GM Euan's Mummy's Mask (Inactive)

Game Master Euan

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Osirion Map - Wati City Map - Tephu City Map


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”Yes,the compass, then hopefully the mask. But I have another question: Your psychopomps’ army, is it summoned? I ask, because the psychopomps that we dispatched, they were summoned, right Ben?”


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Knowledge Arcana DC 16 - Lamias:
Lamias are tough CE Large monstrous humanoids. The creature's upper torso is that of a woman with cat's eyes and sharp fangs, while her lower body is that of a lion.

You may have one question for each five you beat the DC. So Florence, you have two questions.
- - -

Ptemenib nods, "Some are summoned, some are not - but the Voices of the Spire are prohibited from bringing in the army until you have had a chance to succeed. I don't know how long Sebti will be able to hold them off, but she'll give you as much time as she can."

There are still about two hours left of sunlight. What are your plans?


GM Euan wrote:
"Some are summoned, some are not - but the Voices of the Spire are prohibited from bringing in the army until you have had a chance to succeed. I don't know how long Sebti will be able to hold them off, but she'll give you as much time as she can."

Zilchus continues to ponder, but still comes back to the psychopomps.

"Why is the only option 'Bring in the Army' or 'No Army'? Why not bring in a squad or a regiment or a pack? Because I'm sure a dozen or so will clear out the masses near the Gate. That, at least, would be helpful."

Zilchus turns to Ptemenib. "How do we use the Compasses?"

* * * ! ! ! * * *

GM Evilan mentions that we have but 4 charges left on our only wand of CLW. We should take care of that before we go.


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”You are a dog with a bone there Zilchus.” Ptemenib smiles, ”The Psychopomps are a dangerous weapon, as like to attack you as the undead you so fear, and yet you want to lose them in the city. You should not yearn so for something that might destroy you. They are dangerous and only to be used as a last resort. They are not so containable as you seem to think.” he suggests.

The elegiac compasses are complex things made of wood, copper, quartz, and a variety of odd and rare metals. Ptemenib describes them in great detail, and describes how they operate. You should have no problem getting it to work when you reach it. It’s powered by a spell - any spell or cantrip - but the first level spell detect undead works the best to boost the signal.


"Well, I did not get an answer to my question! Is the army summoned?! It's a simple question. And Zilchus has a point: why not send a small number right on the other side of the gate, inside the Necropolis. These would not endanger the city, but make it safer, no?"


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Ptemenib looks somewhat frustrated at Cahal's outburst. "I did answer your question. As I said, it varies depending on the circumstance."

"Sebti has said we are sending none, and so that is the way it is." he adds firmly, having trouble with what he sees as the open hostility of the party to innocent lives.

Seeing the frustration on some of your faces, he adds "Look, some Psychopomps can fly, some can jump great heights, and still others can climb walls as naturally as a lizard. Where exactly would you put them where they would not eventually find their way out?"

"These forces, which you do not understand the strength of, are extremely dangerous to the city. Nakht feels we are against the wall, that there is no choice, that we are all doomed. He believes the only way to save any of us is through the use of these powerful magics, which will doom many in the city to death and suffering."

"I believe that our forces, bolstered by people such as yourselves, of which there are many at the moment thanks to the Lottery, can overcome this evil. If we release the Psychopomps, there is no telling the devastation they will bring. Even in small numbers."


GM Euan wrote:
”You are a dog with a bone there Zilchus.”

Meh. I just want my questions answered. Why can't we summon a smaller number to deal with the force at the gates? Seems simple enough a question to me.

Zilchus shrugs. It's clear that both he and Cahal don't understand because the questions are not explained throughly in terms of how many can be summoned or where they can be summoned.

He sighs and lets it go. These religious types are so difficult to work with...unlike him, who is totally not a zealot at all. No, not at all.

Zilchus has no more questions for Ptemenib and waits for Ben, Nidhi, & Florence to get their questions in before he is ready to go back to Abdur's for the night unless the party wants to go shopping for the very much needed wands of CLW and other Necropolis-related supplies first.


Cahal sighs, turns to Ben and says: "Are we talking about the same thing? Those psychopomps we fought, they were not so bad, they did not climb walls. They were not that bad, am I right? Did you mistake those things for psychopomps?!? Is that why it seems were speaking Celestial to Devils?"


Neutral Human Bard/14

Nidhi makes it clear that she is NOT interested in talking about the creatures that nearly killed her earlier.

