GM Euan |
The party presses on, back to the air crypt.
You enter the central windswept shaft and a sudden crash of thunder reverberates from above, and a flash of light briefly illuminates the chamber. Clouds roil in the upper reaches of the great chamber, and a chill, unceasing wind howls mournfully as you make your way to the bottom. A stylized image of an owl adorns the floor at the bottom of the shaft, though the iron disk 20 feet across set in the very center of the floor is now missing!
Ancient Osiriani hieroglyphs around the opening read, ”Only those who traverse the Fourfold Path may pass. Let those who would circumvent it suffer the full fury of the Four Elemental Storms.” The 20’ diameter shaft below you leads off into the darkness below, descending 100’ into the unknown. Climbing the shaft requires a DC 25, but your magics avoid that unpleasantness.
Kosei Sharif-El-Sadad |
Kosei nods with his crocodile head in agreement "Yes, I would appreciate having an eating and resting my muscles at the desert's heat. Today has been a busy one my friends"
The Garundi eyes the shaft below "Definitely we can have a rest before venturing there"
Zilchus Lyghtlode |
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"Definitely we can have a rest before venturing there"
Zilchus nods at wise Kosei’s suggestion, having recently made it himself.
”While I could go further, it’s probably best that we end this more fresh,” he opines. ”We can rest, then explore that 100’ deep shaft with our clear minds, right?” He pulls out a bottle of applejack and takes a nice swig, getting ready to relax in camp.
Go someplace safe and rest up, descend in the morning?
GM Euan |
The party falls back to camp on the facing of the Air Crypt... just in case something tries to crawl out.
Nothing does.
The night passes uneventfully, protected by Florences magics no doubt. In the morning you awaken with the sun, ready to face a new day. It is Starday, Arodus 23, 4714.
Zilchus Lyghtlode |
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After Zilchus’ turn at watch, he will drink a bit (actually more than a bit) of applejack, possibly getting a bit tipsy and trying to forget all this physical wounds (and his Nidhi-borne ones as well).
* * *
In the morning, Zilchus prepares to descend to the totally safe area at the bottom of the pit. He seems mostly not-hungover, which is good, and just a bit bleary-eyed. He figures he can take a few negs on his vision as usually it’s so keen. Also, he’s still waking up and drinking water in hopes that will recover his stomach.
He preps for battle and life. Life Bubble (16 hours split on party/Annie, Airwalks, Gr. Magic Weapon, Magic Vestment (buckler), Magic Circle Against Evil). He looks to Florence and then Kosei for additional protections. Barkskin and Heroism would be appreciated.
And when others are ready, he will airwalk down, keeping his eyes open.
1d20 + 26 - 2 ⇒ (11) + 26 - 2 = 35 Perception
Kosei Sharif-El-Sadad |
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SPELLS
CL 16 (Penetration CL +20; Concentration +24); only 10% mischance while deafened
Orisons (4)
light
divine guidance
create water
detect magic
Level 1 (7/day + 4 pearls of power I)
burning hands - D
obscuring mist
remove sickness
expeditious excavation
* longstrider (h/level)
thunderstomp (CMB +24)
faerie fire
Level 2 (7/day + 1 pearl of power II)
produce flame - D
** 2x barkskin (10 min/level)
frost fall (Fort 20)
frigid touch (no save)
2x stone discus (no SR)
Hand: see invisibility (CL 5; 50 min)
Level 3 (7/day)
fireball - D (Ref 21)
stone shape
* greater magic fang (1 h/level)
resist energy communal (10 min/level)
spider climb communal
air geyser (Ref 21)
sleet storm
Hand: daylight (CL 5)
Level 4 (7/day)
wall of fire - D
freedom of movement (10 min/level)
dispel magic
geyser (Ref 22)
flame strike (Ref 22)
obsidian flow (Ref 22)
true form
Level 5 (6/day)
fire shield - D
death ward
blessing of the salamander (fast healing 5)
fire snake (Ref 23)
* communal air walk
Level 6 (5/day)
fire seeds - D
dust form (become incorporeal)
stone wall
greater dispel magic
+1
Level 7 (3/day)
elemental body IV (fire only)
heal
fire storm (Ref 24)
true seeing
Level 8 (4/day)
incendiary cloud
sunburst
stormbolts
repeal metal or stone
"I think I will need some of that one my friend" Kosei will accept applejack "Ahhh... tomorrow is going to be a great day. The deserts will be free once more of the Hakotep's menace and the stars will guide us through the sands back home"
-------------------------------------------
Before entering the shaft Kosei will bring up barkskin for Zilchus, Stelle and himself, communal air walk for everyone, and greater magic fang and longstrider for himself.
Florence Corvina |
"You know...can I have a nip too? Or wait, maybe waiting until in the morning is better. I...I just think maybe a little nip of something might help to calm my nerves a bit. That's all..."
______________
The next morning, Florence rises and goes through her morning meditations with even more care and seriousness than is usual for her.
This may very well be it. No going back, nothing but straight on to the end. Better make my preparations count...
Ultimately, she makes a few adjustments but otherwise largely sticks to the go-to magics that have served her and her friends well. Such as the ones that make Stelle and Zilchus feel especially heroic.
"Right-o, here you go...and, um, I've also got Death Ward prepared today, too. It doesn't last long but when it looks like we might be about to need it, I've got it ready for one of you."
She also casts her usual protections on herself, such as Mage Armor and Greater False Life.
