GM Euan's Mummy's Mask (Inactive)

Game Master Euan

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


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Female Halfling Cavalier/16

Stelle briefly considers Zilchus's opinion and rapidly concludes that she has no good response for him. Nope, not a one.

Quoting Florence, she shudders. "'Thing' for a creature from that Tapestry? No, I don't have a good feeling about this."


Inactive; Campaign Concluded

"Um...no, not sewing, more along the lines of alien creatures. And tentacles. Probably lots and lots of tentacles," Florence replies to Zilchus with a shake of her head.

"Long story short, not fun."


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

"I have never tried sewing myself Zilchus, but I do like Tapestries. My tent does always have a couple tapestries at the least. I am intrigued by this person you say Florence, do you think I can charge him for a nice Tapestry depicting our adventures in the pyramids of ancient Osirion?" Kosei listens at the conversation a bit confused "Mmmm... tentacles? Well, I do like tentacles too. My absolute favorite receipt is this one from Oppara where they make octopus tentacles with molted paprika over a bed of baked potatoes. I cannot wait to go back to my tribe and have one with a nice bottle of Oppara's murky wine once we finish being closed in here."

"This man you are talking must be the Pharaoh's personal cheff and sewer Florence. We must get to know him my friends" Kosei renews his interest helping push the block with Zilchus even with more resolve.


Roll20 Map - Treasure Sheet

The stone is difficult to shift, requiring much of Zilchus’ might to lower to the ground, revealing a large strange room beyond with 30’ arched ceilings. Fitfully everburning torches flicker in bronze sconces along the walls of this generally dimly lit chamber, and a long, shallow pool of water runs north to south. The pool continues south under a low 5’ archway to a room beyond. The waters seem to twinkle with starlight.

To the north the room widens. Two regal thrones are situated in niches on a raised platform on the north end. Before the platform is a deep green stone sarcophagus. Two green basalt statues depicting tall humanoids with the heads of octopuses flank the sarcophagus. Bizarre, twisting sigils of alien design cover the walls however. These sigils seem to seep into your brains and shift your thoughts, just a bit, in ways you cannot directly control.

Will saves DC 18 for everyone (including poor Anubis) who enters the room or suffer the sickened condition (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) as your mind tries to come to grips with the patterns.


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)

Will DC 18: 1d20 + 21 ⇒ (8) + 21 = 29
Kosei enters cautiously the new room "There is no trace of the sewing cheff here, only this horrible pictographs here. I do not even think those are Osiriany my friends"

The Garundi approaches the stalled waters and starts creating more water and see how the pool might react to the purer waters.
Perception: 1d20 + 24 ⇒ (3) + 24 = 27
Detect magic+spellcraft: 1d20 + 10 ⇒ (5) + 10 = 15


Florence Corvina wrote:
"Long story short, not fun."

Zilchus frowns, unsure what he said that was wrong. If people sewing or knitting in the dark end up creating a bunch of tentacled tapestries, it’s weird, but not that weird. But maybe if the tapestries were imbued with aliens, ugh, I’ll never understand sewing circles.

1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33 Fort

Zilchus grits his teeth to avoid the retching feeling from the room and the sigils. He looks in and waits to see if Kosei’s magics learn anything.

1d20 + 26 + 2 ⇒ (13) + 26 + 2 = 41 Perception


Female Halfling Cavalier/16

WillDC18: 1d20 + 13 ⇒ (15) + 13 = 28
WillDC18: 1d20 + 5 ⇒ (9) + 5 = 14

Stelle checks for mummies and tries to sooth the dog as Anubis drops to the ground now trundling after the others, a thick slime of slobber drooling from his mouth as he starts to pant heavily.


Female Halfling Cavalier/16

Also +5 to Zil's percept check


Roll20 Map - Treasure Sheet

Kosei finds nothing in particular with his magical searching. He adds water to the pool, but notices no discernible change, as he’d expect. Peering into the water though he’ll notice that some of the twinkling stars in the water are, in fact, stationary. It appears that someone has embedded gemstones in the floor of the pool, diamonds in fact, which are aiding the glitter of the water. He’d guess there could be as many as a hundred down there, though it’s hard to take its measure without getting wet. The water appears to be about 5’ deep to the north, gradually deepening until it’s about 10’ deep by the southern arch.

Zilchus doesn’t see much from the tunnel, even with Stelle’s help - but certainly nothing seems to be jumping out of the water at any rate. Stelle comforts Anubis, who is suffering a bit as his poor doggy-brain tries to make sense of the seemingly shifting shapes on the walls. Further, she finds mummy-sign! Something lies to the south, presumably through the arch, but she cannot see beyond its dark opening.


Female Halfling Cavalier/16

"Ooh! A mummy!"

Stelle moves into the room past the pool for a closer look.

Percept: 1d20 + 26 + 2 ⇒ (14) + 26 + 2 = 42


Roll20 Map - Treasure Sheet

As you examine the northern areas, you see that between the two thrones the wall is a scrivener’s wall that reads simply, ”Soon my beloved. Soon.”

