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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”Good job, Florence!” Zilchus leaves his unsanitary close positioning with the others and moves to explore the room. Still air walking, he does a clockwise circuit looking for secret doors and the like.

1d20 + 26 + 2 ⇒ (20) + 26 + 2 = 48 Perception


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)

While Zilchus explores the eastern side, Kosei respects Zilchus social distancing and walks in the air towards the northern tunnel "Better to not touch the ground. You never know what kind of diseases carry ancient wicked undead walking there before you my friends"

Perception: 1d20 + 24 ⇒ (3) + 24 = 27


Roll20 Map - Treasure Sheet

Zilchus circles the chamber, carefully examine it for secrets though he finds none - and is certain there are none to be found here.

Kosei slips to the corner and takes a gander at a loooong hallway, leading off into the darkness to the east.


Zilchus completes his circuit, then follows wise Kosei up the northern passage.

He keeps his eyes open.

1d20 + 26 + 2 ⇒ (14) + 26 + 2 = 42 Perception


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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 moves along the corridor with Zilchus, stoping a second to renew the light on his shield "This corridor is long like a day without bread my friend. I wonder if we will ever find the Pharaoh"

If/When they reach the other side, Kosei will scan with detect magic in addition to peering around.
Spellcraft: 1d20 + 10 ⇒ (17) + 10 = 27
Perception: 1d20 + 24 ⇒ (6) + 24 = 30


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Female Halfling Cavalier/16

"Whoa, nice job Florence!" Stelle exclaims as the walls disappear. "Though, that particular riddle seems tortured. So bad." And stupid. But maybe I just don't like riddles.

Stelle follows along aiding in perceptions.


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Inactive; Campaign Concluded

"Thanks, but I can't believe they used that particular riddle," Florence replies as she follows the others along the passage. "Um, I mean I can appreciate dark humor but that one was really only amusing if you have a really, um...niche...sense of humor, right? A sphinx would've come up with some much more clever."

With Kosei and Zilchus taking the lead (and searching for magic too), Florence hangs near the back with Stelle, trying to keep watch behind them.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18


Roll20 Map - Treasure Sheet

The group, with various detections and observations active, heads to the end of the tunnel revealing an enormous hall ahead. Human figures wearing royal accoutrements drive a pair of chariots toward one another in the painting that covers the floor of this large chamber. A row of huge pillars in the center of the room support the enormously high ceiling (some 50’ tall!). A broad corridor filled by a pool of water heads east. A golden glow comes from that direction as well. What also attracts your eye, and ear, is a great general in full plate waiting for you on the other end of the hall.

Upon seeing you, she yells, ”Hup!” to her two ghostly manticores, controlled by beaded reigns. They take to the air, as she moves, and fast!

Knowledge Religion DC 27:
She is a female human graveknight. LE Medium undead (augmented humanoid, human). One question for each five as usual.
- - -

Knowledge History DC 27*:
You face one of Hakoet’s most accomplished generals, the charioteer General Tawaret. While she’s known for her bow, her keen greatsword is also spoken of in hushed tones.
- - -

The opposition flies, and with some incredible haste, as it covers half the hall, whirls around the pillar closest to the party, and retreats back into the hall. As she spins past the entrance, she gestures, and a cone of cold (though not the spell by that name) careens down the hallway.

I moved you all up in the hall a bit, following the drawings two of you made, and assuming the other two were hanging back a bit (and so are unaffected). Kosei, Stelle, and Anubis, please make DC 23 reflex saves against this blast of cold for half damage.

Cold blast: 10d6 ⇒ (4, 5, 4, 2, 2, 5, 5, 5, 3, 5) = 40

Her face is grim as she passes and she knocks an arrow for future rounds. Stelle, with reach and combat reflexes, may make an AoO as she drives by, to her mild surprise.

- Round 1 -
Good Folks - 18
Kosei - 17
Zilchus - 15
Florence - 14
Stelle - 7
Anubis - 7

Everyone is up!

Initiative Rolls:

Florence 1d20 + 6 ⇒ (8) + 6 = 14
Kosei 1d20 + 3 ⇒ (14) + 3 = 17
Stelle 1d20 + 3 ⇒ (4) + 3 = 7
Zilchus 1d20 + 4 ⇒ (11) + 4 = 15
Good Folk 1d20 + 8 ⇒ (10) + 8 = 18


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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)

K. religion: 1d20 + 2 ⇒ (20) + 2 = 22 Ouch!
K. history: 1d20 + 2 ⇒ (6) + 2 = 8

Ref DC 23: 1d20 + 10 ⇒ (1) + 10 = 11 :O
Kosei knows nothing, but he is too amused at the sight of the chariot and eats the ice at its fullest "I am ready for the desert, the ice is bad friends!"