Alternatively, Nidhi seems interested in shopping for a new wand of Cure Light Wounds, but she is hesitant about the pricing. "Everything is so expensive when the city turns to chaos."

Diplomacy (get better price on wand of CLW): 1d20 + 8 ⇒ (20) + 8 = 28

Nidhi tries her best to reason with the seller: "Look, do you know who this is?" Nidh gestures to Zilchus. "This guy - Zilchus Lyghtlode - is going to save the city! And I'm Nidhi Aashirya, this is our lovely Florence Corvina, our Professor Benedictus Dickens, and Cahal ud'Din. We've not only survived the Necropolis during the Raffle, but we've also helped defend several merchants like yourself. Do you like tea? Why don't you go talk to the man who owns the tea shop in Wati. Or talk to Ptemenib in the Church of Pharasma - we saved him from the Silver Chain. He was bleeding to death in the bottom of a well when we saved him."

"Look, for your well-being and for the sake of your business here in Wati, I suggest you give us a deal on that wand. You'd be doing the entire city of Wati a great service, my friend." Nidhi winks at the merchant. Nidhi currently has 285gp

~*~*~*~*~

Nidhi isn't opposed to returning to Abdur's for the night. She doesn't feel like she can face her grandmother yet. We haven't accomplished anything, Nidhi thinks gloomily. She watches the tavern guests and Abdur, wondering if her earlier display is still having an effect.


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

Ben nods at Cahal. “If you mean the esoboks, yes, I’m quite sure they were summoned.” Ben takes a look around with a suspicious expression, the adds, in a conspirational tone, “if you want to get my opinion, they were summoned by someone belonging to the same faction as Nekhti, the Voice of the Spire. They’re the militant wing of the Church of Pharasma, and I can see them breaking the rules when confonted with difficulties…And anyway, I wouldn’t say the were bad, but not good either. Let’s just say their actions were not inspired by human morals at all. As you’ve seen, they’ve attacked an innocent man…

Seeing the clear frustration on Zilchus’ face, and understanding his feelings for not getting a precise answer to his question, Benedictus moves closer to his friend and whispers something in his ears. “We cannot afford to summon not even a small group of psychopomps because they are too unpredictable. Many of them wield powers that go far beyond our control. As you’ve seen with the esoboks, they had attacked not only the undead, but also that poor man. Summoning a small army, even a very small pack of psychopomps has no guarantees of success and would put the whole Wati in danger. Things is…if there’s someone so powerful as to summon a pack of psychopomps, he or she would certainly be able to deal with the undeads alone, without the help of any psychopomp, because the magic needed to summon the most powerful among them is incredibly hard to accomplish and denotes a high degree of skills in arcane or divine magic.

***

Ben gladly follows Nidhi, and lets her do all the talk for the purposes of buying the healing wand. When the much needed tool has been bought, and if the group has decided to move on, Benedictus will unroll Premenib’s map, assuming the man has given it or a copy to the party, and points to the closest location of an Elegiac Compass. “This should be our next destination.


Cahal listens to Ben, approaching when he tries to whisper to Zilchus. She nods, understanding there's more than one kind of those things.

She adds: "Could be a person, but could be an artefact as well. That would explain their all or nothing position..."

"I guess it's time to go..." she finally mutters, eyeing the priests in the room with a look of disappointment.


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Not sure why you guys are so insistent, but to be clear - bluster aside, the creatures took Nidhi out, and you only had a handy time due to a couple well placed crits. Plus, you're powerful adventurers. Can you imagine what it'd be like for a simple citizen? These things would cut a wide swath of damage. So continue to role play as you will, but I want to make sure you as players understand the danger even if your characters do not.

From the church's perspective, you guys are coming across as a bit callous and uncaring, but they're desperate for help. :)

Ptemenib sighs, but seems to get over it quickly, "I wish you the best of luck and may the gods go with you in your endeavor!" He stands and shakes your hands wishing you well.

You head back out through the throng of people and you're back on the streets. Nidhi, not sure who you're talking to yet - do you go back to Abdur for supplies?


With Ptemenib, before Nidhi’s ‘help’....

Zilchus finally lets go of the psychopomp idea, realizing that the Pharasmooks have difficultly discussing shades of grey. To them, everything is black or white, life or unlife. He moves on.

”Ptemenib, clearly there are things I don’t understand, so let’s instead focus how the Church can set us up for success in this mission,” Zilchus tries another tack to reach the man. ”We will need healing and resources within the Necropolis. We used much of our wand in the struggle to save you and in beating back the undead we have fought in our city. Do you have a pair of wands to aid us our task? Is there anything els you might be able to offer?”


