GM Euan's Mummy's Mask (Inactive)

Game Master Euan

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


8,751 to 8,800 of 8,813 << first < prev | 167 | 168 | 169 | 170 | 171 | 172 | 173 | 174 | 175 | 176 | 177 | next > last >>

Roll20 Map - Treasure Sheet

GM Rolls:
1d20 ⇒ 17

Stelle boosts the party a bit as she retorts. Florence buffs as well and learns that the clay golems have no particular weakness, but there is a slight chance each round that they go berserk and will no longer follow the orders of Hakotep, instead attacking the nearest creature. Zilchus also prepares death ward as he mocks Hakotep. Kosei protects Stelle with Death Ward (seems a lot of it about!) as he too mocks the Pharaoh.

”The mighty Hakotep laughs at your attempts. Death has not kept my wife from me, and it shan’t now. You know nothing of her power! You think your Death Wards will protect you from my might?! It shall not!”

He gazes at the party, focusing first on Stelle a moment, before concentrating and instead changing to Florence. He smiles as the root of his power is so close at hand. He moves between his golems and commands a pair of them to attack as he casts a spell upon himself.

Spellcraft DC 22:
He cast Deflection upon himself. Nasty.
- - -

- Round 2 -
Hakotep - 16+
Shield of Hakotep (blue) - 16+ (1: 1d100 ⇒ 2)
Shield of Hakotep (green) - 16+ (1: 1d100 ⇒ 86)
Shield of Hakotep (purple) - 16+ (1: 1d100 ⇒ 51)
Shield of Hakotep (red) - 16+ (1: 1d100 ⇒ 66)
Stelle - 16-
Florence - 15
Zilchus - 6
Kosei - 4

Next up - everyone!


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

Spellcraft: 1d20 + 10 ⇒ (14) + 10 = 24
"The Pharaoh is protecting himself with deflection magic. I suggest you do not fail any hit if you attack my friends" Kosei elemental remains basically in the same place while he thinks what to do next and decides to attempt invoking the spirit of the Sun Lion itself, something he heard in his tribe legends but he never attempted before as it is allegedly reserved to the most legendary guardians of Osirion deserts.

Showing in a hand a small sunstone, he let's it catch fire from the flames surrounding him while he intones divine words of power "Sun Lion, I summon you to clean this foul tomb from the crazy perversion of Hakotep. Bring your sacred rays on those who perverted the natural cycle of life!" as he completes his spell, a globe of searing radiance explodes silently from the golden metal of Hakotep's throne, producing a raging sunburst that engulfs both Hakotep and all of his shields!

If facing SR...:

Hakotep
Greater spell penetration vs SR: 1d20 + 16 + 4 ⇒ (12) + 16 + 4 = 32
Shields
Greater spell penetration vs SR: 1d20 + 16 + 4 ⇒ (13) + 16 + 4 = 33
Greater spell penetration vs SR: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40
Greater spell penetration vs SR: 1d20 + 16 + 4 ⇒ (12) + 16 + 4 = 32
Greater spell penetration vs SR: 1d20 + 16 + 4 ⇒ (8) + 16 + 4 = 28

Untyped damage: 6d6 ⇒ (2, 4, 1, 5, 5, 3) = 20
Untyped damage if undead: 20 + 10d6 ⇒ 20 + (5, 1, 5, 4, 2, 5, 4, 4, 3, 6) = 59
Ref DC 26 to avoid blinded and half damage.
Undead specifically harmed by bright light are destroyed if they fail.

Fire elemental stats:

Senses Darkvision 60'
HP 195/195
AC 32, touch 15, flat-footed 24 (+7 armor, +6 Dex, 0 shield, +1 deflection, +4 natural, +5 natural enhancement, -1 size)
DR 5/— Resist fire 20; Vulnerability to cold
Fort +19 Ref +13 Will +21
CMD 27
Speed 60'
Reach 10'
Special Immune to bleed damage, critical hits, and sneak attacks, burn ability (1d8, Ref DC 23).
Effects:
- longstrider
- greater magic fang
- life bubble
- wind walk
- air walk
- barkskin (+5)
- wild shape (elemental body IV)


Round 2

Zilchus moves up, trying to keep up with the quick Stelle. He quick casts Shield of Faith and then calls his lil' snapping buddy into the fight...entreating a chaosodile to be ready to rush to flank.

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: 42 when not attacking (because buckler) + medium fortification
37 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: 6/11 used (+8 str)
Quick Prayer: 2/11 used
PoP1: 1/1 used
PoP4: 1/1 used
Armor: 3/16 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

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


3 people marked this as a favorite.
Roll20 Map - Treasure Sheet

Hakotep Reflex: 1d20 + 14 ⇒ (11) + 14 = 25 vs DC 26 for all of 59 and blind!

The clay golems are immune to magic (if SR can apply, it automatically fails)... and so take no damage from the blast. Hakotep, amazingly, has no SR and not even a guidance spell to block the blindness. Thankfully, he is not particularly harmed by bright light.

Nevertheless, he screams with rage as his eyesight is taken away from him, reducing many of his spell options!

Let me know if you decide to move from your spot there Kosei.


Female Halfling Cavalier/16

Round 2, Init 16

"Thank you Kosei!" Stelle says, then charges the purple construct.

Spirited Charge: 1d20 + 16 + 3 + 5 + 2 - 4 + 5 ⇒ (11) + 16 + 3 + 5 + 2 - 4 + 5 = 38 -PA, +Hero
for Damage: 3d6 + 9 + 15 + 24 + 6d6 ⇒ (2, 3, 5) + 9 + 15 + 24 + (1, 6, 5, 3, 4, 6) = 83 +Pa, Holy


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

Hearing Hakotep's screams of rage, Kosei decides his initial thought of staying at position might not be that great, and instead rushes to a corner of the columns profiting his fast tingling fire elemental speed.


Inactive; Campaign Concluded

Florence's Round 2, Init 15

Deciding to take a bit of a risk Florence advances forward, circling around the pillars in order to get a clear line of sight to the battlefield.

"Watch your feet, I'm going to try and slow the ones in the back down," she warns as she begins casting, sweeping her hand through the air and then in a downward motion as she clenches her fist. The ground beneath Green, Blue, and Hakotep shudders...

Hungry Earth (Grapple): 1d20 + 5 + 16 ⇒ (4) + 5 + 16 = 25 Aw, was hoping for something more impressive...

...grasping at them and anything else unfortunate enough to be within reach!
______________

Florence tries casting Hungry Earth, attempting to catch all three in the back with it~


1 person marked this as a favorite.
Roll20 Map - Treasure Sheet

Stelle charges the clay shield guardian, slamming into it with much force, though not as much as she’s used to (they’re not evil, so no holy damage and they have DR 10). Florence tries to pin them down, and would have gotten them all, but for Desna’s averted face. Zilchus shields himself and summons help. Kosei summons a raging ball of sunlight, sufficient to purge the crypt of all the little mold and fungus that had been creeping in along the edges, and significantly harming Hakotep - blinding him!