The Garundi's arms and feet are covered by a tough layer of thin ice crystals that hold him back a bit.

Waiting to see if Florence or Zilchus can fill the group with details on how to better fight this enemy, Kosei brings up for now just a warm flames fire shield to protect himself. The warmth of the flames quickly melt the frost and Kosei is able to move again, running forward for cover behind the column "What to bring on this one? I might be able to hide him behind some flames, but we will not see him neither"

HP 123/163 AC 29 TAC 14


Round1

Zilchus moves up 20' and empowers his armor. +1 & major fortification.

He casts Divine Favor as a standard action, like a chump.

1d20 + 19 + 2 ⇒ (5) + 19 + 2 = 26 Know (Religion) - general
1d20 + 19 + 2 ⇒ (19) + 19 + 2 = 40 Know (Religion) - ghostly manticore

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


Female Halfling Cavalier/16

ReflexStelle: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 Hero
ReflexAnnie: 1d20 + 13 ⇒ (4) + 13 = 17

Both she and Anubis take the full brunt of the cold.

"HEY! YOU ASKED FOR IT NOW!" Stelle yells in outrage.

AoO: 1d20 + 16 + 3 + 5 - 4 + 2 + 2 ⇒ (11) + 16 + 3 + 5 - 4 + 2 + 2 = 35 -PA, +Hero, +Flank
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (6) + 3 + 5 + 8 + (4, 5) = 31 +PA, Holy

Round 1, Init 7

Stelle charges after the little chariot propelled backbiter.

Spirited Charge: 1d20 + 16 + 3 + 5 - 4 + 2 + 2 + 5 ⇒ (8) + 16 + 3 + 5 - 4 + 2 + 2 + 5 = 37 +Hero, +Flank, Charge
for Damage: 3d6 + 9 + 15 + 24 + 6d6 ⇒ (6, 5, 3) + 9 + 15 + 24 + (5, 2, 3, 5, 3, 1) = 81 +PA, Holy

Sunder: 1d20 + 20 + 2 + 2 - 4 ⇒ (14) + 20 + 2 + 2 - 4 = 34 +Hero, +Flank?, -PA?
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (3) + 3 + 5 + 8 + (5, 3) = 27 +PA?, Holy?

Stelle tries to break one of the wheels of the chariot.

+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)

Status:

Stelle: Hits: 51/91
Annie: Hits: 70/110 (4.5 x HD +Con)
Stelle AC: 31
Anubis AC: 30
CMB: +20 (BAB,+Str, -Halfling)
CMD: 33 (-Halfling)

Buffs: Hero

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: 3/6


Inactive; Campaign Concluded

Round 1, Initiative 14

Kn. Religion (DC 27): 1d20 + 13 ⇒ (4) + 13 = 17
Kn. History (DC 27): 1d20 + 25 ⇒ (13) + 25 = 38

"I don't know what he's done to her but this *has* to be General Tawaret! She was known to be skilled with bow *and* blade!"

Florence moves up and though she'd love nothing more than to try frying the charioteer with lightning there's not quite enough room for her to maneuver and do so without running the risk of catching Stelle and Anubis in the blast as well. So for the time being she settles for activating her ring, causing her form to blink in and out of reality.

Maybe I can catch her on her next pass!


Roll20 Map - Treasure Sheet

Kosei protects himself with fire as he steps into the room. Zilchus moves up and prepares himself, but learns nothing about the Manticore strangely enough (Knowledge Arcana). Florence begins to blink in and out of reality as she too moves up into position. Stelle draws first ‘blood’ on the undead creature, and then closes for a second bloodletting!

The sunder is interesting. Stelle gets a free sunder maneuver with an attack, but I’m ruling that the sunder needs to be a part of the attack, not separate from it. So you can only really sunder the general’s gear, not the chariot she rides - a separate target. To sunder the chariot, you’d need to attack the chariot. So Stelle can sunder her armor, weapon, etc. However, she does not quite connect with the sundering maneuver as General Tarawet lithely dodges out of the way of that particular blow (high CMD).

