GM Euan's Mummy's Mask

Game Master Euan

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Nidhi doesn't manage to reset the trap on her first try, but she doesn't trigger it either. On the second attempt, she hears a series of loud clicks. Tentatively checking the floor, she finds it solid and safe for foot traffic.

Zilchus, schooled in library secrets from the last delve, dutifully searches the hall for secrets but finds none.

Benedictus searches the northern hallway, and discovers a small niche where the clockwork soldier clearly stood, but little else in the thick dust.


Zilchus moves up the next intersection, continuing to heroically search for danger and secrets.

1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37 Perception

"Ben? What was that? BEN? Where did you go?" Zilchus waits for others to catch up.


Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27
Neutral Human Bard/14

Nidhi triumphantly stands up. "No more pesky floor traps for us!" Nidhi looks to her left. She looks to her right, "guys? Guys, don't leave me! It's too dark in here!" She hurries to catch up with one of the tankier party members, making sure she's standing behind one of them.

Nidhi lifts her Everburning Torch for light as she peers around Zilchus' big frame. See map. "What about that other construct-thing? Are you sure it won't animate and chase after us," Nidhi asks to no one in particular. She gestures in the direction of the yellow statuesque form,

Perception (traps, giant insects, 1,000-year-old jars of honey): 1d20 + 12 ⇒ (18) + 12 = 30


Roll20 Map - Treasure Sheet

Zilchus thinks he hears the dust settle more heavily to the south than in the hallway, but he's pretty sure there's nothing moving nearby. Other than Nidhi of course who jangles up with her jewelry clanking a little.

With Nidhi's light flickering, to the south the pair see what looks to be another open room, though what it contains remains a mystery until investigated...


Female Halfling Cavalier/16

Survival: 1d20 + 11 ⇒ (3) + 11 = 14 Any tracks in the thick dust?

"Oh, Hi Florence! she whispers. "Look everyone, Florence took a shortcut!"

Stelle moves with Zilchus and Nidhi and will continue into the south room looking about cautiously.

Perception: 1d20 + 12 ⇒ (17) + 12 = 29


Roll20 Map - Treasure Sheet

Stelle finds no tracks in the dust. Long racks of dusty papyrus scrolls line the walls of this semi triangular chamber. As the lights shine on the interior, three strange looking creatures begin to flare to life! Four bandy limbs, each splitting at the elbow into two three-fingered forearms, emerge from this medium creature's crystalline body. It looks a little humanoid, and a little spidery.

Just before they leap into action, you each get glimpses of burning books and scrolls flashing through your minds… they seek to destroy what you have learned - what a strange defense for a library!

Knowledge Planes DC 17:
You face Theletos Aeons, N Medium outsider (aeon, extraplanar). One question for each five you beat the DC.
- - -

Initiative Rolls:

Benedictus 1d20 + 12 ⇒ (1) + 12 = 13 (acts in surprise round)
Florence 1d20 + 6 ⇒ (12) + 6 = 18
Nidhi 1d20 + 1 ⇒ (18) + 1 = 19
Stelle 1d20 + 2 ⇒ (12) + 2 = 14
Zilchus 1d20 + 2 ⇒ (18) + 2 = 20
Good Folk 1d20 + 6 ⇒ (20) + 6 = 26

- Round Surprise -
Good Folks - 26
Benedictus - 13
- Round 1 -
Good Folks - 26
Zilchus - 20
Nidhi - 19
Florence - 18
Stelle - 14
Benedictus - 13

Next up, Benedictus in the surprise round. If you attack the creatures, please make a Will DC 12 as well.


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:

Knowledge (planes): 1d20 + 16 ⇒ (13) + 16 = 29 Special abilities, vulnerabilities. For later.

Ben makes his way toward the group. If he hears a scream or something; otherwise he will keep calling the others, somehow convinced that they have followed him.


Roll20 Map - Treasure Sheet

Benedictus on hearing something metallic moving around the corridors, moves back to the party.