Greater False Life: 2d10 + 16 ⇒ (8, 7) + 16 = 31
"Okay. Let's do this."
8th - Mind Blank, Stormbolts
7th - Chain Lightning, Fairy Ring Retreat, Heal
6th - Cone of Cold, Greater Dispel Magic, Spellcrash, True Seeing
5th - Befuddled Combatant, Break Enchantment, Hold Monster x2, Hungry Earth
4th - Blessing of Fervor, Confusion, Death Ward,
3rd - Dispel Magic,
2nd - Aid x2, Glitterdust x2, Lipstitch, See Invisibility + Pearl of Power
1st - Ear-Piercing Scream, Ill Omen,
Lesser Extend Rod: 1/3
Zilchus Lyghtlode |
"You know...can I have a nip too? Or wait, maybe waiting until in the morning is better. I...I just think maybe a little nip of something might help to calm my nerves a bit. That's all..."
Zilchus uncorks a fresh bottle of applejack, offering the bottle entirely to Florence. "That'll get you started."
* * *
Zilchus moves down the shaft when others are ready.
GM Euan |
Fully ensorcelled, you get on with your day.
As you approach the pyramid, you see your hanshepsu, standing at attention at the burial site awaiting Florence’s orders. He dutifully salutes with his mace as you approach, though he remains silent.
You pass by (though feel free to backtrack if you wish to interact with it, bring it with, whatever) on your way to the air crypt. A clap of thunder and flash of lightning greet you as you enter the vast airy chamber with the entry to the subterranean layers open beneath you. You pass below the portal into a 20’ shaft descending 100’ deeper into the vast pyramid.
(The new map is very large, apologies. Go south and a little east to find the area you start in.)
You descend, and the vertical tunnel opens to a large space with 30’ ceilings. A large crack mars the floor of this expansive chamber, running from the west side to the east side, where the crack splits in two. Eight tower-like structures of glass and metal rise from square pits in two rows, their gears and other mechanical contrivances in ceaseless motion. A cloud of pinkish smoke settles around the one furthest to the southwest, however, and it shudders every few minutes. A corridor exits the hall to the east, and a dark stone blocks bars passage to the west. An audible thrum resonates through the chamber, and a sweet, burning odor floats in the air.
- - -
Kosei Sharif-El-Sadad |
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"By the smell it seems like a large silo of onions just broke" Kosei sniffs while he moves forward after Zilchus. The Garundi casts light on his shield to improve visibility.
"This gears seem to be feeding movement somewhere else... maybe this is behind the protections of the pyramid?" Kosei will fly a bit over the ground while he keeps advancing with Zilchus to scout the chamber up until the western edge.
Perception: 1d20 + 24 ⇒ (13) + 24 = 37
Sopdet-Ka "Stelle" |
"Thank you all," Stelle says, as the party is ensorcelled.
"Oh, look. That one with the pink smoke seems like it has something lodged in it," she declares as she takes in the engine room.
She checks out the eastern passage while Kosei and Zilchus move west.
Perception: 1d20 + 26 + 2 ⇒ (7) + 26 + 2 = 35 Hero
Florence Corvina |
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"Onions is right," Florence agrees, waving her hand to ward away a little of the stink, even though it doesn't do any good. "Ugh!"
She looks around, taking in the sight of the strange gears and pillars and machinery.
Kn. Arcana (DC 35): 1d20 + 25 ⇒ (7) + 25 = 32
But none of it makes much sense to her, except for the obvious assumption that it's all probably important in some way.
"All I can say is that it looks like we've found some this pyramid's 'guts', so to speak. But we should probably leave them alone for now; I don't like playing around with stuff I can't understand."
While Stelle checks out the nearby passage and Kosei and Zilchus examine some of the machinery, Flo begins looking around to see what sort of magical auras are present. She assumes that the answer is probably 'a lot' but it can't hurt to check all the same.
GM Euan |
Florence succeeds at her knowledge check with Stelle's aid, and is briefly blinded by the magics heavy in the room. As she recovers the others look around though they find little at first other than ancient and weird Shory magics.
“Greetings, mortals,” a telepathic voice whispers in your heads. “You now stand in the beating heart of the Sky Pharaoh’s innermost sanctum. I am Sehela, engineer of the Shory, bound to this great flying hulk for more years than I am willing to count. I presume it is you who brought down the pyramid and who contest the will of Hakotep the Wicked, Hakotep the Warmonger, Hakotep the Incomplete…”
An ethereal outline winks out for a moment, then reconstitutes in the more substantial form of a short, wizened Garundi woman, leaning heavily on a walking stick twice as tall as she is. Her face is a map of wrinkles (image), her back is crooked, and her hands are twisted with arthritis. In tone of curt annoyance she adds, “Took you long enough.”
With a smile, Sehela hobbles over to the nearest generator and taps at some sluggish gears with her walking stick, but it passes through the machinery. She seems irritated, making a strange gesture in the air with her free hand. “Forgive me, I’m just a disembodied spirit, but it’s hard to break old habits. Do you mind?” she gestures with her staff to a specific place for bonking. ”Hit it hard here. Once.”
Zilchus Lyghtlode |
Zilchus pauses, staring at the woman, then he remembers something. Zilchus got the full history a few posts later.
"Sehela, I think we found your sister, maybe. She did not look good," Zilchus, though weary, does follow the not-ghost over to look at the machinery.