General Tawaret sees who her biggest threat seems to be, at least so far, as her chariot leaps forward to the next pillar. She launches a volley of arrows back at Anubis before turning and diving between the pillars on the other side and gaining a little altitude. (She has a whole slew of feats for this, so her chariot moves forward 20’ or so, she shoots, then it moves another 20’ around the corner. Totally unfair…)

bow on Anubis: 1d20 + 24 ⇒ (11) + 24 = 35 damage: 1d8 + 12 + 3d6 ⇒ (8) + 12 + (2, 2, 2) = 26 (3d6 is cold)
bow on Anubis: 1d20 + 24 ⇒ (19) + 24 = 43 damage: 1d8 + 12 + 3d6 ⇒ (4) + 12 + (1, 6, 6) = 29 (3d6 is cold)
bow on Anubis: 1d20 + 19 ⇒ (9) + 19 = 28 damage: 1d8 + 12 + 3d6 ⇒ (5) + 12 + (6, 2, 1) = 26 (3d6 is cold)
bow on Anubis: 1d20 + 14 ⇒ (17) + 14 = 31 damage: 1d8 + 12 + 3d6 ⇒ (5) + 12 + (4, 6, 3) = 30 (3d6 is cold)
bow on Anubis: 1d20 + 9 ⇒ (5) + 9 = 14 damage: 1d8 + 12 + 3d6 ⇒ (1) + 12 + (4, 3, 2) = 22 (3d6 is cold)

Stelle gets another AoO as the General moves away.

I believe Anubis will perish without some sort of intervention under the onslaught...

- Round 2 -
General Tarawet - 18 (-112hp)
Kosei - 17 (-40hp)
Zilchus - 15
Florence - 14
Stelle - 7 (-40hp)
Anubis - 7 (-125hp)

Everyone is up!


Round 2

Zilchus moves up 60’ and quick casts some protections from the cold cold arrows that the fell archer doth shoot. Resist energy (cold).

He face flushes with anger at the damages done to good girl, Anubis.

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


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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)

Anubis is just barely close enough, and so, Kosei asks the winds of Osirion for divine interference to spare the loyal dog.
Expending remove sickness for a reroll on the 17 attack with a -1

Trying to derail the chariot or somehow dismount the general, Kosei creates an air geyser that sends everything above 80 feet.
CL vs SR: 1d20 + 16 + 4 ⇒ (14) + 16 + 4 = 34
Air blast bludgeoning damage: 2d6 ⇒ (6, 4) = 10
Ref DC 21. I will defer to your wise judgement what might happen to a knight mounted in a charging magical flying chariot blasted by a geyser.
Distance is just enough (65') at current positioning.

Kosei remains behind the column cover for goodness.


Female Halfling Cavalier/16

Round 2 Init7

Mounted Combat,Ride: 1d20 + 22 + 2 ⇒ (5) + 22 + 2 = 29 Hero

Damnit. Stelle tries to block one of the arrows, but it gets through. Poor Anubis Ki-yis in pain.

AoO: 1d20 + 16 + 3 + 5 - 4 + 2 + 2 ⇒ (2) + 16 + 3 + 5 - 4 + 2 + 2 = 26 -PA, +Hero, +Flank
for Damage: 1d6 + 3 + 5 + 8 + 2d6 ⇒ (5) + 3 + 5 + 8 + (2, 5) = 28 +PA, Holy

Stelle moves to target everyone and grants Anubis, Florence and Kosei a +2 dodge bonus to AC for 1 round, and herself and Zilchus a +2 morale bonus on attack rolls for one round.

+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)

Status:

Stelle: Hits: 51/91
Annie: Hits: 15/110 (4.5 x HD +Con)
Stelle AC: 31
Anubis AC: 30
CMB: +20 (BAB,+Str, -Halfling)
CMD: 33 (-Halfling)

Buffs: Hero

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: 3/6


Roll20 Map - Treasure Sheet

Kosei, I am mistaken regarding Anubis' current AC - the 17 was a miss. Did you want to save the ability or use it on one of the other hits? Keep in mind that the 19 is a crit threat that I missed in my earlier post...

Also Air geyser works on "one creature or object up to Large size". Are you targeting the chariot (large) or the rider (medium)? SR is successful, I'll check the save when I know your plan.