Hakotep climbs the stairs to his throne before turning and facing the group (image). Mad with rage, he blankets much of the chamber in fire! Four fireballs streak from his fingertips to various places in the room forming a fiery pattern. Kosei is immune I think, sadly, but each of the rest of you must make Reflex DC 29 to take half of…

Anubis and Stelle: 6d6 ⇒ (2, 5, 1, 5, 3, 4) = 20
Florence: 6d6 ⇒ (3, 5, 5, 1, 2, 3) = 19
Zilchus and Kosei: 6d6 ⇒ (3, 5, 1, 2, 6, 1) = 18
Chaosodile: 6d6 ⇒ (4, 1, 4, 6, 5, 1) = 21

Spellcraft DC 24:
He cast Meteor Swarm.
- - -

”Even inconvenienced by your fiery sun, I shall not fail. YOU may not suffer but your allies surely will, and my pets will then mop up what’s left! Bring me my mask however, and even now I shall be magnanimous and spare your lives. Fail to do so, and not even your families shall be safe from my wrath! Your entire line shall be ended with my reign. It will be as if you had not even existed!”

Meanwhile, his ‘Shields’ go to work. Blue and Green also move out of the Hungry Earth while staying close to their Pharaoh, while the others engage their respective foes.

Purple stands its ground and swings back at the halfling who wounded it.
Purple on Stelle: 1d20 + 21 ⇒ (2) + 21 = 23 damage: 2d10 + 7 ⇒ (6, 1) + 7 = 14 (please track this damage specially - it’s very hard to heal)
Purple on Stelle: 1d20 + 21 ⇒ (9) + 21 = 30 damage: 2d10 + 7 ⇒ (4, 4) + 7 = 15 (please track this damage specially - it’s very hard to heal)

Meanwhile, red charges Zilchus.
Red on Zilchus: 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43 damage: 2d10 + 7 ⇒ (1, 9) + 7 = 17 (please track this damage specially - it’s very hard to heal)
citthreat Red on Zilchus: 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36 damage: 2d10 + 7 ⇒ (1, 5) + 7 = 13 (please track this damage specially - it’s very hard to heal)

- Round 3 -
Hakotep - 16+ (-59hp)
Shield of Hakotep (blue) - 16+ (2: 1d100 ⇒ 63)
Shield of Hakotep (green) - 16+ (2: 1d100 ⇒ 43)
Shield of Hakotep (purple) - 16+ (-48hp, 2: 1d100 ⇒ 53)
Shield of Hakotep (red) - 16+ (2: 1d100 ⇒ 40)
Stelle - 16-
Anubis - 16-
Florence - 15
Zilchus - 6 (-17hp)
Chaosodile - 6
Kosei - 4

Next up - everyone!


Round 2

1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 Reflex (Zilchus)
1d20 + 9 ⇒ (15) + 9 = 24 Reflex (Chaosodile, Resist 10 fire)

Zilchus singes and also gets punched in the gut, a feeling that he can't say he likes. It hurts more than usual.  While he is doubled over in pain, the chaosodile moves to strike from flank, giving time for Zilchus to recover and strike back.

1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 bite (flank)
2d8 + 12 ⇒ (6, 6) + 12 = 24 damage

And Zilchus will fight back, summoning some Divine Favor.

1d20 + 24 + 2 + 3 + 8 + 2 ⇒ (6) + 24 + 2 + 3 + 8 + 2 = 45 to hit; (+hero, +DF, +grunt,+flank)
2d6 + 28 + 3 ⇒ (3, 1) + 28 + 3 = 35 adamantine slashing damage. (+DF)

1d20 + 15 + 2 + 3 + 8 + 2 ⇒ (4) + 15 + 2 + 3 + 8 + 2 = 34 to hit; (+hero, +DF, +grunt)
2d6 + 28 + 3 ⇒ (3, 2) + 28 + 3 = 36 adamantine slashing damage. (+DF)

1d20 + 10 + 2 + 3 + 8 + 2 ⇒ (13) + 10 + 2 + 3 + 8 + 2 = 38 to hit; (+hero, +DF, +grunt)
2d6 + 28 + 3 ⇒ (2, 5) + 28 + 3 = 38 adamantine slashing damage. (+DF)

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 -17* -18
*=clay golem magic damage
AC: 44 when not attacking (because buckler) + medium fortification
39 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] +2 SoF

DF 3/10
Weap: 1/16 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 7/11 used (+8 str)
Quick Prayer: 2/11 used
PoP1: 1/1 used
PoP4: 1/1 used
Armor: 3/16 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) - 11

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

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

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


Inactive; Campaign Concluded

Florence's Round 3, Init 15

Reflex (DC 29): 1d20 + 11 - 1 ⇒ (13) + 11 - 1 = 23
Spellcraft (DC 24): 1d20 + 25 ⇒ (19) + 25 = 44

Florence instinctively throws her arm up as fire explodes across the room but it does her little good as the flames scorch her flesh.

"Damn, he's throwing Meteor Swarms!"

Gritting her teeth she begins casting another spell, hoping that she might be able to disrupt Hakotep's magics! Then she circles around behind another pillar, trying to spread out a bit in the event of another fiery barrage...
______________

Flo casts Spellcrash, which will kick in at the start of Hakotep's next turn unless he makes a DC 22 Will save~


Female Halfling Cavalier/16

Round 3, Init 16

ReflexDC29Stelle: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32 Hero
ReflexDC29Anubis: 1d20 + 13 ⇒ (11) + 13 = 24

ReflexDC29Stelle: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 Hero
ReflexDC29Anubis: 1d20 + 13 ⇒ (12) + 13 = 25

Stelle's trusty steed maneuvers to protect his rider, and in the process takes a couple of meters right in the maw.

Stelle in turn defends Anubis from purple.

Lance: 1d20 + 16 + 5 + 3 + 2 - 4 ⇒ (8) + 16 + 5 + 3 + 2 - 4 = 30 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 ⇒ (5) + 3 + 5 + 8 = 21

Lance: 1d20 + 11 + 5 + 3 + 2 - 4 ⇒ (17) + 11 + 5 + 3 + 2 - 4 = 34 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 ⇒ (6) + 3 + 5 + 8 = 22

Lance: 1d20 + 6 + 5 + 3 + 2 - 4 ⇒ (9) + 6 + 5 + 3 + 2 - 4 = 21 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 ⇒ (4) + 3 + 5 + 8 = 20

Lance: 1d20 + 1 + 5 + 3 + 2 - 4 ⇒ (19) + 1 + 5 + 3 + 2 - 4 = 26 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 ⇒ (6) + 3 + 5 + 8 = 22

Crit Conf?: 1d20 + 1 + 5 + 3 + 2 - 4 ⇒ (8) + 1 + 5 + 3 + 2 - 4 = 15 +Hero, -PA
for Damage: 1d6 + 3 + 5 + 8 ⇒ (5) + 3 + 5 + 8 = 21


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)

Not immune but resist fire 20
The flaming Kosei seems to remain comfortable under the pressure of the meteor swarm.

