 1d8 + 9 ⇒ (1) + 9 = 10 Fort save DC 21
Claw on Stelle: 1d20 + 21 ⇒ (4) + 21 = 25 damage: 1d8 + 9 ⇒ (6) + 9 = 15 Fort save DC 21
Claw on Stelle: 1d20 + 21 ⇒ (20) + 21 = 41 damage: 1d8 + 9 ⇒ (4) + 9 = 13 Fort save DC 21
critthreat Claw on Stelle: 1d20 + 21 ⇒ (14) + 21 = 35 damage: 1d8 + 9 ⇒ (5) + 9 = 14
Claw on Stelle: 1d20 + 21 ⇒ (3) + 21 = 24 damage: 1d8 + 9 ⇒ (1) + 9 = 10 Fort save DC 21

He takes 13hp of his own for his hit on Stelle.

Purple tries to remain airborne to attack Zilchus properly.
purple fly: 1d20 + 10 ⇒ (2) + 10 = 12 vs DC 15 to hover

Failing to fly effectively, purple lashes out at Zilchus once, then flies to the platform (movement provokes from Zilchus) kicking its dead companion to the floor.
Claw on Zilchus: 1d20 + 21 ⇒ (14) + 21 = 35 damage: 1d8 + 9 ⇒ (5) + 9 = 14 Fort save DC 21

- Round 2 -
Stelle - 7 (-27, fort save)
Zilchus - 6+
Nidhi - 6-
- Round 3 -
Florence - 22
Kosei - 10 (-27)
Chaos-y Good Folks - 8
Green Chaos - 8 (-185hp, dead)
Red Chaos - 8 (-170hp, dying)
Blue Chaos - 8 (-42hp, retribution)

Next up, everyone!

If you fail the Fort save...:
Corporeal Instability (Su) Claw—contact (curse); save Fort DC 21; effect amorphous body and 1 Wisdom drain per round (see below); cure 3 consecutive saves.

A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph) do not remove the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom drain for the duration of the spell; shapechange and stoneskin have a similar effect. The victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn in an amorphous shape—upon being drained to 1 Wisdom, further Wisdom drain ceases and the amorphous body effect is permanent until removed via magic (no further number of saving throws can cure the condition at this time).
- - -


1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 Fort (heroism)

Zilchus takes a hit but avoid serious malalignment of his form.


Round 2

Zilchus double moves to be able to strike at blue next turn.


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 turns his attention to the previously blinded beast. The lion stands up once more over his rear legs helping himself with the column and sends a rain of fire on the creature "Make it burn! Make it burn! RooooaaaaaaaaaaRRRRrrrrr!!!"
CL vs lilac SR+Greater Spell Penetration: 1d20 + 15 + 4 ⇒ (12) + 15 + 4 = 31
Produce flame to lilac+IC (touch): 1d20 + 14 + 3 ⇒ (8) + 14 + 3 = 25
Fire damage+IC: 1d6 + 5 + 3 ⇒ (6) + 5 + 3 = 14

Produce flame to lilac+IC (touch): 1d20 + 9 + 3 ⇒ (16) + 9 + 3 = 28
Fire damage+IC: 1d6 + 5 + 3 ⇒ (1) + 5 + 3 = 9

Produce flame to lilac+IC (touch): 1d20 + 4 + 3 ⇒ (16) + 4 + 3 = 23
Fire damage+IC: 1d6 + 5 + 3 ⇒ (2) + 5 + 3 = 10

HP 126/153 AC 23 TAC 12
Produce flame: 5/15 min


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Inactive; Campaign Concluded

Florence's Round 3

Florence cringes away from Kosei as he continually calls down fire and flame on the chaos beasts, moving a few paces away from him.

"M-make it burn, but not so close to me!"

Turning her attention to the northward Purple, Florence attempts to ignore the fire-flinging lion and focuses on the chaos beast as she attempts to call doom down upon it.
______________

Rinse & repeat with Retribution on Purple; DC 23 Will to negate~


Female Halfling Cavalier/16

Round 2, Init 7

Fort Save DC21: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32 Hero

Stelle shifts her attention from the dying red threat to the very real blue threat.