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 guess the chariot as the damage would not make a great difference on the general and hitting the chariot might make him fall after all.
I think I would try to stop the critical threat then!


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Roll20 Map - Treasure Sheet

bow on Anubis: 1d20 + 24 - 1 ⇒ (17) + 24 - 1 = 40

OK, Anubis is still hit twice, but no crit-threat.

The chariot is an object, and not even really held by General Tawaret (she is not driving it), so I'm not sure any save applies. I am giving her a reaction though...

Reflex: 1d20 + 9 ⇒ (13) + 9 = 22

The chariot rises up beneath the great General in a most unseemly way! She reacts quickly, leaping off the chariot before it is flung into the ceiling and then flies gently to the floor. The manticore cry out painfully as they muddle about in their traces as the chariot comes to rest on the ground next to the General - who looks very angry indeed!

Falling damage (up): 4d6 ⇒ (3, 3, 4, 5) = 15


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Inactive; Campaign Concluded

Round 2, Initiative 14

Oh no!

Florence darts forward and comes to a stop behind the first pillar, next to Stelle and Anubis. Even with Kosei's aid she can see that the poor doggo is in rough shape - and Anubis is just as much a teammate as the others. She reaches out towards the dog...

"Hold on!"

Blink (20% Misfire Chance, Low is Bad): 1d100 ⇒ 55

Major Healing (Anubis): 3d8 + 15 ⇒ (1, 6, 7) + 15 = 29


Roll20 Map - Treasure Sheet

Kosei unseats the charioteer even as he helps Anubis avoid death. Zilchus double moves up and protects himself further. Florence rushes forward and heals Anubis of some injury. Stelle helps to protect everyone and gives Zilchus an edge on his next attack as she tries to protect Anubis.

General Tawaret is clearly frustrated as she 5’ steps to get a better look at Zilchus. She draws some special arrows for him, to help her damage output.

bow on Zilchus: 1d20 + 24 ⇒ (19) + 24 = 43 damage: 1d8 + 12 + 1d6 + 3d6 ⇒ (2) + 12 + (5) + (6, 6, 3) = 34 (1d6 is fire, 3d6 is cold)
critthreat bow on Zilchus: 1d20 + 24 ⇒ (13) + 24 = 37 damage: 2d8 + 24 ⇒ (6, 5) + 24 = 35

bow on Zilchus: 1d20 + 24 ⇒ (11) + 24 = 35 damage: 1d8 + 12 + 1d6 + 3d6 ⇒ (1) + 12 + (2) + (1, 1, 5) = 22 (1d6 is fire, 3d6 is cold)
bow on Zilchus: 1d20 + 19 ⇒ (13) + 19 = 32 damage: 1d8 + 12 + 1d6 + 3d6 ⇒ (4) + 12 + (2) + (4, 2, 3) = 27 (1d6 is fire, 3d6 is cold)
bow on Zilchus: 1d20 + 14 ⇒ (13) + 14 = 27 damage: 1d8 + 12 + 1d6 + 3d6 ⇒ (4) + 12 + (1) + (3, 2, 5) = 27 (1d6 is fire, 3d6 is cold)
bow on Zilchus: 1d20 + 9 ⇒ (19) + 9 = 28 damage: 1d8 + 12 + 1d6 + 3d6 ⇒ (6) + 12 + (4) + (4, 5, 4) = 35 (1d6 is fire, 3d6 is cold)

Lacking mobility, she then drops her bow and quick-draws her greatsword as she readies grimly for closure.

- Round 3 -
General Tarawet - 18 (-112hp)
Chariot (-15hp)
Kosei - 17 (-40hp)
Zilchus - 15 (-19hp)
Florence - 14
Stelle - 7 (-40hp)
Anubis - 7 (-66hp)

Everyone is up!


Round 3

Zilchus takes an arrow to the gut and considers moving in, but also realizes it might be better to let his companions get more established.
He summons a Chaosodile behind the general, giving her something to do for a round. 5' behind the general.

Zilchus steps to circle around the general.

The chaosodile snaps its misshapen mouth hungrily.