Inactive; Campaign Concluded

Re: Lamias:

How about special attacks and weaknesses?

______

Florence stays out of the rest of the debate regarding the psychopomps; she didn't know as much about magic as Ben but after hearing some explanation from Ptemenib she could see why summoning in a large number would be best left as a desperation measure.

"Um...I've still got a fair amount left over from my share of our lottery earnings," she speaks up when the time comes to discuss planning and resources. "I can help pay for another wand or offer the temple some sort of compensation for one."


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Ptemenib smiles warmly, "That I can help you with! I don't have a pair of wands, but I do have a more powerful wand for you."

He asks you to wait a moment as he steps out. He's gone a short while before returning with a small keg and a wand.

"Thought you might want some holy water too." he helps you to a keg of holy water. (Figure it's 10 flasks worth of stuff, and I'm not going to worry about obtaining and filling flasks, etc. We can just say everyone gets two flasks of holy water, unless you want to divvy it differently.)

He also hands you a wand of Cure Moderate Wounds, fully charged. "I hope this will help you. I may be able to scare up a wand of cure light wounds tomorrow from another church, but that would require a fee of course. We don't make them here - no one can craft wands here. But I'll get you what I can."

Florence:
Lamias have spells, but their special attack is Wisdom Drain (Su). A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion. (two of their spells)

Lamias have no particluar weakness, but they look to the eldest female of the group as their leader, mother, and shaman, cleaving to her with fanatical reverence. While lamias shun most religious followings - viewing such as the source of the curse that blighted them with bestial forms - lamia elders claim to hear the whispers of the scouring desert winds and know the cold whims of the stars, drawing upon such mystical sources to lead their people.

Dunno if that's a weakness, but it could help...
- - -

Note: In looking at the treasure sheet, you could sell some things currently as well. Buy a wand from the church for tomorrow, and still have some cash left over for a divvy.


Zilchus gratefully accepts the gifts, surprised that Ptemenib is being helpful...but he's probably just being Zilchus (aka a bit zealoty).

"Thank you, Ptemenib," Zilchus says thankfully. "These will be of use where we are going. I think we should get one more wand, however, and wonder if we might pick it up in the morning on our way to the Necropolis?"

Anyone else have any shopping ideas before we go into an area known for its undead, dark folk, & lamias?


"Right. So we're all set then. Time to go. Thank you for your help. We'll find that damned mask and destroy it or something!" says Cahal, intent on getting going.


Neutral Human Bard/14

I'll finish Nidhi's level late tonight after work.

"I'm ready to go. I don't think I need to buy anything else," Nidhi notifies her party. Nidhi is pleased that the party has a new wand and two flasks of holy water each.

Perception (area): 1d20 + 8 ⇒ (7) + 8 = 15


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Ptemenib will arrange for the wand (wand of CLW) which you can pick up in the morning on your way to the Veins district and the Necropolis.

Meanwhile, you return to Abdur's that evening and settle in for a while. Nidhi's storytelling is still remembered - at least by some - and you're greeted warmly. You suspect the warm greeting has as much to do with the barrels of ale and wine you brought from the boat as remembrances of heroic deeds, but it's still a good feeling to be welcomed.

You can sell your goods to Abdur for now - he'll make arrangements for everything once the town has returned more or less to normal.

After the wand is purchased, everyone still gets a divvy of 974gp each. Please note the wealth on your character sheets.

You are again nestled in Abdur's shop for the night. You get a nice area to be sure, but with the refugees here there are no beds per se. But it's safe.

There was a bit of a raucous in the wee hours, but nothing the guards outside couldn't handle and the night passes peaceably.

In the morning you stop by the church and collect your wand. They too had some trouble in the night, but weathered it well. Ptemenib suspects there may have been another pulse as he's heard widespread stories, but it could just be some of the undead found a way around, or under, the wall.

Anything more before you head into the tunnels?


Are there potions we could buy from Abdur? Or alchemical items? Also, do we need something for lamias? Finally, Cahal would buy monkish weapons in silver and cold iron if she could.


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Abdur is able to get any nonmagical item pretty much. He can get some potions, but the more obscure stuff might take some time.


Inactive; Campaign Concluded

Earlier, Before Calling it a Night
______

"Hey, guys? I think we'll want to be really careful about tangling with lamias," Florence speaks up as they converse over dinner about what sorts of supplies they might need for their trek in the morning. "From what I...know, their strikes can drain away a person's...well, common sense I guess you could say. That makes them more likely to fall under their spells of enchantment," she explains.