Blades Above and Below on Blue

Lance: 1d20 + 15 + 3 + 5 - 4 + 3 + 2 + 2 ⇒ (2) + 15 + 3 + 5 - 4 + 3 + 2 + 2 = 28 -PA, +Inspire, +Hero, +Flank
for Damage: 1d6 + 3 + 5 + 8 + 3 + 2d6 ⇒ (3) + 3 + 5 + 8 + 3 + (4, 3) = 29 +PA, +Inspire, Holy

Lance: 1d20 + 10 + 3 + 5 - 4 + 3 + 2 + 2 ⇒ (16) + 10 + 3 + 5 - 4 + 3 + 2 + 2 = 37 -PA, +Inspire, +Hero, +Flank
for Damage: 1d6 + 3 + 5 + 8 + 3 + 2d6 ⇒ (3) + 3 + 5 + 8 + 3 + (6, 4) = 32 +PA, +Inspire, Holy

Lance: 1d20 + 5 + 3 + 5 - 4 + 3 + 2 + 2 ⇒ (3) + 5 + 3 + 5 - 4 + 3 + 2 + 2 = 19 -PA, +Inspire, +Hero, +Flank
for Damage: 1d6 + 3 + 5 + 8 + 3 + 2d6 ⇒ (1) + 3 + 5 + 8 + 3 + (6, 3) = 29 +PA, +Inspire, Holy

+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)
+2 Flank (Melee, Everyone on Blue)


Neutral Human Bard/14

Round 3:

Nidhi continues to sing and pulls out a different type of arrow from her quiver. The bard floats five feet to her left and unloads a volley at the purple chaos.

(Inspire Courage, Silver Blanch Arrow)
To hit: 1d20 + 14 + 3 ⇒ (20) + 14 + 3 = 37
Damage: 2d6 + 14 + 3 ⇒ (6, 1) + 14 + 3 = 24
To hit: 1d20 + 14 + 3 ⇒ (19) + 14 + 3 = 36
Damage: 1d6 + 7 + 3 ⇒ (4) + 7 + 3 = 14
To hit: 1d20 + 9 + 3 ⇒ (19) + 9 + 3 = 31
Damage: 1d6 + 7 + 3 ⇒ (5) + 7 + 3 = 15
To hit: 1d20 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Damage: 1d6 + 7 + 3 ⇒ (6) + 7 + 3 = 16

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


Roll20 Map - Treasure Sheet

Purple tries to avoid retribution!
Will: 1d20 + 7 ⇒ (7) + 7 = 14 vs DC 23 retribution

Nidhi threatens a critical.
to hit: 1d20 + 14 + 3 ⇒ (14) + 14 + 3 = 31 damage: 2d6 + 28 + 6 ⇒ (3, 2) + 28 + 6 = 39


Roll20 Map - Treasure Sheet

Stelle avoids the curse as she stabs the creature repeatedly hitting twice. Zilchus also avoids the curse as he withdraws, double moving to the next target (don’t forget you have an immediate move as well from Stelle). Nidhi hits the beast three times. Facing DR two of her hits do little, but the critical was as solid as it gets. Florence retributes again, and again the creature fails (what’s the duration of these?). Kosei lights up purple, who was not blinded (that was blue) but who is a threat, and somewhat lilac in color at the moment.

Red continues to writhe and change shape with every second as it lies dying on the ground. Unable to attack, it seems to be trying to find a form that will somehow ease its pain.

Blue, dimly aware that somehow its own attacks are being used against it, changes targets, 5’ stepping to see if the same thing happens when it attacks Zilchus.
Claw on Zilchus: 1d20 + 21 ⇒ (1) + 21 = 22 damage: 1d8 + 9 ⇒ (2) + 9 = 11 Fort save DC 21
Claw on Zilchus: 1d20 + 21 ⇒ (1) + 21 = 22 damage: 1d8 + 9 ⇒ (4) + 9 = 13 Fort save DC 21
Claw on Zilchus: 1d20 + 21 ⇒ (3) + 21 = 24 damage: 1d8 + 9 ⇒ (1) + 9 = 10 Fort save DC 21
Claw on Zilchus: 1d20 + 21 ⇒ (12) + 21 = 33 damage: 1d8 + 9 ⇒ (8) + 9 = 17 Fort save DC 21

Desna is watching Zilchus as the creature is stopped at every turn.

