GM Euan's Mummy's Mask (Inactive)

Game Master Euan

Roll20 Map - Treasure Sheet
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Neutral Human Bard/14

Round 1:

Nidhi lets out a sharp screech, recoiling from the bolt of energy. She begins to sing, then disappears from sight. (Greater Invisibility.) She floats 5 feet towards the wall, hoping to escape any more rogue lightning.

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


Inactive; Campaign Concluded

Florence's Round 1

Kn. Arcana (DC 21): 1d20 + 24 ⇒ (20) + 24 = 44

Special Attacks, Special Defenses, Weaknesses, Immunities, please!

"Flying's a good way to stay clear of, um, smaller threats," Florence points out as she attempts to blind the second bird with a burst of glitter!

CL vs. SR (If Applicable; Spell Pen.): 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25

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 takes a step back and attempts to cast Glitterdust at Blue; DC 18 Will or be blinded~


Roll20 Map - Treasure Sheet

With a screech, the red one slashes at Zilchus as he closes - some 20’ away!
Bite on Zilchus: 1d20 + 18 ⇒ (1) + 18 = 19 damage: 2d8 + 8 ⇒ (2, 7) + 8 = 17

Blue tries to keep its sight...
Will: 1d20 + 9 ⇒ (17) + 9 = 26 vs DC 18 or be blinded

Florence:
No particular weaknesses, though they're not great fliers. Immune to electricity, sonic attacks. Their special abilities are listed below. Great roll!

Thunderbolt (Su) A thunderbird can fire a ray of thunder and lightning from its outspread wings as a standard action. This attack has a range of 200 feet with no range increment, and requires a ranged touch attack to hit. A creature critically hit by a thunderbolt is stunned and deafened for 1 round if it fails a DC 22 Fortitude save. The save DC is Constitution-based.

Storm Aura (Su) A thunderbird is surrounded by a 100-foot-radius spread of severe winds that blow out from the center, dissipating swiftly at the limit of the aura’s range. In this area, ranged weapons (but not siege weapons) take a –4 penalty on attack rolls, Fly checks are made at a –4 penalty, and exposed flames are extinguished. Small creatures must make a DC 10 Strength check (if on the ground) or a DC 20 Fly check to move toward the thunderbird, while Tiny or smaller creatures can be knocked backward (1d4 × 10 feet if they are on the ground and fail a DC 15 Strength check, or 2d6 × 10 feet if they are flying and fail a DC 25 Fly check). Creatures on the ground that are pushed back take 1d4 points of nonlethal damage per 10 feet, and flying creatures that are pushed back take 2d6 points of nonlethal damage regardless of the distance they are pushed. In addition, once every 1d4 rounds, a bolt of lightning strikes a random creature (other than the thunderbird) within the area of its storm aura. This bolt of lightning deals 12d6 points of electricity damage (DC 22 Reflex halves). The save DC for the lightning bolt is Constitution-based, while those for resisting the wind effects are fixed.

Stormsight (Ex) A thunderbird ignores all vision penalties and concealment from weather effects, including those created by fog cloud, obscuring mist, and similar spells.
- - -


Roll20 Map - Treasure Sheet

Florence tries to blind one of the great birds. Zilchus closes quickly, slashing one of the great fliers deeply. Nidhi turns invisible and calls out to the party, reinforcing them. Kosei protects the rest of the party from at least the electrical effects of the blasts. Stelle improves everyones defenses.

The red bird tries a 5’ flap to avoid Zilchus. Fly: 1d20 + 11 ⇒ (18) + 11 = 29 vs DC 15

It then calls down a thunderbolt upon him with a ranged attack.
ranged touch thunderbolt on Zilchus: 1d20 + 13 ⇒ (4) + 13 = 17 damage (electric + sonic): 6d6 + 6d6 ⇒ (2, 4, 6, 3, 5, 4) + (2, 3, 6, 2, 1, 4) = 42

The other flies a lazy circle in the air, and also targets Zilchus, moving so boldly through the air against them.
ranged touch thunderbolt on Zilchus: 1d20 + 13 ⇒ (7) + 13 = 20 damage (electric + sonic): 6d6 + 6d6 ⇒ (1, 5, 2, 6, 5, 5) + (5, 5, 6, 2, 1, 2) = 45

His resistance protects him from much of the damage, if I hit at all after Stelle's boost, much to the chagrin of the flying guardians.

