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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Female Halfling Cavalier/16

"Oh! What a wonderful story, Kosei! I never knew that owls and snakes could be so civil to each other!" Stelle says, throwing around some pleasantly fragranced flowers.

"A Crown of dried flowers? Was this some sort of wedding closet?" she wonders, marvelling at the contents of the cupboard.

She goes to look at the statue in the northwestern alcove before following the others into the next hallway.

"Do tell us about the Guilty Apocolypse Causing Worm next!" she says to Kosei as they leave.


Roll20 Map - Treasure Sheet

Stelle closely examines the newly arisen statute in the northwest. As near as she can tell, it is identical to the one now sunken into the floor in the northeast - a camel-headed man with an empty oversized bowl in his lap. You assume that if you put flowers in the bowl from the cat-headed statue, the northwest camel-headed statue would sink into the floor, again opening the way out (and possibly raising the northeast camel-headed statue thereby closing off the northeastern tunnel). The two statues seem linked somehow, like a seesaw.

To the northeast, Zilchus sees a bubbling pool of molten lava, bracketed by stone ledges to the north and south, which fills most of this chamber. A thin stone pillar rises from the center of the lava pool, supporting a tiny gem, a peridot. Further, he detects the slightest abnormality in the shimmering heat rising from the lava. Apparently there are two nearly touching walls of force blocking the southern part of the room from the northern part of the room. A narrow six-inch gap separates the two walls, so you could simply wind walk to the other side if you wished, though you don’t see anything there worth investigating - at least from here.


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Inactive; Campaign Concluded

"Nice work Stelle," Florence smiles as her manipulation of the offerings turns out to bear fruit - and a way forward. "And I agree, that was a good story! You always seem to have one for every occasion - is that a tradition in your family, Kosei?"

When the next room is revealed, Florence immediately looks around, suspicious.

"That's got to be some sort of trap or something..." she mutters as she scans about for any additional magical auras.

Kn. Arcana: 1d20 + 24 ⇒ (5) + 24 = 29
Spellcraft: 1d20 + 24 ⇒ (8) + 24 = 32


Roll20 Map - Treasure Sheet

Florence discovers nothing new, but does confirm the walls of force readily enough.

If it's a trap, it's a very well hidden one. Or not magical.


Wind walk? Can Zilchus air walk over?

”I can try to take a closer look, Flo. And see if there is anything to worry about.”

Zilchus will try to air walk closer, keeping his eyes open and trying to figure out what these rooms are all about.

1d20 + 25 + 2 ⇒ (17) + 25 + 2 = 44 Perception


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Roll20 Map - Treasure Sheet

Unless Zilchus has an ability that lets him fit through a 6" gap, no he can't air walk to the other side. He's too, er, I won't say fat, but too, uh, large and muscular, yeah that's it, to get through the narrow space. The walls of force block passage.

To be clear, Stelle also is too large to fit through, though she might be able to squeeze if she sheds her armor and gear.

You can air walk to the gemstone however. It rests in the gap and could be easily grasped, just gently resting there.


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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 nods to Stelle "I promise to retell that story for you my White Knight friend" and Florence "Indeed, the tribe will gather and retell stories every night. Many I have later read at the Monastery of Tar-Kuata and then many other the serpents, owls and grains of dust of the desert told me themselves"

The Garundi starts touching everyone sharing wind walk blessings "Be careful picking up the gem. The walls might be holding up something and can cause trouble once they collapse. If only we could move it without touching it... could one of your crocs do it Zilchus my friend?"


Inactive; Campaign Concluded

"I don't see anything else magical in here besides the walls of force," Florence explains. "Thanks to Kosei's talents," she smiles, "we can pass through but we won't be able to try picking up the gem or moving it around. But it might be a good idea to see if we can look around on the other side first before we worry about the gem anyway."


Female Halfling Cavalier/16
Kosei wrote:
"Be careful picking up the gem. The walls might be holding up something and can cause trouble once they collapse. If only we could move it without touching it... could one of your crocs do it Zilchus my friend?"
Florence wrote:
"But it might be a good idea to see if we can look around on the other side first before we worry about the gem anyway."

"Nah, he'll be fine! Look! He's air walking," Stelle says confidently, halfling greed perhaps getting the better of her.

"Hey Zilchus!" she calls over the roar of the lava. "Why don't you just grab that gem while you're up there?"

"Maybe it's like a plug for the lava," she says to her nearer companions.


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I think the better solution is for Kosei to go, possibly as a rat to slither around the barriers, but Zilchus is happy to go. Or someone who can cast D-Door.

Zilchus quirks his head to listen to Stelle, nodding and indicating that they should stay where they are.