"What will this do? I'm happy to bonk things, but I would know more. Can you answer questions for us?"
Kosei Sharif-El-Sadad |
Kosei looks at the woman "Mmmm... you look familiar to me. Don't you work at some sicks sanctum at Sothis?"
"Ah yes! That story Zilchus... I am sorry for your loss Sehela. I think we found the sarcophagus of your sister. She was not looking good. But I might be able to help you if you explains us why do you want to break things here..." the Garundi attempts to be as convincing as he can.
Diplomacy aid: 1d20 + 1 ⇒ (16) + 1 = 17
Florence Corvina |
"Not that we mind causing trouble for Hakotep but we'd like to do it without bringing the entire pyramid down on our heads," Florence adds with a gentle smile. "And we'd also like to help *you*, if we can. Why is your spirit still bound here?"
Diplomacy: 1d20 + 13 ⇒ (19) + 13 = 32
GM Euan |
Zilchus raps the machine where Sehela points, and it thrums more evenly than before. ”Right.” she says, pleased the machine/magics are working more efficiently.
”Yes, my sister is the reason I was trapped here, but time has a tendency to lighten such hurts. Still, a good whack with a stick would do her right!” she waives her ethereal staff around, ”But I haven’t the energy to remain here for long periods. My spirit is fading, even now, though I’ll not be free of this place until you extinguish the main power source. I think you can do that from Hakotep’s throne room, but I’ve never been there, so I couldn’t say for sure.”
She gestures to the western block of stone, ”It’s through there a ways, though I’ve only ever seen that door open to his nasty little spider of a wife, Ain-Mekh. She’s the other way, and to the south.” she gestures to the eastern tunnel, southern branch. ”Watch her though, she’s a tricksy one.”
She turns to Kosei and Florence, ”You can help me by destroying that no-good Hakotep, and his minions. Oh, and killing the power to the engines course.”
She glances at her already fading visage, ”So, any questions? Ask ‘em quick!”
Kosei Sharif-El-Sadad |
"How do we destroy Hakotep?!" Kosei tries to go fast with questions, this is hard to him, to be succinct, but the occasion requires "Where is his Herald? We saw him before, how can we defeat it?!"
GM Euan |
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Sehela looks shocked, "You came all this way and you don't know how to destroy him?" she rolls her eyes and looks to Florence and Stelle, "Men."
"Poke him with a stick? Beat his brains out? Or what ever he has left in his head…” she shakes her stick in the air violently to illustrate her point. ”You better be strong and smart. But his wife, Queen Crazy Eyes, Neferuset - if he loves anything other than power, it’s that batty woman. Show him you’ve put an end to her, and he might just lose his reason.”
”Oh, his Herald, why she’s Ain-Mekh, did I say she was his wife? Crazy talk that was, but I’ve grown wiser since then. Neferuset is the wife, Ain-Mekh is the herald. Ain-Mekh isn’t human. She stands nearly 10’ tall - and that ain’t normal. I’m not sure exactly what she truly is.”
She thinks about what else she knows of the immediate vicinity, ”Off that way,” she points to the east, ”…and to the north was to be Hakotep’s army.” She chuckles, ”but apparently the priests f*!$ed up, and they’re now as dead and useless as most of the army. That way and to the south is Ain-Mekh’s hidey hole. And the big stone block there?” She points to the west, ”That I’ve never been through.”
Sopdet-Ka "Stelle" |
Sehela rolls her eyes and looks to Florence and Stelle, "Men."
Stelle glances at Florence before turning her attention back to Sehela.
"Poke him with a stick? Beat his brains out? Or what ever he has left in his head…” she shakes her stick in the air violently to illustrate her point.
Stelle silently mimics Sehela by shaking her lance in the air.
She makes mental notes of the locations Sehela calls out and when the Shory ghost seems finished, Stelle curtsies. "Thank you Sehela," She turns to the party.
"So, what's first? Ain-Mekh? Then onto Queen Crazy Eyes, Neferuset, finally Hakotep?"
Kosei Sharif-El-Sadad |
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"Thanks noble Sehela, let the stars and sands of Osirion guide your soul once all this comes to an end... as it will come to an end the Ancient Guardian of the Sun Lion so reassures you" the Garundi completes a reverence to the ancient woman then looks to the others.
"So to the south it seems, isn't it my friends?" he nods agreeing with Stelle's sketched up plan.
Zilchus Lyghtlode |
3 people marked this as a favorite. |
He smiles, bowing, to Sehela, both in thanks and to show that the insults roll right off his back.
Nidhi's insults were better. Of course, she just left you. Alone. Zilchus' face moves into a wince, which he quickly hides and tries to change the subject. She never liked you. He shakes his head, hoping to banish the unwelcome thoughts.
"Aunt May?" Zilchus asks hurriedly , thinking the herald might be the way to go. "Then the Queen, Nahfurrysit, huh?"
He moves to the south, following Stelle and Annie.
GM Euan |
1 person marked this as a favorite. |
Sehela fades from view as the party heads to the east and south. Just around the bend is another large stone block, The large, dark stone block is painted with the image of a man wearing an Anubis mask and holding mummification tools. A large handprint (twice the size of an average human hand) is carved in the block’s surface to the left of the figure. Oh, the tunnel’s have 10’ ceilings and I assume everyone is air-walking near the surface or 5’ up as desired.
The more observant of you assure the rest there are no visible traps… who puts their hand in the stone?