"But I'm not sure if we can do much to prevent it or repair the damage, at least not right now. I think it takes fairly strong magic to fix something like that," she frets. "So our best bet would be to try and avoid fighting any of them if we can possibly help it."
______

Flo's gold total has been updated!


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

After enjoying a night of good rest, Benedictus wakes up early in the morning, a few hours before his companions. His mind was too occupied lately, perhaps even over-stimulated by the quick events going on around him, leaving him little time to think.

Preparation is the key to success...

Fortunately, this morning Benedictus has enough time to focus on what lies ahead. He starts to think about everything he knows that might prove useful in the upcoming events, and will prepare his spells accordingly.
________________

Knowledge (arcana) check: 1d20 + 14 ⇒ (17) + 14 = 31
Lamias: General description, DR, weaknesses, special abilities

Knowledge (local) check: 1d20 + 11 ⇒ (14) + 11 = 25
Dark folk: General description, DR, weaknesses, special abilities

Knowledge (religion) check: 1d20 + 13 ⇒ (2) + 13 = 15
Good magic items vs. undead?


How about an oil of Align Weapon or a potion of Lesser Restoration, level 2 cleric spells? Or a potion of Darkvision or Bull Strength, level 2 wizard spells?

In the morning, Cahal finds door frame sturdy enough and proceeds through her morning exercises, using the door frame to lift her legs then her body, reinforcing her core and arms.

This time however, once sweaty and dusty, she cleans herself using a dull blade, scraping the dirt off her skin, then oils herself. Finally, she dons a fresh white sleeveless shirt of thin cotton. She looks transformed, but her thick hair still smells as musky as ever.

She buys from Abdur a strange weapon, a dan bong made of silver. If asked, she'll gladly demonstrate its use to the person asking, with some pain and some laughs.


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Benedictus:
Lamias are tough CE Large monstrous humanoids. The creature's upper torso is that of a woman with cat's eyes and sharp fangs, while her lower body is that of a lion.

They have no DR to speak of.

Lamias have no particluar weakness, but they look to the eldest female of the group as their leader, mother, and shaman, cleaving to her with fanatical reverence. While lamias shun most religious followings - viewing such as the source of the curse that blighted them with bestial forms - lamia elders claim to hear the whispers of the scouring desert winds and know the cold whims of the stars, drawing upon such mystical sources to lead their people.

Dunno if that's a weakness, but it could help...

They have some spells as well!

Spell-Like Abilities (CL 9th)
At will—disguise self, ventriloquism
3/day—charm monster (DC 15), major image (DC 14), mirror image, suggestion (DC 14)
1/day—deep slumber (DC 14)

- - -

Dark Stalkers are tall humanoid's with pale brow and black, soulless eyes - all that can be seen above a black scarf wrapped around its face.

Weaknesses light blindness

Spell-Like Abilities (CL 6th)
At will—deeper darkness, detect magic, fog cloud

- - -

You're not sure what good magic items might be vs undead, but the usual stuff comes to mind (holy water, aligned weapon-good, etc.).
- - -

Cahal - you can get everything you listed if you wish. Standard costs.


We had a wand of lesser restoration, but only had 10 charges at the time. Might be less now. I know Zilchus used at least one. It would be great to have restorations on hand (lesser or normal) if possible. Also, maybe scrolls of remove fear/paralysis/compulsion etc.? Now that we have some cash, we should buy protective stuff. Also, if Ben learns anything good about dark folk, maybe he can ‘enlighten’ us about needs for fighting them.

Florence Corvina wrote:
"But I'm not sure if we can do much to prevent it or repair the damage, at least not right now."

Zilchus seems confused.

”Are Lamias unfriendly? Why would the Pharasmooks allow them to stay otherwise?”


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The party discusses further what to do. You may each make one purchase after this combat retroactively. But I feel you’ve had enough time to discuss and plan, so I’m moving us forward. :)

The group heads toward the Veins district and back to where you initially found Ptemenib. You encounter a pair of church guards keeping a general eye on the place - mostly as a warning for any undead who may chose to use the tunnels below. You head inside and back downstairs, past the pit trap, and into the area you missed due to your parley. Behind a now opened secret panel are a series of tunnels.