"They do not seem they can fly those ones... let me try to hold them for you! We need to reach Hakotep before he fries us up my friends!" the Garundi searches in his mind for any magic that might avoid spell resistance and comes up with a plan. From the molting matter of his current body emerges a fiery piece of obsidian while he moves within range of the spell. With Kosei's words of magic the obsidian consumes while a thin layer of the ground beneath Hakotep's bodyguards becomes molten glass that cools quickly. The obsidian flow menaces with trapping the constructs from its feet!
Fire damage: 8d6 ⇒ (2, 2, 3, 6, 5, 1, 1, 3) = 23
No SR. Ref 22 for half and to avoid entangled

Fire elemental stats:

Senses Darkvision 60'
HP 195/195
AC 32, touch 15, flat-footed 24 (+7 armor, +6 Dex, 0 shield, +1 deflection, +4 natural, +5 natural enhancement, -1 size)
DR 5/— Resist fire 20; Vulnerability to cold
Fort +19 Ref +13 Will +21
CMD 27
Speed 60'
Reach 10'
Special Immune to bleed damage, critical hits, and sneak attacks, burn ability (1d8, Ref DC 23).
Effects:
- longstrider
- greater magic fang
- life bubble
- air walk
- barkskin (+5)
- wild shape (elemental body IV)


Roll20 Map - Treasure Sheet

Stelle slams into her golem three times (though no crit), doing some more damage as she whittles it down (DR 10 applies). Florence strips a spell away, or perhaps more? Zilchus swings thrice and hits each time, though he does significantly less than he’s used to (DR 10 applies). Kosei covers more of the ground in difficult to pass terrain, and does a little damage to the constructs.

Hakotep Will: 1d20 + 17 ⇒ (1) + 17 = 18 vs DC 22 (As I read the spell, he looses a 5th level slot even if he makes the save.)
Shield blue: 1d20 + 3 ⇒ (17) + 3 = 20 vs DC 22 for half and to avoid entanglement
Shield green: 1d20 + 3 ⇒ (16) + 3 = 19 vs DC 22 for half and to avoid entanglement
Shield purple: 1d20 + 3 ⇒ (4) + 3 = 7 vs DC 22 for half and to avoid entanglement

Purple melts into the obsidian slab beneath its feet as it succumbs to the combined might of Stelle and Kosei.

Hakotep laughs, not seeing a golem fall and apparently unworried about his spells draining away, ”Such weak attempts, it’s a miracle you’ve made it this far!” Sticking to what works, especially considering he cannot see, he casts another Meteor Swarm on the various corners of the room. Two of the fireballs completely miss the party in the back of the room, and Kosei is hit with two fireballs (they stack before reductions are applied, though you save separately for each fireball). Remembering that he can, he changes the 'fire' to 'electricity' so you're actually hit by lightning balls when they land!

Anubis, Stelle, Florence, and Kosei: 6d6 ⇒ (5, 3, 3, 2, 5, 5) = 23 (electrical damage)
Chaosodile, Zilchus, and Kosei: 6d6 ⇒ (4, 2, 4, 3, 3, 5) = 21 (electrical damage)

"Why don't you all call out so I can place you better on the battlefield." Hakotep chuckles.

Red continues on Zilchus
Red on Zilchus: 1d20 + 21 ⇒ (15) + 21 = 36 damage: 2d10 + 7 ⇒ (3, 9) + 7 = 19 (please track this damage specially - it’s very hard to heal)
Red on Zilchus: 1d20 + 21 ⇒ (12) + 21 = 33 damage: 2d10 + 7 ⇒ (2, 9) + 7 = 18 (please track this damage specially - it’s very hard to heal)

Meanwhile, the other two try to free themselves from their obsidian entanglement, though neither moves.
Shield Blue strength: 1d20 + 7 ⇒ (1) + 7 = 8 vs DC 22
Shield Blue strength: 1d20 + 7 ⇒ (7) + 7 = 14 vs DC 22

Shield Green strength: 1d20 + 7 ⇒ (17) + 7 = 24 vs DC 22

- Round 4 -
Hakotep - 16+ (-59hp, spellcrash)
Shield of Hakotep (blue) - 16+ (-23hp, entangled, 3: 1d100 ⇒ 22)
Shield of Hakotep (green) - 16+ (-23hp, 3: 1d100 ⇒ 43)
Shield of Hakotep (purple) - 16+ (destroyed)
Shield of Hakotep (red) - 16+ (-79hp, 3: 1d100 ⇒ 9)
Stelle - 16- (-10hp)
Anubis - 16- (-20hp)
Florence - 15 (-19hp)
Zilchus - 6 (-35hp, 17hp of it is special)
Chaosodile - 6 (-11hp)
Kosei - 4

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)

Ref DC 29: 1d20 + 13 ⇒ (13) + 13 = 26
Ref DC 29: 1d20 + 13 ⇒ (6) + 13 = 19
Kosei suffers this time under the combined might of the electrical meteor swarm.

HP 151/195 AC 32 TAC 15

Shutting up and staying quite probes incredibly difficult for Kosei, but so he tries, only speaking up to say words of power. He does climb to a height of 30 feet trying to perhaps avoid some fire power.

As he does the debris and dust around gathers all over both his flaming hands creating a group of blunt stone discusses that he throws at the closest shield trying to help Zilchus.
No SR!
Targeting red, or if that is no more blue, the entangled (I adjusted position to have that one on range)

1. sharp, 2. blunt: 1d2 ⇒ 2

Stone discuss+wild shape 1: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29
Bludgeoning/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (2, 1, 5, 6) = 14

Stone discuss+wild shape 2: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
Bludgeoning/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (6, 6, 6, 4) = 22

Stone discuss+wild shape 3: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
Bludgeoning/Magic/Cold iron/Silver/Adamantine damage: 4d6 ⇒ (2, 4, 3, 5) = 14

Fire elemental stats:

Senses Darkvision 60'
HP 151/195
AC 32, touch 15, flat-footed 24 (+7 armor, +6 Dex, 0 shield, +1 deflection, +4 natural, +5 natural enhancement, -1 size)
DR 5/— Resist fire 20; Vulnerability to cold
Fort +19 Ref +13 Will +21
CMD 27
Speed 60'
Reach 10'
Special Immune to bleed damage, critical hits, and sneak attacks, burn ability (1d8, Ref DC 23).
Effects:
- longstrider
- greater magic fang
- life bubble
- air walk
- barkskin (+5)
- wild shape (elemental body IV)[/ooc]


Inactive; Campaign Concluded

Round 4, Init 15

Reflex (DC 29): 1d20 + 11 ⇒ (5) + 11 = 16

Florence feels her teeth rattle and her hair stand on end as the electricity arcs across her body, adding to her burns.