”I’ll go, I’ll go,” Zilchus repeats, allowing Kosei’s cloud magic to infect him. ”I’ll go right now. Nothing can go wrong, I’m sure.”

He begins the slow process of becoming air.

And when he does he will circumvent the barriers and go to the other side to look around a lot before touching the gem.

1d20 + 25 + 2 ⇒ (15) + 25 + 2 = 42 Perception w/Detect Magic


Roll20 Map - Treasure Sheet

Zilchus becomes vaporous and glides easily past the gemstone and the walls of force. He lands on the other side and begins to reform.

Nothing happens, other than his reformation, and when he is solid, and standing on the northern platform, a secret door is easily found on the northern wall. It does glow with a bit of illusory magic, likely just that which hid it until someone was close enough.

The gem sits there, unchanged.


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)

That's actually a good idea!

Kosei suddenly starts to retort over himself and quickly shrink while dark hair grows around him and a set of long membrane wings protrude out of his back with a gesture of pain. The Garundi-bat voice sounds like a tiny bell in the room "If the lava pool explodes and take me, do not be scare, remember I am still the Ancient Guardian of the Sun Lion"

The diminutive animal jumps to the melting pit and extends its wings. It starts to fall to the menacing bubbles but it starts to flap the wings when he is almost to lick them, quickly gaining height and raising up to the gem.

Kosei performs a quick flight over the gem clutching it with its little feet and raising back trying to quickly move away of any explosion and bringing the gem to Nidhi "Look what I got my friend! Is this something expensive?"

Wild Shape: 5/6


Zilchus lets BatLion go, staying in his non-cloud form on the other, safe side of the barrier.


Roll20 Map - Treasure Sheet

Kosei flies across the lava and clutches the tiny jewel in his tiny paws. As he does so, the pedestal begins to quickly lower itself into the lava which bubbles over it hiding it from view.

Almost immediately the two walls of force that had been bisecting the room, disappear. A third wall of force, really a platform of force, appears over the lava in a 5' path connecting the northern platform to the southern platform. A path.

Various detections and observations by the party reveal nothing sinister.


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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)

"Ah! You see what I made? It was all planned my friends. Here you have a bridge now" the bat flies over the lava once more and reaches Zilchus flapping around the man "Ah! Can you open that non sinister but rather well concealed door my Commander friend?"


Female Halfling Cavalier/16

"Aahhh! Thank you Kosei -- " she pauses briefly studying Kosei's bat form. "Thank you, Flying Cutie!" Stelle urges Annie over the bridge and stands by Zilchus's side.

"What do you think, Nidhi?" Stelle says, looking at the Bard. "Is it trapped?"


Inactive; Campaign Concluded

"Huh, not a trap at all. Just a really convoluted way of getting across to the other side," Florence marvels as the bridge materializes for them to cross. "Apparently Hakotep had a lot of these things built with the expectation that intruders wouldn't be able to fly or um, change forms to bypass them. His mistake," she smiles, keeping her eyes firmly fixed on the other side as she follows the others across the bridge.


Zilchus, with his falchion in hand and attached by weapon cord, continues down the path.

”Now what?” Zilchus takes a moment to look around. ”What does the gem do?”

1d20 + 25 + 2 ⇒ (18) + 25 + 2 = 45 Perception


Roll20 Map - Treasure Sheet

Zilchus opens the secret passage to reveal a small passage deeper into the pyramid.

A block of dark red stone blocks the end of this narrow corridor. It exudes warmth into the hallway, and two arrow shapes are carved into it, with the deeply carved arrowheads halfway up the 10’ tall block. The arrowheads are slots just large enough to fit a persons hand. It looks like you put your hands in there, and push down on the block to lower it out of the way.

Who puts their hands in the hot stone block?


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Inactive; Campaign Concluded

After a pause in which no one seems particularly willing (understandably) to put their hands on the hot stone block, Florence takes a deep breath and closes her eyes.

It's fine, you're protected from the heat, it's fine, it's fine, you just push on it with your palms and that's all, it'll be fine...

Judging by her tense expression it might not actually be fine but nevertheless Flo reaches out and places her hands into the slots and attempts to push down on the block.


Zilchus tenses as Florence does this, worried for her. He’s on guard to help her as he can.


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Roll20 Map - Treasure Sheet

The heavy stone block shrieks as it is slowly, very slowly, grinds into the floor. If Florence lets up, the block stops, so she must continue to apply pressure until the first half of the block descends, then the second half drops away quickly revealing a large room beyond.

A pool of lava runs down the center of this chamber from east to west, hissing and bubbling lazily, and the floors of the circular spaces at either end of the pool are painted with red arrows. The alcove directly north of the entry door holds a crystalline pyramid, deep red in color, surrounded by glowing red motes - another control pyramid.