Benedictus:
When you see them you see there are no vulnerabilities, but plenty of special abilities.
Fate Drain (Su) A theletos possesses a pair of flexible crystalline tentacles with which it can drain a creature's sense of fate and destiny. Whenever it strikes a foe with these tentacles, the creature struck must make a DC 17 Will save or take 1d4 points of Charisma damage. Until a creature's Charisma damage from this ability is healed, the victim takes a –2 penalty on all saving throws (regardless of the actual total amount of Charisma damage it takes). The save DC is Constitution-based.

Wreath of Fate (Su) As a full-round-action every 1d4 rounds, a theletos can release a 60-foot cone of energy from its chest. Any intelligent creature struck by this cone must make a DC 15 Will save or become nearly overwhelmed with the knowledge of various fates that destiny has in store for him—there is no way to make sense of these myriad dooms and boons, and as a result, the victim is staggered. As long as this condition persists, the victim may choose to make two rolls when attempting an attack roll, a saving throw, or a skill check—he must accept the worse of the two rolls, but in so doing the wreath of fate passes from his soul and he is no longer staggered by this ability. Wreath of fate is a curse effect, and as such can be affected by remove curse or break enchantment—the effective caster level of this curse is equal to the theletos's HD (CL 9th in most cases). The save DC is Charisma-based.
- - -

The creatures move in a weird sort of scrambling motion, with arms and tentacles flailing about as they close on Stelle. They seem to ignore Annie for now, and concentrate on the rider.

red slam on Stelle: 1d20 + 13 ⇒ (5) + 13 = 18 damage: 1d6 + 4 ⇒ (2) + 4 = 6
blue slam on Stelle: 1d20 + 13 ⇒ (1) + 13 = 14 damage: 1d6 + 4 ⇒ (5) + 4 = 9
green slam on Stelle: 1d20 + 13 ⇒ (20) + 13 = 33 damage: 1d6 + 4 ⇒ (6) + 4 = 10

crit threat green slam on Stelle: 1d20 + 13 ⇒ (8) + 13 = 21 damage: 1d6 + 4 ⇒ (2) + 4 = 6

The blow flashes a view of burning libraries, books, and other fonts of knowledge. Just for a moment, she sees her father in the flames…

- Round 1 -
Good Folks - 26
Zilchus - 20
Nidhi - 19
Florence - 18
Stelle - 14 (-10hp)
Benedictus - 13

Next up, Everyone! No need to make a will save with attacks going forward. Just a first round thing.


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Female Halfling Cavalier/16

Round 1, Init 14

Status:

Stelle: Hits: 64
Annie: Hits: 52
Saves:
Fort: +9 (+1 Con, +Cloak, +Luck)
Reflex: +5 (+2 Dex, +Cloak, +Luck)
Will: +5/+9 vs. Fear (+Blood of Pharaohs, +Luck, +Cloak) (+2 Fearless, +2 Banner)

Challenge: 3/3

BAB: 12/7 (+2 Lance, -3 PA, +4 when charging with Annie, +1 when charging)

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+8 on challenge)
Lance, MW: (+2 to hit) ((1d6+Str+PA+Lance)x3(Spirited Charge)), (x6 on a Crit), (+8 on challenge)
Hammer (Ag): (+1 to hitMW) (1d3+Str+PA +1damage), (x2 on a Crit), (+8 on challenge)
Glaive (Cold Fe): (+1 to hitMW) (1d8+Str+PA+1 damage), (x3 on a Crit), (+8 on challenge)
Scimitar (Cold Fe: (+1 to hitMW) (1d4+Str+P+1 damage), (x2 on an 18-20 Crit), (+8 on challenge)
Composite Shortbow: (+1 to hitMW) (1d4+Dex +2 Str damage +1), (x3 on a Crit), (+8 on challenge)

"AAaugh!" Stelle shrieks. "Are you threatening my family?!"

Stelle
Shield Bash, Blue: 1d20 + 8 ⇒ (2) + 8 = 10 -PA
for Damage: 1d3 + 2 + 6 ⇒ (2) + 2 + 6 = 10

Anubis
Improved Overrun: 1d20 + 12 ⇒ (14) + 12 = 26 +Amulet, +IO


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

Round 1, Initiative 18

Kn. Planes: 1d20 + 11 ⇒ (14) + 11 = 25
Resistances, please!

