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

Stelle:
Please make a will save when you have an opportunity. Oh, Please make one for Stelle and one for Anubis.
- - -


Female Halfling Cavalier/16

GMEuan:

WillStelle: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25 +Hero, +5 more if Fear
WillAnubis: 1d20 + 5 ⇒ (11) + 5 = 16 +5 more against enchantment spells and effects


Inactive; Campaign Concluded

Round 5, Initiative 19

Unwilling to let Stelle and Anubis go alone on their side of the chamber, Florence follows them through the nearby doorway. In the absence of anything immediately threatening, she begins to scan around for magical auras.


Roll20 Map - Treasure Sheet

Kosei & Stelle:
Kosei has seen this, so for Stelle: Seawater fills this chamber, and long, snaky lengths of huge plants grow out of the water, extending to the ceiling ten feet above. Beyond, a crystalline sapphire pyramid floats half submerged at the western end of the room, surrounded by glowing lights, though it’s hard to see through the heavy plant cover. In fact, proper visibility is reduced to 5’ it’s so thick. You just caught a glimpse of the crystal pyramid through the greenery.

You both made your will saves however, and realize that ALL the plants are all illusory! The water inside is as crystal clear as the rest, and more importantly, there’s a large, uh, Fish Folk (image) waiting just inside the arch near Stelle, waiting for someone to come through.

It sees both of you, but does not react as it assumes, due to the hallucinatory terrain, that you cannot see it. It seems to be waiting patiently to attack whomever comes in the northern portal. It is large, and likely has reach due to size (it’s spear does not give it extra reach as spears are not reach weapons, so you can safely assume a 10’ reach at best).

Stelle, you can close and attack once if you wish as you have a standard action and a bit of move left. Anubis can swim under the arch (swim DC 10) and you ride on top just until you get through the portal. The Fish Folk is 5’ under the water. So Stelle, you could even be in the air above it, attacking through the water without penalty thanks to Kosei’s Freedom of Movement spell.

Anubis sees the plants, and so cannot see more than 5’ in front of him. He can however make a save each round to see through the illusion, at a +4 as Stelle is pointing out the clarity of the water.

Kosei, you also have a standard action left this round also if you care to use it to close, cast a spell, or whatever else you wish.

Both of you see just the one creature in the room. Oh, and there's a pillar underwater, likely another scrivener's pillar from the look of it, though you'll need to get closer to say for sure.
- - -


Female Halfling Cavalier/16

FlorencePtI:

Stelle turns to Florence and says, "Oh, well... There's absolutely nothing here except a bunch of seaweed."

While she is speaking she shakes her head, curves her fingers and touches the heels of hands together and snaps them back in forth like the maw of a ravenous beast. She then moves them apart palms out, and flips them like fins. She then points to the submerged door way before shooting through it on Anubis' back.

FlorencePtII:

BluffDC15: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
Florence, the following spoiler is for you.

Spoiler:

There are shark people beyond!
Hope that lowers their guard for a few seconds!

GMEuan:

Stelle instructs Anubis to shoot through the doorway (Swim: 1d20 + 8 ⇒ (15) + 8 = 23) past and above the horrifying shark people.

From five feet above the water, Stelle stabs at the toothy menace below.

Attack: 1d20 + 15 + 5 + 3 + 2 - 4 ⇒ (1) + 15 + 5 + 3 + 2 - 4 = 22 +Hero, -PA
for Damage: 1d6 + 5 + 3 + 2d6 ⇒ (4) + 5 + 3 + (6, 3) = 21 Holy

Damnit, where's a harpoon when you need one?!


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

GM + Stelle:
Kosei dives in underwater and crosses the arch towards the action.
-5' underwater likely


Roll20 Map - Treasure Sheet

Florence moves toward the arch and casts detect magic. There is magic in Florence’s arc, and it’s not Stelle as Florence gets there before her. Zilchus moves down to the southern passage. Stelle moves up to the arch/portal, peers through, and stabs away, without success. Kosei swims through the arch, looks around, returns to report, and then returns.

The Fish takes an AoO, or possibly a readied attack, as Stelle moves into position. He stabs firstly at Anubis, struggling in the plant-life, and swimming.
AoO/Ready on Anubis: 1d20 + 32 ⇒ (13) + 32 = 45 damage: 2d6 + 10 ⇒ (2, 2) + 10 = 14 and Fort DC 23 (poison) if failed, Strength drain: 1d6 ⇒ 6

The Fish Folk ducks Stelle’s attack easily, though he thrashes about in the water in anger. He 5’-step/swims (because he can) a little deeper and casts a spell, which is easily seen as a Control Water spell by its effect - raising the water to the ceiling in the entire chamber! Everything past the arch is now water from the floor at -20’ to the ceiling at +10’ from the ‘former’ surface. Water is pouring into the two outer chambers through the now underwater arch.

So to clarify, the inner room is, from floor to ceiling, underwater. So the new reference point is the bottom of the pool and I’m going to note where everyone is from that perspective. Fish-face is standing on the bottom of the now 30’ deep pool. Anubis and Stelle are 25’ up, so they’re 15’ away from Fish-face (so a 5’ swim and Stelle is within reach, though Anubis can’t 5’ step underwater of course). Kosei is 15’ up from the floor of the pool and also underwater.

Note that everyone can hold their breath for double their con score in rounds. However, doing almost anything during the round takes up two ‘rounds’ of breath. So really you have your con in rounds before drowning ensues. Please keep track.

Kosei and Stelle have seen this, so for the others when you can see the inner chamber: Seawater fills this chamber, and long, snaky lengths of huge plants grow to the ceiling, thirty feet above the floor. Beyond, a crystalline sapphire pyramid floats submerged at the western end of the room 20’ up, surrounded by glowing lights, though it’s hard to see through the heavy plant cover. In fact, proper visibility is reduced to 5’ it’s so thick. You just caught a glimpse of the crystal pyramid through the greenery.

Anyone who enters the chamber, please make a Will save. If you have made it, no need to make it again.

DC 22 Will save:
You see the water is actually clear, and the plants are all hallucinatory terrain. Well done!
- - -

If you’re close enough (assuming you failed the save) or if you made the save, you see the Fish Folk (link) battling with Stelle and Anubis.

Knowledge Planes DC 26:
You face a male ghawwas div of some kind. NE Large outsider (aquatic, div, evil, extraplanar). One question for each five you beat the DC as usual.
- - -

Underwater Combat Rules (link)

- Round 6 -
Fish Folk - 20
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp?, Fort save DC 23?)
Kosei - 4

Next up - everyone!


Female Halfling Cavalier/16

Round 6, Init 5

RideCheck to Negate Attack on Anubis: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26 +Hero

FortAnubisPoison: 1d20 + 14 ⇒ (18) + 14 = 32
WillAnubisStuff: 1d20 + 5 + 4 ⇒ (15) + 5 + 4 = 24

Stelle urges Annie toward the shark people and tries to hit them.