Purple flies down on its attacker, and gives Nidhi a nibble with more success!
Claw on Nidhi: 1d20 + 21 ⇒ (17) + 21 = 38 damage: 1d8 + 9 ⇒ (6) + 9 = 15 Fort save DC 21

- Round 3 -
Stelle - 7 (-27)
Zilchus - 6+ (-14hp)
Nidhi - 6- (-15hp, fort DC 21)
- Round 4 -
Florence - 22
Kosei - 10 (-27)
Chaos-y Good Folks - 8
Green Chaos - 8 (-185hp, dead)
Red Chaos - 8 (-172hp, dying)
Blue Chaos - 8 (-103hp, retribution)
Purple Chaos - 8 (-95hp, retribution)

Next up, everyone!

If you fail the Fort save...:
Corporeal Instability (Su) Claw—contact (curse); save Fort DC 21; effect amorphous body and 1 Wisdom drain per round (see below); cure 3 consecutive saves.

A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph) do not remove the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom drain for the duration of the spell; shapechange and stoneskin have a similar effect. The victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn in an amorphous shape—upon being drained to 1 Wisdom, further Wisdom drain ceases and the amorphous body effect is permanent until removed via magic (no further number of saving throws can cure the condition at this time).
- - -


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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)

Although his lion eyes are not able to truly discern what exact color is the beast, Kosei quietly mutes as Florence runs away scared from him, and although he keeps silently throwing fire at the chaos beast...
Produce flame to purple+IC (touch): 1d20 + 14 + 3 ⇒ (1) + 14 + 3 = 18
Fire damage+IC: 1d6 + 5 + 3 ⇒ (1) + 5 + 3 = 9

Produce flame to purple+IC (touch): 1d20 + 9 + 3 ⇒ (18) + 9 + 3 = 30
Fire damage+IC: 1d6 + 5 + 3 ⇒ (1) + 5 + 3 = 9

Produce flame to purple+IC (touch): 1d20 + 4 + 3 ⇒ (5) + 4 + 3 = 12
Fire damage+IC: 1d6 + 5 + 3 ⇒ (5) + 5 + 3 = 13

...the lion seems out of focus and mind troubled.

HP 126/153 AC 23 TAC 12
Produce flame: 2/15 min


Round 3

Zilchus hacks back at the beast.

1d20 + 20 + 2 + 2 + 3 ⇒ (17) + 20 + 2 + 2 + 3 = 44 to hit; (+hero, +holy,+bard)
1d10 + 23 + 2d6 + 3 ⇒ (3) + 23 + (5, 1) + 3 = 35 adamantine slashing damage. (+holy)

1d20 + 13 + 2 + 2 + 3 ⇒ (19) + 13 + 2 + 2 + 3 = 39 to hit; (+hero, +holy)
1d10 + 23 + 2d6 + 3 ⇒ (7) + 23 + (3, 5) + 3 = 41 adamantine slashing damage. (+holy)

Pot crits:
1d20 + 20 + 2 + 2 + 3 ⇒ (19) + 20 + 2 + 2 + 3 = 46 to hit; (+hero, +holy,+bard)
1d10 + 23 + 2d6 + 3 ⇒ (5) + 23 + (3, 5) + 3 = 39 adamantine slashing damage. (+holy)

1d20 + 13 + 2 + 2 + 3 ⇒ (7) + 13 + 2 + 2 + 3 = 27 to hit; (+hero, +holy)
1d10 + 23 + 2d6 + 3 ⇒ (4) + 23 + (6, 5) + 3 = 41 adamantine slashing damage. (+holy)

If one falls, Z can 5’ and lunge to reach another foe, if necessary.

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
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: 2/10 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


Female Halfling Cavalier/16

Round 3, Init 7

Stelle backs up a bit 5 foot step and attacks blue again.