"Aeons? They've got all sorts of things guarding these libraries," Florence remarks with a grimace. She takes a few steps forward and tries taking aim at one of the creatures with her Wand of Ear-Piercing Scream.

Ear-Piercing Scream vs. Blue (CL 4th): 2d6 ⇒ (4, 4) = 8
DC 11 Fort save; charges remaining (47).


Roll20 Map - Treasure Sheet

Florence:
Resist electricity 10, fire 10
- - -

Fort: 1d20 + 9 ⇒ (1) + 9 = 10

Florence, please make a Spell Resistance check, DC 18. Fail, and the spell doesn't go through, succeed, and I take some damage. :)


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

"Oh...Ben? Ben! You might want to steer clear of using electricity or, um, fire against these things," Florence adds, almost as an afterthought.

Good thing I didn't try throwing a lightning bolt just now!

CL vs. SR: 1d20 + 8 ⇒ (7) + 8 = 15


Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27
Neutral Human Bard/14
GM Euan wrote:
and a little spidery

Round 1, Initiative 19:

Nidhi misinterprets the creatures because of what they vaguely resemble.

Knowledge (Nature): 1d20 + 7 ⇒ (8) + 7 = 15 Creepy crawlies! Run for your life!

"I KNEW IT!" Nidhi proclaims. "A dark space that's been closed off for who knows how long - gross, gross, gross, gross, GROSS!" Nidhi pulls her arms tight to her chest, trying to take up as little space as possible. Nidhi moves behind Florence in an attempt to "hide" from the creatures. Move Action: Hide behind Flo, lol

As Stelle starts fighting back against insect-like creatures, Nidhi looks like she wants to flee. Instead, Nidhi begins to sing again, inspiring the party.

Inspire Courage: +2 (level 6) morale bonus on Saving Throws against charm and fear, +1 competence bonus on attack and weapon damage rolls

Good Hope: +2 morale bonus on saving throws, ability checks, skill checks, and weapon damage rolls.


Round 1, Init 20

Zilchus quickly recognizes the value of fighting a bit defensively now that the Lancing, uh, Lancemaiden has shown her skill in battle.

He casts Shield of Faith and moves to stand in front of Flo, giving time for another charge before full engagement.

Stats of Zilch:

[ dice]1d20+12+2+4+2[/dice] to hit; (+hero,+grunt,+bard)
[ dice]2d4+13+2+2[/dice] adamantine slashing damage.

[ dice]1d20+5+2+4+2[/dice] to hit; (+hero,+grunt,+bard)
[ dice]2d4+13+2+2[/dice] adamantine slashing damage. (+bard,+hope)

HP: 65/66
AC: 25/23 (7 armor, 2 dex, 1 dodge, +3 buckler +2 ring) +3 SoF

DF:0/10
Weap: 0/8 rounds used (+2 bonus/flame/frost)
Grunting: 2/7 used (+4)
Quick Prayer: 1/7 used
PoP1: 0/1 used
Armor: 0/8 minutes used
Crodidilic Aura: 0/5 used (5d6)

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


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 keeps moving down the corridor. When he hears Florence calls his name, he starts to run, arriving on the intersection where is companions are fighting in a few seconds, his breath short. “I…Wow. I didn’t know you knew them Flo…Good, I'm not going to use my fire spells, thanks!,” he manages to say while catching his breath. “Stay away from their tentacles guys. Their mastery over fate and destiny is well renowned, and that makes them dangerous…But they are not naturally inclined to evil, I don’t understand why they are attacking us!


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

"Probably because we're not supposed to be here!" Florence calls back in reply. "But...thanks. I learn a lot from watching you," she grins.


Roll20 Map - Treasure Sheet

Zilchus protects himself and moves into position. Nidhi overcomes the panic and helps prepare the party for battle. Florence tries screaming at one, but it shrugs it off. Stelle misses bashing one, but bursts through their line and into the library. Benedictus, breathing heavily, joins the party... and issues a warning.