However, between you and the control pyramid are a number of denizens, readied by the loud noise of the opening of the passage. The central figure at first appears as no more than a frail old man, clad in horn lamellar, but he quickly reveals his sharp features, pointed fingernails, and rat-like fangs (image) as he draws a mighty axe.

Three other howling corpses swoops through the air with hideously elongated legs and bows made of bone. They currently hover nearby, ready to shoot!

Knowledge Religion DC 26- Inhetef:
Inhetef is a Nosferatu, CE medium undead (augmented humanoid). One question for each five you beat the DC as usual.
- - -

Knowledge Religion DC 19 - flying bones (separate roll):
They are Baykok. NE medium undead. One question for each five you beat the DC as usual.
- - -

- Round 1 -
Good Folks - 30 (prayer +1)
Florence - 26 (-32hp, prayer -1, two DC 19 Fort saves)
Kosei - 23
Nidhi - 17
Stelle - 6
Zilchus - 5

Initiative Rolls:

Florence 1d20 + 6 ⇒ (20) + 6 = 26
Kosei 1d20 + 3 ⇒ (20) + 3 = 23
Nidhi 1d20 + 1 ⇒ (16) + 1 = 17
Stelle 1d20 + 3 ⇒ (3) + 3 = 6
Zilchus 1d20 + 4 ⇒ (1) + 4 = 5
Good Folk 1d20 + 10 ⇒ (20) + 10 = 30

Though they don’t get a surprise round, they do get initiative and open fire!

’I am Inhetef, and I shall be your undoing. Long have I thirsted for battle, and I thank you for accommodating me!” he shrieks as he casts Prayer. It should effect his allies, and Florence.

His underlings fly higher into the air for their own protection and open fire, though Florence is somewhat protected by cover.

blue on Florence: 1d20 + 19 - 4 ⇒ (2) + 19 - 4 = 17 damage: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (6) = 18 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 1
red on Florence: 1d20 + 19 - 4 ⇒ (18) + 19 - 4 = 33 damage: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (4) = 14 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 3
green on Florence: 1d20 + 19 - 4 ⇒ (1) + 19 - 4 = 16 damage: 1d8 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 1


Inactive; Campaign Concluded

Round 1, Initiative 26

Fort (DC 19; Bad Prayer): 1d20 + 13 - 1 ⇒ (16) + 13 - 1 = 28
Fort (DC 19; Bad Prayer): 1d20 + 13 - 1 ⇒ (8) + 13 - 1 = 20

Though startled - and pained - by the sudden arrow barrage, Flo feels her limbs trying to stiffen up and manages to throw off the effect before it can overpower her.

Unsure if it'll actually help or not, Flo conjures lightning and flings it into the room at Inhetef...

CL vs. SR (If Necessary; Spell Pen, Bad Prayer?): 1d20 + 15 + 2 - 1 ⇒ (14) + 15 + 2 - 1 = 30
Chain Lightning: 15d6 ⇒ (3, 2, 6, 5, 6, 2, 4, 3, 6, 1, 4, 5, 5, 5, 3) = 60

...which may or may not arc outward from him to his cronies nearby! Not particularly eager to take more arrows to the face, Flo then falls back into the hallway.

"No idea what they are but they're not playing around!"
______________

Flo casts Chain Lightning at Inhetef; DC 23 Reflex for half damage on the primary bolt and DC 21 for half on the secondary bolts on the cronies.


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Roll20 Map - Treasure Sheet

Florence learns none of the creatures has SR.

Inhatef: 1d20 + 12 ⇒ (20) + 12 = 32 vs DC 23 for 30, though he seems to have some resistance as well (10)
red: 1d20 + 11 ⇒ (20) + 11 = 31 vs DC 21 for 30
green: 1d20 + 11 ⇒ (9) + 11 = 20 vs DC 21 for 60
blue: 1d20 + 11 ⇒ (8) + 11 = 19 vs DC 21 for 60

As an aside, I've rolled a LOT of 20's in the last two posts. You're sucking down all my luck on initiative and saving throws!


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-bat observes astonished how Florence unleashes powers worth of the dark side "What is it! What's there!?"

The bat-man flaps around in the air and somehow realizing of the situation, either on one of his horizontal movements or because he is told about, he starts touching with his little feet everyone but Zilchus giving them communal air walk.
30 min counting Anubis


Female Halfling Cavalier/16

Round 1, Init 6

"Thank you, um, Kosei ..." those little feet of his are just adorable! Stelle says, urging Anubis into the air and around Zilchus ("Excuse us.") into the entrance.

"Pleased to meet you, your Crispness." says Stelle addressing Inhetef. "Though I must admit, we're not here for you."