Lance: 1d20 + 15 + 5 + 3 + 2 - 4 ⇒ (12) + 15 + 5 + 3 + 2 - 4 = 33 +Hero, -Pa
for Damage: 1d6 + 5 + 3 + 8 + 2d6 ⇒ (2) + 5 + 3 + 8 + (1, 3) = 22 +PA, Holy


Round 6

1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18 Will vs. DC22

Upon seeing the water wall of watery waterness in front of him, Zilchus casts Freedom of Movement and moves under the arch and towards the chaos.

He carefully moves through the arch and into the seaweedy domain, trusting Kosei's Life Bubble keeping him breathing.

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


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Inactive; Campaign Concluded

Round 6, Init 19

Flo really doesn't want to get into the water but considering the hints Stelle had dropped just before moving in, it seems unavoidable. So she hops into the water, and starts trying to swim further in.

Swim: 1d20 + 6 ⇒ (10) + 6 = 16

Will (DC 22): 1d20 + 13 ⇒ (18) + 13 = 31

Oh! Nice illusion.

Though she can't glide swiftly through the water like the others, at least Kosei's Life Bubble keeps her from having to hold her breath.
______________

Full-round action to swim 15 feet to current map position.


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 dives in and around the column and attempts to snap at the big-fish from its back, trying to maintain it distracted for Stelle to attack.
Bite-size+GMF: 1d20 + 13 - 1 + 3 ⇒ (13) + 13 - 1 + 3 = 28 +2 flanking?
B/S/P damage+GMF+acid: 1d8 + 2 + 3 + 1d6 ⇒ (1) + 2 + 3 + (1) = 7
Grab+size: 1d20 + 13 + 1 + 3 ⇒ (15) + 13 + 1 + 3 = 32 +2 flanking?

K. planes DC 26: 1d20 + 16 ⇒ (4) + 16 = 20

Crocodile stats:

HP 153/153
AC 28, touch 12, flat-footed 26 (+7 armor, +2 Dex, +1 deflection, -1 size, +4 natural, [+5 natural enhancement:barkskin])
CMB +14
CMD 27 (+11 BAB, +2 Str, +2 Dex, +1 size, +1 deflection)
Speed 30' (20' without longstrider), Swim 30'
Senses low-light, scent
Special grab
Effects: greater magic fang, barkskin, life bubble, wind walk, air walk, resist fire
Bite-size+GMF: 1d20 + 13 - 1 + 3 ⇒ (11) + 13 - 1 + 3 = 26
B/S/P damage+GMF+acid: 1d8 + 2 + 3 + 1d6 ⇒ (2) + 2 + 3 + (3) = 10
Grab+size: 1d20 + 13 + 1 + 3 ⇒ (20) + 13 + 1 + 3 = 37

Tail slap-size+GMF: 1d20 + 8 - 1 + 1 ⇒ (14) + 8 - 1 + 1 = 22
S/P damage+GMF+acid: 1d12 + 2 + 1 + 1d6 ⇒ (8) + 2 + 1 + (4) = 15


Roll20 Map - Treasure Sheet

Florence double moves into position to see what’s going on (you can move a little further, air walking to the portal and then swimming down, if you wish). Zilchus casts Freedom of Movement and enters the water. (What’s your ‘altitude’ from the bottom or do you sink to the bottom? If you’re not ‘walking’ along some surface (wall/floor/ceiling), you’re still swimming I think though air walk does complicate things.) Stelle is able to convince Anubis to see more clearly as she angles him closer to the target and attacks, connecting and drawing first blood on the beast (no DR). Kosei also connects, though he does no damage (DR) and comes no where near grappling the large and writhing fish even if he had. Further, as it’s a natural weapon, he takes damage: 1d6 ⇒ 4 from the spikes on the fish's body.

Zilchus, you may make another DC 22 Will save (each round you’re in the chamber I think).

DC 22 Will save:
You see the water is actually clear, and the plants are all hallucinatory terrain.
- - -

Opening his mouth wide as he gulps water through his gills, the Fish Folk concentrates briefly, and the waters around him, and indeed in the whole chamber including Florence’s area, begins to boil!

Damage: 6d6 ⇒ (3, 3, 2, 6, 1, 5) = 20 Fort DC 27 for half.

Interestingly, while the ability doesn’t state it specifically, it’s clearly ‘fire’ damage of a sort. So your still current resist fire 30 will apply, so no need to make a save. The fish takes no damage as well from the ability. The fish does not like that you avoid it, and grips his spear with fury as the water boils around him.

Underwater Combat Rules (link)

- Round 7 -
Fish Folk - 20 (-22hp)
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-4hp)

Next up - everyone!


Round 7

Zilchus freely movements into the back of the fish thing, striking out once.

1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43 to hit; (+hero)
2d6 + 23 + 2d6 ⇒ (1, 3) + 23 + (2, 5) = 34 holy adamantine slashing damage.

Pot crit:
1d20 + 21 + 2 ⇒ (4) + 21 + 2 = 27 to hit; (+hero)
2d6 + 23 ⇒ (4, 3) + 23 = 30 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
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


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 crocs painfully with the creature's body spikes. Seeing his jaws being noneffective and the creature comfortable under fire, he tries casting frigid touch while diving down 5' and attempts to snap at the fish with his tail to deliver the spell.
Concentration (cast defensively) DC 19: 1d20 + 22 ⇒ (5) + 22 = 27
Touch attack (touch AC): 1d20 + 13 - 1 + 3 ⇒ (18) + 13 - 1 + 3 = 33
SR check+Spell Penetration: 1d20 + 15 + 4 ⇒ (13) + 15 + 4 = 32
Cold damage: 4d6 ⇒ (6, 6, 6, 6) = 24
No save. Staggered 1 round if hit

Cast defensively and Armband of the Golden Serpent doubt:

I am unsure whether the Armband of the Golden Serpent is still working or not while wild shaped into an animal:
Armband of the Golden Serpent wrote:
An armband of the golden serpent allows its wearer to cast spells with the range of touch in melee combat without provoking attacks of opportunity
Polymorph effects wrote:
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

HP 149/153 AC 28 TAC 12


1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21 Will

Zilchus can’t find the combat well, foolishly unable to find the fight in the madness.

1d100 ⇒ 85 miss chance, high is good


Female Halfling Cavalier/16

Stelle pokes at roly-poly fish heads again.

Too bad this hot water doesn't seem to be cooking it at all...

Lance: 1d20 + 15 + 3 + 2 - 4 ⇒ (14) + 15 + 3 + 2 - 4 = 30 +Holy, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (4) + 3 + 5 + 8 + (3, 2) = 25 +PA, Holy
Lance: 1d20 + 10 + 3 + 2 - 4 ⇒ (7) + 10 + 3 + 2 - 4 = 18 +Holy, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (1) + 3 + 5 + 8 + (1, 3) = 21 +PA, Holy
Lance: 1d20 + 5 + 3 + 2 - 4 ⇒ (13) + 5 + 3 + 2 - 4 = 19 +Holy, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (1) + 3 + 5 + 8 + (4, 4) = 25 +PA, Holy


Inactive; Campaign Concluded

Okay, I moved Flo just a little further inside the large chamber itself.