- Round 2 -
Guardian Thunderbird, blue - 26 (glittered)
Guardian Thunderbird, red - 26 (-28hp)
Florence - 24
Zilchus -19 (-21hp?)
Nidhi - 13 (-46hp)
Kosei - 4+
Stelle - 4-

Next up - everyone!


Inactive; Campaign Concluded

Florence's Round 2

"Well...don't try lightning or sonic attacks against these things, but I think everyone already counted on that," Florence calls out, trying to raise her voice to carry over the howling winds. "Watch those lightning bolts and be careful of the winds if you try to fly really close to them! Oh and they can see just fine in storms and other foul weather, too."

Hoping to try and keep Blue occupied - or at least to weaken it - Florence tries to cast another spell, this time to befuddle and stymie it in battle.

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 attempts to cast Befuddled Combatant on Blue; DC 21 Will to resist~


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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)

"Sparkly eyes they have" Kosei performs magical roars and a small bullet of fire forms at his mouth. The Garundi lion spits the bullet of fire into the air and it flies up to the area in between both birds where it explodes into a fireball that takes both of the flying creatures!
Concentration (cast defensively) DC 21: 1d20 + 22 ⇒ (3) + 22 = 25
CL+GSP vs SR: 1d20 + 15 + 4 ⇒ (1) + 15 + 4 = 20
CL+GSP vs SR: 1d20 + 15 + 4 ⇒ (2) + 15 + 4 = 21
Fire damage: 10d6 ⇒ (1, 2, 2, 6, 5, 3, 3, 3, 5, 1) = 31
Ref DC 20 for half


I think Zilchus takes 39 (21+18) for the sonic parts of the ranged attacks.

Round 2

Zilchus 5’ steps up to red bird and responds to the attacks, moving in rhythm to Nidhi’s words.

1d20 + 20 + 2 + 3 + 3 ⇒ (10) + 20 + 2 + 3 + 3 = 38 to hit; (+hero,+DF)
1d10 + 23 + 3 + 3 ⇒ (6) + 23 + 3 + 3 = 35 adamantine slashing damage. (+DF)

1d20 + 20 + 2 + 3 + 3 ⇒ (4) + 20 + 2 + 3 + 3 = 32 to hit; (+hero,+DF)
1d10 + 23 + 3 + 3 ⇒ (2) + 23 + 3 + 3 = 31 adamantine slashing damage. (+DF)

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: 3/10 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

Interesting curse Flo. That would be quite effective against it's various attacks...

Will: 1d20 + 9 ⇒ (16) + 9 = 25 vs DC 21 to avoid befuddlement

...whew...

Kosei, no need to roll SR.

blue Reflex: 1d20 + 12 ⇒ (1) + 12 = 13 vs DC 20 for all of 31
red Reflex: 1d20 + 12 ⇒ (5) + 12 = 17 vs DC 20 for all of 31

Despite the massive damage it has sustained so far, red remains airborne... for now.

Nidhi and Stelle to go!


Female Halfling Cavalier/16

Round 2, Init 4-

Once again, Stelle grants everyone a +2 dodge bonus to AC for a round (standard), and preps Death from Below (move).


Roll20 Map - Treasure Sheet

Nidhi, DMPC, attacks the wounded bird harassing Zilchus.