Total Defense


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Round 1

Zilchus waits Florence retreat with her newly added kidney and spleen arrows. He can’t decide if he likes that look on Florence, but he’s not hip to fashion and wasn’t going to question her choices.

However, he does ask the Great Crocodile to be more be-armored before moving over Stelle and to address the most smoking of the foes. He lunges out to thrash at blue.

1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35 to hit; (+hero)
2d6 + 23 ⇒ (3, 1) + 23 = 27 adamantine slashing 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: 122/122
AC: 38/34 + 3(WP) (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: 0/15 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 2/9 used (+7 str)
Quick Prayer: 0/10 used
PoP1: 0/1 used
PoP4: 0/1 used
Armor: 1/15 minutes used (swift,+3 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/5 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)

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

Florence purges the negative energy from her body as she returns fire with lighting. All are effected, though Inhatef less so than the others (resist electricity 10). Kosei spreads the air walk love to the balance of the party so that everyone can take to the air to combat the enemy! Stelle moves up to the block and takes total defense, to protect herself as she, presumably, prepares a charge. Zilchus climbs into the air 15’ (I assume you don’t have a 20’ reach) to lunge at his opponent, stabbing it deeply. Nidhi DMPC delays until the warriors charge in before joining them in the chamber and beginning to inspire courage!

Inhetef laughs, clearly enjoying the pain as the lighting rips through him. You watch his body heal a bit (fast healing 5) as he recovers the reduced damage from the electricity. ”It will take more than that my friends!” he calls out in ancient Osiriani as he casts Divine Power upon himself, grasping a gold unholy symbol of Sekhmet to do so.

Meanwhile, the baykok’s take full advantage of the room and rain arrows down upon those daring to sally forth! They auto-succeed their fly checks to hover, so full attacks all around.

blue on Zilchus: 1d20 + 19 ⇒ (10) + 19 = 29 damage: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (6) = 16 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 1
blue on Zilchus: 1d20 + 14 ⇒ (15) + 14 = 29 damage: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (4) = 14 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 3
blue on Zilchus: 1d20 + 9 ⇒ (8) + 9 = 17 damage: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (3) = 14 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 3

red on Stelle: 1d20 + 19 ⇒ (9) + 19 = 28 damage: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (6) = 16 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 1
red on Stelle: 1d20 + 14 ⇒ (20) + 14 = 34 damage: 1d8 + 4 + 1d6 ⇒ (3) + 4 + (1) = 8 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 2
critthreat red on Stelle: 1d20 + 14 ⇒ (8) + 14 = 22 damage: 2d8 + 8 ⇒ (7, 7) + 8 = 22 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 3

red on Stelle: 1d20 + 9 ⇒ (8) + 9 = 17 damage: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 3

green on Nidhi: 1d20 + 19 ⇒ (15) + 19 = 34 damage: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (6) = 17 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 2
green on Nidhi: 1d20 + 14 ⇒ (15) + 14 = 29 damage: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (1) = 12 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 1
green on Nidhi: 1d20 + 9 ⇒ (11) + 9 = 20 damage: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (1) = 13 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 2

While Zilchus is missed, Stelle catches an unlucky blow (though not a crit in the end) and Nidhi is hit twice.

- Round 2 -
Inhatef - 30 (-20hp, prayer +1)
Red - 30 (-30hp, prayer +1)
Green - 30 (-60hp, prayer +1)
Blue - 30 (-87hp, prayer +1)
Florence - 26 (-32hp, prayer -1)
Kosei - 23
Nidhi - 17 (-29, two DC 19 Fort)
Stelle - 6 (-8hp, DC 19 Fort)
Zilchus - 5

(Inspire courage: +3)

Next up - everyone!


Should show that Z was 10’ up on his char icon on map.

Round 2

Zilchus 5’ steps closer to lunge out at blue, and then red. He grunts with exertion.

1d20 + 21 + 2 + 7 ⇒ (4) + 21 + 2 + 7 = 34 to hit; (+hero,+grunt)
2d6 + 23 ⇒ (2, 2) + 23 = 27 adamantine slashing damage.

1d20 + 13 + 2 + 7 ⇒ (11) + 13 + 2 + 7 = 33 to hit; (+hero,+grunt)
2d6 + 23 ⇒ (1, 5) + 23 = 29 adamantine slashing damage.

1d20 + 8 + 2 + 7 ⇒ (15) + 8 + 2 + 7 = 32 to hit; (+hero,+grunt)
2d6 + 23 ⇒ (4, 1) + 23 = 28 adamantine slashing damage.