Round 7, Init 19

Kn. Planes (DC 26): 1d20 + 19 ⇒ (12) + 19 = 31

"Oh! It's a ghawwas div," Florence calls out as she's finally able to get a good look at their foe; she's not sure how well her voice can be heard outside her own small Life Bubble but she tries just the same. "I think they can do _______ in a fight, so watch out!"

Special Attacks, please.

And though the water all around very briefly gets VERY hot, the disconnect between the heat and being completely submerged in water is enough that it doesn't rattle her too much. In fact, it could almost be pleasant if the water were merely just 'hot' or even 'warm' - like a relaxing bath with soothing bubble action.

"Let me just, uh, get out of the way a little..."

Swim: 1d20 + 6 ⇒ (7) + 6 = 13

She paddles into the nearby corner and attempts to cast a spell, her mouth opening wide as she emits a shriek that only the div can hear!

Cast Defensively (If Need Be): 1d20 + 21 ⇒ (11) + 21 = 32
CL vs. SR (If Applicable; Spell Pen): 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20

Ear-Piercing Scream (Sonic): 5d6 ⇒ (6, 3, 3, 1, 4) = 17
______________

Flo moves to her current position and casts Ear-Piercing Scream; DC 17 Fort for half and to negate the daze efffect.


Roll20 Map - Treasure Sheet

Florence tries an ear piercing scream though, unfortunately, the creature is able to avoid it (SR). Zilchus tries for a critical hit, but doesn’t quite follow through on the backswing - still a palpable hit none the less. Stelle stabs downward and skewers the fish once. Kosei finishes the round by staggering the target and doing some high powered damage for the strength of the spell! (It does have SR though you beat it. Also, I think that’s an ‘always on’ effect, so it does work while you’re in other forms.)

Florence tells you much of what you already know about your opponent. For the details…

Ghawwas Div:
Boiling Sea (Su) As a standard action, a ghawwas can cause the waters around it to boil. Any creature within 50 feet of the ghawwas, within the same body of water, and at least half submerged takes 6d6 points of fire damage (DC 27 Fortitude save for half). The save DC is Constitution-based.

Poison (Ex) Sting—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.

Rough Hide (Ex) Ghawwas have rough hides studded with jagged barbs and spiny protrusions. Any creature striking a ghawwas with a natural weapon or an unarmed strike takes 1d6 points of slashing and piercing damage.
- - -

Really raging now, the fish thrashes from your attacks, its blood flowing freely in the water. Sadly, as it’s staggered, it can do little but strike once, and strike it does - attacking 1 Kosei, 2 Stelle, 3 Zilchus: 1d2 ⇒ 1 Kosei!

Spear on Kosei: 1d20 + 32 ⇒ (10) + 32 = 42 damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22 Fort DC 23 (poison), if failed Strength drain: 1d6 ⇒ 6

Underwater Combat Rules (link)

- Round 7 -
Fish Folk - 20 (-105hp, staggered 1/1)
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-26hp, DC 23 fort)

Next up - everyone!


Round 7

Zilchus movemently steps closer and tries to hit the bad thing through all the seaweed, fishes, and water. He grunts with underwater exertion.

1d20 + 21 + 2 + 7 ⇒ (6) + 21 + 2 + 7 = 36 to hit; (+hero,+grunt)
2d6 + 23 + 2d6 ⇒ (4, 2) + 23 + (3, 1) = 33 holy adamantine slashing damage.
1d100 ⇒ 34 miss chance, high is good

1d20 + 13 + 2 + 7 ⇒ (19) + 13 + 2 + 7 = 41 to hit; (+hero)
2d6 + 23 + 2d6 ⇒ (3, 5) + 23 + (5, 5) = 41 holy adamantine slashing damage.
1d100 ⇒ 91 miss chance, high is good

1d20 + 8 + 2 + 6 ⇒ (5) + 8 + 2 + 6 = 21 to hit; (+hero)
2d6 + 23 + 2d6 ⇒ (4, 1) + 23 + (1, 4) = 33 holy adamantine slashing damage.
1d100 ⇒ 64 miss chance, high is good

Pot crit:
1d20 + 13 + 2 + 7 ⇒ (1) + 13 + 2 + 7 = 23 to hit; (+hero)
2d6 + 23 + 2d6 ⇒ (1, 6) + 23 + (3, 2) = 35 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


Roll20 Map - Treasure Sheet

Oh, Kosei, no need to make the strength save. The poison would have rubbed off in Anubis and he has not yet had time to re-poison the spear.


Female Halfling Cavalier/16

Blades Above and Below

"Caviar, anyone?"

Stelle continues to lance away.

Lance: 1d20 + 15 + 3 + 2 - 4 + 2 ⇒ (20) + 15 + 3 + 2 - 4 + 2 = 38 +Hero, -PA, +Flank
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (6) + 3 + 5 + 8 + (3, 1) = 26 +PA, Holy
Lance: 1d20 + 10 + 3 + 2 - 4 + 2 ⇒ (4) + 10 + 3 + 2 - 4 + 2 = 17 +Hero, -PA, +Flank
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (5) + 3 + 5 + 8 + (5, 1) = 27 +PA, Holy
Lance: 1d20 + 5 + 3 + 2 - 4 + 2 ⇒ (5) + 5 + 3 + 2 - 4 + 2 = 13 +Hero, -PA , +Flank
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (3) + 3 + 5 + 8 + (3, 2) = 24 +PA, Holy

Potential Crit: 1d20 + 15 + 3 + 2 - 4 + 2 ⇒ (1) + 15 + 3 + 2 - 4 + 2 = 19 +Hero, -PA, +Flank
for Damage: 1d6 + 3 + 5 + 8 ⇒ (6) + 3 + 5 + 8 = 22 +PA

LOL


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)

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Kosei grins as the spear gets stabbed into him.