The sarcophagus is made of some alien metal, the lid embossed with the figure of a beautiful Osirian woman wearing the traditional red crown of Osirion, called a deshret. Faceted jacinths are set into the figure’s palms and forehead. A carved cartouche hung about the embossed figure’s neck reads “Neferuset” in hieroglyphs. The sarcophagus lid is hinged and has four locks, but they are clearly already open. Hieroglyphs beneath the locks read, “I have seen the Dark and it is beautiful. All must prepare for its arrival.”

You also find a secret door in the western wall (hidden from Zilchus' view) and, as you're closer now, you can see that the eastern wall is sagging slightly. It's as if it were thin there, and the wall is close to crumbling.


Inactive; Campaign Concluded

Will (DC 18): 1d20 + 14 ⇒ (18) + 14 = 32

Florence shivers slightly as she moves out of the small passageway and into the chamber beyond. Seeing that Kosei is already scanning for all things magical she shrugs and moves to catch up with Stelle.

'I have seen the Dark and it is beautiful. All must prepare for its arrival,' she repeats aloud after studying the sarcophagus. "I guess now we know who had the fascination with the Dark Tapestry."

She glances around, uneasy.

"You said you sense a mummy somewhere close? Which way?"


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

Kosei negates with his head while examining the pool "There is no way I am picking up those diamonds my friends"

Then he strides forward with the others only to notice the weirdness of the lateral walls "Hey, this wall can be opened... and look, this other one, I... I think we can smash it down"

Kosei makes a slight attempt to push the wall heavily with his shoulder, trying to break it.
Str: 1d20 ⇒ 9


Zilchus airwalks into the room, looking around like the rest.

"Should we smash these thrones? Do you think that will help?" Zilchus wonders aloud, wishing he had an adamantine sledgehammer more than ever.

"Probably not, but might make me feel better."

He goes over to examine the secret door.

1d20 + 26 + 2 ⇒ (10) + 26 + 2 = 38 Perception

If safe, he will open it.


Female Halfling Cavalier/16

"The mummy is to the south, past the archway over the pool. I was hoping to maybe find a lever or something to drain the pool past the secret door," says Stelle in all seriousness, frowning at the water.

"Or, maybe instead there's a bell we can use to summon some more ferrymen. Of course, the original pair would do also... If nothing else, we can just walk over the water and hope nothing pulls us in!"

~
"Let me help, there Zilchus." Stelle says, moving to the secret door.

+5 to Zil's Percept. roll.


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)

"Uoh, so this was the throne room perhaps? I share your worriness Zilchus, but no need to be a vandal my friend. Also what is about this green sarcophagus there? I thought the mummy would be inside not to the south..." Kosei looks confused at the water filled archway "Maybe you are right Stelle, maybe we do not need to face that mummy. Let's try to open this"

Kosei attempts bashing down the crumbling wall once more while the others try to open the secret door.
Str: 1d20 + 0 ⇒ (18) + 0 = 18


Roll20 Map - Treasure Sheet

Kosei leans on the soft spot (the first time), and though the wall stands firm, seconds after the wall is touched, a lovely voice seems to whisper from above the room in Ancient Osiriani, “Would you awaken us from our ancient slumber? We already wake, defilers, and have used our time wisely. You have come to rob us of our wealth, yet all you shall inherit is the inky darkness of the Void. Come, kiss us, blasphemers. Let our lips welcome you into oblivion.”

At this moment, the sound of a great exhalation of air comes from the archway to the south, and the water of the pool ripples as though the portal were the mouth of some enormous waking beast.

Zilchus finds no traps on the secret door and can open it during his round if he wishes.

- Round 1 -
Zilchus - 24
Florence - 19
Good Folks - 14
Stelle - 10+
Kosei - 10-

Initiative Rolls:

Florence 1d20 + 6 ⇒ (13) + 6 = 19
Kosei 1d20 + 3 ⇒ (7) + 3 = 10
Stelle 1d20 + 3 ⇒ (7) + 3 = 10
Zilchus 1d20 + 4 ⇒ (20) + 4 = 24
Good Folk 1d20 + 7 ⇒ (7) + 7 = 14

(Next up - Zilchus and Florence.)


Round 1

Zilchus moves slightly closer to Flo and takes total defense, waiting for trouble to show itself.


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

Kosei stops to push the wall and looks up trying to locate the source of the incoming voice "Are you the sewing cheff? We are no defilers, only Osirion loyalists trying to fix things up. Mmmm... I am interested on one of the tapestries, maybe some tentacle aperitif could be ok too, are you accepting orders?"

When the water starts to ripple the Garundi takes a defensive stance, not sure of what is going on. Just in case, he readies to counterspell if something magical seems to happen, otherwise he just waits as Zilchus.

Counterspell:

Spellcraft: 1d20 + 10 ⇒ (16) + 10 = 26
If Kosei cannot identify the magical effect or he does not know a countering spell, he uses dispel magic instead.
Dispel check: 1d20 + 16 ⇒ (3) + 16 = 19

I guess counterspelling a room should be also valid in case this is not a real enemy


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Female Halfling Cavalier/16

"The green sarcophagus appears to house Hakotep's wife Neferuset. Perhaps, judging what disembodied voices and epitaths might suggest, Hakotep's mummy may be to the south."