Manyshot: 1d20 + 14 + 3 ⇒ (4) + 14 + 3 = 21 Damage: 2d6 + 18 ⇒ (4, 4) + 18 = 26
Rapidshot: 1d20 + 14 + 3 ⇒ (14) + 14 + 3 = 31 Damage: 1d6 + 9 ⇒ (5) + 9 = 14
Iterative: 1d20 + 9 + 3 ⇒ (1) + 9 + 3 = 13 Damage: 1d6 + 9 ⇒ (5) + 9 = 14


Roll20 Map - Treasure Sheet

Florence attempts to befuddle blue, but the thunderbird manages to resist it. Zilchus digs in twice, slashing at the enemy with vigor. Nidhi releases a volley of arrows hitting once. Kosei lightly tosses a fireball into the mix, damaging both birds badly, and destroying red! Stelle continues to improve the defenders chances.

Red disappears in a clap of thunder as the party’s combined efforts bring it down.

Blue continues to fly in lazy circles around the battlefield as it sends another thunderbolt at Zilchus.
ranged touch thunderbolt on Zilchus: 1d20 + 13 ⇒ (2) + 13 = 15 damage (electric + sonic): 6d6 + 6d6 ⇒ (5, 3, 6, 5, 3, 3) + (3, 4, 6, 5, 2, 2) = 47

If the bird is frustrated by the continued missing of so powerful a ranged touch attack, it does not show it.

- Round 3 -
Guardian Thunderbird, blue - 26 (-31hp, glittered)
Guardian Thunderbird, red - 26 (destroyed)
Florence - 24
Zilchus -19 (-21hp)
Nidhi - 13 (-46hp)
Kosei - 4+
Stelle - 4-

Next up - 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)

Kosei roars and makes movements with his head conjuring two fiery acorn grenades into his mouth that he gently offers to Stelle after stepping closer to her "Fdizz, take fdizz, fdzow fdem at fde bizd Zzztelle vy fziend! Aze magical fiezy accccconsszzz!!"
Largest accorn is 10d4 fire damage, second is 5d4 (touch attacks with 20' range increment)


Round 3

Zilchus trods after blue after sending red to the nothingness. He lunges out, after provoking.

1d20 + 20 + 2 + 3 + 3 ⇒ (2) + 20 + 2 + 3 + 3 = 30 to hit; (+hero,+DF)
1d10 + 23 + 3 + 3 ⇒ (6) + 23 + 3 + 3 = 35 adamantine slashing damage. (+DF)

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: 3/10 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 4-

"Oh! They're beautiful, Kosei Lion!" Stelle exclaims accepting the acorns. "Thank you!"

She encourages Anubis forward in order to encounter the flying creature, and hurls acorns at it!

AcheCorn(Touch): 1d20 + 15 + 3 + 0 + 2 ⇒ (6) + 15 + 3 + 0 + 2 = 26 +Range Penalty? +Hero?
for damage: 10d4 + 0 + 5 ⇒ (2, 1, 4, 1, 3, 4, 3, 2, 1, 2) + 0 + 5 = 28 Magic AcheCorn (Fire!), +Acorn?, +Strength

"Leave us ALONE!"


Inactive; Campaign Concluded

Florence's Round 3, Init 24

"Hmph! These things just keep shrugging off my magics," Florence scowls up at the remaining Blue, giving it a baleful glare as she attempts to conjure otherworldly retribution against it.
______________

Retribution Hex against Blue; DC 23 Will to negate~


Roll20 Map - Treasure Sheet

First Florence tries retribution....
Will: 1d20 + 9 ⇒ (12) + 9 = 21 vs DC 23 or be retributed

Later, Zilchus provokes...
Bite: 1d20 + 18 ⇒ (6) + 18 = 24 damage: 2d8 + 8 ⇒ (5, 4) + 8 = 17

...and the bird misses, not realizing that was a good thing under the circumstances.

Nidhi still to go.


Neutral Human Bard/14

I actually don't have internet in my house atm so I'm on my phone.

Round 3

While remaining invisible, Nidhi continues to sing as she fires off another volley of arrows.