Sopdet-Ka "Stelle" |
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The large, dark stone block is painted with the image of a man wearing an Anubis mask and holding mummification tools.
Oh, dear... none of have hands of that size currently," she says, looking at Kosei. "Please if you do, try not to scare poor Annie, here," she says winking.
Stelle uses her sleeves to make her mask look like that of the stone block's image, and the rest of her outfit matching in style and color.
Florence Corvina |
"Well...seems like the way to open it is pretty obvious. Hopefully the hand size doesn't have to be an exact match though."
Even though there don't seem to be any visible or obvious traps Florence still takes the time to examine the door for any unusual or suspicious magical auras before they try opening it.
Kosei Sharif-El-Sadad |
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Kosei moves forward next to the block "Do not be afraid may friends, if this thing takes my beloved hand away from my sacred body, I can easily asks the spirits of Osirion Sky to help me recover it back. There cannot be a lion without claws"
The Garundi attempts to fit his hand in the handprint and see what happens. If nothing happens, he takes Anubis sacred animal shape, the jackal, and attempts to place his paw on there.
GM Euan |
Florence doesn’t find anything unusual about the stone. It has the same magics and auras as other stones of the type (mostly transmutation). Kosei places his hand in the stone, and it drops, though he keeps his hand. The stone settles into the floor as the others, though this one goes fairly quickly - just a few seconds before it’s out of the way and the path forward is clear.
This chamber greatly resembles an abattoir. An enormous painted image of a jackal-headed man looking very much like Anubis (the god not the dog) covers most of the floor, but it is defiled with bloody puddles and footprints. To the west are eight stone biers, upon and around which are scattered corpses and body parts. The western wall is marked with hieroglyphs surrounded by a circle of gems, and the entire western portion of the chamber is drenched in gore. The coppery smell of blood is quite simply overwhelming.
Ain-Mekh (image) stands in the aisle between the embalming biers, an incongruously beatific smile on her face. A face stained with blood - as is her long white gown, largely see-through. Six mummified Akhumen, honored soldiers successfully transformed into undead by the priests of Set, stand in the middle of the chamber. They wear horn lamellar armor and have bows out, with arrows nocked, though you see shields and khopesh as well for close combat fighting.
”It was my belief we would meet again.” the large woman says in a lyrical voice that belies the mask of dried blood staining most of her face. ”Welcome to the workshop of Anubis - Anubis as he should be.” Her face contorts hatefully as she cries out, ”Soldiers of the Sky Pharaoh! Slay these intruders so that we might add their numbers to our strength!”
With that, having won initiative, her soldiers all stand firm, probably readying actions for the first person through the door. Ain-Mekh grabs her chest as if clutching something within, and tears off her skin! She holds up the floppy flesh a moment before discarding it against the wall. ”I wonder what your skin will feel like?” she asks Florence, licking her lips.
As she peels off her skin, you see a rather different Ain-Mekh (image) and her dress, If possible, becomes even bloodier. Further, everyone who sees the sight/enters the room (that’d be all of you including Anubis eventually), please make a DC 26 will save vs fear or be shaken rounds: 5d6 ⇒ (4, 1, 5, 2, 4) = 16 (–2 penalty on attack rolls, saving throws, skill checks, and ability checks).
- Round 1 -
Good Folks - 21
Florence - 19+
Kosei - 19-
Stelle - 18
Zilchus - 17
Florence 1d20 + 6 ⇒ (13) + 6 = 19
Kosei 1d20 + 3 ⇒ (16) + 3 = 19
Stelle 1d20 + 3 ⇒ (15) + 3 = 18
Zilchus 1d20 + 4 ⇒ (13) + 4 = 17
Good Folk 1d20 + 6 ⇒ (15) + 6 = 21
Next up - everyone!
Kosei Sharif-El-Sadad |
Will vs fear DC 26: 1d20 + 21 ⇒ (8) + 21 = 29
"Mmm... that is ugly. Flames of the Sun of Osirion, protect us from that sight! Block our enemies bows. Burn the undead in your purifying fire!" while Kosei says his words he produces a bit of phosphor from a pouch and a furnace of flames is born form the ground taking to a height of 20 feet and circling the undead archers.
Fire damage (no save): 2d4 ⇒ (2, 3) = 5 Doubled for undead = 10
The effect shall block line of sight, but not line of effect
Sopdet-Ka "Stelle" |
Round 1, Init 18
+4 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)
She holds up the floppy flesh a moment before discarding it against the wall.
FearDC26Stelle: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28 +Hero, +Banner, +Halfling
FearDC26Anubis: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27 +Banner"Well... now you've done it. No one is going to want to marry you now." Stelle states, refusing to be phased.
She reaches to her side, and shakes her banner.
Stelle grants all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. Greater Banner
Florence Corvina |
Round 1, Initiative 19
"Oh that's just wrong! I never thought I'd have to tell someone to keep their skin on!"
Will (DC 26): 1d20 + 14 ⇒ (12) + 14 = 26
Though Florence briefly considers saving the magic for their fight against Hakotep - or his wife - she quickly decides that the faster they can put crazy Ain-Mekh and her goons down, the better it'll be in the long run. So she begins casting, granting herself and her friends increased fervor for the battle.