She leans slightly toward the pool as the waters ripple and shouts down the archway. "Do you kiss your wife with that mouth?! Geez -- did you even consider brushing your teeth and gargling with mouthwash before you died?"


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Inactive; Campaign Concluded

Round 1, Initiative 19

"Aperi-? Kosei, I don't think they're here to feed us," Florence boggles as she looks around nervously. "Feed us TO something, maybe..."

Wary of tricks, Florence uses her magic to see the invisible for a short period of time.

Spells & Powers:

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, Greater False Life, Ice Storm
3rd - Dispel Magic, Heroism x2, Lightning Bolt, Prayer + Pearl of Power
2nd - Aid x2, Glitterdust x2, Lipstitch, See Invisibility + Pearl of Power
1st - Ear-Piercing Scream, Ill Omen, Mage Armor, Shadow Trap, Snowball x2 + Pearl of Power

Lesser Extend Rod: 1/3

Fortune Uses: Stelle


______________

Flo will cast See Invisibility.


Roll20 Map - Treasure Sheet

Zilchus drops back a bit to defend Florence who looks to see the unseen. Nothing, as yet, jumps out at her.

You think you hear some low mumbling from beyond the arch, but you’re not completely sure. What you are sure of is the gibbering masses of unholy flesh that wade through the water as they move through the arch. These two semi-transparent masses of convulsively roiling tentacles and whiplike tendrils hover in the air, giving off an aura of dark, alien menace as the water drips off their forms. They move into the chamber, 5’ above the water.

A dread hovers in the air around them. If you come within 20’ of the creatures, please make a will save DC 25 or be shaken. Poor Anubis cannot be further shaken, so he is, in a sense, immune.

Knowledge Planes, DC 22:
You face a pair of Neshmaal, CE Large outsider (extraplanar, incorporeal). One question for each five as usual.
- - -

- Round 1 -
Stelle - 10+
Kosei - 10-
- Round 2 -
Zilchus - 24
Florence - 19
Good Folks - 14

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)

"Ehm... mmm... ok, I think if WE are to feed the tentacles, I do not like the aperitif that much Florence my friend" Kosei calls the powers of the Sun to cast his domain spell incendiary cloud. And the fires of Osirion respond with a cloud of roiling smoke shot through with white-hot embers rolling over the waters and towards the strange masses of tentacles.
Fire damage: 6d6 ⇒ (3, 4, 6, 6, 6, 4) = 29
Ref 25 for half

The cloud blocks all sight in 20 feet height, but Kosei left a small passage for his friends to fight one of the creatures.

The Garundi then retreats back looking for the safety of the group.

HP 163/163 AC 29 TAC 14


Delaying in posting in hope that Florence can tell Zilchus how best to beat this foe.

Zilchus offers a stink face to the creatures.


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

K. planes DC 22: 1d20 + 17 ⇒ (7) + 17 = 24
"They are Neshmaal. A weird chaotic outsider mass. They are incorporeal Zilchus. And take care, they have evil tentacles!" Kosei shouts something coming up to his mind.


Female Halfling Cavalier/16

Round 1, Init 10+

Stelle reaches over and shakes her banner, granting everyone an additional saving throw against any one spell or effect targeting them.

willdc18reduxAnubis: 1d20 + 5 ⇒ (1) + 5 = 6 Anubis continues to drool and grimmace.

willdc25: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27 +Blood of Pharaohs, +Luck, +Cloak, +2 Fearless, +4 Banner

"Aaah!" Stelle says, pointing to the tumor with her lance thereby challenging it.

Stelle charges in the narrow corridor that will be left by Kosei, Controller of Clouds Roiling with Hot White Ember Precipitation.

Spirited Charge: 1d20 + 16 + 3 + 5 + 2 - 4 + 5 ⇒ (19) + 16 + 3 + 5 + 2 - 4 + 5 = 46 -PA, +Hero, +Charge
for Damage: 3d6 + 9 + 15 + 24 + 48 + 6d6 ⇒ (1, 2, 2) + 9 + 15 + 24 + 48 + (2, 4, 4, 1, 2, 1) = 115 +PA, +Challenge, Holy

CritConf?: 1d20 + 16 + 3 + 5 + 2 - 4 + 5 ⇒ (5) + 16 + 3 + 5 + 2 - 4 + 5 = 32 -PA, +Hero, +Charge
for Damage: 2d6 + 6 + 10 + 16 + 32 ⇒ (6, 6) + 6 + 10 + 16 + 32 = 76 +PA, +Challenge

+4 morale bonus on saving throws against fear (Everyone within 60 feet)
+3 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)


Roll20 Map - Treasure Sheet

The fires hiss and steam as they come into contact with the water, and the creatures!
Blue Reflex: 1d20 + 11 ⇒ (3) + 11 = 14 vs DC 25 for half of 29 (and half again due to incorporeality) = 14hp
Red Reflex: 1d20 + 11 ⇒ (19) + 11 = 30 vs DC 25 for half of 29 (and half again due to incorporeality) = 7hp

Due to the wonders of incorporeality, Blue is still standing, er, flying, by a thread...