Red closes with Stelle, charging.
red slam on Stelle: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24 damage: 1d6 + 4 ⇒ (4) + 4 = 8

…while blue and green close on Zilchus and the rest of the party.
blue slam on Zilchus: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23 damage: 1d6 + 4 ⇒ (5) + 4 = 9
green slam on Zilchus: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29 damage: 1d6 + 4 ⇒ (3) + 4 = 7

Zilchus catches a glimpse of the library in flames as he's hit but once.

- Round 2 -
Good Folks - 26
Zilchus - 20 (-7hp)
Nidhi - 19
Florence - 18
Stelle - 14 (-10hp)
Benedictus - 13

Next up, Everyone!


Round 2, Init 20

"Get that one!" Zilchus just takes one blow and tried to take down one foe at a time. @Green. He calls for help from the Great Crocodile.

1d20 + 12 + 2 + 3 + 2 ⇒ (1) + 12 + 2 + 3 + 2 = 20 to hit; (+hero,+DF,+bard)
2d4 + 13 + 2 + 3 + 2 ⇒ (2, 1) + 13 + 2 + 3 + 2 = 23 adamantine slashing damage.

1d20 + 5 + 2 + 3 + 2 ⇒ (5) + 5 + 2 + 3 + 2 = 17 to hit; (+hero,+DF,+bard)
2d4 + 13 + 2 + 3 + 2 ⇒ (1, 1) + 13 + 2 + 3 + 2 = 22 adamantine slashing damage. (+bard,+hope)

Stats of Zilch:

[ dice]1d20+12+2+4+2[/dice] to hit; (+hero,+grunt,+bard)
[ dice]2d4+13+2+2[/dice] adamantine slashing damage.

[ dice]1d20+5+2+4+2[/dice] to hit; (+hero,+grunt,+bard)
[ dice]2d4+13+2+2[/dice] adamantine slashing damage. (+bard,+hope)

HP: 58/66
AC: 25/23 (7 armor, 2 dex, 1 dodge, +3 buckler +2 ring) +3 SoF

DF:1/10
Weap: 0/8 rounds used (+2 bonus/flame/frost)
Grunting: 2/7 used (+4)
Quick Prayer: 1/7 used
PoP1: 0/1 used
Armor: 0/8 minutes used
Crodidilic Aura: 0/5 used (5d6)

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


Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27
Neutral Human Bard/14

Round 2, Initiative 19:

Nidhi continues to inspire the party with her singing and takes out her bow. She takes a five foot step to her right and aims for the green creature, firing a normal blunt arrow. Nidhi thinks she's being very brave considering their foes.

To hit (Masterwork Composite Darkwood Longbow with +2 Magic Enchant): 1d20 + 10 + 2 + 2 ⇒ (10) + 10 + 2 + 2 = 24
Bard 8th level +6, Dex +2, Belt (Dex Temporary for 24/hr) +1, Point-Blank Shot +1, Masterwork Weapon/Magical Bonus (doesn’t stack) +2, Inspire Courage (competence) +2, Good Hope (morale) +2

Damage (Blunt Arrow): 1d8 + 4 + 2 + 2 ⇒ (4) + 4 + 2 + 2 = 12
Str +1, Magical Bonus +2, Point-Blank Shot +1 (30ft), Inspire Courage (competence) +2, Good Hope (morale) +2

Inspire Courage: +2 (level 6) morale bonus on Saving Throws against charm and fear, +1 competence bonus on attack and weapon damage rolls

Good Hope: +2 morale bonus on saving throws, ability checks, skill checks, and weapon damage rolls.

Nidhi's Spell Tally:
Inspire Courage = 4/28 used
1st-level spells: 5 available
2nd-level spells: 5 available
3rd-level spells: 2 available, Good Hope (party)


Roll20 Map - Treasure Sheet

Nidhi:
The masterwork bonus doesn't apply to damage unfortunately, just to hit (and as you note, it doesn't stack with the bow). But you list your bow as +2 on the ToHit, and only +1 on the Damage. Is it a +1 or +2 bow?
- - -


Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27
Neutral Human Bard/14

Euan:
Ooooh, I think I forgot to add it to damage and I fixed the other MW on damage thing. It's +2. It has over 4k gold invested in it. +1 when Nidhi first got it, then an additional +1 in the morning with Abdur. Math is hard D:


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:

"Cristalline creatures are usually weak to sonic damage. Let's try this out then!"