Without more touch spells to deliver, the crocodile revolves over himself, diving down for flanking and attacking at the fish, but this time trying to strike more powerfully.
Bite-size+GMF-piranha strike+flank: 1d20 + 13 - 1 + 3 - 3 + 2 ⇒ (13) + 13 - 1 + 3 - 3 + 2 = 27
B/S/P damage+GMF+acid+piranha strike: 1d8 + 2 + 3 + 1d6 + 6 ⇒ (4) + 2 + 3 + (5) + 6 = 20
Grab+size+flank: 1d20 + 13 + 1 + 3 + 2 ⇒ (5) + 13 + 1 + 3 + 2 = 24

Tail slap-size+GMF-piranha strike+flank: 1d20 + 8 - 1 + 1 - 3 + 2 ⇒ (10) + 8 - 1 + 1 - 3 + 2 = 17
S/P damage+GMF+acid+piranha strike: 1d12 + 2 + 1 + 1d6 + 6 ⇒ (1) + 2 + 1 + (5) + 6 = 15

HP 127/153 AC 29 TAC 14


Inactive; Campaign Concluded

Round 7, Init 19

Upon seeing that her spell didn't seem to break through the div's defenses Florence decides to hang back in her corner - for the moment - and grant a little extra good fortune to Zilchus.
______________

Fortune hex on Zilchus~


Roll20 Map - Treasure Sheet

Actually Zilchus, the way it’s written in the AP, you’ve total concealment beyond 5’, and none at 5’ and I presume from your post that you’re closing, so you’re all good. Also, you can make another Will save to disbelieve if you wish as you are clearly interacting with the illusion.

Florence provides good fortune for Zilchus who connects twice as he finally gets a good close up view of the Fish Folk, though he fails to critical. Stelle also comes close to a critical, but also fails at the last moment though she too deals a solid blow. Kosei, nicely immune to poison, tries hard to fight back, feeling a little of the blood lust of his form in the bloody water, but his piranha strike causes a miss as he just grazes the fish.

The party pounds on the poor ghawwas div as bits of fresh sushi fill the water around them.

The div focuses on Kosei, some part of its raging brain knowing to drop those you wound before moving on. He lashes out with everything he’s got!

Spear on Kosei: 1d20 + 32 ⇒ (8) + 32 = 40 damage: 2d6 + 10 ⇒ (4, 2) + 10 = 16
Spear on Kosei: 1d20 + 27 ⇒ (19) + 27 = 46 damage: 2d6 + 10 ⇒ (2, 1) + 10 = 13
Spear on Kosei: 1d20 + 22 ⇒ (14) + 22 = 36 damage: 2d6 + 10 ⇒ (4, 3) + 10 = 17
Spear on Kosei: 1d20 + 17 ⇒ (8) + 17 = 25 damage: 2d6 + 10 ⇒ (4, 2) + 10 = 16

Bite on Kosei: 1d20 + 26 ⇒ (3) + 26 = 29 damage: 1d8 + 6 ⇒ (5) + 6 = 11
Sting on Kosei: 1d20 + 24 ⇒ (15) + 24 = 39 damage: 1d6 + 6 ⇒ (6) + 6 = 12 Fort DC 23 (poison), if failed Strength drain: 1d6 ⇒ 4

He’s satisfied he has done what he can for now as he awaits the response.

Underwater Combat Rules (link)

- Round 8 -
Fish Folk - 20 (-205hp)
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-95hp, DC 23 fort)

Next up - everyone!


Round 8

1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26 Will

Zilchus attacks again and again, grunting.

1d20 + 21 + 2 + 7 ⇒ (12) + 21 + 2 + 7 = 42 to hit; (+hero,+grunt)
2d6 + 23 + 2d6 ⇒ (4, 6) + 23 + (6, 4) = 43 holy adamantine slashing damage.

1d20 + 13 + 2 + 7 ⇒ (3) + 13 + 2 + 7 = 25 to hit; (+hero)
2d6 + 23 + 2d6 ⇒ (6, 5) + 23 + (4, 3) = 41 holy adamantine slashing damage.

1d20 + 8 + 2 + 6 ⇒ (3) + 8 + 2 + 6 = 19 to hit; (+hero)
2d6 + 23 + 2d6 ⇒ (6, 3) + 23 + (1, 5) = 38 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: 4/9 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


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)

HP 58/153 AC 29 TAC 14

Despite Kosei sits comfortably at the sting's venom, he is not so much with the constant poking. The crocodile revolves over himself touching with his tail for healing magic.
geyser -> CSW: 3d8 + 15 ⇒ (7, 2, 1) + 15 = 25
No AoO thanks to Armband of the Golden Serpent

The Kosei-croc swims back and down 5 feet.

HP 83/153 AC 29 TAC 14


Female Halfling Cavalier/16

Round 8, Init 42

"CROC! WATCH OUT FOR THOSE SPINES! Damn, I knew they were slippery, but this is ridiculous."

Stelle lances yet again.

Lance: 1d20 + 15 + 3 + 2 - 4 ⇒ (3) + 15 + 3 + 2 - 4 = 19 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (2) + 3 + 5 + 8 + (3, 6) = 27 +PA, Holy
Lance: 1d20 + 10 + 3 + 2 - 4 ⇒ (2) + 10 + 3 + 2 - 4 = 13 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (3) + 3 + 5 + 8 + (6, 3) = 28 +PA, Holy
Lance: 1d20 + 5 + 3 + 2 - 4 ⇒ (17) + 5 + 3 + 2 - 4 = 23 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (3) + 3 + 5 + 8 + (3, 1) = 23 +PA, Holy

"NO FAIR, FISH FACE!"


Inactive; Campaign Concluded

Round 8, Init 19

Even though she can see that Kosei has managed to heal some of his wounds, the amount of injuries he still carries makes her incredibly anxious. But there's not really anywhere for her to go without getting in the way or risking a poke from the div's spear.

Florence kabobs don't belong on anyone's menu!

The thought makes her giggle nervously as she tries to mitigate any further damage by conjuring a burst of glitterdust - or maybe in this case, glittersilt - against the div.

Blinking (20% Failure; Low is Bad): 1d100 ⇒ 21
______________

Flo giggles (Cackle hex) and casts Glitterdust on the div, trying to avoid Stelle as she does. DC 18 Will or be blinded~


Roll20 Map - Treasure Sheet

Florence cackles as she tries to blind your foe. Zilchus continues to hack away, and hits one more time. Stelle doesn’t manage to connect as Desna turns her face away. Kosei repositions himself and manages some healing as he stays close.

Will: 1d20 + 12 ⇒ (4) + 12 = 16 vs DC 18 or be blinded.

Blinded and bleeding, the div steps away from Kosei and Zilchus and howls. Unable to get loose from Stelle, he tries to cast defensively...

concentration: 1d20 + 16 ⇒ (19) + 16 = 35 vs DC 23

Succeeding in that at least, he disappears!

Spellcraft DC 19:
He dimension doored away.
- - -

Underwater Combat Rules (link)

- Round 9 -
Fish Folk - 20 (-248hp, glitter, blind)
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-70hp)

Next up - everyone!


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)

Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16

Unsure of what just happened, Kosei attempts to impose his healing hands, or tail, on himself, while he tries to blurb something through the water "Bllrrr wasr itrrrl???"

Healer's Hands Heal check: 1d20 + 25 ⇒ (20) + 25 = 45 +37 hp

HP 120/153 AC 29 TAC 14


Round 9

Zilchus looks around for the foe, then moves back out of the main water room.

1d20 + 25 + 2 ⇒ (7) + 25 + 2 = 34 Know (religion) Perception

Double move.