You enter the tunnels, which are well finished at first. You suspect they were just deep storage for the brickworks and other businesses in the neighborhood, but eventually you are into rougher tunnels, with carved steps in some of the slopes and the occasional signs of life - like an unlit lantern at an opening with a scattering of chairs, ready for a clandestine meeting. You also find the bodies of the dead, and many more empty crypts and tombs whose dead have risen and moved on.

You don’t know your way, and tracks are hard to come by in the slick stone tunnels. It looks like more than humans wander these halls as you find paw prints as well. You spend a good hour wandering the underground spaces beneath the Necropolis. You do encounter a ghoul fighting over a bit of fresh meat (rat) with a pair of zombies, but quickly dispatch them without too much trouble.

Eventually… you see a shaft of light ahead! So you know you must be close to the other side. Unfortunately, basking in that light, are hundreds of venomous snakes. You face a pair of snake swarms! Venomous snakes slither and crawl over each other in a furious mass, their poison-dripping fangs glinting in the warm light from above.

A portion of the tunnels’ stonework has collapsed here, exposing the winding crypts beneath to the harsh sky above. Shallow alcoves line each wall, stacked high with artfully arranged human bones and skulls. In the center of this subterranean chamber, a jumble of bronze springs and copper plates lies tangled in a pile of fallen stone.

You basically round the corner sort of on top of them.

-Round Surprise-
Benedictus - 17
- Round 1-
Good Folks - 24
Benedictus - 17
Zilchus - 16
Florence - 14
Cahal - 13
Nidhi - 9

Initiative Rolls:

Benedictus 1d20 + 13 ⇒ (4) + 13 = 17 (acts in surprise round)
Cahal 1d20 + 1 ⇒ (12) + 1 = 13
Florence 1d20 + 2 ⇒ (12) + 2 = 14
Nidhi 1d20 + 1 ⇒ (8) + 1 = 9
Zilchus 1d20 + 2 ⇒ (14) + 2 = 16
Good Folk 1d20 + 7 ⇒ (17) + 7 = 24

Benedictus will have his usual surprise round, followed by the snakes!


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

⁞⁞⁞⁞ SURPRISE ROUND ⁞⁞⁞⁞

‖‖‖‖‖‖‖‖ • Initiative: 17 • ‖‖‖‖‖‖‖‖

Alerted by his friends, Benedictus’ first reaction is to move forward in order to see what Cahal (who’s likely the one to spot the snakes first, given her starting position) has spotted. Once he sees the snakes too, the scholar starts to meticulously consider his options…


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Benedictus moves up and considers his options.

The forward swarm surges forward writhing over Benedictus and Cahal. Benedictus gets an AoO if he has a weapon out, and Cahal does if she has Combat Reflexes.

The swarm does a little damage, Benedictus: 1d6 ⇒ 4 Cahal: 1d6 ⇒ 5, but also forces a Distraction roll (Fort DC 15 or nauseated 1 round) followed by a Poison roll (Fort DC 15 or Benedictus: 1d2 ⇒ 2 Cahal: 1d2 ⇒ 1 Con damage).

- Round 1-
Good Folks - 24
Benedictus - 17 (-4hp)
Zilchus - 16
Florence - 14
Cahal - 13 (-5hp)
Nidhi - 9

Everyone is up!


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

⁞⁞⁞⁞ ROUND 1 ⁞⁞⁞⁞

‖‖‖‖‖‖‖‖ • Initiative: 17 • ‖‖‖‖‖‖‖‖

For once, Ben’s body proves to be at least as ready as his mind. Although he’s not able to avoid the hundreds of bites from the snakes, the scholar manages to resist their worst effects. Without losing his concentration, Ben quickly steps backwards, his tunic blown up by the sudden movement of the air.

Watch out, Cahal!

Speaking a single word of arcane power, Ben points his open palms at the snakes and produces a fiery burst of flames!
_________________________
Ben casts burning hands.

I will forget about that, but here and now I will state that right after the end of this fight Ben will cast mage armor on himself.

Fortitude save vs. nauseated: 1d20 + 2 ⇒ (18) + 2 = 20
Fortitude save vs. poison: 1d20 + 2 ⇒ (17) + 2 = 19

Burning hands damage (DC 17 Ref save half): 5d4 ⇒ (3, 1, 3, 4, 1) = 12

Status:
hp – 28/32
Conditionsmage armor (+4 AC, 5 hours)
Wizard spells prepared (CL 5th, concentration +11)
[smaller]3rd (1+1/day)― fly , haste

2st (2+2+1/day)― glitterdust (DC 18), locate object, scorching ray, web (DC 18), stone call (DC 18)
1st (3+2+1/day)― burning hands (x2 x1; DC 17), grease (DC 17), ear-piercing scream (DC 17), mage armor, true strike
Cantrips (at will)― dancing lights, detect magic, mage hand, prestidigitation


Roll20 Map - Treasure Sheet

Reflex Blue: 1d20 + 9 ⇒ (10) + 9 = 19
Reflex Red: 1d20 + 9 ⇒ (6) + 9 = 15

Blue manages to avoid the brunt of the fire, but Red got tagged directly. However, both swarms seems to take more damage than the simple flames expected.