Blades Above and Below on Blue

Lance: 1d20 + 15 + 3 + 5 - 4 + 3 + 2 + 2 ⇒ (12) + 15 + 3 + 5 - 4 + 3 + 2 + 2 = 38 -PA, +Inspire, +Hero, +Flank
for Damage: 1d6 + 3 + 5 + 8 + 3 + 2d6 ⇒ (3) + 3 + 5 + 8 + 3 + (3, 6) = 31 +PA, +Inspire, Holy

Lance: 1d20 + 10 + 3 + 5 - 4 + 3 + 2 + 2 ⇒ (16) + 10 + 3 + 5 - 4 + 3 + 2 + 2 = 37 -PA, +Inspire, +Hero, +Flank
for Damage: 1d6 + 3 + 5 + 8 + 3 + 2d6 ⇒ (6) + 3 + 5 + 8 + 3 + (5, 5) = 35 +PA, +Inspire, Holy

Lance: 1d20 + 5 + 3 + 5 - 4 + 3 + 2 + 2 ⇒ (18) + 5 + 3 + 5 - 4 + 3 + 2 + 2 = 34 -PA, +Inspire, +Hero, +Flank
for Damage: 1d6 + 3 + 5 + 8 + 3 + 2d6 ⇒ (4) + 3 + 5 + 8 + 3 + (4, 1) = 28 +PA, +Inspire, Holy

+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)
+2 Flank (Melee, Everyone on Blue)


Roll20 Map - Treasure Sheet

Stelle stabs blue twice, ending its life and stabbing red with her third stroke finishing it off as well. Zilchus can’t quite hit purple, even with lunge, and so must move but he criticals when he gets there setting it up for Kosei to finish off with a bit of fire.

The creatures revert to a crumbled sort of stony form upon death.

We are out of initiative, though Nidhi still needs to make a save.

Stelle - 7 (-27hp)
Zilchus - 6+ (-14hp)
Nidhi - 6- (-15hp, fort DC 21)
Florence - 22
Kosei - 10 (-27hp)
Chaos-y Good Folks - 8 (all dead)

Next up, everyone!

If you fail the Fort save...:
Corporeal Instability (Su) Claw—contact (curse); save Fort DC 21; effect amorphous body and 1 Wisdom drain per round (see below); cure 3 consecutive saves.

A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph) do not remove the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom drain for the duration of the spell; shapechange and stoneskin have a similar effect. The victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn in an amorphous shape—upon being drained to 1 Wisdom, further Wisdom drain ceases and the amorphous body effect is permanent until removed via magic (no further number of saving throws can cure the condition at this time).
- - -


Inactive; Campaign Concluded

Retribution Hex (Su):

A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect.

Flo's Intelligence is 22 so these last for 6 rounds, but unlike some of her other effects it's an all-or-nothing thing depending on whether they make the save or not.

While Florence anxiously waits to see if Nidhi can shrug off the effects of the beast's attack she gets to work on mending the group's scratches and scrapes.

"Save your magics for the moment Kosei. We've got, um, several of these little wands and one slightly more powerful wand that we bought earlier..."
______________

Taking the average again on charges on CLW wands so 6 charges for Stelle, 3 for Zilchus, 3 for Nidhi, and 6 for Kosei. This finishes off one wand and starts another; current wand in use has (33) charges remaining~


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Zilchus smiles as Florence thoughtfully heals him. He is happier to be healed than he is to suffer more scars, but also recognizes that this is his burden to bear, and that the raging river never complains when stones lie in it's path. The river's victory is continuous and slow, unstoppable, and so, too, must Zilchus aspire.

"Okay, I like chaos and uncertainty as much as the next fellow, but those monsters seemed entire amorphous and, what's more, contagious with it. Not sure I like that," he opines. "But what were they guarding? Why are they here?"

Zilchus will slowly examine the room for things of interest.

1d20 + 25 + 2 ⇒ (3) + 25 + 2 = 30 Perception


Inactive; Campaign Concluded

"They must not have liked my magic because they didn't start acting up until I started looking for magical auras," Florence answers, apologetic. "Too bad their disguise was so good, otherwise maybe we could've gotten the drop on them or something instead."