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

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


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 makes some gestures saying words to gather the power of the sun, then he releases the divine energy with a flame strike column descending upon the general, trying to avoid the chaosodile and Zilchus "Why do you protect Hakotep? He is not the Pharaoh any more!"
CL vs SR: 1d20 + 16 + 4 ⇒ (17) + 16 + 4 = 37
Fire/Divine damage: 16d6 ⇒ (1, 3, 5, 5, 6, 6, 4, 4, 2, 1, 6, 6, 1, 3, 4, 6) = 63
Ref 22


Inactive; Campaign Concluded

Round 3, Initiative 14

"Good dog," Florence smiles as some of Anubis' wounds close up. "Here, this'll help too!"

Blink (20% Misfire; Low is Bad): 1d100 ⇒ 51

She gives the dog another pat on the flank, her touch setting the faithful steed's wounds to slowly - but surely - knitting closed.

Regenerative Sinew (Su):

The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly. The target either gains fast healing 5 for a number of rounds equal to 1/2 the witch’s class level or it heals up to 4 points of ability score damage from any two ability scores (witch’s choice). At 15th level, in addition to the chosen effect, the target’s severed body members, broken bones, and ruined organs grow back, as per regenerate. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

This'll be better than Kosei having to spend his magics to heal.

Florence then ducks her head slightly as she darts from the first pillar to the second, trying to close the gap a bit between Zilchus and herself.


Female Halfling Cavalier/16

"Oh, thank you so much Florence!" exclaims Stelle.

Anubis wags his tail when he is touched by Florence -- and then it's back to business and he focuses at the problem at hand.

Stelle and Anubis double move to lurk just behind the column from where The General is currently about to tango with a chaosidile.


Roll20 Map - Treasure Sheet

Kosei summons divine fire, slamming the poor knight where she stands. Zilchus summons a chaosodile as he delays engagement. Florence ruffles Anubis’ fur as she draws on her powers of healing. Stelle repositions, trying to line up a charge.

General Tawaret tries to avoid the bulk of the column of fiery holy damage!
Reflex: 1d20 + 9 ⇒ (14) + 9 = 23 vs DC 22 for half of 63

She looks at Zilchus levelly as he summons an enormous croc behind her. ”I thought you had more honor. Very well, I will come to you!” She closes up with Zilchus, ignoring the croc (AoO from the chaosodile), and channels energy - healing herself and harming Zilchus and the chaosodile.

Channel Energy (harm): 6d6 ⇒ (1, 2, 4, 1, 1, 2) = 11 (Will DC 23 for half)

She frowns, clearly unhappy with the power of her channel.

- Round 4 -
General Tarawet - 18 (-132hp)
Chariot (-15hp)
Kosei - 17 (-40hp)
Zilchus - 15 (-19hp)
Florence - 14
Stelle - 7 (-40hp)
Anubis - 7 (-61hp, fast healing 5 (1/8r))

Everyone is up!


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Round 4

1d20 + 15 + 2 + 1 ⇒ (2) + 15 + 2 + 1 = 20 Will - Zilchus
1d20 + 6 ⇒ (5) + 6 = 11 Will - Chaosodile

Zilchus tilts his head, looking at the general and her pretty weak energy fart. "What was that? Do you want to try that again? You're making me embarrassed for Ancient Osirion. You can't...you can't tell me that you were the best general they had back then, can you?"

"No matter, it's about time you went back to dust. To the sands. Feel the rage of the river as it sweeps you back to death!" Zilchus nods the Chaosodile into flank, then opens up with his own attacks. He grunts with the efforts.

1d20 + 24 + 2 + 2 + 3 + 8 + 2 ⇒ (20) + 24 + 2 + 2 + 3 + 8 + 2 = 61 to hit; (+hero, +holy, +DF,+grunt,+flank)
2d6 + 28 + 2d6 + 3 ⇒ (6, 1) + 28 + (4, 6) + 3 = 48 adamantine slashing damage. (+holy)

1d20 + 15 + 2 + 2 + 3 + 8 + 2 ⇒ (3) + 15 + 2 + 2 + 3 + 8 + 2 = 35 to hit; (+hero, +holy, +DF)
2d6 + 28 + 2d6 + 3 ⇒ (2, 1) + 28 + (3, 3) + 3 = 40 adamantine slashing damage. (+holy)

1d20 + 10 + 2 + 2 + 3 + 8 + 2 ⇒ (14) + 10 + 2 + 2 + 3 + 8 + 2 = 41 to hit; (+hero, +holy, +DF)
2d6 + 28 + 2d6 + 3 ⇒ (5, 2) + 28 + (3, 4) + 3 = 45 adamantine slashing damage. (+holy)

Pot Crit:
1d20 + 23 + 2 + 2 + 3 + 8 + 2 ⇒ (11) + 23 + 2 + 2 + 3 + 8 + 2 = 51 to hit; (+hero, +holy)
2d6 + 27 + 3 ⇒ (3, 1) + 27 + 3 = 34 adamantine slashing damage. (+holy)

And the Chaosodile snaps some back.
1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34 to hit; (flank)
2d8 + 12 ⇒ (2, 6) + 12 = 20 damage.