Manyshot: 1d20 + 14 + 3 ⇒ (10) + 14 + 3 = 27
Damage: 2d6 + 18 ⇒ (1, 4) + 18 = 23
Rapidshot: 1d20 + 14 + 3 ⇒ (7) + 14 + 3 = 24
Damage: 1d6 + 9 ⇒ (1) + 9 = 10
Iterative: 1d20 + 9 + 3 ⇒ (18) + 9 + 3 = 30
Damage: 1d6 + 9 ⇒ (2) + 9 = 11


Roll20 Map - Treasure Sheet

Florence, frustrated by the creatures steadfastness, tries another angle. Zilchus flies over to the remaining bird, and takes his shot - hitting! Nidhi barely manages to connect twice stripping away more of the creatures power. Kosei the lion, mouthes a few acorns to Stelle who flings the larger acorn at the creature hitting, though no strength damage is added as it’s a splash weapon.

Blue also tries a 5’ flap to avoid Zilchus so it can continue to launch lightning bolts at him.
Fly: 1d20 + 12 ⇒ (3) + 12 = 15 vs DC 15

Successful, it summons another thunderbolt!
ranged touch thunderbolt on Zilchus: 1d20 + 13 ⇒ (1) + 13 = 14 damage (electric + sonic): 6d6 + 6d6 ⇒ (3, 3, 5, 5, 2, 1) + (6, 4, 2, 2, 6, 2) = 41

Additionally, from out of the storm, a heavier lightning bolt spontaneously erupts, targeting 1d5 ⇒ 2… going alphabetically that makes Kosei!
lightning bolt on Kosei: 12d6 ⇒ (6, 2, 6, 4, 2, 1, 5, 3, 4, 4, 1, 5) = 43 vs DC 22 Reflex for half, then remember your resistance (30).

And with that, the party piles on - Zilchus' blade, Nidhi's bow, Stelle's acorn, Florence's hex, and Kosei's spell, any one of which is enough to dissipate the summoned beast back to wherever it is such creatures come from.

The battle is over, but the stone block is still descending. We are out of initiative, but the block will be removed in just a few seconds, so don't get carried away. Please just as much as two rounds of actions before the block has cleared and you can see into the next chamber.

Guardian Thunderbird, blue - 26 (destroyed, glittered, retribution)
Guardian Thunderbird, red - 26 (destroyed)
Florence - 24
Zilchus -19 (-21hp)
Nidhi - 13 (-46hp)
Kosei - 4+ (DC 22 reflex save)
Stelle - 4-


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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)

Ref DC 22: 1d20 + 10 ⇒ (3) + 10 = 13
Kosei roars painfully as he fails to see the lighting bolt coming from the ceiling. The lion shortly licks his scorched back with the tongue.

HP 140/153 AC 23 TAC 12

"That was ugly" then he looks to the air expecting more lightnings to come in their direction.

And meanwhile he calls for Nidhi to heal her "Where are you magnificent singer of the dunes?" using his healing hands on her once he finds her.

Heal: 1d20 + 25 ⇒ (15) + 25 = 40 HP healed to Nighi: 15 + 7 + 15 = 37

Then he casts a spell to complete the bard's healing.
CLW (for aunt haul): 1d8 + 5 ⇒ (1) + 5 = 6


Inactive; Campaign Concluded

"Okay, that took care of the conjuration aura I was sensing but who knows what's ahead..."

Deciding that it's better to be safe than sorry, Florence is quick to draw out the more potent healing wand that the group purchased some time back and give Zilchus a couple of quick taps with it.

"There! Now let's hope there's nothing worse on the other side!"
______________

I think the average on a Cure Moderate Wounds wand would be 10 so two charges to Zilchus would heal 20, putting him almost back to full. Charges remaining (48).


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Zilchus smiles at Florence tends to his wounds, thankful for such a short pain.

"You do that well, thank you. Makes bleeding for you worthwhile," Zilchus states thankfully. "Now, what is going on with that block?"