8th - Mind Blank, Stormbolts
7th - Chain Lightning, Fairy Ring Retreat, Heal
6th - Cone of Cold, Greater Dispel Magic, Spellcrash, True Seeing
5th - Befuddled Combatant, Break Enchantment, Hold Monster x2, Hungry Earth
4th -
3rd - Dispel Magic,
2nd - Aid x2, Glitterdust x2, Lipstitch, See Invisibility + Pearl of Power
1st - Ear-Piercing Scream, Ill Omen,
Lesser Extend Rod: 1/3
______________
Flo will cast Blessing of Fervor~
Zilchus Lyghtlode |
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Round 1
BoF to speed.
1d20 + 14 + 2 + 2 ⇒ (5) + 14 + 2 + 2 = 23 Will (+heroism,+banner)
1d20 + 14 + 2 + 2 ⇒ (10) + 14 + 2 + 2 = 28 Will (+heroism,+banner) - Stelle
"YOU ARE ONE THAT MY TENT'S DOOR WILL ALWAYS BE CLOSED," Zilchus roars as he moves up 60' and casts Divine Favor on himself. His armor swiftly glows with more protective power.
"Just to be clear, you, unskinned lady, you are disgusting and you should NEVER come near my tent. Not when I am there, and not when I am not there. You are literally the ugliest thing I've ever seen, and I saw Ben try to hit on a woman once."
[ dice]1d20+23+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+27+2d6[/dice] adamantine slashing damage. (+holy)
[ dice]1d20+14+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+27+2d6[/dice] adamantine slashing damage. (+holy)
HP: 130/130
AC: 41 when not attacking (because buckler)
36 when attacking
[38/33 + 3(WP) (10 armor + 2 def + 3 dex + 1 dodge + 2 insight + 2 natural) + 5 shield/buckler +3 barkskin (kosei) + light fortification]
DF 1/10
Weap: 0/16 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 4/11 used (+8 str)
Quick Prayer: 0/11 used
PoP1: 0/1 used
PoP4: 0/1 used
Armor: 1/16 minutes used (swift,+4 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/5 used (7d6)
Gr. Magic Weapon (+4); Magic Vestment (+4)
Falcon Crown: 0/3 used, immediate action sac spell
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not use
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
GM Euan |
As Zilchus enters the room, the mummies fire off their volley of arrows (readied action)! Though they cannot see him they seem to sense his whereabouts somehow.
longbow at Zilchus: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32 damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4 Miss chance (low is bad for me): 1d100 ⇒ 21
longbow at Zilchus: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32 damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10 Miss chance (low is bad for me): 1d100 ⇒ 94
longbow at Zilchus: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23 damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3 Miss chance (low is bad for me): 1d100 ⇒ 96
longbow at Zilchus: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28 damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6 Miss chance (low is bad for me): 1d100 ⇒ 2
longbow at Zilchus: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32 damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10 Miss chance (low is bad for me): 1d100 ⇒ 61
longbow at Zilchus: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35 damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10 Miss chance (low is bad for me): 1d100 ⇒ 38
Nary a shot lands as the flames dance in their eyes showing off their incompetence.
GM Euan |
Florence casts blessings of fervor, improving everyone in a variety of possible ways. Kosei creates a ring of fire around the undead, scorching them all - though they do not seem as flammable as most mummies, as undead they still burn. Stelle also resists the fear, along with Anubis, and helps those who may fail to have a second chance. Zilchus .
The Akhumen too have a frightful presence as elements of the party advance. However, you’ve fought much worse then they and come out unscathed so their aura’s have no effect on you (you’re too high level).
Several drop their bows and advance, drawing their swords and closing in on Zilchus… they are not fast, moving at about 20’/round, so double moves and done.
The remaining two take 5’ steps and continue to fire their bows through the ring of fire.
purple longbow at Zilchus: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27 damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6 Miss chance (low is bad for me): 1d100 ⇒ 71
purple longbow at Zilchus: 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29 damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8 Miss chance (low is bad for me): 1d100 ⇒ 75
purple longbow at Zilchus: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20 damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5 Miss chance (low is bad for me): 1d100 ⇒ 59
pink longbow at Zilchus: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36 damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5 Miss chance (low is bad for me): 1d100 ⇒ 37
pink longbow at Zilchus: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21 damage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9 Miss chance (low is bad for me): 1d100 ⇒ 74
pink longbow at Zilchus: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14 damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8 Miss chance (low is bad for me): 1d100 ⇒ 61
OK, as I see it, red, blue, green and brown all walked through the wall of fire, so they take double of 2d6 + 16 ⇒ (2, 1) + 16 = 19 - ouch!
Purple and Pink are within 10’ so each take double of 2d4 ⇒ (2, 3) = 5.
Ain-Mekh strolls forward and toward the edge of the ring of fire as she tests its heat (double move).
- Round 2 -
Ain-Mekh - 21
Akhumen red - 21 (-48hp)
Akhumen blue - 21 (-48hp)
Akhumen green - 21 (-48hp)
Akhumen brown - 21 (-48hp)
Akhumen purple - 21 (-20hp)
Akhumen pink - 21 (-20hp)
Florence - 19+
Kosei - 19-
Stelle - 18
Anubis - 18
Zilchus - 17
Next up - everyone!
Florence Corvina |
Round 2, Initiative 19
Hum...Kosei's fire seems to be helping so that's good. Need to stay out of Stelle's way. Glitterdust? Eh, looks like those things already can't hit the broad side of a barn. Hmm.
Deciding to wait and see what Ain-Mekh may or may not be capable of before pulling out anymore big magics, Florence moves up and instead grants Stelle a little extra vitality for a short period of time.