Florence and Zilchus are up!


Round 2

Zilchus moves up to engage the right foe, stopping just short of the smoky cloud. "I cannot see them. That ain't good."

He takes total defense and waits for a target.

His armor is ghost touched, if that matters.

Stats of Zilch:

[ dice]1d20+24+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+28+2d6[/dice] adamantine slashing damage. (+holy)

[ dice]1d20+15+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+28+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: 1/11 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

Entropic Chaosodile:

Large animal Init +2; Senses low-light vision, scent; Perception +14

DEFENSE
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, –1 size)
hp 105/105 (red)

Fort +14, Ref +9, Will +6 Resist 10 Fire & Acid DR 5/lawful
Special Qualities: Tail thrawping, heel nipping

OFFENSE
Speed 20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16


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Inactive; Campaign Concluded

Round 2, Initiative 19

Kn. Planes (DC 22): 1d20 + 22 ⇒ (7) + 22 = 29

"Um, pretty much what Kosei said! Oh and I think they might be vulnerable to ____ !"

Weaknesses, please.

Florence hangs back, preferring to stay clear of the melee and of the large fiery cloud that Kosei just summoned. Noting that she can kinda, sorta, partially see what looks like a target, she takes a step to the side and attempts to fling a snowball at it.

Snowball vs. Red (Ranged Touch; Into Melee): 1d20 + 10 ⇒ (12) + 10 = 22
CL vs. SR (If Applicable; Spell Pen): 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28
Damage (Cold): 5d6 ⇒ (6, 6, 2, 2, 4) = 20


Roll20 Map - Treasure Sheet

Stelle charges forth and critically hits the first of the two… creatures! As it’s incorporeal however, she does not instantly slay it. Kosei brings fire from the gods down upon them, though with less effect than he’d hoped. Florence fires a snowball, and though she does her best, red remains as she missed! Zilchus moves up and takes total defense. Armor duly noted, thanks for the heads up.

Florence tells the party what she learned about their weaknesses…
Vulnerability to Sonic (Su) Neshmaals are native to the noiseless void of deep space or their own alien dimension and, as a result, are especially vulnerable to sonic damage. Magical attacks that cause sonic damage do half again as much damage (+50%) on a failed save (normal full damage on a successful save). If a neshmaal fails a saving throw against an effect that deals sonic damage, it has a 25% chance of being stunned for 1 round.

Red does what it can, under duress, to stifle Stelle’s attacks upon it. It seems to have no heed for its personal well being as it steps forward.
Tendril: 1d20 + 22 ⇒ (5) + 22 = 27 damage: 2d8 + 6d6 ⇒ (5, 2) + (6, 2, 3, 5, 2, 1) = 26 Paralyze (r): 1d4 - 1 ⇒ (3) - 1 = 2 Fort DC 23 to half the 6d6 damage and negate Paralyze

Blue fumbles through the cloud of smoke, steam, and fire until it bumps up against Zilchus at the edge of the spell (no AoO).
Tendril: 1d20 + 22 ⇒ (18) + 22 = 40 damage: 2d8 + 6d6 ⇒ (8, 8) + (4, 6, 3, 5, 6, 6) = 46 Paralyze (r): 1d4 - 1 ⇒ (1) - 1 = 0 Fort DC 23 to half the 6d6 damage and negate Paralyze

Meanwhile, through the veil of blackness, a face appears (image). She directs her hand toward Stelle, and a small 1’ diameter black orb flies into the room and strikes her!

Stelle, please make a DC 26 fort save or gain one temporary negative level (rule). She laughs maniacally as the orb touches poor Stelle, and immediately steps into the light, walking on air and revealing her full glory (image). In Ancient Osiriani, she curses you all, ”If only my husband could see you now as I slay you all!”

She casts a spell with no immediate obvious effect.

Spellcraft DC 21:
She cast antilife shell, giving her a substantial radius of protection. You must have a 15’ reach to attack her. Or be undead, being undead works…
- - -

(I mixed up red and blue a bit there, among other behind the scenes errors, some in your favor, some in mine. I have it sorted now - slightly to your benefit, and we’ll continue on. Kosei, they do have SR, and some fire resistance, for future reference. I'm ruling you made the SR check in the first round.)

- Round 2 -
Stelle - 10+
Kosei - 10-
- Round 3 -
Florence - 19
Zilchus - 18
Good Folks - 14
Red - 14
Blue - 14 (partial concealment within the cloud - 20% miss chance)
Red - 14 (-109hp)

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)

No worries Euan, the incendiary cloud has no SR -it is conjuration (creation)- and I also forgot the initial Will save, as Kosei was close enough
Will DC 25: 1d20 + 21 ⇒ (13) + 21 = 34

The rolling embers of the incendiary cloud keep their inertia movement covering both one of the monsters and Neferuset after their 10 feet movement.
Fire damage: 6d6 ⇒ (2, 4, 6, 5, 5, 4) = 26

Spellcraft: 1d20 + 10 ⇒ (19) + 10 = 29
"This is not Hakotep, this is his wife Neferuset!" Kosei shouts as he comes to the realization "She just covered with an antilife sphere, we will have to attack at range, or become... not living..."