Damn! There's not much I can do to keep him from throwing the elements at us, but maybe...

She focuses her attention on the Red Shield, attempting to try and pierce through its' defenses anyway and turn some of its fury back on itself...

Retribution Hex (Su):

A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect.

Had to double-check but (Su) abilities aren't subject to spell resistance and so, if I understand correctly, could still work against these things even with their Magic Immunity.


______________

Florence will attempt to use her Retribution Hex on Red; DC 24 Will to resist it. If Red goes down prior to her turn she'll instead move forward enough (60 ft. range) to try tagging Green with it, instead.


Round 3

Zilchus has Resist 30 Electricity.
1d20 + 9 ⇒ (5) + 9 = 14 Reflex (Chaosodile)

Zilchus clobbers the golem while the chaosodile bites some back.

1d20 + 24 + 2 + 3 + 2 ⇒ (10) + 24 + 2 + 3 + 2 = 41 to hit; (+hero, +DF,+flank)
2d6 + 28 + 3 ⇒ (6, 5) + 28 + 3 = 42 adamantine slashing damage. (+DF)

1d20 + 15 + 2 + 3 + 2 ⇒ (14) + 15 + 2 + 3 + 2 = 36 to hit; (+hero, +DF, +grunt)
2d6 + 28 + 3 ⇒ (4, 2) + 28 + 3 = 37 adamantine slashing damage. (+DF)

1d20 + 10 + 2 + 3 + 2 ⇒ (14) + 10 + 2 + 3 + 2 = 31 to hit; (+hero, +DF, +grunt)
2d6 + 28 + 3 ⇒ (1, 5) + 28 + 3 = 37 adamantine slashing damage. (+DF)

Chaos
1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31 bite (flank)
2d8 + 12 ⇒ (1, 5) + 12 = 18 damage

1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22 bite (flank)
2d8 + 12 ⇒ (5, 8) + 12 = 25 damage

If the golem falls, before the croc goes, it will move to attack blue.

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 -17* -18
*=clay golem magic damage
AC: 44 when not attacking (because buckler) + medium fortification
39 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] +2 SoF

DF 3/10
Weap: 1/16 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 7/11 used (+8 str)
Quick Prayer: 2/11 used
PoP1: 1/1 used
PoP4: 1/1 used
Armor: 3/16 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) -11 -21

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


1 person marked this as a favorite.
Female Halfling Cavalier/16

Round 4, Init 16

Stelle reaches up and shakes her banner. Standard

Everyone (even Chaosodile, I think) gets an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Greater Banner

FortDC27Stelle: 1d20 + 14 ⇒ (6) + 14 = 20 Hero
FortDC27Anubis: 1d20 + 13 ⇒ (2) + 13 = 15

FortDC27Stelle: 1d20 + 14 ⇒ (4) + 14 = 18 Hero
FortDC27Anubis: 1d20 + 13 ⇒ (14) + 13 = 27

Stelle rises to 25 feet.

GMEuan:

If she has a move for herself, she'll pull a mummified Crocodile egg out of the Haversack.


Roll20 Map - Treasure Sheet

Stelle prepares the party for another round of spells, even as she rises above all, and procures and egg of her own (only one save needed for Stelle and Anubis). Florence hexes red, causing it to hurt itself when attacking. Zilchus takes two swings to down red… and he hits it one more time to be sure (Chaosodile has nothing to attack and may move). Kosei goes from the least wounded to the most in one fell swoop as he moves out of the way as much as possible (the spell covers floor to ceiling - 40’ bursts). He then hits blue twice - and for full damage, bypassing DR (the DR is adamantine and bludgeoning 10).

Shield red: 1d20 + 6 ⇒ (2) + 6 = 8 vs DC 24 or be retributed.

Hakotep chides, ”Nothing for me? Why at this rate, I’ll run out of spells before you even reach me!” That said, he seems to ponder his spell selection with some of his finest only effective with sight. He casts, and a column of electrical wind forms - floor to ceiling - blocking direct advancement.

Spellcraft DC 21:
He cast a version of Sirocco, a spell you’ve seen Kosei summon forth with some frequency. His however is electrical instead of fire based.
- - -

The two remaining golems hold their position, though blue continues to try and break free.
Shield Blue strength: 1d20 + 7 ⇒ (2) + 7 = 9 vs DC 22
Shield Blue strength: 1d20 + 7 ⇒ (7) + 7 = 14 vs DC 22

Spellcrash removes another spell from Hakoteps repertoire.

- Round 5 -
Hakotep - 16+ (-59hp, spellcrash)
Shield of Hakotep (blue) - 16+ (-51hp, entangled, 4: 1d100 ⇒ 91)
Shield of Hakotep (green) - 16+ (-23hp, 4: 1d100 ⇒ 74)
Shield of Hakotep (purple) - 16+ (destroyed)
Shield of Hakotep (red) - 16+ (destroyed)
Stelle - 16- (-33hp)
Anubis - 16- (-43hp)
Florence - 15 (-42hp)
Zilchus - 6 (-35hp, 17hp of it is special)
Chaosodile - 6 (-32hp)
Kosei - 4 (-44hp)

Next up - everyone!


Round 5

The chaosodile (after moving up last round too) moves into range of blue and takes a bite.

Chaos:
1d20 + 13 ⇒ (1) + 13 = 14 bite
2d8 + 12 ⇒ (7, 5) + 12 = 24 damage

Zilchus double moves up, ready to really fight next round. He moves to 15’ up. Will adjust on map when I get to computer.


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

Spellcraft: 1d20 + 10 ⇒ (10) + 10 = 20

Kosei cannot hold longer "Ah, we have something very special for you, just do not be impatient, you waited for centuries for your ka, you can wait some seconds for our great present..."

Eyeing how much the Pharaoh is using electricity, Kosei casts resist energy communal to protect from electrical damage those he can reach this round: Stelle, Annubis-Ka, Florence and himself.
40 min each for 30 resistance vs electricity


2 people marked this as a favorite.
Female Halfling Cavalier/16

Round 5, Init Delay

Stelle delays until after Kosei.

She has Anubis double move to the other side of the room over green, decends to 20', and summons the Hetkoshu next to Hakotep.

"Grapple that Hakotep mummy, keep him from using his hands, and thrash him to death. Have some fun."


Female Halfling Cavalier/16

HetKaoshu

HetKaoshu beams at his new mistress, and if HetKaoshu had lips, it would smile very very broadly to show everyone (who can see, anyway) all of its numerous impossibly sharp teeth. It whorls around to engage Hakotep, while slapping Green with its tail.