Aid Temporary HP: 1d8 + 10 ⇒ (2) + 10 = 12
8th - Mind Blank, Stormbolts
7th - Chain Lightning, Fairy Ring Retreat, Heal
6th - Cone of Cold, Greater Dispel Magic, Spellcrash, True Seeing
5th - Befuddled Combatant, Break Enchantment, Hold Monster x2, Hungry Earth
4th -
3rd - Dispel Magic,
2nd - Aid
1st - Ear-Piercing Scream, Ill Omen,
Lesser Extend Rod: 1/3
______________
Florence moves up and casts Aid on Stelle~
Kosei Sharif-El-Sadad |
BoF +2
"Dear Commander... ouch!" Kosei takes breath as the barrage of arrows falls over Zilchus, but he nods holding his serious visage, and reassured of the group's dominance as he comes out unscathed.
The Garundi moves forward to the edge of the room and readies an action to shot a fire bolt at any surviving Akhumen after Zilchus and Stelle have attacked them.
Fire bolt+BoF (touch): 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
Fire damage: 1d6 + 8 ⇒ (1) + 8 = 9
HP 163/163 AC 29 TAC 14
Zilchus Lyghtlode |
Round 2
BoF to attacks.
Zilchus begins hacking at all the skellies near him. Starting with red, then green, then blue.
1d20 + 23 + 2 + 2 + 3 ⇒ (7) + 23 + 2 + 2 + 3 = 37 to hit; (+hero, +holy,+DF)
2d6 + 27 + 2d6 + 3 ⇒ (1, 3) + 27 + (2, 3) + 3 = 39 adamantine slashing damage. (+holy)
1d20 + 16 + 2 + 2 + 3 ⇒ (2) + 16 + 2 + 2 + 3 = 25 to hit; (+hero, +holy)
2d6 + 27 + 2d6 + 3 ⇒ (4, 3) + 27 + (2, 5) + 3 = 44 adamantine slashing damage. (+holy)
1d20 + 11 + 2 + 2 + 3 ⇒ (20) + 11 + 2 + 2 + 3 = 38 to hit; (+hero, +holy)
2d6 + 27 + 2d6 + 3 ⇒ (1, 3) + 27 + (5, 3) + 3 = 42 adamantine slashing damage. (+holy)
BoF:
1d20 + 23 + 2 + 2 + 3 ⇒ (11) + 23 + 2 + 2 + 3 = 41 to hit; (+hero, +holy)
2d6 + 27 + 2d6 + 3 ⇒ (2, 1) + 27 + (2, 1) + 3 = 36 adamantine slashing damage. (+holy)
Pot Crit:
1d20 + 23 + 2 + 2 + 3 ⇒ (4) + 23 + 2 + 2 + 3 = 34 to hit; (+hero, +holy)
2d6 + 27 + 3 ⇒ (5, 6) + 27 + 3 = 41 adamantine slashing damage. (+holy)
[ dice]1d20+23+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+27+2d6[/dice] adamantine slashing damage. (+holy)
[ dice]1d20+14+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+27+2d6[/dice] adamantine slashing damage. (+holy)
HP: 130/130
AC: 41 when not attacking (because buckler)
36 when attacking
[38/33 + 3(WP) (10 armor + 2 def + 3 dex + 1 dodge + 2 insight + 2 natural) + 5 shield/buckler +3 barkskin (kosei) + light fortification]
DF 1/10
Weap: 0/16 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 4/11 used (+8 str)
Quick Prayer: 0/11 used
PoP1: 0/1 used
PoP4: 0/1 used
Armor: 1/16 minutes used (swift,+4 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/5 used (7d6)
Gr. Magic Weapon (+4); Magic Vestment (+4)
Falcon Crown: 0/3 used, immediate action sac spell
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not use
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
Sopdet-Ka "Stelle" |
"Thank you, Florence!"
Stelle skewers green while attempting to overrun blue [provoking orange].
Spirited Charge Green: 1d20 + 16 + 3 + 5 + 2 - 4 + 5 + 2 ⇒ (20) + 16 + 3 + 5 + 2 - 4 + 5 + 2 = 49 +Hero, -PA, Flank
for Damage: 3d6 + 9 + 15 + 24 + 6d6 ⇒ (2, 5, 1) + 9 + 15 + 24 + (6, 1, 2, 3, 3, 5) = 76 +PA, Holy
CritConf?: 1d20 + 16 + 3 + 5 + 2 - 4 + 5 + 2 ⇒ (19) + 16 + 3 + 5 + 2 - 4 + 5 + 2 = 48
for Damage: 3d6 + 9 + 15 + 24 ⇒ (3, 1, 4) + 9 + 15 + 24 = 56 +PA
Mighty Charge (Trip): 1d20 + 18 + 2 + 2 ⇒ (3) + 18 + 2 + 2 = 25 +Hero, +Flank
AnnieOverrun: 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21 +Flank
+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)
GM Euan |
Brown/orange takes its AoO.
brown khopesh on Stelle: 1d20 + 23 ⇒ (16) + 23 = 39 damage: 1d8 + 11 ⇒ (2) + 11 = 13
GM Euan |
Florence considers her options before providing a bit of aid to Stelle who charges, and destroys, green with a crit - though some DR applies (DR/5). The overrun fails. Zilchus begins the response by dropping red, also with a crit, and further wounding blue - though some DR applies (DR/5). Kosei delays and tries to pick off blue, though he just misses.