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Round 1, Init 16

'Snakes? Why'd it hafta be snakes?!" Zilchus hacks once at the snakes, then moves back 20'

1d20 + 8 ⇒ (10) + 8 = 18 to hit;
2d4 + 7 ⇒ (3, 1) + 7 = 11 adamantine slashing damage.

Stats of Zilch:

[ dice]1d20+8[/dice] to hit;
[ dice]2d4+7[/dice] slashing damage.

HP: 42/42
AC: 19 (7 armor, 2 dex)

DF: 0/10
Weap: 0/5
Grunting: 0/5 used
Quick Prayer: 0/5 used
PoP1: 0/1 used
GoodFeelings: 0/2 used

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later


AoO Stomping with feet, PA: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 301d8 + 8 + 4 ⇒ (2) + 8 + 4 = 14
Confirm?: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 301d8 + 8 + 4 ⇒ (6) + 8 + 4 = 18
Nice!

"Get off! Off!" warns Cahal as she reflexively stomps at the incoming snakes.

Fort Nauseated: 1d20 + 6 ⇒ (1) + 6 = 7 Dear me! Now I can only hope my AoO took the swarm out...
Fort Poisoned: 1d20 + 6 ⇒ (11) + 6 = 17

Let me know if I took the swarm out and can still act. Otherwise, Cahal retches.


Inactive; Campaign Concluded

Round 1, Init 14

Better snakes than spiders, Florence thinks to herself as she watches Ben burn one group of snakes to great effect. She shrinks away, not wanting to approach due to the flames but knowing that she has to help in some manner.

"H...hey, Nidhi? Um...good luck!" she blurts out, for lack of anything better to do or say. Her face immediately reddens.

'Good luck'??? What was that!?
______

Florence maintains her position and grants Nidhi a bit of good fortune! For one round, Nidhi may reroll any one ability check, attack roll, saving throw, or skill check and take the better result. You'll need to declare that you're using it before you make your rolls :)


Roll20 Map - Treasure Sheet

Nice double 20 Cahal - unfortunately your opponent has no discernible anatomy and cannot be critted so it survives your onslaught and you are nauseated for the round. Remember you can still move while nauseated.

Nidhi is up!


Cahal shuffles back a few feet, hoping to get a chance to trample some more snakes.


Neutral Human Bard/14

I'm such a slacker - I still haven't leveled up Nidhi. I'm not crazy about the numbers aspect of the game.

Round 1, Inititive 6:

Nidhi flinches at the sight of the mass of slithering serpents. She retreats backwards 30 feet, nearly tripping down the stairs.

As she starts her descent down the stairs, Nidhi begins chanting:

"Beware of the cold-blooded snake,
Fangs dripping with venom and sting
Anyone who approaches, beware. Beware."

Nidhi casts Inspire Courage.

Does Nidhi have to use Good Fortune in Round 1?


Roll20 Map - Treasure Sheet

Benedictus steps back and burns both swarms with some effectiveness. Zilchus slashes at blue, and does some damage, but less then he’d hoped and only a few snakes among the writhing mass are killed. Forence aids Nidhi in her next attack. Cahal is nauseated by the snakes and cannot act effectively. Nidhi, numberless, strides clumsily down the stairs as she enhances the parties abilities.

The blue swarm slithers down the steps and engages Zilchus and Cahal once again (both get AoOs, and blue is not well so we’ll see what happens). If it survives, it does a little damage Zilchus: 1d6 ⇒ 4 Cahal: 1d6 ⇒ 3, but also forces a Distraction roll (Fort DC 15 or nauseated 1 round) followed by a Poison roll (Fort DC 15 or Zilchus: 1d2 ⇒ 2 Cahal: 1d2 ⇒ 1 Con damage).

Meanwhile red cozy’s up to Benedictus (who also gets an AoO if he has a weapon out). Benedictus: 1d6 ⇒ 4 but also forces a Distraction roll (Fort DC 15 or nauseated 1 round) followed by a Poison roll (Fort DC 15 or Benedictus: 1d2 ⇒ 2 Con damage).