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 3/10
Weap: 1/16 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 4/11 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 105/105-11 (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 7

Stelle lines up another charge, and charges!

Keep her there, Zilchus.
Act as One

Spirited Charge: 1d20 + 16 + 3 + 5 - 4 + 5 + 2 + 2 ⇒ (7) + 16 + 3 + 5 - 4 + 5 + 2 + 2 = 36 -PA, +Charge, +Hero, +Flank
for Damage: 3d6 + 9 + 15 + 24 + 6d6 ⇒ (2, 1, 6) + 9 + 15 + 24 + (1, 1, 4, 2, 6, 1) = 72 +PA, Holy

+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)

Status:

Stelle: Hits: 51/91
Annie: Hits: 49/110 (4.5 x HD +Con) (Fast Healing, Round 1)
Stelle AC: 31
Anubis AC: 30
CMB: +20 (BAB,+Str, -Halfling)
CMD: 33 (-Halfling)

Buffs: Hero

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: 3/6


Inactive; Campaign Concluded

Round 4, Initiative 14

Provided her companions don't put the General down before she can act, Florence takes a few steps to the side to where she can finally see the target. A low hum can be heard as she begins casting...

Blink (20% Misfire; Low is Bad): 1d100 ⇒ 41
CL vs. SR (Spell Pen): 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33

...and a bolt of lightning leaps from her fingertips to zap the General!

*KRAKOW!*

Lightning Bolt: 10d6 ⇒ (2, 6, 2, 5, 1, 2, 5, 6, 6, 6) = 41
______________

Flo casts Lightning Bolt; DC 19 Reflex for half damage.


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)

Summing up to the strong assault of the others, Kosei points to the General and a ray of Sun heat jumps from his hand to him "Take that, make those gasses explode!"
Fire bolt (touch): 1d20 + 15 ⇒ (13) + 15 = 28
CL vs SR: 1d20 + 16 + 4 ⇒ (10) + 16 + 4 = 30
Fire damage: 1d6 + 8 ⇒ (4) + 8 = 12

HP 123/163 AC 29 TAC 14
FB remaining: 9/11


Roll20 Map - Treasure Sheet

Kosei successfully launches a fiery bolt at the general. Zilchus snaps back, as does his chaosodile, doing a ton of damage (though there’s a LOT of DR on the croc’s attacks). Florence summons power from the sky and lightly slams her with it. Stelle, drawing on a deeper power, backs up and prepares to charge, but the general is already falling, crumbling really, as her bones collapse without animus.

Tawaret reflex: 1d20 + 9 ⇒ (2) + 9 = 11 vs DC 19 for all of 41

The general is dead.

General Tarawet - 18 (-317hp)
Chariot (-15hp)
Kosei - 17 (-40hp)
Zilchus - 15 (-30hp)
Chaosodile - 15 (-11hp)
Florence - 14
Stelle - 7 (-40hp)
Anubis - 7 (-56hp, fast healing 5 (2/8r))

We are out of initiative.


Zilchus pokes through the remains of the General with his falchion, looking for signs of regeneration or re-life, much like with the last battle.

If there is nothing happening, he will cast Detect Magic and offer anything of interest to Florence for identification, then move over to examine the ghostly chariot.

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

What is the condition of the chariot? Can it still be used? Ghostly manticores still?


Roll20 Map - Treasure Sheet

The general did indeed have much of value.
Arrows +1 flaming (x15)
Javelin of Lighting (x3)
Potion of inflict serious wounds (x2)
Full Plate +1
Greatsword +1 keen
Composite (+6) Longbow +2
Belt of incredible dexterity +2
Ring of protection +2

The manticore growl and roar as Zilchus approaches, but they do not attack him. The chariot has some damage (-15hp), but is in otherwise good condition, and rideable if you dare trust the mighty steeds pulling it.