Blue attacks Zilchus while brown takes on Stelle. Further they seem to speed up a bit, in a burst.
blue khopesh on Zilchus: 1d20 + 23 + 1 ⇒ (17) + 23 + 1 = 41 damage: 1d8 + 11 ⇒ (3) + 11 = 14
critthreat blue khopesh on Zilchus: 1d20 + 23 + 1 ⇒ (19) + 23 + 1 = 43 damage: 1d8 + 11 ⇒ (3) + 11 = 14
blue khopesh on Zilchus: 1d20 + 23 + 1 ⇒ (8) + 23 + 1 = 32 damage: 1d8 + 11 ⇒ (5) + 11 = 16
blue khopesh on Zilchus: 1d20 + 18 + 1 ⇒ (16) + 18 + 1 = 35 damage: 1d8 + 11 ⇒ (3) + 11 = 14
brown khopesh on Stelle: 1d20 + 23 + 1 ⇒ (1) + 23 + 1 = 25 damage: 1d8 + 11 ⇒ (1) + 11 = 12
brown khopesh on Stelle: 1d20 + 23 + 1 ⇒ (7) + 23 + 1 = 31 damage: 1d8 + 11 ⇒ (4) + 11 = 15
brown khopesh on Stelle: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21 damage: 1d8 + 11 ⇒ (3) + 11 = 14
Purple and pink walk through the wall of fire and draw their khopesh as well, so they take double of 2d6 + 16 ⇒ (5, 1) + 16 = 22
Ain-Mekh squeezes along the wall to avoid the ring of fire, and frustratingly slowly makes her way to join you. (She totally should’ve just charged through the wall in a blaze of glory…)
- Round 3 -
Ain-Mekh - 21
Akhumen red - 21 (destroyed)
Akhumen blue - 21 (-79hp)
Akhumen green - 21 (destroyed)
Akhumen brown - 21 (-48hp)
Akhumen purple - 21 (-64hp)
Akhumen pink - 21 (-64hp)
Florence - 19+
Stelle - 18 (-13hp)
Anubis - 18
Zilchus - 17 (-28hp)
Kosei - 16
Next up - everyone!
Kosei Sharif-El-Sadad |
Seeing the undead injuring Zilchus, Kosei decides it is about time to clean up the way to Ain-Mekh "Watch out there!" he pulls out his rod and a pinch of guano to cast dazing fireball on the group's enemies.
SR check+SP: 1d20 + 16 + 4 ⇒ (19) + 16 + 4 = 39
Fire damage: 10d6 ⇒ (1, 5, 6, 4, 3, 5, 1, 2, 6, 3) = 36
Ref 21 for half and to avoid dazed (I moved the red circle in the map to mark the area for the fireball)
The Garundi steps back closer to Florence then.
Zilchus Lyghtlode |
Round 2
BoF to attacks.
Zilchus takes a nasty hit, but continues hacking at all the skellies near him. Starting with blue, then 5' stepping to lunge at brown/orange.
1d20 + 23 + 2 + 2 + 3 ⇒ (7) + 23 + 2 + 2 + 3 = 37 to hit; (+hero, +holy,+DF)
2d6 + 27 + 2d6 + 3 ⇒ (3, 5) + 27 + (3, 4) + 3 = 45 adamantine slashing damage. (+holy)
1d20 + 16 + 2 + 2 + 3 ⇒ (15) + 16 + 2 + 2 + 3 = 38 to hit; (+hero, +holy)
2d6 + 27 + 2d6 + 3 ⇒ (6, 3) + 27 + (1, 3) + 3 = 43 adamantine slashing damage. (+holy)
1d20 + 11 + 2 + 2 + 3 ⇒ (6) + 11 + 2 + 2 + 3 = 24 to hit; (+hero, +holy)
2d6 + 27 + 2d6 + 3 ⇒ (6, 3) + 27 + (3, 6) + 3 = 48 adamantine slashing damage. (+holy)
BoF:
1d20 + 23 + 2 + 2 + 3 ⇒ (6) + 23 + 2 + 2 + 3 = 36 to hit; (+hero, +holy)
2d6 + 27 + 2d6 + 3 ⇒ (5, 4) + 27 + (4, 2) + 3 = 45 adamantine slashing damage. (+holy)
Pot Crit:
1d20 + 23 + 2 + 2 + 3 ⇒ (14) + 23 + 2 + 2 + 3 = 44 to hit; (+hero, +holy)
2d6 + 27 + 2d6 + 3 ⇒ (6, 6) + 27 + (6, 4) + 3 = 52 adamantine slashing damage. (+holy)
[ dice]1d20+23+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+27+2d6[/dice] adamantine slashing damage. (+holy)
[ dice]1d20+14+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+27+2d6[/dice] adamantine slashing damage. (+holy)
HP: 130/130
AC: 41 when not attacking (because buckler)
36 when attacking
[38/33 + 3(WP) (10 armor + 2 def + 3 dex + 1 dodge + 2 insight + 2 natural) + 5 shield/buckler +3 barkskin (kosei) + light fortification]
DF 1/10
Weap: 0/16 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 4/11 used (+8 str)
Quick Prayer: 0/11 used
PoP1: 0/1 used
PoP4: 0/1 used
Armor: 1/16 minutes used (swift,+4 more bonus (fortification=+1/+3)
Crocodilic Channel: 0/2 used/smite: 0/5 used (7d6)
Gr. Magic Weapon (+4); Magic Vestment (+4)
Falcon Crown: 0/3 used, immediate action sac spell
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not use
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
Florence Corvina |
Round 3, Initiative 19
BoF - +2 AC/Reflex/Attack
Now that Ain-Mekh is close enough Florence decides to take a risk and moves forward past Kosei and into the room. Trusting that Zilchus and Stelle can finish off the akhumen on their own she turns her attention to Ain-Mekh herself, attempting to call down cosmic retribution on the horrific woman-thing.