TailSlap: 1d20 + 17 ⇒ (2) + 17 = 19
for damage: 4d8 + 7 ⇒ (2, 1, 6, 4) + 7 = 20

Then casually bites Hakotep as if he were a long awaited snack.

Bite: 1d20 + 15 ⇒ (19) + 15 = 34
for damage: 3d6 + 15 ⇒ (4, 4, 5) + 15 = 28
Confirm Crit?: 1d20 + 15 ⇒ (7) + 15 = 22
for damage: 3d6 + 15 ⇒ (2, 3, 2) + 15 = 22

Grapple: 1d20 + 30 ⇒ (20) + 30 = 50
for DeathRoll: 3d6 + 15 ⇒ (2, 6, 2) + 15 = 25

Trip: 1d20 + 30 ⇒ (12) + 30 = 42

Hakotep, pinned firmly between the giant Crocodile's teeth, ends up prone when slammed into the ground repeatedly as the Reptile rolls.


Inactive; Campaign Concluded

Round 5, Init 15

Actually, Hakotep can keep attempting the Will save against Spellcrash at the end of each turn so it's not a one-and-done spell...otherwise that'd probably be a little too good!

Florence laughs with surprise and delight as Stelle advances and summons the Hetkoshu for some playtime with Hakotep.

"Hah! I'd forgotten you could do that," she calls, grinning fiercely as she also advances forward towards the far end of the chamber. With Hakotep himself now a little more occupied, she considers her next move and then decides to try visiting some retribution upon Green.
______________

Florence moves up to her current position and tries her Retribution Hex against Green; DC 24 Will to resist~


Roll20 Map - Treasure Sheet

Florence attempts a little retribution from the green Shield of Hakotep, and succeeds! Zilchus, sending the chaosodile ahead, moves into position while his ally misses, ever so slightly biting his tongue. Kosei provides most of the party protection from electricity. Stelle shifts to the end of the group even as she moves into position, and summons a giant beast - the Hetkoshu! The mighty beast relishes it’s newfound life nodding with understanding to Stelle before attacks Hakotep with fury!

Spellcrash Will: 1d20 + 17 ⇒ (12) + 17 = 29 vs DC 22 (last round)
Green shield Will: 1d20 + 6 ⇒ (3) + 6 = 9 vs DC 24 Retribution Hex

”Ah, you are finally upon me!” Hakotep cries as he falls prone, and grappled. He takes less damage than he might (DR 10), but some of his mummified remains are definitely shredded. ”Let’s see if you’ve got anything left!” He shouts, supernaturally breathing fire and sand in a cone at the Hetkoshu, Anubis, and Stelle.
fire and slashing: 12d8 ⇒ (7, 5, 5, 6, 8, 2, 6, 5, 3, 5, 1, 7) = 60 and blind rounds: 2d4 ⇒ (4, 1) = 5 Reflex DC 27 for half damage and no blindness

As a free action, both golems seem to speed up (hasted)! Blue, still entangled, lashes out at the chaosodile.
blue on chaosodile: 1d20 + 21 + 1 - 2 ⇒ (10) + 21 + 1 - 2 = 30 damage: 2d10 + 7 ⇒ (4, 6) + 7 = 17
blue on chaosodile: 1d20 + 21 + 1 - 2 ⇒ (5) + 21 + 1 - 2 = 25 damage: 2d10 + 7 ⇒ (6, 10) + 7 = 23
hasted blue on chaosodile: 1d20 + 21 + 1 - 2 ⇒ (1) + 21 + 1 - 2 = 21 damage: 2d10 + 7 ⇒ (5, 7) + 7 = 19

Meanwhile, green closes with the Hetkoshu and attacks as well.
green on hetkoshu: 1d20 + 21 + 1 ⇒ (5) + 21 + 1 = 27 damage: 2d10 + 7 ⇒ (9, 6) + 7 = 22

Green is displeased when it takes damage as well...
- Round 6 -
Hakotep - 16+ (-102hp, blind, spellcrash, grappled, prone)
Shield of Hakotep (blue) - 16+ (-51hp, hasted 1, entangled, 5: 1d100 ⇒ 13)
Shield of Hakotep (green) - 16+ (-34hp, retribution, hasted 1, 5: 1d100 ⇒ 18)
Shield of Hakotep (purple) - 16+ (destroyed)
Shield of Hakotep (red) - 16+ (destroyed)
Florence - 15 (-42hp)
Zilchus - 6 (-35hp, 17hp of it is special)
Chaosodile - 6 (-72hp)
Kosei - 4 (-44hp)
Stelle - 3 (-33hp)
Anubis - 3 (-20hp)
Hetkoshu - 3 (-22hp)

Next up - everyone!


Round 4

Zilchus quick casts Resist Fire then joins his croc in clobbering the golem.

1d20 + 24 + 2 + 3 ⇒ (20) + 24 + 2 + 3 = 49 to hit; (+hero, +DF)
2d6 + 28 + 3 ⇒ (5, 5) + 28 + 3 = 41 adamantine slashing damage. (+DF)

1d20 + 15 + 2 + 3 ⇒ (12) + 15 + 2 + 3 = 32 to hit; (+hero, +DF)
2d6 + 28 + 3 ⇒ (2, 5) + 28 + 3 = 38 adamantine slashing damage. (+DF)

1d20 + 10 + 2 + 3 ⇒ (7) + 10 + 2 + 3 = 22 to hit; (+hero, +DF)
2d6 + 28 + 3 ⇒ (4, 1) + 28 + 3 = 36 adamantine slashing damage. (+DF)

Chaos
1d20 + 13 ⇒ (14) + 13 = 27 bite
2d8 + 12 ⇒ (1, 8) + 12 = 21 damage

1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35 bite
2d8 + 12 ⇒ (2, 4) + 12 = 18 damage

Pot crit:
1d20 + 24 + 2 + 3 ⇒ (8) + 24 + 2 + 3 = 37 to hit; (+hero, +DF)
2d6 + 28 + 3 ⇒ (1, 1) + 28 + 3 = 33 adamantine slashing damage. (+DF)

Pot crit:
1d20 + 13 ⇒ (13) + 13 = 26 bite
2d8 + 12 ⇒ (3, 1) + 12 = 16 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 -17* -18
*=clay golem magic damage
AC: 44 when not attacking (because buckler) + medium fortification
39 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] +2 SoF

DF 3/10
Weap: 1/16 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 7/11 used (+8 str)
Quick Prayer: 3/11 used
PoP1: 1/1 used
PoP4: 1/1 used
Armor: 3/16 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) -11 -21 -43

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)

"Hakotep is insane my friends..." Kosei negates as the pharaoh seems to enjoy the trashing of the crocodile.