Holding his position Kosei draws his dazing rod and says words of power. As he does the debris and dust around gathers all over both his hands creating a group of sharp dazing stone discusses that he throws at the Neshmaal with blue tentacles. Also No SR. Shooting at the blue dot corner to avoid melee penalties*
Stone discuss 1: 1d20 + 15 ⇒ (1) + 15 = 16
Slashing/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (1, 4, 3, 1) = 9

Stone discuss 2: 1d20 + 15 ⇒ (12) + 15 = 27
Slashing/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (6, 3, 3, 5) = 17

Stone discuss 3: 1d20 + 15 ⇒ (13) + 15 = 28
Slashing/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (1, 1, 6, 4) = 12

If damaged, Will DC 20 to avoid the 2 rounds dazed effect

HP 163/163 AC 29 TAC 14
Dazing rod: 1/3

PRD wrote:

Shooting or Throwing into a Melee*: [...]If your target (or the part of your target you're aiming at, if it's a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you're aiming at is engaged in melee with a friendly character.[...]


Round 2

1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33 Fort

Zilchus seems to shrug off the worst of the damage from the oozy incorporeal foe.

Zilchus lunges to attack red, then blue, after he pulls power of the Great Croc into his sword. Adding +1 flame frost ghost touch.

1d20 + 25 + 2 + 2 ⇒ (6) + 25 + 2 + 2 = 35 to hit; (+hero, +holy,)
2d6 + 29 + 2d6 + 1d6 + 1d6 ⇒ (1, 4) + 29 + (4, 6) + (6) + (3) = 53 ghost adamantine slashing damage. (+holy,+fire,+frost)

1d20 + 18 + 2 + 2 ⇒ (3) + 18 + 2 + 2 = 25 to hit; (+hero, +holy,)
2d6 + 29 + 2d6 + 1d6 + 1d6 ⇒ (5, 5) + 29 + (2, 6) + (5) + (6) = 58 ghost adamantine slashing damage. (+holy,+fire,+frost)

1d20 + 13 + 2 + 2 ⇒ (12) + 13 + 2 + 2 = 29 to hit; (+hero, +holy,)
2d6 + 29 + 2d6 + 1d6 + 1d6 ⇒ (6, 4) + 29 + (3, 3) + (2) + (4) = 51 ghost adamantine slashing damage. (+holy,+fire,+frost)

1d20 + 19 + 2 ⇒ (5) + 19 + 2 = 26 Know (Religion) - Mummy lady when see can be fully seen.

Stats of Zilch:

[ dice]1d20+24+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+28+2d6[/dice] adamantine slashing damage. (+holy)

[ dice]1d20+15+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+28+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: 1/16 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 1/11 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

Entropic Chaosodile:

Large animal Init +2; Senses low-light vision, scent; Perception +14

DEFENSE
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, –1 size)
hp 105/105 (red)

Fort +14, Ref +9, Will +6 Resist 10 Fire & Acid DR 5/lawful
Special Qualities: Tail thrawping, heel nipping

OFFENSE
Speed 20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16


Female Halfling Cavalier/16

Round 2, Init 10+

Stelle pulls Anubis back a little and pokes away at the Red Tumor.,

Lance: 1d20 + 16 + 3 + 5 + 2 - 4 ⇒ (19) + 16 + 3 + 5 + 2 - 4 = 41 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 16 + 2d6 ⇒ (5) + 3 + 5 + 8 + 16 + (4, 1) = 42 +PA, +Challenge, Holy
Lance: 1d20 + 11 + 3 + 5 + 2 - 4 ⇒ (8) + 11 + 3 + 5 + 2 - 4 = 25 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 16 + 2d6 ⇒ (5) + 3 + 5 + 8 + 16 + (5, 4) = 46 +PA, +Challenge, Holy
Lance: 1d20 + 6 + 3 + 5 + 2 - 4 ⇒ (9) + 6 + 3 + 5 + 2 - 4 = 21 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 16 + 2d6 ⇒ (6) + 3 + 5 + 8 + 16 + (2, 3) = 43 +PA, +Challenge, Holy
Lance: 1d20 + 1 + 3 + 5 + 2 - 4 ⇒ (5) + 1 + 3 + 5 + 2 - 4 = 12 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 + 16 + 2d6 ⇒ (5) + 3 + 5 + 8 + 16 + (6, 4) = 47 +PA, +Challenge, Holy

Confirm Crit?: 1d20 + 16 + 3 + 5 + 2 - 4 ⇒ (6) + 16 + 3 + 5 + 2 - 4 = 28 +Hero, -PA
for Damage: 2d6 + 6 + 10 + 16 + 32 ⇒ (4, 3) + 6 + 10 + 16 + 32 = 71 +PA, +Challenge

Stelle plunges her Lance deep into the amorphous blob with tentacles, then shakes off what sticks into the water.