Pot crit:
1d20 + 8 + 2 + 7 ⇒ (16) + 8 + 2 + 7 = 33 to hit; (+hero,+grunt)
2d6 + 23 ⇒ (6, 2) + 23 = 31 adamantine slashing 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: 122/122
AC: 38/34 + 3(WP) (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: 0/15 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 3/9 used (+7 str)
Quick Prayer: 0/10 used
PoP1: 0/1 used
PoP4: 0/1 used
Armor: 1/15 minutes used (swift,+3 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/5 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)

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


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Inactive; Campaign Concluded

Round 2, Initiative 26

Wincing a bit at the sound of all the arrows flying in the room ahead, Florence moves back up towards the doorway and stops just behind Stelle.

"More? We've got more for days!" she calls back to Inhetef. It's not...really a very inspiring sort of comeback, but at least she tried. More importantly, she attempts to back up her words by granting her allies increased fervor.

Spells & Powers:

8th - Mind Blank
7th - Chain Lightning, Fairy Ring Retreat
6th - Cone of Cold x2, Greater Dispel Magic, True Seeing
5th - Befuddled Combatant, Break Enchantment, Hold Monster x2, Hungry Earth
4th - Blessing of Fervor, Confusion, Death Ward, Greater False Life, Ice Storm
3rd - Dispel Magic, Heroism x2, Lightning Bolt, Prayer + Pearl of Power
2nd - Aid x2, Glitterdust x2, Lipstitch, See Invisibility + Pearl of Power
1st - Ear-Piercing Scream, Ill Omen, Mage Armor, Shadow Trap, Snowball x2 + Pearl of Power

Lesser Extend Rod: 1/3


______________

Flo moves to her current position & casts Blessing of Fervor; I think she'll be able to get everyone but Kosei with it.


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. religion: 1d20 + 2 ⇒ (17) + 2 = 19
K. religion: 1d20 + 2 ⇒ (16) + 2 = 18

Kosei-bat flaps around entering the place and moving slightly to the left. The bat eyes shine in red while he produces arcane squeaks and a cloud of rolling smoke shot through with white-hot embers appears in the area blocking the sight of the archers "I shall not allow them to fully shot at you again my friends!"
Fire damage: 6d6 ⇒ (2, 6, 1, 1, 4, 1) = 15
Ref 25 for half


Female Halfling Cavalier/16

"Thank you Kosei... " Bat? Stelle pauses, "Kosei!"

~~

GMEuan wrote:
Fort or be paralyzed ...

FortDC19: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22+Hero

Inhetef wrote:
”It will take more than that my friends!”

Stelle scowls. "Good Hope with that!" Stelle bellows back.

Stelle has challenged Inhetef

BoF - Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Stelle charges Inhetef.
.
Spirited Charge: 1d20 + 15 + 3 + 2 + 3 + 5 - 4 + 2 + 2 ⇒ (17) + 15 + 3 + 2 + 3 + 5 - 4 + 2 + 2 = 45 -PA, +Hero. +Inspire, Flank+BoF
for Damage: 3d6 + 15 + 9 + 9 + 45 + 24 + 6d6 ⇒ (4, 1, 4) + 15 + 9 + 9 + 45 + 24 + (6, 5, 4, 1, 4, 5) = 136 +Inspire, +Challenge, +PA, Holy

Stelle circles in place, ready to charge again.

+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, Anyone on Inhetef)
+4 circumstance bonus on melee attack rolls against [Inhetef]

Status:
-8 hits


Roll20 Map - Treasure Sheet

I’m going to assume that Kosei threw his rolling smoke at the archers, keeping the ball up near the 30’ ceiling. Rather than include Inhetef and Stelle and block Nidhi's shots. Let me know if that is incorrect. :)

red reflex: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19 vs DC 25 for 15hp
green reflex: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 vs DC 25 for 7hp

Oh, and I forgot to check Nidhi's paralyzation.

Fort: 1d20 + 7 ⇒ (6) + 7 = 13 vs DC 19
Fort: 1d20 + 7 ⇒ (18) + 7 = 25 vs DC 19

And Nidhi is paralyzed...


Roll20 Map - Treasure Sheet

Florence boosts the party with a Blessing. Kosei smokes the undead to block their archery and do a little damage. Stelle charges Inhetef, piercing him deeply… and very near the heart. Zilchus topples blue from the sky after a series of devastating blows. Nidhi is frozen in place, her placid mask looking on quietly.

Inhetef looks with surprise at the damage he’s absorbed in so short a period of time. Bound by who knows what compunction, he remains, though he slightly changes tactics. He casts a spell, and disappears!

Spellcraft DC 19:
He just cast greater invisibility.
- - -

Let me know if you can see, uh, invisible creatures. I know some of you have that ability, just not sure if it’s in play.