The man-elemental strips off a rock of lava from his corpse and launches it to produce a geyser on the green shield. A column of boiling water springs forth from the ground sending high the construct and spraying searing droplets all around.
Fire damage: 3d6 ⇒ (6, 2, 6) = 14
Falling damage (hit the ceiling 40'): 4d6 ⇒ (2, 2, 1, 6) = 11
Falling damage (hit the floor 40'): 4d6 ⇒ (2, 6, 1, 1) = 10
No SR. Ref DC 22 for half fire damage and avoid falling prone

Droplets of fire fall all around in a 25' emanation.
Fire damage: 1d6 ⇒ 6

Kosei walks up closer to the ceiling then and to the fight.

Fire elemental stats:

Senses Darkvision 60'
HP 151/195
AC 32, touch 15, flat-footed 24 (+7 armor, +6 Dex, 0 shield, +1 deflection, +4 natural, +5 natural enhancement, -1 size)
DR 5/— Resist fire 20; Vulnerability to cold
Fort +19 Ref +13 Will +21
CMD 27
Speed 60'
Reach 10'
Special Immune to bleed damage, critical hits, and sneak attacks, burn ability (1d8, Ref DC 23).
Effects:
- resist electricity (30) 40 min
- longstrider
- greater magic fang
- life bubble
- air walk
- barkskin (+5)
- wild shape (elemental body IV)


Roll20 Map - Treasure Sheet

Zilchus takes out the already wounded Shield of Hakotep with one mighty critical blow! Unfortunately he 5' stepped to get into position, and so cannot move though he has a move action remaining. His chaosodile is free to act as well.

Kosei, I forgot to move green up to swing on the Hetkoshu. Also with the ceiling at 20', I think the fallout should only be a 20' radius (not that it matters much in the circumstance). I've placed the geyser in its correct location - is it OK? Currently Anubis and Stele will take a little fire damage from the fallout (along with the Hetkoshu which is somewhat unavoidable), though if you delay until after Stelle, she may have moved.

Green reflex: 1d20 + 5 ⇒ (17) + 5 = 22 vs DC 22 (so I take 13hp total and don't get pulled upward this round)


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)

Positioning is ok, and I am fine with delaying for Stelle to move away, but I think she is going to skewer the shield or Hakotep anyway :)


Roll20 Map - Treasure Sheet

Oh, I forgot to see where it had to step to avoid the blast...

1 is north: 1d8 ⇒ 7 So it shifts west slightly.


Inactive; Campaign Concluded

Round 6, Init 15

As yet another Shield falls, Florence feels her confidence growing.

So far so good! Now to get closer...

While the others begin closing in on Hakotep Florence hustles forward, skirting around to the north of the various spell effects that are currently raging.
______________

Double-move to current position~


Female Halfling Cavalier/16

Reflex27Stelle: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Reflex27Anubis: 1d20 + 13 ⇒ (9) + 13 = 22

Stelle shrieks, knocking the sand off of her face. "You'll pay for that!" Stelle has challenged Hakotep.

She charges Hakotep.

Spirited Charge: 1d20 + 16 + 3 + 5 + 2 + 5 - 4 ⇒ (18) + 16 + 3 + 5 + 2 + 5 - 4 = 45 +Hero, -PA
for Damage: 3d6 + 9 + 15 + 24 + 48 + 6d6 ⇒ (4, 2, 3) + 9 + 15 + 24 + 48 + (6, 6, 5, 2, 5, 1) = 130 +PA, +Challenge, 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)
+5 circumstance bonus on melee attack rolls against Hakotep (everyone)

Status:

Stelle: Hits: 51/91
Annie: Hits: 30/110 (-20 Meteor) (4.5 x HD +Con)
HetKaoshu: 112/172
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: 2/6

------------HetKaoshu---------------

Reflex: 1d20 + 9 ⇒ (12) + 9 = 21

This fun! HetKaoshu snorts.

GrappleMaint: 1d20 + 35 ⇒ (18) + 35 = 53
for Damage: 3d6 + 15 ⇒ (3, 6, 2) + 15 = 26


Roll20 Map - Treasure Sheet

Florence double moves, closing the net on Hakotep one bit at a time. Zilchus steps up and hauls off on his Shield of Hakotep. He brings it down with his first swing - a confirmed crit! Stelle charges in even as the hetkoshu rolls around some more. Hakotep is shredding. Kosei attempts to throw the golem into the air but it seems heavier than expected and manages to avoid it.

Hakotep writhes, completely unable to get free and dizzy from being spun about. As Stelle hits him he shouts, ”There you are!” He breathes again in the same direction, sadly only connecting with the Hetkoshu.
fire and slashing: 12d8 ⇒ (1, 5, 5, 1, 8, 3, 8, 4, 8, 8, 7, 5) = 63 and blind rounds: 2d4 ⇒ (1, 2) = 3 Reflex DC 27 for half damage and no blindness

He spits a few embers of sand, and shouts triumphantly and sure of himself, ”That showed you!”

Green continues to clash with the Hetkoshu, trying to save its master from another death roll.
green on hetkoshu: 1d20 + 21 + 1 ⇒ (3) + 21 + 1 = 25 damage: 2d10 + 7 ⇒ (3, 8) + 7 = 18
green on hetkoshu: 1d20 + 21 + 1 ⇒ (16) + 21 + 1 = 38 damage: 2d10 + 7 ⇒ (9, 1) + 7 = 17
hasted green on hetkoshu: 1d20 + 21 + 1 ⇒ (8) + 21 + 1 = 30 damage: 2d10 + 7 ⇒ (8, 4) + 7 = 19

Green is displeased when it takes damage as well...

- Round 7 -
Hakotep - 16+ (-238hp, blind, grappled, prone)
Shield of Hakotep (blue) - 16+ (destroyed)
Shield of Hakotep (green) - 16+ (-61hp, retribution, hasted 2, 6: 1d100 ⇒ 44)
Shield of Hakotep (purple) - 16+ (destroyed)
Shield of Hakotep (red) - 16+ (destroyed)
Florence - 15 (-42hp)
Zilchus - 6 (-35hp, 17hp of it is special)
Chaosodile - 6 (-72hp)
Stelle - 3 (-63hp)
Anubis - 3 (-80hp, blind 1/5r)
Hetkoshu - 3 (-136hp, blind 1/5r)
Kosei - 2 (-44hp)

Next up - everyone!


Round 7

Zilchus joins with the Chaosodile to go maul some mummy back. He charges and lunges.

1d20 + 24 + 2 + 3 + 2 + 2 ⇒ (7) + 24 + 2 + 3 + 2 + 2 = 40 to hit; (+hero, +DF,+flank,+holy)
2d6 + 28 + 3 + 2d6 ⇒ (4, 1) + 28 + 3 + (3, 1) = 40 adamantine slashing damage. (+DF)

Chaos
1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 bite (flank)
2d8 + 12 ⇒ (5, 3) + 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 -17* -18
*=clay golem magic damage
AC: 44 when not attacking (because buckler) + medium fortification
39 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] +2 SoF

DF 3/10
Weap: 1/16 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 7/11 used (+8 str)
Quick Prayer: 3/11 used
PoP1: 1/1 used
PoP4: 1/1 used
Armor: 3/16 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) -11 -21 -43

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

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

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


Roll20 Map - Treasure Sheet

The Chaosodile misses, and due to deflection the Chaosodile must make an attack on himself in the same manner as it attacked Hakotep.