"Oh! oh! The smell! The smell!" she cries as the blue tumor burns and the Mummy Neferuset.

Zilchus has a +5 circumstance bonus on melee attack rolls against Red Tumor

+4 morale bonus on saving throws against fear (Everyone within 60 feet)
+3 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)


Inactive; Campaign Concluded

Round 3, Initiative 19

Spellcraft (DC 21): 1d20 + 25 ⇒ (19) + 25 = 44

"Oh yeah, we're not getting close unless we can dispel that shell," Florence calls out. Luckily, she's done this enough to come prepared for things like this. She takes a couple of steps towards Kosei and waits, hoping to try and dispel the Antilife Shell when and if Neferuset shows herself.

Readied Action:

Targeted Dispel vs. Neferuset (Antilife Shell): 1d20 + 16 ⇒ (17) + 16 = 33


Roll20 Map - Treasure Sheet

Blue reflex: 1d20 + 11 ⇒ (6) + 11 = 17 vs DC 25 for half of 26 (and half again due to incorporeality) = 13hp - 10 fire resistance = 3
Red reflex: 1d20 + 11 ⇒ (13) + 11 = 24 vs DC 25 for half of 26 (and half again due to incorporeality) = 13hp - 10 fire resistance = 3

Neferuset reflex: 1d20 + 13 ⇒ (20) + 13 = 33 vs DC 25 for half of 26 = 13hp

Red Will: 1d20 + 12 ⇒ (12) + 12 = 24 vs DC 20 to avoid Daze

Also, Stelle was hit by that last blow as it bypasses armor and shield (incorporeal). To keep us moving...
Stelle Fort: 1d20 + 13 ⇒ (18) + 13 = 31


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Roll20 Map - Treasure Sheet

Stelle critical on red with her first swing and kills it. GMPC she takes a 5’ step and stabs blue once as well! Kosei hits the remaining monstrosity twice as well doing a little damage (though it avoids the daze) as well as a drifting wall of fire! Florence readies to dispel the antilife shell - and succeeds (well rolled!). Zilchus lunges at blue, and with his ghost touch weapon, destroys what’s left of it.

The two Neshmaal puff up a bit like balloons as they die, exploding in wide arcs of gore and ichor, covering Stelle, Zilchus, and poor Anubis in slimy entrails and god only knows what.

Still, an excellent round for the party! But what’s next?

Queen Neferuset rises above the flames so she can see you all. She scowls as her protection falls away, but in thanks, she casts Feeblemind at Florence! ”No one touches me like that!” she shrieks. She directs the black orb to Stelle for another negative level (Fort DC 26 to resist, and don’t forget to roll for last rounds too).

Florence, Will DC 21 or your intelligence and charisma drop to 1.

- Round 3 -
Stelle - 10+ (-16hp)
Kosei - 10-
- Round 4 -
Florence - 19
Zilchus - 18 (-31hp)
Blue - 14 (dead)
Red - 14 (dead)
Queen Neferuset - 14 (-13hp)

Next up - Everyone!


Inactive; Campaign Concluded

Round 4, Initiative 19

Will (DC 21; Stelle's Mojo): 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26
Spellcraft: 1d20 + 25 ⇒ (17) + 25 = 42

Florence makes a funny face as the power of Neferuset's spell washes harmlessly over her...then there's dawning comprehension as she realizes just what sort of spell had been aimed her way!

"Oh NO, you don't get to pull those tricks on me!"

Especially when I can't pull them myself.

She moves a little closer to Stelle and Zilchus and calls upon the power of prayer to aid them all in battle.

And who says that hopes and prayers have no power?
______________

Florence moves to her current position and casts Prayer.


Round 4

Zilchus moves up into the air, walking back and forth to get higher up. 20' up now.

He casts Divine Favor quickly and takes total defense.

Stats of Zilch:

[ dice]1d20+24+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+28+2d6[/dice] adamantine slashing damage. (+holy)

[ dice]1d20+15+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+28+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: 1/16 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 1/11 used (+8 str)
Quick Prayer: 1/11 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[/ spoiler]

[ spoiler=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 gulps as Neferuset emerges from the incendiary cloud mostly unscathed and with full sight to the group for casting "Ok, flying mummy, I was not expecting that my friends! We are in trouble now"

As the cloud continues rolling forward Kosei moves in the air over the mass of tentacles while he picks a couple of acorns that he magically makes into fire seeds throwing the first one at the mummy "Vandages burn, isn't it?"
Thrown achorn+prayer-distance (touch): 1d20 + 15 + 1 - 2 ⇒ (18) + 15 + 1 - 2 = 32 No SR
Fire damage+prayer: 10d4 + 1 ⇒ (1, 1, 3, 3, 4, 1, 2, 3, 4, 2) + 1 = 25

HP 163/163 AC 29 TAC 14
Acorns: a 6d4 acorn remaining


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Female Halfling Cavalier/16

Round 3, Init 10+

FortDC26: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 Hero
FortDC26: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24 Hero, Banner
FortDC26: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27 Hero

"ugh," Stelle grunts, feeling a little run down.