Zilchus takes a full round action to summon a Chaosodile (large), edging Kosei out of the way. He puts it in front of the stone block.

"Now now, beast, don't snap at my friends, I feel there are the cowering foes of the Great Crocodile inside, and you may feast on them," Zilchus says soothingly.


Female Halfling Cavalier/16

Stelle awaits the end of the block's decent, bracing herself against anything that might come charging out.

If nothing does, she'll cautiously makes her way down the new pathway when the others are ready.


Neutral Human Bard/14

Nidhi waves her arm in an attempt to heal herself. Then heals again. "I'm okay. But I'd prefer to stay invisible for now."

Cure Critical Wounds: 4d8 + 14 ⇒ (3, 5, 8, 4) + 14 = 34

Cure Light Wounds: 1d8 + 5 ⇒ (2) + 5 = 7

Zilchus Lyghtlode wrote:
"Now now, beast, don't snap at my friends, I feel there are the cowering foes of the Great Crocodile inside, and you may feast on them," Zilchus says soothingly.

Nidhi looks over the large creature now blocking the doorway. Is... he going to send the crocodile in as a scout?


Roll20 Map - Treasure Sheet

It’s true, with Nidhi invisible Kosei would have trouble healing her. Kosei, keep your healing skill for now, and I’ll apply your CLW to yourself.

As the battle ends, the party makes a few hurried preparations as the stone block descends fully, revealing the next chamber.

Paintings of falcon-headed humanoids face one another on this chamber’s floor, and elaborate murals of birds in flight decorate the walls. In the west and east wings of the chamber, tall statues of owl-headed humanoids stand at attention with long spears. In a niche to the north stands a sizable crystalline pyramid of emerald, pulsing with light. Near it is an oddly positioned pillar lined with hieroglyphs in vertical columns, though blank spaces suggest it might be unfinished. It looks very much like another scrivener’s pillar though your attention is gathered elsewhere for the moment.

For crouching comfortably next to the pyramid, is a mummified androsphinx (image). He smiles with malice, and perhaps a soupçon of insanity, though perhaps not at you as he says, ”Pray, before we tear at each other hell bent on destruction, listen to my offer.”

As the group takes a breath, he plunges on assured of his audience, ”Excellent!” He pads around the crystal pyramid, caressing it as he goes, ”I’ll allow you ten minutes alone in this room, if you can but answer my riddle. Succeed, and the time is yours - I shall resume my duties at the end. Fail, and we shall do our best to rend each other to bits!” He gets a little shrill at the end, but manages to keep it together.

His glowing blue eyes pierce you from beneath the wrappings as he awaits your response. ”So, will you hear my riddle?” The very air seems to sizzle, though it’s likely just the storm at your backs.

So confident is he that you’ll hear him out, if you chose to attack, everyone may have a surprise round. Or you may listen.

Good guys - 26
Florence - 24
Zilchus -19 (-1hp)
Nidhi - 13
Kosei - 4+ (-7hp)
Stelle - 4-


Inactive; Campaign Concluded

Florence hesitates and looks at her companions, unsure of whether Stelle and Zilchus would want to hear the riddle or just get down to the business of slaying. She's not stupid; she knows they'll likely have to fight this thing no matter what, but...

"Um...I kinda want to hear the riddle..." Florence admits, looking a little sheepish.


Zilchus crosses his arms, thinking about the offer. While he isn’t willing to put his own mind against the sphinx’s, he is willing to bet on wise Kosei and the bewitching Florence.

”Go 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)

Kosei sniffs the air "The sweetness of your sweat is clear like the moon in the middle of the night sky my singing friend"

-----------------------

The Garundi lion looks at the androsphinx with interest "Golden like a desert dune it seems, bana..." Kosei negates with his head "...no is. What is it? If you still do not know it... you should know... I have already told you what is it androsphinx"


Female Halfling Cavalier/16

Stelle tries not to look bored when the androsphinx suggests playing Riddles, but is clearly amused when Kosei Lion speaks.