The chaosodile performs a self-own. Including flank, but not sure it should. Idunno.

Chaos
1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20 bite (flank)
2d8 + 12 ⇒ (6, 3) + 12 = 21 damage


Roll20 Map - Treasure Sheet

Yeah, I think, the way I read it, it's an attack as if you were attacking Hakotep. So all adjustments are carried over. Weird spell.


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)

Red-hot droplets from the geyser fall all over the place.
Fire damage (affects Hakotep, Hetkoshu and Green shield I think): 1d6 ⇒ 5

"Let me try this before you curse the Pharaoh, Florence my friend..." Kosei weaves his magic and casts greater dispel magic on Hakotep.
Mmmm... I am surprised to discover dispel magic has "No SR"!
16/4 = 4 spells to dispel

I am unsure if this needs 4 checks, or it dispels 4 spells with the same check
Dispel CL check 1: 1d20 + 16 ⇒ (20) + 16 = 36 Dispels CL 25
Dispel CL check 2: 1d20 + 16 ⇒ (4) + 16 = 20 Dispels CL 9
Dispel CL check 3: 1d20 + 16 ⇒ (14) + 16 = 30 Dispels CL 19
Dispel CL check 4: 1d20 + 16 ⇒ (4) + 16 = 20 Dispels CL 9
Dispels 4 spells starting from higher spell level to lower.
Incidentally, it can dispel any curse on Hakop' too


Inactive; Campaign Concluded

Round 7, Init 15

Florence closes in on the melee and her friends; she notes that Stelle and Anubis both look a bit worse for the wear compared to herself and the others but can't quite get close enough to do anything about it yet. And Kosei's already on it with trying to dispel Hakotep's magical protections.

What now? Hmm...

"Never a better time for a little good luck than now, huh?" she remarks to Zilchus as she bestows him with a bit of good fortune.
______________

Move to current position & then Fortune on Zilchus~


Female Halfling Cavalier/16

Round 7, Init 3

Stelle can't quite see what is happening to HetKaoshu because Zilchus and the mummy are in the way, but she knows it can't last for much longer. She quietly takes advantage of Florence's proximity while lining herself up for another charge.

She takes a standard to:
Grant Zilchus and herself the ability to move up to their speed as an immediate action once.
Grant Florence, Chaosodile and HetKaoshu a +2 dodge bonus to AC for 1 round.
She can not reach Kosei with this Order ability.

"Watch out, Zilchus! That one is really full of Haboob!"

Status:

Stelle: Hits: 51/91
Annie: Hits: 30/110 (-20 Meteor) (4.5 x HD +Con)
HetKaoshu: Hits: 27/172
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: 2/6

-----------------------
HetKaoshu

ReflexDC27: 1d20 + 9 ⇒ (18) + 9 = 27
Burning! Ow! HetKaoshu grunts during the cone of hell.

Ow! OWw! OWWW! He grunts louder as the Sheild's vicious, mean and unfair blows rain down upon him, and on each blow he crunches down on Hakotep even harder.

GrappleMaint: 1d20 + 35 ⇒ (17) + 35 = 52
for damage: 3d6 + 15 ⇒ (6, 4, 1) + 15 = 26

+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)

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


Roll20 Map - Treasure Sheet

Florence gives a little good fortune to Zilchus, who slams into Hakotep, (DR 10 applies). Stelle provides boons to her allies as she sets up another run. Kosei’s rain doesn’t particularly effect Hakotep (resistance) but he does dispel the deflection and a bull’s strength.

Hakotep, clearly struggling now, breathes one more time at the Hetkoshu who has him grappled and unable to cast spells.
fire and slashing: 12d8 ⇒ (1, 8, 1, 4, 1, 1, 3, 1, 3, 7, 1, 7) = 38 and blind rounds: 2d4 ⇒ (1, 4) = 5 Reflex DC 27 for half damage and no blindness

The Hetkoshu is blown away by this third though weaker blast, having miraculously survived the first two. Its form is shredded by the fire and sand as it dissipates and fades away back into the primordial soup from which it came, freeing Hakotep from its deathroll.

Hakotep turns over and swiftly casts crushing despair (Will save DC 23) on Zilchus, Chaosodile, Florence, Stelle, and Anubis. Those who fail suffer -2 on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. (So disappointed they didn’t give him dimension door…)

Meanwhile, green moves up and, attacking over its masters body, swings at Zilchus.
green on Zilchus: 1d20 + 21 + 1 ⇒ (8) + 21 + 1 = 30 damage: 2d10 + 7 ⇒ (8, 10) + 7 = 25

- Round 8 -
Hakotep - 16+ (-284hp, blind, grappled, prone)
Shield of Hakotep (blue) - 16+ (destroyed)
Shield of Hakotep (green) - 16+ (-61hp, retribution, hasted 3, 7: 1d100 ⇒ 72)
Shield of Hakotep (purple) - 16+ (destroyed)
Shield of Hakotep (red) - 16+ (destroyed)
Florence - 15 (-42hp)
Zilchus - 6 (-35hp, 17hp of it is special)
Chaosodile - 6 (-72hp)
Stelle - 3 (-63hp)
Anubis - 3 (-80hp, blind 2/5r)
Hetkoshu - 3 (-172hp, blind 2/5r)
Kosei - 2 (-44hp)

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)

Seeing Hakotep resists the fire of the geyser, Kosei decides to approach the fray and explodes in a myriad of lightning stormbolts catching on the shield and Hakotep but excluding all others. The stormbolts seem shockingly stunning "Witness the power of Osirion you little Pharaoh! Kneel before the truth!"
CL+spell penetration vs SR: 1d20 + 16 + 4 ⇒ (15) + 16 + 4 = 35 Against Hakotep as I guess the shield ignores the spell
Electric damage: 16d8 ⇒ (2, 7, 6, 4, 3, 1, 8, 3, 4, 3, 2, 8, 8, 5, 4, 4) = 72
Fort DC 25 for half or get stun 1 round (but they are immune because Fort save vs undead)

Kosei remains there, protected between the sprawling geyser and Hakotep's electrical storm, comfortably sitting below the hot droplets falling down.