Inactive; Campaign Concluded

Round 9, Init 19

Spellcraft (DC 19): 1d20 + 24 ⇒ (11) + 24 = 35

"Oh, he used Dimension Door - that means he can't have gone *too* far," Flo calls out with another nervous giggle. "He's probably still in this crypt somewhere."

She casts another look around the chamber, not for the creature who should still be covered in glitter, but for anything else that might be amiss.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15


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)

"Okwwrr" Kosei attempts to talk through the waters "Go checkwwwr fowwwwrr himmmwwr out. Iwwwrr willrr trywwwwrr activate thewwwwr pyramidwwwwrrr"

Kosie-crocodile swims towards the pyramid, checks for any traps or the appearance of the big fish, tries to decipher the object and assuming it works similarly to the others, he uses thunderstomp as the magic to trigger the pyramid's power.


Female Halfling Cavalier/16

"WAIT!" yells Stelle through her air bubble gallop-swimming after Kosei Croc. "Can someone dispel all the extra water the shark people created before you electrocute us all?!"


Roll20 Map - Treasure Sheet

GM Rolls:
1d20 ⇒ 14

Florence let’s everyone know what’s up before looking about carefully - though she finds nothing of particular interest. Zilchus moves back out to the passage but doesn’t see anything. Stelle swims toward Kosei who heals himself a bit - though he has not yet cast any spells or activated the pyramid as we’re still in rounds.

Suddenly, the water in the chamber you’re in drops out completely as if Stelle's wish was granted! All the water, all the way up to the stone-block doors has been lowered to a few inches. As you are air walking you suffer no ill effects, and remain at your existing altitudes though the room is now empty of water. Had you not been air walking, you’d be taking falling damage, and have some difficulty leaving the chamber as the walls are sheer, and slippery.

The crystal pyramid floats in mid-air 20’ up. The lowering of the water also exposes the scrivener’s pillar for this pyramid. We remain in rounds.

EDIT: Stelle and maybe Florence can just see your fishy nemesis through the arch. However, Stelle does not have a charge lane as the arch is somewhat in the way at her altitude (you need to go down 5' to clear the arch, then back up to close with fishy). He looks very angry that his cunning plan did not work.

- Round 10 -
Fish Folk - 20 (-248hp, glitter)
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-33hp)

Next up - everyone!


Female Halfling Cavalier/16

Stelle air-"floats" into a charge lane and pretends not to see the Shark People.

Bluff: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31

"Ah, well! No more water -- thanks whoever did that!"


Round 10

Zilchus continues to wander, looking for the foe. Double move.

”Hey, it’s out here!”


Inactive; Campaign Concluded

Round 10, Init 19

'It's outside,' Florence mouths silently to the others. "Yep, good thing we were all already floating! Kosei, if your magic doesn't work then I've got something I could probably try," she remarks aloud. "Oh...Kosei, you're still hurt. Let me help with that."

Florence then moves towards Kosei but as she does, she moves past Stelle and Anubis. She gives the halfling a pat on the shoulder and a nod as she does.
______________

Fortune hex on Stelle & then move to current position~


Roll20 Map - Treasure Sheet

Florence slides casually by Stelle, granting her Fortune. Zilchus double moves and bellows its location. Stelle tries a more subtle approach as she change position. Kosei now activates the pyramid.

The pyramid activates with a brief flash of light as the motes surrounding it sparkle brightly. The fish folk notice however, and bellow ”Yolp!” - clearly angered by the activation.

With a gesture (standard action), the water level rises again - back to the original height of 20’ (so the room is now 0-20’ water, 20’-30’ air. He squeezes through the entry and dives into the water (move action) heading toward Kosei though Stelle is in the way.

It’s clear he can now see, though he’s still glittery.

- Round 11 -
Fish Folk - 20 (-248hp, glitter)
Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-33hp)

Next up - everyone!


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)

After activating the pyramid and the water rises, Kosei swims comfortably to the northern wall, and from there he conjures stone discuss that he launches as torpedoes towards the big fish.
Discuss attack-wild shape: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
Slashing/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (2, 6, 1, 3) = 12

Discuss attack-wild shape: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23
Slashing/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (6, 2, 2, 3) = 13

Discuss attack-wild shape: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
Slashing/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (5, 6, 5, 4) = 20
No save and no SR.
They count as magic, cold iron, silver and adamantine to bypass DR

Critical?: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
Slashing/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (5, 4, 3, 2) = 14
Total critical damage!: 20 + 14 = 34

HP 120/153 AC 29 TAC 14


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Female Halfling Cavalier/16

Round 11, Init 5
Blades Above and Below

As Florence passes by and touches her, Stelle feels tingly all over. "Thank you! This is what peppermint must feel like!"

Zilchus wrote:
”Hey, it’s out here!”

Were Stelle not holding a shield and polearm, she would face-palm. Instead she meets the Shark People head-on with her lance.

"You're both about as subtle as a rabid dog!"

Using the fortune on the last roll.

Lance: 1d20 + 15 + 3 + 2 + 5 - 4 ⇒ (20) + 15 + 3 + 2 + 5 - 4 = 41 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (1) + 3 + 5 + 8 + (3, 6) = 26 +PA, Holy
Lance: 1d20 + 10 + 3 + 5 + 2 - 4 ⇒ (17) + 10 + 3 + 5 + 2 - 4 = 33 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (2) + 3 + 5 + 8 + (6, 4) = 28 +PA, Holy
Lance: 1d20 + 5 + 3 + 5 + 2 - 4 ⇒ (18) + 5 + 3 + 5 + 2 - 4 = 29 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (5) + 3 + 5 + 8 + (3, 5) = 29 +PA, Holy

Fortune
Lance: 1d20 + 5 + 3 + 2 + 5 - 4 ⇒ (19) + 5 + 3 + 2 + 5 - 4 = 30 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (6) + 3 + 5 + 8 + (2, 5) = 29 +PA, Holy

Crit Confirm: 1d20 + 5 + 3 + 2 + 5 - 4 + 2 ⇒ (3) + 5 + 3 + 2 + 5 - 4 + 2 = 16 +Hero, -PA, +Flank
for Damage: 1d6 + 3 + 5 + 8 ⇒ (3) + 3 + 5 + 8 = 19 +PA

Crit Confirm Fortune: 1d20 + 5 + 3 + 2 - 4 + 2 + 5 ⇒ (8) + 5 + 3 + 2 - 4 + 2 + 5 = 21 +Hero, -PA, +Flank
for Damage: 1d6 + 3 + 5 + 8 ⇒ (4) + 3 + 5 + 8 = 20 +PA


Round 11

Zilchus double moves after the demon fish, grousing about having to go fishing without a fishing pole.


Inactive; Campaign Concluded

Round 11, Init 19

Tired of messing around, Florence attempts to do what she should've done to start with and tries to halt the div's movements with magic.

"Hold still!"