Meanwhile, the flying bones descend from their smoky altitude, trailing whips of the dark stuff as they rejoin you. They each take a shot at their prior targets.
red on Stelle: 1d20 + 19 ⇒ (11) + 19 = 30 damage: 1d8 + 4 + 1d6 ⇒ (4) + 4 + (2) = 10 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 1
green on Nidhi: 1d20 + 19 ⇒ (14) + 19 = 33 damage: 1d8 + 4 + 1d6 ⇒ (1) + 4 + (2) = 7 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 1

While Nidhi is hit again, no save is needed as it won't extend the duration of paralysis, and I believe Stelle is missed.

- Round 3 -
Inhatef - 30 (-151hp, prayer +1)
Red - 30 (-45hp, prayer +1)
Green - 30 (-67hp, prayer +1)
Blue - 30 (destroyed)
Florence - 26 (-32hp, prayer -1)
Kosei - 23
Nidhi - 17 (-36hp, paralyzed 1/2r)
Stelle - 6 (-8hp)
Zilchus - 5

(Inspire courage: +3)

Next up - everyone!


Round 3

Zilchus moves over to protect the stunned Nidhi, putting his body in front of hers. He lashes out at green.

1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35 to hit; (+hero)
2d6 + 23 ⇒ (5, 2) + 23 = 30 adamantine slashing damage.
high is good: 1d100 ⇒ 37

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: 122/122
AC: 38/34 + 3(WP) (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: 0/15 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 3/9 used (+7 str)
Quick Prayer: 0/10 used
PoP1: 0/1 used
PoP4: 0/1 used
Armor: 1/15 minutes used (swift,+3 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/5 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)

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

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

"Thank you, Florence!"

Stelle lances at Red.

Lance: 1d20 + 15 + 5 + 3 + 3 - 4 + 2 + 2 ⇒ (7) + 15 + 5 + 3 + 3 - 4 + 2 + 2 = 33 +Inspire, -PA, +Hero, +BoF
for Damage: 1d6 + 5 + 3 + 3 + 8 + 2d6 ⇒ (3) + 5 + 3 + 3 + 8 + (3, 5) = 30 +PA, +Inspire, Holy

Lance: 1d20 + 10 + 5 + 3 + 3 - 4 + 2 + 2 ⇒ (11) + 10 + 5 + 3 + 3 - 4 + 2 + 2 = 32 +Inspire, -PA, +Hero, +BoF
for Damage: 1d6 + 5 + 3 + 3 + 8 + 2d6 ⇒ (3) + 5 + 3 + 3 + 8 + (3, 5) = 30 +PA, +Inspire, Holy

Lance: 1d20 + 5 + 5 + 3 + 3 - 4 + 2 + 2 ⇒ (4) + 5 + 5 + 3 + 3 - 4 + 2 + 2 = 20 +Inspire, -PA, +Hero, +BoF
for Damage: 1d6 + 5 + 3 + 3 + 8 + 2d6 ⇒ (1) + 5 + 3 + 3 + 8 + (2, 2) = 24 +PA, +Inspire, Holy


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 waits for Zilchus, Stelle and Florence to deal with the enemies, then once they have acted he flaps around to maintain his flying while he concentrates in the cloud to make it descend to -5 below ground and 15 over, hoping to also hit the invisible caster.
Fire damage: 6d6 ⇒ (5, 1, 5, 6, 1, 3) = 21
Ref DC 25 for half. It's also considered continuous damage in case they try to cast again


Roll20 Map - Treasure Sheet

Zilchus takes a blow as Inhetef swings at him as he passes by to protect Nidhi. Zilchus connects with his swing, but does not drop green.

AoO Inhetef on Zilchus: 1d20 + 19 + 5 ⇒ (14) + 19 + 5 = 38 damage: 1d8 + 6 + 2d6 ⇒ (8) + 6 + (2, 4) = 20

Inhetef immediately disappears again - he clearly has greater invisibility going. I've left him on the map, as you know where he is just now, but do remember he is invisible.

Stelle and Annubis, please make saves against Kosei's rolling cloud of fire as he hits you with his spell while fishing for Inhetef.

Florence still to go!


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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)

Remember they have Fire resistance 30! :D


Roll20 Map - Treasure Sheet

Ahh, good point! Never mind there Stelle... :)


Inactive; Campaign Concluded

Round 3, Initiative 26

Spellcraft (DC 19): 1d20 + 24 ⇒ (7) + 24 = 31

Old trick...too bad for you I've got a counter ready.

Recognizing the spell that Inhetef had cast, Florence steps up to the doorway and begins casting one of her own...
______________

Flo will take a step forward and cast See Invisibility~


Roll20 Map - Treasure Sheet

Florence steps up and sees Inhetef in his invisible state. Kosei lowers the rolling flames, hoping to catch Inhetef. Stelle stabs at her archer repeatedly and successfully as the bones fall apart and collapse. Zilchus takes a blow as Inhetef swings at him as he passes by to protect Nidhi. He connects with his swing, but does not drop green. Nidhi finishes her second round of paralyzation and begins to recover. Remember you still get her inspiration due to her lingering performance.