Fire elemental stats:
Senses Darkvision 60'
HP 151/195
AC 32, touch 15, flat-footed 24 (+7 armor, +6 Dex, 0 shield, +1 deflection, +4 natural, +5 natural enhancement, -1 size)
DR 5/— Resist fire 20; Vulnerability to cold
Fort +19 Ref +13 Will +21
CMD 27
Speed 60'
Reach 10'
Special Immune to bleed damage, critical hits, and sneak attacks, burn ability (1d8, Ref DC 23).
Effects:
- resist electricity (30) 40 min
- longstrider
- greater magic fang
- life bubble
- air walk
- barkskin (+5)
- wild shape (elemental body IV)


Round 7

1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30 Will

Zilchus joins with the Chaosodile to go maul some mummy back. He grunts in anger after shrugging off the spell.

1d20 + 24 + 2 + 3 + 8 + 2 ⇒ (7) + 24 + 2 + 3 + 8 + 2 = 46 to hit; (+hero, +DF, +grunt,+holy)
2d6 + 28 + 3 + 2d6 ⇒ (3, 4) + 28 + 3 + (6, 1) = 45 adamantine slashing damage. (+DF)

1d20 + 15 + 2 + 3 + 8 + 2 ⇒ (15) + 15 + 2 + 3 + 8 + 2 = 45 to hit; (+hero, +DF)
2d6 + 28 + 3 + 2d6 ⇒ (2, 4) + 28 + 3 + (2, 5) = 44 adamantine slashing damage. (+DF)

1d20 + 10 + 2 + 3 + 8 + 2 ⇒ (13) + 10 + 2 + 3 + 8 + 2 = 38 to hit; (+hero, +DF)
2d6 + 28 + 3 + 2d6 ⇒ (2, 1) + 28 + 3 + (6, 3) = 43 adamantine slashing damage. (+DF)

Chaos
1d20 + 13 ⇒ (16) + 13 = 29 bite
2d8 + 12 ⇒ (7, 4) + 12 = 23 damage

1d20 + 13 ⇒ (8) + 13 = 21 bite
2d8 + 12 ⇒ (7, 6) + 12 = 25 damage

Pot Crit:
1d20 + 15 + 2 + 3 + 8 + 2 ⇒ (5) + 15 + 2 + 3 + 8 + 2 = 35 to hit; (+hero, +DF)
2d6 + 28 + 3 ⇒ (5, 2) + 28 + 3 = 38 adamantine slashing damage. (+DF)

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 -17* -18
*=clay golem magic damage
AC: 44 when not attacking (because buckler) + medium fortification
39 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] +2 SoF

DF 3/10
Weap: 1/16 rounds used (swift, +3 bonus/flame/ghost/frost/holy)
Grunting/Summoning: 7/11 used (+8 str)
Quick Prayer: 3/11 used
PoP1: 1/1 used
PoP4: 1/1 used
Armor: 3/16 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) -11 -21 -43

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

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

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


Inactive; Campaign Concluded

Round 8, Init 15

Will (DC 23; Stelle Bonus): 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31

"You'll have to try harder than that," Florence scoffs as she easily shrugs off Hakotep's magic. She reaches out and gives Stelle a pat on the shoulder, infusing her with regenerative powers, before moving to the nearby wall.
______________

Florence will target Stelle with Regenerative Sinew; fast healing 5 for 8 rounds~


Roll20 Map - Treasure Sheet

Florence provides Stelle with a little battlefield healing as Zilchus whacks at the mummy over and over again as it crumbles under his rain of blows!

Hakotep’s struggles fade, and while he was triumphantly free for a moment, it was fleeting. Much like his time as a mummy lord. His body crumbles a bit before settling and lying still, the fiery light quickly fading from his eyes. He has been vanquished.

The last remaining Shield of Hakotep stops moving also, its animus tied to its Pharaoh, now destroyed. It briefly looks to Florence for instruction, but looks away again before she can respond in any meaningfully way. It just waits.

-Hakotep - 16+ (destroyed)
Shield of Hakotep (blue) - 16+ (destroyed)
Shield of Hakotep (green) - 16+ (-51hp, retribution)
Shield of Hakotep (purple) - 16+ (destroyed)
Shield of Hakotep (red) - 16+ (destroyed)
Florence - 15 (-42hp)
Zilchus - 6 (-35hp, 17hp of it requires a caster level check DC 28)
Chaosodile - 6 (-72hp)
Stelle - 3 (-58hp, fast heal 5 1/8r)
Anubis - 3 (-80hp, blind 2/5r)
Hetkoshu - 3 (destroyed)
Kosei - 2 (-44hp)

We are out of initiative. The room grows quiet save for the sizzle and soft falling fiery rain of ongoing spells.


Zilchus stands with chest heaving, having grunted the mummy to death. He looks around for more foes, and almost seems disappointed.

He looks down at the body of the mummy, then he looks to Florence.

"What now?"


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)

"Did you see that my friends? I conjured the skies of Osirion and they took away the Hakotep! Further proof that the land does not want a rotted leader to come back. What would be of this land if all the ex-pharaoh decides to come back and be served. There is just not enough servants to maintain that you know my friends" Kosei-elemental nods approvingly at the fallen body "So... it is time to reunite the 'ka'? The architect words... I truly hope they are true"

Kosei then conjures a healing spell to fix up the wounds received by the group.
mass cure moderate wounds: 2d8 + 16 ⇒ (1, 8) + 16 = 25


Kosei Sharif-El-Sadad wrote:
[dice=mass cure moderate wounds]2d8+16

Wise Kosei, would you make a CL check? "Zilchus - 6 (-35hp, 17hp of it requires a caster level check DC 28)"

Zilchus waits and hopes the magic of the elemental overcome that of the fell golem.


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)

CL: 1d20 + 16 ⇒ (8) + 16 = 24 I fear Spell Penetration +4 will not sum up here, isn't it?
Kosei washes everyone, including Zilchus with positive energy "What is that, I sense some resistance from you Zilchus my friend!"


Inactive; Campaign Concluded

"We have to be quick," Florence says, the words spilling from her mouth almost of their own accord rather than from any conscious thought or effort. "Hakotep has to he put back into his crypt and then the mask placed on his face - while he's still dead. I think if we wait too long he'll regenerate back to what he was when we first walked in here."

She then blinks.

"Don't ask me how I know that, I just do. Now come on, we need to get him back into his crypt - hurry!"

And as gross as it might seem, Florence hurries to grab the currently-still Hakotep by his ankles.


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 checks the golden throne in case some secrets remain there.
Perception: 1d20 + 24 ⇒ (2) + 24 = 26

"Florence perhaps the shield of clay will obey the words of the mask bearer my friend" anyway Kosei shifts back to his normal self and helps Florence to carry the deceased remains back to its tomb.

The man though touches the remains with apparent qualm.

8,751 to 8,800 of 8,813 << first < prev | 167 | 168 | 169 | 170 | 171 | 172 | 173 | 174 | 175 | 176 | 177 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Euan's Mummy's Mask All Messageboards

Want to post a reply? Sign in.