CL vs. SR (Spell Pen): 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18
______________

Flo attempts to cast Hold Monster; DC 21 Will save~


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Roll20 Map - Treasure Sheet

Florence tries to hold the monster, but SR protects him. Zilchus herds the fish into Stelle who piles on the blows, very nearly dropping it when Kosei criticals, finishing it off!

The water’s not still boiling, or you’d have bouillabaisse. The fish folk’s spear drifts in the water to the bottom as does his body. When you recover, you find his gear to be worth something.

Spear +2
Belt of physical perfection +2
Bracers of armor +1
Hand of Glory
Ring of Evasion
Assorted gold jewelry worth 1,900gp

Florence - 19
Zilchus - 6
Stelle - 5
Anubis - 5 (-14hp)
Kosei - 4 (-33hp)

We are out of initiative!

The crystal pyramid is active and awaiting orders. Examining the scrivener pillar, the last commands were, "Position your vessel five miles off the coast near Totra, there to await my orders to assault either the city or the fleet of the usurper. Patience! Soon your spears shall taste blood!"

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)

With his thunderstomp spell Kosei would have ordered the pyramids to "Charge immediately with their spears down to the ground far from Totra!"

As done before the Garundi places his hand in the pyramid and orders in ancient Osiriani "Open in the name of Hakotep!"

"Do you think the trapdoor at the Air Crypt would be completely open now my friends?"


Inactive; Campaign Concluded

"It should, I hope," Florence nods, taking a moment to catch her breath. "And if so, we should probably rest again and restore our strength before pressing forward, if we can."


Florence Corvina wrote:
"It should, I hope," Florence nods.

Zilchus nods as well, happy to continue on. He would rest, but also thinks they can do a bit more before needing to.

"Nice work, Kosei," Zilchus spins on his heels, happy to go revisit the area of air.


Female Halfling Cavalier/16

The Air Crypt?

"The Air Crypt?" Stelle considers. "We should rest and figure out how best to tackle that before heading there, I think."


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Inactive; Campaign Concluded

"We already did, remember? I think we've activated all the control pyramids and now we can see if the Fourfold Path is open."


Female Halfling Cavalier/16
Kosei wrote:
"Do you think the trapdoor at the Air Crypt would be completely open now my friends?"
Florence wrote:
""And if so, we should probably rest again and restore our strength before pressing forward, if we can."

Stelle looks at Florence, her eyes bright. "Well, alright! I'm game, if everyone else is!"

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NG male human (Garundi) diviner 10 | HP: 62/62 | AC: 14 [17] (13 Tch, 11 [14] FF) | CMB: +5, CMD: 18 | F: +5, R: +7, W: +10 | Init: +16 | Perc: +14 (+16), SM: +1 (+3) | Speed 30 ft | Special abilities: prescience 10/10 | foretell 10/10 | Active Conditions:

I guess this is the problem with disjunctions when one interacts with a philosopher...I always tend to think about them as inclusive! Meaning, I thought it was knowledge planes or religion in the sense that you can attempt one check, the other or both!

Sorry for the misunderstanding!


Roll20 Map - Treasure Sheet

No worries. Easy fix. :D


Inactive; Campaign Concluded

So I'm sitting here at work and the movie Hocus Pocus is on...and now I realize that I must've been subconsciously thinking of it when I named Flo's cat :)


NG male human (Garundi) diviner 10 | HP: 62/62 | AC: 14 [17] (13 Tch, 11 [14] FF) | CMB: +5, CMD: 18 | F: +5, R: +7, W: +10 | Init: +16 | Perc: +14 (+16), SM: +1 (+3) | Speed 30 ft | Special abilities: prescience 10/10 | foretell 10/10 | Active Conditions:

GM, did Ben find out anything with his checks in my last post? You posted a few minutes after me so perhaps you've not seen my post.


Roll20 Map - Treasure Sheet

Thanks for the heads up!!

I did in fact miss your post, but unfortunately that's OK. You learned nothing nearly nothing new from your knowledge. The name is an uncommon one, but not rare - back a few hundred years ago anyway. But no one famous held that name, to the best of your knowledge.

You can research the library of course, but it is a mystery for now.


NG male human (Garundi) diviner 10 | HP: 62/62 | AC: 14 [17] (13 Tch, 11 [14] FF) | CMB: +5, CMD: 18 | F: +5, R: +7, W: +10 | Init: +16 | Perc: +14 (+16), SM: +1 (+3) | Speed 30 ft | Special abilities: prescience 10/10 | foretell 10/10 | Active Conditions:

Hey GM, I don't think the skeleton hits me with a 15! I've got an AC of 16 now thanks to mage armor. Was that intentional that the skeleton hit me despite this?


Roll20 Map - Treasure Sheet

Intersting. We've just stumbled onto one of Paizo's bugs.

The die roll was a 17 in preview. The number changed when I posted apparently. I don't want to go back and change it. In a more complex post, that could result in dozens of changes cascading down if the dice change. So I'm going to stick with my original number as recorded in preview (and in my descriptions).

However, in a nod to fairness, so you don't feel too badly cheated, I'll meet you part way as it could be a killing blow.

Instead of taking you to -1 and bleeding, I'll rule it takes you to 1hp and still up.


Inactive; Campaign Concluded

Still at work but I shall be home soon and then I'll post!


Ben, may I suggest a five-foot step once invisible?


NG male human (Garundi) diviner 10 | HP: 62/62 | AC: 14 [17] (13 Tch, 11 [14] FF) | CMB: +5, CMD: 18 | F: +5, R: +7, W: +10 | Init: +16 | Perc: +14 (+16), SM: +1 (+3) | Speed 30 ft | Special abilities: prescience 10/10 | foretell 10/10 | Active Conditions:
Dreaming Warforged wrote:
Ben, may I suggest a five-foot step once invisible?

OK, I'm a little confused now. As per GM post, I think I can't five-foot step anyway, neither before or after invisibility.


NG male human (Garundi) diviner 10 | HP: 62/62 | AC: 14 [17] (13 Tch, 11 [14] FF) | CMB: +5, CMD: 18 | F: +5, R: +7, W: +10 | Init: +16 | Perc: +14 (+16), SM: +1 (+3) | Speed 30 ft | Special abilities: prescience 10/10 | foretell 10/10 | Active Conditions:

If I had to choose, however, I'd rather be brought to -1 and dying instead of 1 hp and up. This is just too risky for Ben, and I can't contribute to the combat anyway because I have to stay out of trouble with a spear-wielding skeletal champion in front of me and I just have to spend all of my actions in order to defend myself...And still, if the skeleton hits me, I'm dead (not dying).

I can understand the will not to go back and change the outcomes of the attack, although I don't agree with the decision personally. I can accept it, though. Anyway, Ben's death in these circumstances would be a little harder to accept. And I believe that 1 hp and up is far more potentially lethal for Ben than being -1 hp and dying. But since we're going this way and I don't want to cause the game to slow down with OOC discussion, let's just go with what you've proposed, GM. I will try to stay alive with my resources, provided I remember about difficult terrain! :P


Neutral Human Bard/14

With all the creatures in a place called the Necropolis, are consecration items popular in Wati?