- Round 2-
Blue - 24 (-28hp)
Red - 24 (-18hp)
Benedictus - 17 (-8hp)
Zilchus - 16 (maybe -4hp)
Florence - 14
Cahal - 13 (-5hp, maybe -3hp)
Nidhi - 9

Everyone is up!


AoO Stomping with feet, PA: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 221d8 + 8 + 4 ⇒ (2) + 8 + 4 = 14

"Damn those vermins! Keep them away!!!" curses Cahal as she stomps at the snakes.

Fort Nauseated: 1d20 + 6 ⇒ (5) + 6 = 11

Fort Poisoned: 1d20 + 6 ⇒ (19) + 6 = 25

Unable to do much more, she moves back again.


Round AoO and 2(?), Init 16

Zilchus takes his AoO even as snakes begin to bite and try to poison him.

1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21 to hit; (+bless)
2d4 + 7 + 1 ⇒ (3, 3) + 7 + 1 = 14 adamantine slashing damage.

If not kilt:

1d20 + 5 ⇒ (4) + 5 = 9 Distraction
1d20 + 5 ⇒ (17) + 5 = 22 Fort

Zilchus strikes again at the swarm....maybe (distraction).
1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 to hit; (+bless)
2d4 + 7 + 1 ⇒ (3, 3) + 7 + 1 = 14 adamantine slashing damage.

If kilt:

Zilchus moves to the other swarm and strikes. Just to right of red dot.
1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 to hit; (+bless)
2d4 + 7 + 1 ⇒ (2, 2) + 7 + 1 = 12 adamantine slashing damage.

Stats of Zilch:

[ dice]1d20+8[/dice] to hit;
[ dice]2d4+7[/dice] slashing damage.

HP: 38/42
AC: 19 (7 armor, 2 dex)

DF: 0/10
Weap: 0/5
Grunting: 0/5 used
Quick Prayer: 0/5 used
PoP1: 0/1 used
GoodFeelings: 0/2 used

Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later


Roll20 Map - Treasure Sheet

The swarm is slain... Cahal, you may act!


Inactive; Campaign Concluded

Round 2, Init 14

Although she suspects that they may be able to put the remaining swarm down before it'll make a difference, Florence hefts her longspear and moves up the stairs. Once she gets within reach of the remaining swarm, she attempts to stab at the writhing mass!

Longspear vs. Red Swarm (Inspire Courage): 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
______

The above happens unless Zilchus finishes it off first :)


Cahal and Zilch having stopped the snakes in their tracks, and bolstered by the inspiring words, Cahal walks up to the remaining snakes and stomps at them.

Stomping with feet, PA, IC: 1d20 + 12 - 2 + 1 ⇒ (11) + 12 - 2 + 1 = 221d8 + 8 + 4 + 1 ⇒ (1) + 8 + 4 + 1 = 14


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

⁞⁞⁞⁞ ROUND 2 ⁞⁞⁞⁞

‖‖‖‖‖‖‖‖ • Initiative: 17 • ‖‖‖‖‖‖‖‖

Aaah!

Ben’s scream is not very masculine as the snakes continue to bite at his legs, but in the heat of the moment the scholar does not care to hide his disgust for the slithering beings. He’s all too busy fighting off the effects of the snakes’ poison, actually—this time, however, his organism proves to be less resilient then before, and eventually gives up to the poison. As a nauseating feeling creeps up to Ben’s mouth, the scholar puts a hand to his mouth in order to avoid vomiting and moves as far as possible away from the swarm, running into a side tunnel behind him. Unfortunately, this prevents him from doing anything apart from give a particularly desperate look at his companions, as to beg them to end the snakes as soon as possible.
_________________________
Ben is nauseated, thus can only move for this turn.