Spellcraft DC 33:
It is a Chariot of the Conqueror (link) with quite a bit of power. You’ll have to disassemble it (removing the wheels) to get it through any 5’ hallways however. Takes about 5 minutes to get the wheels off or on - but is fairly easy to do.
- - -


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 wonder how Hakotep manage to raise all his generals after death. We are only making good to them here my friends" Kosei approaches the fallen general and picks up the javelins of lighting "Nidhi would have enjoyed this javelins. I think I will pick the flaming arrows for her too. She is going to love this present, it remember me to her, flaming like a daybreak arrow in the night sky"

Spellcraft+guidance: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Then approaching to the chariot Kosei attempts to take the reins "Hello ghost manticores. You have been mislead by Hakotep and his generals. But it is time to fix things now and help the people of Osirion to breath relieved once more. Would you help us?" the Garundi tries to mount the chariot and take control of it.


Roll20 Map - Treasure Sheet

Kosei steps onto the chariot and takes the reins. The manticores growl menacingly but do not lash out. Seems to be a normal, if very nice, chariot in Kosei's hands - though he can't seem to get it to fly, or drive 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 shakes the reins of the chariot "This looks impressively imperial for a man of the desert. Do you think I could attach a couple of lions to it?" when the manticores growl at him, he looks back unimpressed, the fire of the desert crackling on his own eyes.

"It would be great to appear on this guise in front of the Pharaoh" Kosei coughs a bit, apparently choking a bit with his own saliva "Well... east next I guess. What is that in front my friends water?"


Inactive; Campaign Concluded

Spellcraft (DC 33): 1d20 + 25 ⇒ (5) + 25 = 30

"I...hum. It's certainly magical but I'm not really sure what it does or how to uh, make it work," Florence announces after studying the chariot for a few minutes. "But maybe we can come back and get it for you once our business here is finished," she chuckles.

"Before we go anywhere though, let's mend up a bit. And save your spells; we've still got several wands we can use first," Florence continues, pulling out a handful of said wands from her pack.
______________

Taking the average on charges so 8 charges off a CLW wand for Kosei, 8 charges for Stelle, 6 for Zilchus and 6 for Anubis (after Regenerative Sinew wears off). This completely finishes off the current wand and leaves charges (48) on the new one.


Zilchus rubs his wounds, smiling at Florence. These wounds, borne of victory, don't seem to hurt. They weren't as deep as some others, those that left scars with the names of Ben and Nidhi.

Unless others have the desire and strength, Zilchus will claim the longbow and some arrows. He probably won't use them, but they might come in handy.

"C'mon now, let's see what's over here then, eh, wise Kosei?"

He moves over to examine the water.

1d20 + 26 + 2 ⇒ (20) + 26 + 2 = 48 Perception


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 joins Zilchus walking in the air by his side. The Garundi stretches his eyes "Wise? Are you suggesting I am getting old Zilchus my friend?"

And helps the examination with detect magic.
Spellcraft: 1d20 + 10 ⇒ (20) + 10 = 30


Female Halfling Cavalier/16

Thanks Florence, for keeping track of all that!

"Thank you," Stelle and Anubis curtsey. "Great job everyone!"

Stelle and Anubis move up.

+5 to Zilchus's perception.


Roll20 Map - Treasure Sheet

Looking up from your looting, you head to the eastern portion of the chamber. A pool of shallow, crystal-clear water fills this hallway beneath a low, arched ceiling (10’). Limestone statues depicting Osirian peasant women stand in the center of the pool, spaced along the length of the hallway. The westernmost statue pours a cascade of water from the pitcher in her hands as the scent of a desert oasis drifts enticingly on the air.

The water in the pool however, radiates a faint enchantment, as does the pitcher. For that matter so do the statues! The whole tunnel seems to glow softly with those with the eye to see it (Detect Magic). Must be some sort of diabolical magical trap, which Zilchus, using Stelle’s helpful pointers, discovers and Kosei helps to identify.

The first statute is harmless, the one pouring the water. However, the others all trigger mass suggestions to drink the water in the pool when passed within 30’. It takes a day to reset once triggered.

The pool itself? Well, anyone who drinks it suffers its ill effects: for each mouthful swallowed, the imbiber loses access to one of their highest-level prepared spells or spells per day (in the case of a spellcaster, chosen at random) or their most recently-acquired feat (for all other classes) for 24 hours. Quite a curse!