"New to riddles, are you?"

She waits patiently waiting for the game to begin.


Roll20 Map - Treasure Sheet

The mummified sphinx nods, clearly excited. He begins…

“In ancient days, a wealthy merchant of Sothis had a daughter of great beauty, upon whom he settled a rich dowry. Unwilling to part with either his daughter or his wealth, he found one reason after another to rebuff her many suitors. But when two sons of Pharaoh’s chamberlain presented themselves, the merchant knew he could not reject them outright as he had the others.”

“Thinking himself wise, the merchant devised an impossible means to decide which man would marry his daughter: the brothers would race their camels around the outskirts of the city, and whichever brother’s camel came in last, that man would have the hand of his daughter and her rich dowry. This way, thought the merchant, the race would never end!"

"But the brothers were no fools, and soon found a way to outsmart the wily merchant. What did they do?”

He looks at you with a mischievous grin and awaits your answer.

Good guys - 26
Florence - 24
Zilchus -19 (-1hp)
Nidhi - 13
Kosei - 4+ (-7hp)
Stelle - 4-


Inactive; Campaign Concluded

"Huh...that's a different sort of riddle than what I was expecting," Florence remarks, looking intrigued. "Let me think..."

GM:

I'm pretty sure I remember the answer to this from when my old home group played through the AP. IC, Florence is probably clever enough to figure it out but OOC I'd rather let the others make their guesses before I post anything.


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GM Euan wrote:
"But the brothers were no fools, and soon found a way to outsmart the wily merchant. What did they do?”

Zilchus is no fool, no fool at all. He moves over to whisper to Kosei, keeping his voice down.

”It’s clear that the brothers share the woman and the dowry, splitting her day and night, night and day. That’s the easy answer and it must be correct. Of the dowry, they should spend it drinking and whoring on the nights they are without wife. This is the solution, is it not?”


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 negates with his head to Zilchus "Oh no no! That would be horror! What about the honor of the daughter? No, the answer should be that one of the brothers understood the highest good for the daughter and his brother would come if he was to reach the goal last, and so he would tell to his brother. And after they married they would be all happy while the brother will protect his brother and new sister. That one shall be the answer, no matter what" the Garundi looks at Stelle and Nidhi for reassurance.


3 people marked this as a favorite.
Female Halfling Cavalier/16

Stelle responds quietly never taking her eyes off of the Sphinx.

"Maybe instead of going around the city, they took a shortcut though it killing every riddle-telling mummified sphinx they encountered, then went on their merry way."


1 person marked this as a favorite.
Neutral Human Bard/14

The bard, quite charismatic but not exceedingly intelligent, listens to the riddle and then to her companions. She sits cross-legged on her carpet and discusses with her companions: "I have to agree with Zilchus on this one. The brothers must share the woman. To be worth such a feat, she must be spectacular."


Roll20 Map - Treasure Sheet

Shendakut laughs shrilly, and uneasily, as the party chats, ”Oh, well? Have you decided what your answer is to be?”

He looks eagerly at the party for a reply.

Good guys - 26
Florence - 24
Zilchus -19 (-1hp)
Nidhi - 13
Kosei - 4+ (-7hp)
Stelle - 4-

Florence:
Yeah, I’m OK with that. It is, in the end, just a logic puzzle, and with an Int of 22… ooof. :)
- - -


2 people marked this as a favorite.
Inactive; Campaign Concluded

"Ehhhhh....how many men out there really want to share a woman with another man, even if it was his own brother?" Florence whispers, looking both doubtful and a little disturbed by such a suggestion. "I'm mean I'm sure some men might be okay with it but, um, we don't really have any further context to know for sure..."

She thinks for a moment.

"I think Kosei might be on the right track, though. Someone has to win, right? And the merchant is banking on neither brother being willing to finish the race by coming in first - and losing out on the marriage. So..."