GMEuan wrote:
The two Neshmaal puff up a bit like balloons as they die, exploding in wide arcs of gore and ichor, covering Stelle, Zilchus, and poor Anubis in slimy entrails and god only knows what.

"We've had worse," Stelle says, glowering at Nesferutea. Neferuset has been challenged. "You're only luck is that this pool isn't filled with holy water... Or is it?" She cocks an eyebrow.

Bluff: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37 +Hero

Stelle rises up into the air near Zilchus and "braces" herself, wishing Firey Acorns lasted forever.

Strategy (Standard)
Stelle grants herself and Zilchus the ability to move up to their speed as an immediate action once.
Stelle grants Florence and Kosei a +2 Dodge bonus to their AC for one round.

~~~
Later, if there is one, Stelle returns the unused acorn of firey pair Kosei had given her when he was in Lion form.

"I was saving that. I thought I could use it later... Maybe you can reuse it?"

+5 circumstance bonus on melee attack rolls against Neferuset (everyone)

+4 morale bonus on saving throws against fear (Everyone within 60 feet)
+3 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)


Roll20 Map - Treasure Sheet

Stelle moves up into the air and buffs the party a bit for next round. Kosei tries to light up the Queen, and he does connect for full damage, but the fire doesn’t seem to do extra damage, as you would have thought for a mummy. Florence resists losing her mind and she buffs the party and debuffs the Queen. Zilchus moves up to meet the Queen as he further prepares himself.

”My darling,” she looks at Kosei, ”You’ll have to do better than that!” Frustrated at the luck and skill of her opponents, but not yet truly worried, she casts Mass Inflict Critical Wounds getting everyone except Florence and Kosei.

Inflict Critical Wounds: 4d8 + 17 ⇒ (1, 5, 5, 7) + 17 = 35 Will DC 26 for half (Stelle, Anubis, Zilchus)

She laughs, but wishes she had the Quicken Spell feat so she could do more than one spell per round… Still, she gestures, and the black orb of negative energy finds its way onto Stelle once again. Fort DC 26 to resist gaining 1 temporary negative level please.

She 5' steps closer, to ruin Stelle's charge and yet still force Zilchus to walk further to get a full round attack, or so she thinks...

- Round 4 -
Stelle - 10+ (-16hp, -1 lvl)
Kosei - 10-
- Round 5 -
Florence - 19
Zilchus - 18 (-31hp)
Blue - 14 (dead)
Red - 14 (dead)
Queen Neferuset - 14 (-38hp, prayer -1)

Next up - Everyone!


Inactive; Campaign Concluded

Round 5, Initiative 19

Hoping to weaken Neferuset against Kosei's magical onslaught Florence draws closer to the fighting and fixes the Crazy Mummy Wife with a steely glare.

"We've only just begun to fight. You should've just let us give you a quick, merciful end!"
______________

Florence tries the ol' Evil Eye; -4 to saving throws for 9 rounds or DC 24 Will to reduce it to just a single round...assuming she's not completely immune to mind-affecting effects, that is.


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

The rolling cloud of smoke keeps its movement forward starting to disappear in the darkness of the southern chamber.

For now, Kosei just throws the remaining acorn and coils back looking in hope to see how Zilchus and Stelle dismember the mummy as they have done so far with almost everything "Your destruction is in front and you just do not realize Lady Nef!"
Thrown achorn+prayer-distance (touch): 1d20 + 15 + 1 - 2 ⇒ (16) + 15 + 1 - 2 = 30
Fire damage+prayer: 6d4 + 1 ⇒ (4, 4, 2, 2, 4, 3) + 1 = 20


Round 3

1d20 + 15 + 2 + 1 ⇒ (20) + 15 + 2 + 1 = 38 Will

Zilchus begins to feel that this mummy is very negative, and not the sort of person he would wish to be cooped up with for a long period of time. He calls upon the Raging River for protection. Quick cast Death Ward.

He 5' steps and lunges out at the mummy.

1d20 + 24 + 2 + 2 + 3 + 5 ⇒ (19) + 24 + 2 + 2 + 3 + 5 = 55 to hit; (+hero, +holy, +DF, +Stelle)
2d6 + 28 + 2d6 + 3 ⇒ (4, 5) + 28 + (3, 6) + 3 = 49 adamantine slashing damage. (+holy)

1d20 + 15 + 2 + 2 + 3 + 5 ⇒ (18) + 15 + 2 + 2 + 3 + 5 = 45 to hit; (+hero, +holy, +DF, +Stelle)
2d6 + 28 + 2d6 + 3 ⇒ (4, 5) + 28 + (4, 6) + 3 = 50 adamantine slashing damage. (+holy)

1d20 + 10 + 2 + 2 + 3 + 5 ⇒ (19) + 10 + 2 + 2 + 3 + 5 = 41 to hit; (+hero, +holy, +DF, +Stelle)
2d6 + 28 + 2d6 + 3 ⇒ (3, 5) + 28 + (6, 5) + 3 = 50 adamantine slashing damage. (+holy)

Pot Crit #1:
1d20 + 24 + 2 + 2 + 3 + 5 ⇒ (19) + 24 + 2 + 2 + 3 + 5 = 55 to hit; (+hero, +holy, +DF, +Stelle)