Fortitude save vs. nauseated: 1d20 + 2 ⇒ (4) + 2 = 6
Fortitude save vs. poison: 1d20 + 2 ⇒ (6) + 2 = 8

Status:
hp – 24/32
Conditionsmage armor (+4 AC, 5 hours), nauseated (1 round), poisoned (?)
Wizard spells prepared (CL 5th, concentration +11)
[smaller]3rd (1+1/day)― fly , haste

2st (2+2+1/day)― glitterdust (DC 18), locate object, scorching ray, web (DC 18), stone call (DC 18)
1st (3+2+1/day)― burning hands (x2 x1; DC 17), grease (DC 17), ear-piercing scream (DC 17), mage armor, true strike
Cantrips (at will)― dancing lights, detect magic, mage hand, prestidigitation


Roll20 Map - Treasure Sheet

Benedictus, nauseated, must move back from the battle and gather his wits. Zilchus having slaughtered the last swarm with Cahal, moves up and stabs at the next one, though he does less damage than he’d like it is a telling blow. Forence moves up as well and also takes a poke at the snakes, skewering a couple on her spear though she also does a little less damage than she’d hoped. Cahal, who has been doing full damage with her attacks, slips under Florence’s spear and delivers another stomp - ending the scourge.

We are out of initiative, but Benedictus is still suffering the ravages of the poison. Benedictus, please make DC 15 fort save or suffer an additional 1d2 ⇒ 2 con damage.

- Round 3-
Blue - 24 (-48hp)
Red - 24 (-41hp)
Benedictus - 17 (-8hp, -2 con, poisoned)
Zilchus - 16
Florence - 14
Cahal - 13 (-5hp)
Nidhi - 9

We are out of initiative!


Neutral Human Bard/14

Nidhi stops her chanting when she realizes the snakes are dead. She carefully - oh so carefully - does a weird goose step around the lifeless bodies of snakes. "Ben! I'll help you!" Nidhi's voice suggests urgency but her careful and exaggerated tiptoe walk displays the opposite.

When Nidhi finally maneuvers herself to the other side where Ben is, Nidhi lightly touches Ben's arm and casts Cure Light Wounds.

CLW: 1d8 + 5 ⇒ (3) + 5 = 8

Nidhi takes a step back to survey her companion. "Are you okay?" Nidhi glances around the corner for other foes before focusing on Ben's injuries again. Conspiratorially, Nidhi leans in to whispers to all willing to listen: "You think the Silver Chain kept these snakes as pets?"


Zilchus slashes at the snakes near Ben, both to protect the man and just because they are snakes and need to be slashed and ended. He then stomps any that are still wriggling.

"Damn these things," Zilchus seems to answer Nidhi. "I cannot fathom how they would keep these as pets. There are way too many and way too unruly."

Zilchus eventually calms down and takes point again. He looks for non-snake tracks while he waits for others to heal.

1d20 + 9 ⇒ (12) + 9 = 21 Survival

Nidhi, if you track the Wand of CLW, Zilchus will track the wand of CMW. I think we have 4 charges on the old wand.


Neutral Human Bard/14

Nidhi waves the Wand of Cure Light Wounds at Cahal and Zilchus.

Wand of Cure Light Wounds (3 left): 1d8 + 5 ⇒ (1) + 5 = 6 Cahal

Wand of Cure Light Wounds (2 left): 1d8 + 5 ⇒ (4) + 5 = 9 Zilchus

"It's a relief to finally see the sun again," Nidhi comments but doesn't move towards the exit. She glances at Cahal and Zilchus, as if hinting they should go first.

Okay. 2 charges on Wand of CLW remaining. Nidhi used a spell to heal Ben.


Inactive; Campaign Concluded

Seeing that Ben had suffered bites from the snakes and seemed to be faring rather poorly for it, Florence draws one of her concocted remedies from her pack and rushes up to Ben.

"Ben? If you're feeling sick drink this, it may help!" she insists, shoving the vial at him and apparently unconcerned about whether or not she and Nidhi might be crowding him a bit.

If Ben Accepts:

Remedy (Profession: Herbalist) vs. Poison: 1d20 + 12 ⇒ (1) + 12 = 13

Seriously? >.<


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

Ben is quite surprised to find himself immediately surrounded by his friends. His organism still fighting against the effects of the poison, the scholar barely manages to crack a faint smile. The scholar gives a grateful look at Nidhi for healing him. Then, when also Florence comes closer with the intention to help, Ben gives her a huge smile.

They really care for me…

Hey Florence, no thanks, I think the poison is wearing off. I feel already a bit better, but thanks”.

After another minute or so, during which Nidhi heals Cahal and Zilchus, Benedictus is ready to go. “I feel a little weak, but that’s just a sensation. The poison must have lowered my defenses a bit, but I can continue. Let’s go.” Ben places himself in the middle of the group while moving, and every now and then asks the party to stop in order to cast detect magic and scan the whole area for magic auras, rotating on himself if necessary.
_________________________
Fortitude save vs. poison: 1d20 + 2 - 1 ⇒ (14) + 2 - 1 = 15

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