Inhetef calls out, ”Protect me now and you will enjoy immortality at my hands!” 1 Stelle, 2 Zilchus: 1d2 ⇒ 2 So Zilchus, please make a DC 21 Will save or you are Dominated (link) as the spell. If you fail, please do your utmost to protect Inhetef from this rabble.

The remaining archer flaps back 5’ and shoots at Kosei, being unsure who his allies are at the moment.
green on Kosei: 1d20 + 19 ⇒ (12) + 19 = 31 damage: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (5) = 17 (neg energy) also DC 19 Fort or be paralyzed rounds: 1d3 ⇒ 1

- Round 4 -
Inhetef - 30 (-151hp, prayer +1)
Red - 30 (destroyed)
Green - 30 (-67hp, prayer +1)
Blue - 30 (destroyed)
Florence - 26 (-32hp, prayer -1)
Kosei - 23 (-17hp, DC19 Fort)
Nidhi - 17 (-36hp, paralyzed 2/2r, lingering performance 2/2)
Stelle - 6 (-8hp)
Zilchus - 5 (DC 21 Will)

(Inspire courage: +3)

Next up - everyone! Remember Kosei's rolling fiery cloud blocks sight, and only Florence knows where Inhetef is at the moment.


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GM Euan wrote:
Inhetef calls out, ”Protect me now and you will enjoy immortality at my hands!” So Zilchus, please make a DC 21 Will save or you are Dominated (link) as the spell.

Zilchus literally guffaws at the request. ”You meenie’d when you should have moe’d,” Zilchus smiles knowingly. ”The Raging River does not like being bound by the pebbles in its path. Why would you think you could succeed when you are such an empty and decrepit pebble?”

Protect by Magic Circle.

Round 4

Zilchus continues to channel the power for the Great Crocodile, fervently casting Invisibility Purge as a swift action.

He looks into the eyes of the vampire. ”Hold still. I’m going to enjoy this.”

1d20 + 21 + 2 + 3 ⇒ (19) + 21 + 2 + 3 = 45 to hit; (+hero,+bard)
2d6 + 23 + 2d6 + 3 ⇒ (4, 4) + 23 + (4, 4) + 3 = 42 holy adamantine slashing damage.

1d20 + 13 + 2 + 3 ⇒ (11) + 13 + 2 + 3 = 29 to hit; (+hero,+bard)
2d6 + 23 + 2d6 + 3 ⇒ (5, 5) + 23 + (1, 5) + 3 = 42 holy adamantine slashing damage.

1d20 + 8 + 2 + 3 ⇒ (11) + 8 + 2 + 3 = 24 to hit; (+hero,+bard)
2d6 + 23 + 2d6 + 3 ⇒ (2, 3) + 23 + (1, 2) + 3 = 34 holy adamantine slashing damage.

Pot crit:
1d20 + 21 + 2 + 3 ⇒ (10) + 21 + 2 + 3 = 36 to hit; (+hero,+bard)
2d6 + 23 + 2d6 + 3 ⇒ (1, 5) + 23 + (5, 2) + 3 = 39 holy adamantine slashing 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: 122/122-20
AC: 38/34 + 3(WP) (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: 0/15 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 3/9 used (+7 str)
Quick Prayer: 0/10 used
PoP1: 0/1 used
PoP4: 0/1 used
Armor: 1/15 minutes used (swift,+3 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/5 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)

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


Inactive; Campaign Concluded

Round 4, Initiative 26

Unable to see any other targets besides Inhetef himself but not wanting to risk a swipe by moving into the room, Florence does the first viable thing that comes to mind - she attempts to reach around the corner and tag the creature with positive energy.

"Can't hide from everyone, you know..."

Healing Hex (Melee Touch; IC): 1d20 + 8 + 3 ⇒ (1) + 8 + 3 = 12 Lol, really?
Positive Energy: 2d8 + 10 ⇒ (5, 8) + 10 = 23

But who knew that a simple shoulder tap would be so hard to pull off?
______________

Pretty sure that's a miss but on the off-chance that it isn't, DC 23 Will for half damage.


Female Halfling Cavalier/16

Round 4, Init 22

Stelle charges past where she last saw Inhetef in the hopes she skewers him anyway.