A pause.

"But I guess if that's all of them then maybe now I can look for magic."

And barring any other occurrences Florence tries once again to do just that.


Neutral Human Bard/14

Fort DC21: 1d20 + 7 ⇒ (17) + 7 = 24

"Thank you for the healing, Flo." The bard doesn't look too shaken from the attack on her person. Perhaps if it had gone worse...

Nidhi will aid in looking around the room and sensing any magical presences. Detect Magic. She floats to the center of the room and checks each of the cardinal directions for magic. Her carpet glides 90 degrees to the left every few seconds as she takes in the room. She ends facing the far end of the room, wondering if there may have been a throne between the two pillars at some point. Nidhi will move forty feet closer to the end of the room if she doesn't sense any danger or magic.

Perception (Traps): 1d20 + 20 ⇒ (20) + 20 = 40


Roll20 Map - Treasure Sheet

Nidhi and Zilchus find a few of things of interest, though neither they nor Florence find any additional magics - except the floor.

The floor painting has a moderate necromancy aura and a faint aura of abjuration. An easy Knowledge (arcana) check suggests these symbols and forms are a jumbled variety of poorly executed or strangely altered summoning and protection circles of archaic pedigree. However through the ages the symbols have largely lost their power, and are now just a magical source of little power.

However, in the floor at the base of each niched column (where the monsters stood) are small hidden compartments. Burial crypts actually. You see no immediate wealth on the creatures, though they are still wrapped tightly in ancient linens. So there may be wealth on the bodies, but you’d have to desecrate them to find out.

Going a little further, to the end of the room, you find it opens to a huge windswept shaft! A sudden crash of thunder reverberates from above, and a flash of light briefly illuminates a circular shaft, massive in diameter and of indeterminate height, its pale walls made of smooth, unblemished limestone. Clouds roil in the upper reaches of the great chamber, and a chill, unceasing wind howls mournfully. It’s about 100’ in diameter, and at least a few hundred feet tall - likely running the entire length of the interior of the pyramid.

You can see other platforms at various levels throughout the chamber. I’ve marked them on the map as well as their relative height from the floor of the chamber, still hidden in the clouds below. The winds are quite severe and swirl somewhat randomly though there may be a slightly downward bent.*

* Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty.


Zilchus moves forward, testing the winds carefully. He will wait there, exploring the strong winds and keeping watch. He wonder if they will learn anything from that previous room.

He tests the winds, their swirls and direction.

He looks and waits.

1d20 + 25 + 2 ⇒ (20) + 25 + 2 = 47 Perception


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 nods quietly at Florence as she heals the lion with the wand "They clouded our vision with their trickery disguise. Can you sense any magic now Florence my friend?"

As the aura on the floor is revealed "Perhaps that necromancy magic animated the beast when we enter? They should be protection something of value for the Pharaoh... let's keep checking ahead"

Kosei advances to the end of this floor level and sits in the platform with Zilchus "I have never asked you Zilchus my friend, but my curiosity is eager to know since as long as the stars sought our paths cross on that very first pyramid. Why did you enroll in the tomb exploration in the first place?" the lion observes at the other parts of the room with the Commander, his eyes and mane stretched by the winds.
Perception: 1d20 + 22 ⇒ (2) + 22 = 24


Roll20 Map - Treasure Sheet

Zilchus peers into the depths and gauges the wind. Though it whips and tears at him, he does not think it will dramatically effect flight or airwalk.

There is a slightly downward stream to the wind, but it swirls everywhere. Thankfully there's little to no sand in here, or it'd really sting.

Nothing leaps out at him, or drags him from the edge of the precipice.


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Inactive; Campaign Concluded

Florence cautiously moves closer to the precipice after Zilchus and Kosei, peering around.

"No other way to go but into the winds?"

She frowns, but her expression remains determined.

"Nothing for it, then. I'm sure this wind is fueled by magic or maybe bound elementals but at least it's not too strong to travel through."

Just to be safe, Florence attempts to scan for magic into the wind tunnel for as far in every direction that the spell will reach.