Int: 1d20 + 6 ⇒ (14) + 6 = 20

"What if they did decide who would win the daughter's hand, ahead of time...and then switched camels without the merchant's knowledge?"


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Florence Corvina wrote:
"What if they did decide who would win the daughter's hand, ahead of time...and then switched camels without the merchant's knowledge?"

Zilchus nods, confused. ”But what about the drinking and whoring? Surely, that’s the important part...unless...maybe this is a better solution. Hmrph,” Zilchus crosses his arms, considering. He eventually shrugs, willing to go with Florence’s answer.


Roll20 Map - Treasure Sheet

Shendakut paces, waiting for someone to speak aloud. He looks uneasy and jittery, though with excitement or something else it's hard to say.


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 Florence very serious, then turns to Shendakut, then back to Florence. The lion stretches his eyes while looking at the woman "Yes. You are smart. I think you found the solution. Just go ahead Florence my friend! Tell it!" he then pushes her softly with her head towards the Shendakut.


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Inactive; Campaign Concluded

"Um, well...okay. We think that the brothers agreed ahead of time which one would get to marry the daughter and then switched camels before the race," Florence explains, suddenly nervous now that all eyes are on her.

"Because the merchant didn't say that whoever came in last would win her hand - it was whoever's camel came in last. So they switched camels and were able to have a 'normal' race instead of one that'd never end..."

Her voice trails off as she nervously eyes the creature, waiting to see if her logic is correct or faulty.


Roll20 Map - Treasure Sheet

(Well, the brothers didn’t decide who should win per se, but they do switch camels. Then each brother rides hard to win on the other brother’s camel. “Whichever brother’s camel came in last…” is the key phrase.)

The sphinx curls his tongue and whistles loudly as two large, invisible (and previously hidden), flying, somethings breeze past you to the outer chamber. Shendakut follows grinning from ear to ear like a cat quietly munching on a mouse. ”Well done… well done!! The chamber is yours.”

As he leaves he clumsily takes to the air and flutters to the upper chamber where he sits comfortably awaiting the ten minute window.

You’re on your own in the chamber. You, presumably, check the scrivener’s column and read the last order given the pyramids tied to the emerald control pyramid in front of you, ”Position your vessels high above Sothis and await further directives.”

The emerald pyramid thrums with power, partially lighting the room with its sparkling green hues.

If you can see invisible creatures:
This creature looks like a dark storm cloud, with sparks suggesting eyes and long sweeping arms charged with bolts of lightning.

Knowledge Planes DC 21 to read the following spoiler:

Spoiler:
They’re a pair of elder lightning elementals, N Huge outsider (air, elemental, extraplanar).
- - -

- - -

Refresher on how the control pyramids work:
Control pyramids transfer power from the Aeromantic Infandibulum (the source of this pyramids power) to up to four other large stone pyramids, elsewhere in the sky.

Each Control Pyramid also controls something, though you’re not sure what exactly. To do, whatever it does, you need simply to touch the Pyramid and speak the words written on the Pyramids face in ancient Osirian, ”Open in the name of Hakotep!” Then whatever it is that the Pyramid controls, er, will happen. In some way.

Finally, you can use the power to control another large stone pyramid which is fueled by this one. That is tricky as it requires either a spell with the acid or earth descriptor, or a DC 20 Use Magic Device (trained) to succeed.
- - -


Inactive; Campaign Concluded

"Whew...I'm glad I was on the right track," Florence sighs with relief as the sphinx - and whatever else was lurking nearby - exit the chamber. She wipes her forehead with her sleeve and then turns her attention to the control pyramid.

"Okay, now can we speak the catchphrase? I'm, um, pretty sure that it's part of activating or completing this Four-Fold Path and our time in here is limited."


Zilchus takes some time to look around, pointing out anything of interest to the party.