Ben casts ear piercing scream (DC 17) on the green aeon.

Sonic damage: 4d6 ⇒ (1, 1, 4, 1) = 7


Roll20 Map - Treasure Sheet

Fort: 1d20 + 9 ⇒ (18) + 9 = 27 (if SR check successful, 3hp damage)

Ben, Spell Resistance Check please. DC 18 is your target. :)


Female Halfling Cavalier/16

Stelle urges Anubis at the green one. Provokes

Spirited Charge!: 1d20 + 12 - 3 + 5 + 1 ⇒ (17) + 12 - 3 + 5 + 1 = 32 -PA, +Charge, +Courage
for Damage: 3d6 + 6 + 18 + 6 + 6 + 6 ⇒ (6, 4, 1) + 6 + 18 + 6 + 6 + 6 = 53 +Str, +PA, +Lance, +Courage, +Hope


Roll20 Map - Treasure Sheet

Red does indeed take it's AoO... for what it's worth!
red slam on Stelle: 1d20 + 13 ⇒ (1) + 13 = 14 damage: 1d6 + 4 ⇒ (2) + 4 = 6


Female Halfling Cavalier/16

Halfling luck.


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:

Caster level check: 1d20 + 8 ⇒ (19) + 8 = 27


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

Round 2, Initiative 18

Florence pauses and gives her wand a funny look. "...the heck? Why didn't it work?" She tries pointing at Blue again and gives it a good shake.

CL vs. SR (DC 18): 1d20 + 4 ⇒ (18) + 4 = 22

Ear-Piercing Scream (CL 4th): 2d6 ⇒ (1, 4) = 5

"There it goes!"
________

Same as before, DC 11 Fort save! Charges remaining (46).


Roll20 Map - Treasure Sheet

Fort: 1d20 + 9 ⇒ (4) + 9 = 13

Blue takes a little damage as the scream gets through...


Roll20 Map - Treasure Sheet

Zilchus calls on aid from above, but little trickles down as he makes two great swings in the air. Nidhi connects with one of the creatures doing a little damage to it. Florence screams at blue, doing a little damage. Stelle charges in and slams into green, nearly splitting it in two… nearly. Benedictus tries an ear piercing scream of his own and a little damage trickles into green.

As the opposition prepares their assault, you see the wounds on green and blue close over a little as they begin to heal!

Red charges up on Stelle, trying again to damage her.
red slam on Stelle: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29 damage: 1d6 + 4 ⇒ (3) + 4 = 7

Green, hanging by a thread, digs in and tries to down Zilchus with blow upon blow as the arms and tentacles writhe over Zilchus’ form in a spidery sort of bug like crawl. It also moves closer to flank (5' scamper).
green slam on Zilchus: 1d20 + 13 ⇒ (19) + 13 = 32 damage: 1d6 + 4 ⇒ (3) + 4 = 7
green slam on Zilchus: 1d20 + 13 ⇒ (10) + 13 = 23 damage: 1d6 + 4 ⇒ (3) + 4 = 7
green tentacle on Zilchus: 1d20 + 8 ⇒ (6) + 8 = 14 damage: 1d4 + 2 ⇒ (3) + 2 = 5 Will DC 17 or take Cha damage: 1d4 ⇒ 1*
green tentacle on Zilchus: 1d20 + 8 ⇒ (14) + 8 = 22 damage: 1d4 + 2 ⇒ (2) + 2 = 4 Will DC 17 or take Cha damage: 1d4 ⇒ 1*

* cha damage:
Until a creature's Charisma damage from this ability is healed, the victim takes a –2 penalty on all saving throws (regardless of the actual total amount of Charisma damage it takes). It is not cumulative.
- - -

Blue concentrates a moment and it’s chest glows, releasing energy in a cone outward to the party! Zilchus, Florence, Nidhi, Benedictus, and Ptolomy must make DC 15 Will saves or become nearly overwhelmed with the knowledge of various fates that destiny has in store for them - there is no way to make sense of these myriad dooms and boons, and as a result, the victim is staggered. As long as this condition persists (you don’t know how long but at least the combat), the victim may choose to make two rolls when attempting an attack roll, a saving throw, or a skill check - they must accept the worse of the two rolls, but in so doing the wreath of fate passes from their soul and they are no longer staggered by this ability.