+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)

Spirited Charge: 1d20 + 15 + 3 - 4 + 2 + 5 + 7 + 2 + 3 ⇒ (9) + 15 + 3 - 4 + 2 + 5 + 7 + 2 + 3 = 42 -PA,+Charge, +Hero, +Flank, +Inspire
for Damage: 3d6 + 15 + 9 + 24 + 9 + 6d6 + 45 ⇒ (5, 3, 2) + 15 + 9 + 24 + 9 + (1, 6, 4, 5, 4, 4) + 45 = 136 +PA, +Inspire, +Holy, Challenge

Miss?: 1d100 ⇒ 14 High hits


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's current AC:

Ah! You are forcing me to calculate my AC! The bat transformation gave him +8 size AC (Diminutive) and a +1 natural armor bonus. He loses his shield bonus, but preserves the Wild Armor one, although the Max Dex caps the potential of the extra +6 size to Dex

+7 armor, +3 Dex, +1 deflection, +1 natural armor, +5 natural armor enhancement, +8 size = 35 AC

Kosei-bat is so diminutive that the arrow passes through his space without finding him. The man delays for all his friends to act, then as a response the bat concentrates once more to bring the incendiary cloud over the archer and Inhetef "Enjoy the warmth my friends!"
Fire damage: 6d6 ⇒ (4, 5, 6, 6, 2, 5) = 28
Ref 25 for half. Downside is 20% misschance for those next to the evil guardians


Roll20 Map - Treasure Sheet

Florence tries a little positive energy blast, but she bumps the wall, and fails to connect. Kosei brings the smoke, burning Inhetef and the archer a little further, and bringing them closer to death. Stelle charges forward, but misses due to invisibility, smoke, etc. Zilchus crits Inhetef, finishing him before reaching out behind him with his second stroke and destroying the boney archer who falls into the lava. Nidhi comes out of her paralyzation into a cloud of thick black smoke!

The room grows quiet save for the softly bubbling lava. Looting Inhetef, and the vicinity behind the control pyramid, you find:

Horn lamellar armor +2
Battleaxe +2, vicious
Cloak of Resistance +2
Shoes of the firewalker
Gold unholy symbol of Sekhmet (50gp)
Gold statue of Sekhmet (350gp)
Mithral ceremonial dagger (502gp)

Nidhi picks at the mithral dagger, attracted to its sparkles as she murmurs, ”I dunno, I don’t think I’m cut out for this anymore… I mean, when does it end? With Hakotep’s death? No, then there will just be another evil to overcome.” She strips off her mask to reveal eyes rimmed with tears, ”I want to help you, I really do, but I just want to go home. I’ll be on the boat.”

She hands the mask to Florence, and glumly walks out the door.

- Round 4 -
Florence - 26 (-32hp)
Kosei - 23 (-17hp)
Nidhi - 17 (-36hp)
Stelle - 6 (-8hp)
Zilchus - 5

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 the door at the bottom of the Air Crypt shaft. To open at least this portion of it, 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!” as you have before.

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. You can take-10 on this roll in most circumstances.
- - -


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)

"Nidhi my friend? What's up? Are you feeling ok?" Kosei observes astonished as the woman decides to leave the group "I think Nidhi is feeling sick. Perhaps the fumes of the lava... we must hurry up to finish this so we can help her my friends..."

The bat flies over to the pyramid and landing on the top it casts expeditious excavation to control the pyramids once more "Go crash into our sacred lands!"

Then Kosei recovers the spell using the power of one of his four magical pearls.

"I cannot speak in Ancient Osiriani while I am a bat" the bat flaps around setting himself on Florence's shoulder "I think you will do better my friend"


Inactive; Campaign Concluded

"W-wait...what? Nidhi, we've come this far...we're almost to the end of things! Why-"

But it's already too late; Florence finds herself with the mask in one hand, watching as Nidhi's long braid whips out of sight around the corner.

"I...I..."

She looks down at the mask in her hand and then up at her companions, at a complete loss for words.
______________

Flo will do as Kosei suggests, of course, but she needs a moment to process this new development first...


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GM Euan wrote:
”I dunno, I don’t think I’m cut out for this anymore… I mean, when does it end? With Hakotep’s death? No, then there will just be another evil to overcome. I want to help you, I really do, but I just want to go home. I’ll be on the boat.”

Zilchus' face blanches with pain as if he'd just been stabbed in the side by a trusted friend. The last time he was wounded like this was by Ben, and that scar still festered in the underside of his delicate, sensitive heart.

Now hearing Nidhi say this, he closes his eyes, trying to deal with the shock and realization of what it means. It's not less abrupt than Ben's vanishing, and every bit as devastating.

He takes a knee, and waits for his emotions to pass. A strike from the golems blade would be less painful and more easily healed.

This wound...like the one from Ben...would not be covered over by magic so easily.

"Yes, Nidhi...I know. Go. Just go..." Zilchus says weakly, not able to look at her. He continues to look down and hopes the pain fades fast.

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