1d20 + 25 + 2 ⇒ (1) + 25 + 2 = 28 Perception

”We’re probably going to have to kill that sphynx,” Zilchus mentions when the undead cat is out of earshot. ”We’ll want to be sure this place is safe before we present it to the Ruby Prince.”


Female Halfling Cavalier/16

Stelle sits in her saddle, resolutely glaring at the mummified sphinx.

"Really? That's the solution?" Stelle asks with more than a hint of disappointment in her tone. "Because -- the brothers wouldn't know which of their camels was the slower?" Stelle rolls her eyes.

"I hope you have a better riddle planned if there is a next time."

Stelle rides up to the others in the control room.

"It looks like it's just going to more of these controls anyway, so go ahead and speak the catchphrase. Maybe Nidhi can best perform as Hakotep? Take your time, though. I'm more than happy to help kill that sphyinx," she states, playfully tossing a magic acorn in the air and catching it.

Perception: 1d20 + 25 + 2 ⇒ (5) + 25 + 2 = 32

"It's over there," Stelle says without looking, pointing in almost but not quite the opposite direction from where Zilchus is looking.


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)

"We agree. Let's do it then my friends" Kosei lion approaches the pyramid and places his right paw over its surface, he then reads in Ancient Osiriani "Open in the name of Hakotep!"

Nodding he turns to Nidhi "I will leave the epic commands to the flying pyramids to noble artist Nidhi though"


Roll20 Map - Treasure Sheet

Kosei steps up and speaks the phrase in ancient Osirian. The crystal pyramid thrums with power, and the dim light within it seems to shift and swirl. An enormous crack of lighting erupts from the clouded ceiling and strikes somewhere deeper in the well - likely the floor. That storm-smell of ozone fills the air and the remaining winds seem lessened somehow though still fierce.

Off in the distance, you hear Shendakut say, ”Wow! Impressive!”

Does anyone use the Emerald Pyramid to try and control the large stone pyramids connected to it? If so, let me know what you plan to do.


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Zilchus (and his chaosodile) keeps a watch at stone doorway, making sure no one disturbs the work that Kosie, Nidhi, Annie, and Florence are doing.

"You guys work. I'll guard."


Female Halfling Cavalier/16

"Wait a minute..." Stelle says, riding up to the pyramid.

Stelle lifts and pushes a bottom corner of the Pyramid to see if it is at all moveable. If it is, she'll invert it.

Strength Annie: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Strength Aid: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 Oooh

Strength Annie: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Strength Aid: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

If not, she retreats sheepishly shrugging.

"Worth a try."


Inactive; Campaign Concluded

"Hum...maybe this is a good chance to make the pyramids connected to this thing either land or fly somewhere else? Sowing chaos is a good way to stall for time, if we think we need it," Florence points out. "Kosei or myself could probably take control and do it, if that's what we decide to do. But if we want to just leave it, like we did the other one, then so be it. We can finish looking around in here and then get out while the getting is good!"
______________

Flo isn't really meaning to re-hash the earlier debate; if any of the new information we've learned since visiting the last crypt makes messing around with the other pyramids more attractive than it seemed earlier then she figures she or Kosei can do it. But if there's still a consensus to leave it alone, she's not going to press the point.


Roll20 Map - Treasure Sheet

Annubis manages to tip the crystal pyramid to another facing. Though very heavy, it is possible to move it. Looking at the bottom, you see no more hieroglyphs or other markings however.

To be clear, as it may be confusing, earlier you gave 'verbal' commands to the commanders of the set of pyramids tied to the Earth Crypt via the scrivener's pillar. The crystal pyramids allow direct control of the larger pyramids tied to them (as many as four for each crystal pyramid). If you can activate the crystal pyramid, you can send those others crashing into the ground, fly them high into the sky, whatever you like.

However, you cannot 'see' them, or their surroundings, and you cannot give complex commands (like have them fly back here). It's direct control, like you had a joy-stick for the thing. But it'd be easy enough to crash them, just have them gain altitude for a minute or two, and then cut power.

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