"Your existence is a crime against so many things and gods that I can't even count them all!"
______________
Flo attempts to place a Retribution Hex on Ain-Mekh; DC 24 Will to negate, otherwise it lasts for 6 rounds~
Sopdet-Ka "Stelle" |
Round 3, Init 18
Stelle takes a five foot step and beats on orange, but not before challenging Ain-Mekh.
BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
"We're coming for you next! Or maybe penultimately!"
Lance: 1d20 + 16 + 3 + 5 + 2 + 2 + 2 - 4 ⇒ (1) + 16 + 3 + 5 + 2 + 2 + 2 - 4 = 27 +Hero, +BoF, +Flank, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (6) + 3 + 5 + 8 + (4, 6) = 32 +PA, Holy
Lance: 1d20 + 11 + 3 + 5 + 2 + 2 + 2 - 4 ⇒ (10) + 11 + 3 + 5 + 2 + 2 + 2 - 4 = 31 +Hero, +BoF, +Flank, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (2) + 3 + 5 + 8 + (4, 2) = 24 +PA, Holy
Lance: 1d20 + 6 + 3 + 5 + 2 + 2 + 2 - 4 ⇒ (15) + 6 + 3 + 5 + 2 + 2 + 2 - 4 = 31 +Hero, +BoF, +Flank, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (1) + 3 + 5 + 8 + (6, 5) = 28 +PA, Holy
Lance: 1d20 + 1 + 3 + 5 + 2 + 2 + 2 - 4 ⇒ (20) + 1 + 3 + 5 + 2 + 2 + 2 - 4 = 31 +Hero, +BoF, +Flank, -PA
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (3) + 3 + 5 + 8 + (1, 5) = 25 +PA, Holy
Crit Conf?: 1d20 + 1 + 3 + 5 + 2 + 2 + 2 - 4 ⇒ (8) + 1 + 3 + 5 + 2 + 2 + 2 - 4 = 19 +Hero, +BoF, +Flank, -PA
for Damage: 1d6 + 3 + 5 + 8 ⇒ (6) + 3 + 5 + 8 = 22 +PA
+3 morale bonus on saving throws against fear (Everyone within 60 feet)
+2 morale bonus on attack rolls made as part of a charge(Everyone within 60 feet)
+2 against charm and compulsion spells and effects (Everyone within 60 feet)
+4 circumstance bonus on melee attack rolls against Ain-Mekh (when we get around to it)
Stelle: Hits: 75/91 (+12)
Annie: Hits: 110/110 (4.5 x HD +Con)
Stelle AC: 31
Anubis AC: 30
Buffs:
Saves:
Fort: +12 (Base, +1 Con, +1 Cloak, +1 Luck)
Reflex: +14 (Base, +2 Dex, +1 Cloak, +1 Luck, +2 Belt of Dex)
Will: +7/+12 vs. Fear (Base, +1 Blood of Pharaohs, +1 Luck, +1 Cloak, +2 Fearless, +3 Banner)
Challenge: 6/6
AC: 31 (+3 Shield, Size, Amulet of Nat. Armor +3, Dodge, +Belt Dex +2) flat footed = 22 (Size, +10 plate armor, Amulet of Nat. Armor +1),Touch = 13 (+2 dex, +1 Size)
BAB: +16/+11/+6/+1 (+3 Lance (Holy), +5 Str, -4 PA, +4 when charging with Annie, +1 when charging)
MIGHTY CHARGE -- Combat Maneuver
GREATER BANNER
Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+12 on challenge)
Lance, MW: (+3 to hit) ((1d6+Str+PA+Lance)x3(Spirited Charge)), (x6 on a Crit), (+8 on challenge)
Hammer (Ag): (+2 to hitMW) (1d3+Str+PA +2damage), (x2 on a Crit), (+8 on challenge)
Glaive (Cold Fe): (+1 to hitMW) (1d8+Str+PA+1 damage), (x3 on a Crit), (+8 on challenge)
Scimitar (Cold Fe: (+1 to hitMW) (1d4+Str+P+1 damage), (x2 on an 18-20 Crit), (+8 on challenge)
Composite Shortbow: (+1 to hitMW) (1d4+Dex +2 Str damage +1), (x3 on a Crit), (+8 on challenge)
GM Euan |
Ain-Mekh Will: 1d20 + 15 ⇒ (18) + 15 = 33 vs DC 24 (retribution hex)
No SR needed Kosei, for future reference.
Ain-Mekh Reflex: 1d20 + 12 ⇒ (15) + 12 = 27 vs DC 21 (dazing fireball - 18hp)
Purple Reflex: 1d20 + 9 ⇒ (16) + 9 = 25 vs DC 21 (dazing fireball - 18hp)
Pink Reflex: 1d20 + 9 ⇒ (19) + 9 = 28 vs DC 21 (dazing fireball - 18hp)