"You never know when there might be an invisible barrier somewhere, just waiting for some poor fool to crash into it and fall to their doom. Read a story once where one of the characters died that way; they tried to jump a chasm on their horse but there was a magical wall in the way that they couldn't see..."


Female Halfling Cavalier/16

Stelle waits for word on Florence's scan.


Roll20 Map - Treasure Sheet

Though the central column has plenty of background transmutation elemental magics, nothing so dire as what Florence fears. Based on what she sees, it seems just like the magics necessary to keep the wind up and the storm going.

That said, she doesn't think the lightning bolts pack much of a punch, if any. They seem more decorative than anything. Seems the good pharaoh just likes his storms.

Naturally her spells don't reach far however, considering the size of the chamber.


Zilchus waits for the others to catch up and finish their findings, then air walks across to the south balcony to take a look at things there. He can and will cast Detect Magic and look about in case there are things of interest here.

1d20 + 25 + 2 ⇒ (11) + 25 + 2 = 38 Perception


Roll20 Map - Treasure Sheet

(Apologies for not being clearer - I opened up the map a bit, but visibility is only about 20’ or so. As he won’t die (yet) I’ll have Zilchus proceed as if he felt his way down.)

Zilchus departs into the swirling wind and fog and he eventually disappears from view as he examines deeper into the towering cavern.

Zilchus:
You leave the parties sight and descend deep down the shaft. The whirling clouds and noise from the high wind make you feel very alone. It’s almost a peaceful solitude really.

A tall basalt statue of an ibis-headed humanoid holding a long scepter in one hand and a cluster of scrolls in the other dominates this balcony. Two corridors flank the statue to the south, leading deeper into the level. They are not shrouded in fog.

Knowledge Religion (1 roll) and either History or Nobility (1 roll) for more information. For now I assume you are not actually setting foot on the platform.
- - -


Female Halfling Cavalier/16

Stelle standard checks for mummies as Zilchus disappears.

"Hey, Zilchus? Can you see anything?!"


Neutral Human Bard/14

Wow. Flying is suuuper important in this campaign.

"I'll admit this area is impressive - and it'll be wonderful to recount in my ballads - but I don't see the point." Nidhi floats near Kosei and Florence. "The space would be more better suited as a ballroom with a stage."

Florence Corvina wrote:
"You never know when there might be an invisible barrier somewhere, just waiting for some poor fool to crash into it and fall to their doom. Read a story once where one of the characters died that way; they tried to jump a chasm on their horse but there was a magical wall in the way that they couldn't see..."
Sopdet-Ka "Stelle" wrote:
"Hey, Zilchus? Can you see anything?!"

Nidhi also calls out to Zilchus: "We can't see you!" Her voice is louder than normal, but only as if she were calling out to someone from across the tavern. The bard looks over at the halfling cavalier and decides it's best to stay put for the time being. Turning to the others, Nidhi wonders aloud, "can he hear us?" She tilts her head and plays with her braid, "maybe we should drop something down there when he gets back. Like one of my arrows."


Inactive; Campaign Concluded

"That might not be a bad idea," Florence agrees as she peers into the wind in the direction that Zilchus vanished. Even her supernatural sight isn't enough to penetrate very far and she fights back the anxiety that accompanies not knowing her friend's status. "Hopefully he won't go too far..."


1d20 + 18 ⇒ (8) + 18 = 26 Know (religion)
1d20 + 19 ⇒ (6) + 19 = 25 Know (history)

”WHAT?” Zilchus marches back in the direction of the yelling voices, trying to scream over the wind. He moves closer. ”What do you want?” ZIlchus leans in to see what’s so important, but then explains about the statue in the distance (including anything from the knowledges rolled in this post) before heading over there again.


Roll20 Map - Treasure Sheet

The statue looks like the ancient Osiriran deity Thoth, god of magic, the moon, and wisdom. Strange that you’d find him here perhaps, but Pharaoh Hakotep certainly does like throwing magic around.

Zilchus once again splits the party and disappears into the weather of the shaft alone - unseen and unheard some 150' away in the maelstrom.


Female Halfling Cavalier/16

Stelle looks at everyone topside and shrugs. "I can't follow."

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