2d6 + 28 + 3 ⇒ (3, 2) + 28 + 3 = 36 adamantine slashing damage.

Pot Crit #2:
1d20 + 15 + 2 + 2 + 3 + 5 ⇒ (7) + 15 + 2 + 2 + 3 + 5 = 34 to hit; (+hero, +holy, +DF, +Stelle)
2d6 + 28 + 3 ⇒ (5, 5) + 28 + 3 = 41 adamantine slashing damage.

Pot Crit #3:
1d20 + 10 + 2 + 2 + 3 + 5 ⇒ (11) + 10 + 2 + 2 + 3 + 5 = 33 to hit; (+hero, +holy, +DF, +Stelle)
2d6 + 28 + 3 ⇒ (6, 6) + 28 + 3 = 43 adamantine slashing damage.

Boom shakalaka!

Stats of Zilch:

[ dice]1d20+24+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+28+2d6[/dice] adamantine slashing damage. (+holy)

[ dice]1d20+15+2+2[/dice] to hit; (+hero, +holy)
[ dice]2d6+28+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 2/10
Weap: 1/16 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 1/11 used (+8 str)
Quick Prayer: 2/11 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[/ spoiler]

[ spoiler=Entropic Chaosodile]
Large animal Init +2; Senses low-light vision, scent; Perception +14

DEFENSE
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, –1 size)
hp 105/105 (red)

Fort +14, Ref +9, Will +6 Resist 10 Fire & Acid DR 5/lawful
Special Qualities: Tail thrawping, heel nipping

OFFENSE
Speed 20 ft., swim 50 ft.
Melee bite +13 (2d8+12)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
Skills Perception +14, Swim +16


Female Halfling Cavalier/16

Round 4, Init 10+

Pretty sure I'm not doing the negative lvl thing properly. Please adjust as necessary.

FortDC26: 1d20 + 13 + 2 - 1 + 1 ⇒ (6) + 13 + 2 - 1 + 1 = 21 +Hero, -Drain, +Prayer

Strategy (Standard)
Stelle immediately backs up 15 feet, then charges (Act as One, +2 dodge to AC for all participants. ) .

Spirited Charge: 1d20 + 16 + 3 + 5 + 2 - 4 + 5 - 2 + 1 + 2 + 2 ⇒ (4) + 16 + 3 + 5 + 2 - 4 + 5 - 2 + 1 + 2 + 2 = 34 -PA, +Hero, +Charge, -Drain, +Prayer, +Flank, Act
for Damage: 3d6 + 9 + 15 + 24 + 48 + 6d6 ⇒ (4, 6, 2) + 9 + 15 + 24 + 48 + (1, 2, 6, 4, 3, 6) = 130 +PA, +Challenge, Holy

+5 circumstance bonus on melee attack rolls against Neferuset (everyone)

+4 morale bonus on saving throws against fear (Everyone within 60 feet)
+3 morale bonus on attack rolls made as part of a charge(Everyone within 60 feet)
+2 against charm and compulsion spells and effects (Everyone within 60 feet)

+2 Flank (Melee, Everyone)


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Roll20 Map - Treasure Sheet

Stelle backs up and charges in a most unfair way hitting solidly, though there is some DR, and also the negative level effects damage as does prayer though so it’s nearly a wash. Kosei connects with an acorn, piling on. Florence gives her the evil eye reducing her defenses. Zilchus steps up and hammers her with three consecutive critical hits, all confirming! While DR applies, it’s not much in the grand scheme of the damage done.

And with that, she drops from the sky, into the water with a splash! Destroyed in effectively one round by the combined might of the party, she didn’t even know what hit her…

The water turns black, almost instantly corrupted by her flesh. Pus bubbles up to the surface and spreads along the blackened pool. The black void sphere hangs in the air where Stelle once was, no longer guided by the Queen’s unholy mind though I assume the party avoids it until it expires a minute or so later.

We are out of initiative.

Stelle - 10+ (-16hp, -2 lvls)
Kosei - 10-
Florence - 19
Zilchus - 18 (-31hp)


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)

"I have to admit you both have once more surpassed my expectations my friends" Kosei vows while he admires the black pudding melting away in the water.

"Now, only our most daring rival remains. Hakotep" reuniting resolve in his spirit, Kosei looks back at the wall and resumes doing what he was doing when they were interrupted. He tries breaking the thin section of wall to the east.
Str: 1d20 + 0 ⇒ (7) + 0 = 7


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Zilchus just smiles. "I've never died before and I never thought this one would take me down. I had no worries," he says, conveniently forgetting something that might have never happened, or might have. "She was just too wrapped up in herself, you know?"

While Kosei fiddle-faddles with the wall, Zilchus will go down and try to fish out the mummy to see if she has any interesting magics or well preserved boozes on her. A 10000 year old scotch would be pretty sweet right about now.


Roll20 Map - Treasure Sheet

Is Zilchus entering the pus encrusted, fetid black pool?

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