Roll20 Map - Treasure Sheet

Benedictus - I hear you. Adventuring is risk, and you did charge into the room alone, and without cover. That said, I know you're better off with 1hp and falling back than with -1 and bleeding out though it might not feel like it at the moment. :)

If you're careful...

Nidhi - Depends on what you mean by consecration items.

Burial processes and goods - coffins, embalming, and all that goes with death - are big business in Wati. Some come here for processing upon death, and those who are trained here are sought around the country.

Wati exports death.


Ok, both the spear and the chain shirt are great for Cahal, but they're also good for Zilch and Nidhi. Plus, I already grabbed the +1 quarterstaff.

Is anyone interested in any of these? If, then I'll take it, until it's time to decide what to do with the loot.


They are not good for Zilch. He claims neither as they really don't fit him. Take them if you wish them, Cahal.


Ok, I'll list them for now, until Nidhi asks for a share. I'm sure she could make good use of either the staff, the spear, or the chain shirt.


Roll20 Map - Treasure Sheet

I think you mean the masterwork quarterstaff. I don't think you folks have picked up a +1 quarterstaff yet, though I could be wrong... Can you point me to a post?


It's from our battle with the Craven Guardian. All I could find was this post. Let me know if I'm mistaken. I'll update my sheet.


Inactive; Campaign Concluded
Zilchus wrote:
"That's weird."

Zilchus' complete lack of surprise/reaction at times makes me giggle :3

Re: magical quarterstaff - There's also this post here :)


Roll20 Map - Treasure Sheet

Cool, thanks! Didn't make it t the treasure sheet. I'll update. :)


Neutral Human Bard/14

You take the loot. Nidhi will stick with a bow


Inactive; Campaign Concluded

Sorry about the delayed posting today; went out and about with my mother and then I had to finish up the game I've been GMing on the forums! We officially finished the scenario tonight and I'm really happy about it :)


Neutral Human Bard/14

I'm really sorry guys, but I won't have access to the roll20 map very often for the rest of this week and the next. A close family member died (father-in-law) so I've been in VA Beach helping schedule the funeral service and helping organize assets. I'll still post at least once a day.


Sorry for your loss. Hope things go as best as possible considering.


Roll20 Map - Treasure Sheet

Sorry for your loss.

Do what you can, and I'll take care of the rest. Family first.


Inactive; Campaign Concluded

I'm so sorry for your loss Nidhi. Don't worry about the game; we'll be here when you're ready and able to jump in again.


Please note I'll be away this coming week, from Saturday until the next Sunday, with limited opportunity for posting. Please bot me as needed.


NG male human (Garundi) diviner 10 | HP: 62/62 | AC: 14 [17] (13 Tch, 11 [14] FF) | CMB: +5, CMD: 18 | F: +5, R: +7, W: +10 | Init: +16 | Perc: +14 (+16), SM: +1 (+3) | Speed 30 ft | Special abilities: prescience 10/10 | foretell 10/10 | Active Conditions:

I'm sorry to hear that, Nidhi. My condolences.

Treasure sheet updated with the funerary masks.


Inactive; Campaign Concluded

Have a safe trip, Cahal!


NG male human (Garundi) diviner 10 | HP: 62/62 | AC: 14 [17] (13 Tch, 11 [14] FF) | CMB: +5, CMD: 18 | F: +5, R: +7, W: +10 | Init: +16 | Perc: +14 (+16), SM: +1 (+3) | Speed 30 ft | Special abilities: prescience 10/10 | foretell 10/10 | Active Conditions:

Hey everyone, sorry for my silence. Real life issues aren't allowing me to sit down and post. I will get back as soon as possible, hopefully tonight.


Inactive; Campaign Concluded

No worries Ben. Hang in there!


NG male human (Garundi) diviner 10 | HP: 62/62 | AC: 14 [17] (13 Tch, 11 [14] FF) | CMB: +5, CMD: 18 | F: +5, R: +7, W: +10 | Init: +16 | Perc: +14 (+16), SM: +1 (+3) | Speed 30 ft | Special abilities: prescience 10/10 | foretell 10/10 | Active Conditions:

I'm back! ;)


Neutral Human Bard/14

Welcome back!


Roll20 Map - Treasure Sheet

Waiting on Cahal or Florence and I'll DMPC the other (I don't like pushing two players at once).

I will DMPC them both in the morning though if there aren't any posts this evening.


Inactive; Campaign Concluded

Sorry, currently on my 4th shift in a row (and the 3rd night) so that's why I've been a bit slow. Post to follow shortly!


Roll20 Map - Treasure Sheet

Ugh, 4th shift in a row! Take a break when you can - from everything. :) That's a lot of work...


Cahal ud'Din wrote:
Please note I'll be away this coming week, from Saturday until the next Sunday, with limited opportunity for posting. Please bot me as needed.

Very little free time or wifi. Please bot me as needed this week.


Roll20 Map - Treasure Sheet

yeah, I'm on it - no worries. Have a great time!


Inactive; Campaign Concluded

@GM Euan - Heh, thanks. We've lost 3 people over the past few months and a 4th just went on maternity leave so we're very close to basically working with a skeleton crew at this point. They'd actually scheduled me for 50 hours this week by mistake otherwise I'd be working Friday on top of working again tomorrow and Thursday (day shift)! And heck, there's still the possibility I'll be working if someone calls in since I'm usually one of the first people that gets called in such a case. The money/hours are nice but man, bouncing between days and nights is killer sometimes :\


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Roll20 Map - Treasure Sheet

Level up!
I do believe you should now be level 4.

First Synopsis - 1 Sarenith, 4714 AR
Second Synopsis - 5 Sarenith, 4714 AR

Fireday, 6 Sarenith, 4714
- The group rises early and splits up to accomplish more that day.
- Cahal begins by searching for Panhet, but ends up spending much of the day with Hamdi, the local Osirion priest.
- Benedictus and Florence spend the day at the library in Tephu, seeking powerful magics to aid the party. They find some of what they seek.
- Also in Tephu, Nidhi and Zilchus walk the hot dusty streets searching for the ever-spry Faatin el-Abood. They are successful and return to the group with wealth.
- In the evening, back in Wati, the party gets together again, and heads to the church of Pharasma to see to Zilchus’ itching.