”Oh, so it’s cursed! Should we smash the statue? Would that help?” Zilchus looks at Florence who seems to know more than he does about such things. ”Or can we stonewall over the water? That might work too!”

If no one has any ideas, Zilchus will be willing to risk the gauntlet, triggering them and hoping for the best.


Female Halfling Cavalier/16

"Maybe..." Stelle says. "Maybe we can stop the pitcher lady from pouring. Maybe that will disable the cursey trap."

"Or, maybe we can bless the water coming out, and that will negate it?"

Stelle moves to inspect the water pouring statue, careful to stay out of the range of the water drinking formenting ones.

Percept: 1d20 + 26 ⇒ (15) + 26 = 41


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)

"Such a thing my friends..." Kosei conjures a downpour of 32 gallons of water over the pool as an Osirion blessing.

Given that is probably not solving anything, Kosei attempts to dispel the magic that causes the suggestion "Be ready to cross fast if the dispel works, we will have only a few seconds before the trap magic resumes. And if things go wrong, remember my friends: better do not drink the water pool. It would ruin the burning applejack taste still lingering in our palate"

Kosei then makes magic gestures to cast dispel magic on the area of the statues.
Dispel magic: 1d20 + 16 ⇒ (9) + 16 = 25

No trapper!


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Kosei Sharif-El-Sadad wrote:
"Wise? Are you suggesting I am getting old Zilchus my friend?"

Zilchus watches to see if Kosei’s magic works.

”Oh, you are far wiser than I, my friend. Old? I cannot say, but wise, that I can say. They way...they way you understand women seems to match how you understand the world as it is. It is impressive.”


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

"Ah, do not be mislead my dear Zilchus, women are still as deep a mystery as the vast sky of the desert full of stars" Kosei casts again detect magic to see if the magic of the statues has fallen "I was just worried you might have spot a wrinkle of two. I have already noticed our adventures through these tombs full of dead ones have paid its toll in my usual liveliness and chattiness my friend"


Inactive; Campaign Concluded
Kosei Sharif-El-Sadad wrote:
"Ah, do not be mislead my dear Zilchus, women are still as deep a mystery as the vast sky of the desert full of stars"

Florence glances over at Kosei, clearly surprised by his statement but maybe just a little irritated, too. "Wait, what? No we aren't! I mean sure, everyone has different, um, tastes about what they find pretty or handsome or whatnot, but outside that I'm pretty sure most of us just want someone that'll treat us well."

Having said her own small piece, Florence ponders the strange curse-trap lying before them. "Anyway, um...dispelling is probably the way to go. Maybe instead of trying to dispel the whole thing though, maybe dispelling the water would work better. That way if you're compelled to drink it, it's just plain water and not this nasty curse-water," she suggests.

While Kosei attempts to dispel the entire shebang, Florence uses one of her magical pearls to regain her own Dispel Magic spell that she'd used earlier. "If yours doesn't work I'll try mine, okay?"

If Kosei's Dispel Attempt Fails:

Dispel Magic (Water) CL Check: 1d20 + 16 ⇒ (13) + 16 = 29


Roll20 Map - Treasure Sheet

Zilchus suggests a few things while Stelle closely examines the first statue. She thinks she’s on to something, but she’s not sure how to implement it. (Disable Device check by someone who can overcome magical traps is required unfortunately.)

Kosei’s idea is also sound, and might just work, but he’d need to cast it on each of the three statues successfully. So he’d need three successes. He’ll know from his study of the magics the DC would be 29 for each - tough stuff. I’ll assume for now that he hasn’t cast on the statues as yet. The will DC for the mass suggestion is 28, and the will save on the water’s consumption is DC 21.

Florence suggests dispelling the water, not the pillars. While there’s a lot of water I think that approach might just work. Kosei’s attempt here fails, but Florences succeeds! The water is, at least temporarily, no longer cursed. You may freely drink it without harmful effect.


”Well, good job, Florence. That’s how you do!” Zilchus cheers as he pulls out his smashing morningstar. He gives the first statue many solid swings until he thinks it no longer holds evil magics.

”There. That should do it.” He seems ready to move to the next one when others are ready.


Inactive; Campaign Concluded

"Okay, that's as good a solution as any! And thanks, but it was still Kosei's idea...I just tweaked it a little bit, is all," Florence smiles. "Still, we should probably get going before anything else happens. So lead on when you feel ready to go."

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