Starday, 7 Sarenith, 4714
- The party rises and plans their approach this day, starting with a visit to Abdur.
- One thing leads to another, and it’s noon by the time the team makes its way into the Necropolis.
- A group of thugs try to stop the party, but their empty threats fall on deaf ears as the party fights back. Zilchus’ critical all but ends the fight however as the lessers scatter.
- A short interrogation later, and the group decides to leave their prisoner for later as they make their way to the temple to Nethys.
- The entry is beautiful, as is the fountain, but the extraplanar eye is a whole other topic.
- The party defeats the creature, and the priest he entreated for aid, before all is said and done.
- Moving thoroughly through the structure, they take out a few simple undead on their way to the high priests room.
- A trap nearly beheads Zilchus before a fight with an Ahkhat, some form of elemental, which the party handily destroys.
- The party descends deeper into the temple before encountering a graven guardian statue of Neth, which they summarily destroy.
- At long last - a light! The party encounters the scorched hand, but things are not diplomatic as the ‘hand has a higher calling.
- Unfortunately, their so-called higher calling resulted in their deaths and the party rests for the night.

Sunday, 8 Sarenith, 4714
- In the morning they proceed to the chamber where they found the Scorched Hand, then drop back to the summoning chamber where they encounter a pair of columns… hostile columns.
- They beat back the masonry and continue to investigate the old temple.
- A battle with a skeletal guardian goes well for most of the party, though Benedictus learns to stay back out of harms way.
- A rejuvenating zombie is eventually put down, but not before scaring most of the party into flight.
- The tomb of Djedihepet is found and funerary mask looted along with a few things in a secret panel Nidhi found.
- The group searches the cool lower level thoroughly, and eventually finds another secret panel, well hidden in the hallway.
- The reliquary of the Thrice-Divided Soul contained some impressive necromantic magics, but whatever it was is gone now as well as the knowledge of the Forgotten Pharaoh.
- Moving back upstairs the party searches the library to uncover an angry little scroll, as well as some information and loot.
- They exit the Necropolis and head to Abdur first to unload their grave-goods.
- Then the group celebrates!


Last level May 5, 2017.

Zilchus 4.0 Gators gunna gate:

+7 hp
+1 strength
+moar spells

+3 adventuring skills:
----------------------
+1 Perception
+1 Know (Rel)
+1 Sense Motive

+2 adventuring skills:
----------------------
+1 Know (Eng)
+1 Know (Hist)

Smite: not yet
Grit: not yet
Panache: nah, more like painintheass
Ki: not yet
Rage: some, mostly at mosquitos


NG male human (Garundi) diviner 10 | HP: 62/62 | AC: 14 [17] (13 Tch, 11 [14] FF) | CMB: +5, CMD: 18 | F: +5, R: +7, W: +10 | Init: +16 | Perc: +14 (+16), SM: +1 (+3) | Speed 30 ft | Special abilities: prescience 10/10 | foretell 10/10 | Active Conditions:

Level Up! — Level 4:

hp +6 (+4 class, +1 Con, +1 FCB)

Initiative upgrades +1

Ability upgrades +1 Intelligence

BAB upgrades +1

Saves upgrades +1 Will

Spells/day upgrades +1 1st level, +1 2nd level

New spells added to the spellbook 2nd – invisibility, scorching ray

Skill ranks (+10 new ranks [+1 human, +5 Int, +2 class, +2 background]) +1 Craft (alchemy) [BACKGROUND SKILL], +1 Diplomacy, +1 Knowledge (arcana), +1 Knowledge (history) [BACKGROUND SKILL], +1 Knowledge (religion), +1 Knowledge (nature), +1 Knowledge (planes), +1 Linguistics, +1 Perception, +1 Spellcraft

Familiar changes 3rd – no changes


NG male human (Garundi) diviner 10 | HP: 62/62 | AC: 14 [17] (13 Tch, 11 [14] FF) | CMB: +5, CMD: 18 | F: +5, R: +7, W: +10 | Init: +16 | Perc: +14 (+16), SM: +1 (+3) | Speed 30 ft | Special abilities: prescience 10/10 | foretell 10/10 | Active Conditions:

Character sheet has been updated. I still need to apply some changes to my familiar (GM, any news on Stingy changing into a celestial scorpion?), my combat template, and my spell preparation for the current day. I also need to update my inventory.


Roll20 Map - Treasure Sheet

Beneductus, nothing yet, but go ahead and do the change - you should have the in-game details before our next combat. :)


NG male human (Garundi) diviner 10 | HP: 62/62 | AC: 14 [17] (13 Tch, 11 [14] FF) | CMB: +5, CMD: 18 | F: +5, R: +7, W: +10 | Init: +16 | Perc: +14 (+16), SM: +1 (+3) | Speed 30 ft | Special abilities: prescience 10/10 | foretell 10/10 | Active Conditions:

Treasure sheet updated.

Concerning treasure, I've got a few questions:

- Has anyone claimed the pearl of power?
- I believe we should be keeping all the scrolls.
- GM, how do I renounce to my claim for an item? Eg. bracers of armor +1.

Spells Ben will learn from the spellbook he has found

1st level - shocking grasp, floating disk, magic missile, charm person
2nd level - acid arrow, mirror image, ray of enfeeblement, invisibility, warding weapon

Total cost 240 gp
Time needed 23 hrs

As a result, I'm changing my spell learned at 4th level with web.


Roll20 Map - Treasure Sheet

I believe Zilchus asked for the pearl, but you can play it out if you'd also like it.

Put your the name next to the item when it is claimed by someone. If someone later wants the same thing, you put their name in there too and folks have to sort it out, preferably in character when it makes sense to do so.

You haven't had time to learn the spells yet, but you should depending on what the party decides to do after celebrating. :)

I also suggest you keep the wand of lesser restoration, but someone needs to track it as a party item.


Inactive; Campaign Concluded

Level Up - 4th:

+7 HP (Half HD + 1 + 2 Con + 1 FCB)
+1 BAB
+1 Will
+1 Intelligence
+6 Skill Points (Heal, Kn. Arcana, Kn. Nature, Spellcraft x2, UMD)
+2 Background Skill Points (Craft: Alchemy, Profession: Herbalist)
+2 Spells Known - Aid (Patron Spell; 2nd), Euphoric Cloud (2nd), See Invisibility (2nd)
+1 1st Level Spell Cast/Day
+1 2nd Level Spell Cast/Day
Hex Gained - Flight


Roll20 Map - Treasure Sheet

Also, it's up to the parry, but the balance of treasure is pretty far off. Cahal might want to give back the +1 quarterstaff as she has the very magical long spear. You might also want to consider an uneven distribution of some sort after the auction.

Right now you have a spread of 11,000gp between the wealthiest and the poorest character. That's quite a spread. :)


GM Euan wrote:
Right now you have a spread of 11,000gp between the wealthiest and the poorest character. That's quite a spread. :)

Ayep. I hope we can address this after the auction and we know what's what with monies and whatnot. Of course, some of us (/me glances sideways at Zilch) thinks we're done here...as we've done what we were hired to do. That *may* change, I suppose, if that missing mask is of any importance at all...which again, some of us (/me glances sideways at Zilch again) doesn't seem to think.

How important could that mask be anyway? Pfft.


Zilchus Lyghtlode wrote:

.299.5 gp to spend

-..20.0 gp alch fire
-------------
.279.5 gp spend

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