- Round 3 -
Good Folks - 26 (fast healing)
Green - 26 (-63hp)
Zilchus - 20 (-14hp, will save)
Nidhi - 19 (will save)
Florence - 18 (will save)
Stelle - 14 (-17hp)
Benedictus - 13 (will save)
Ptolomy - 13 (will save)

Next up, Everyone!


Round 3, Init 20

1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 Will vs. DC 15

Zilchus continues on Green, then Blue.

1d20 + 12 + 2 + 3 + 2 ⇒ (2) + 12 + 2 + 3 + 2 = 21 to hit; (+hero,+DF,+bard)
2d4 + 13 + 2 + 3 + 2 ⇒ (2, 1) + 13 + 2 + 3 + 2 = 23 adamantine slashing damage.

1d20 + 5 + 2 + 3 + 2 ⇒ (10) + 5 + 2 + 3 + 2 = 22 to hit; (+hero,+DF,+bard)
2d4 + 13 + 2 + 3 + 2 ⇒ (2, 1) + 13 + 2 + 3 + 2 = 23 adamantine slashing damage. (+bard,+hope)

Stats of Zilch:

[ dice]1d20+12+2+4+2[/dice] to hit; (+hero,+grunt,+bard)
[ dice]2d4+13+2+2[/dice] adamantine slashing damage.

[ dice]1d20+5+2+4+2[/dice] to hit; (+hero,+grunt,+bard)
[ dice]2d4+13+2+2[/dice] adamantine slashing damage. (+bard,+hope)

HP: 58/66
AC: 25/23 (7 armor, 2 dex, 1 dodge, +3 buckler +2 ring) +3 SoF

DF:1/10
Weap: 0/8 rounds used (+2 bonus/flame/frost)
Grunting: 2/7 used (+4)
Quick Prayer: 1/7 used
PoP1: 0/1 used
Armor: 0/8 minutes used
Crodidilic Aura: 0/5 used (5d6)

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


Roll20 Map - Treasure Sheet

Green goes down and bleeding on Zilchus' first swing (though not dead and healing). His second swing buries deep into blue.


Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27
Neutral Human Bard/14

Round 3, Initiative 19:

What else can those creatures do?

Fort: 1d20 + 2 ⇒ (11) + 2 = 13 Nope.

Nidhi has what she can only describe as a "religious experience" as she continues to sing, inspiring the party. She is nearly overwhelmed with the knowledge of various fates that destiny has in store for the party. "Pharasma has gifted me with true sight!" Nidhi flinches, "arg, no. It's too much."

Nidhi instructs to Ben and Florence, "don't be scared. We've been chosen!" Crazy-eyed, Nidhi casts Remove Fear on Ben and Florence.

Inspire Courage: +2 (level 6) morale bonus on Saving Throws against charm and fear, +1 competence bonus on attack and weapon damage rolls.

Good Hope: +2 morale bonus on saving throws, ability checks, skill checks, and weapon damage rolls.

Remove Fear: +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. 10 minutes

Nidhi's Spell Tally:
Inspire Courage = 5/28 used
1st-level spells: 5 available
2nd-level spells: 4 available, Remove Fear (Ben, Flo)
3rd-level spells: 2 available, Good Hope (party)


Female Halfling Cavalier/16

Round 3, Init 14

Status:

Stelle: Hits: 64 [-7]
Annie: Hits: 52
Saves:
Fort: +9 (+1 Con, +Cloak, +Luck)
Reflex: +5 (+2 Dex, +Cloak, +Luck)
Will: +5/+9 vs. Fear (+Blood of Pharaohs, +Luck, +Cloak) (+2 Fearless, +2 Banner)

Challenge: 3/3

AC: 27 (+3 Shield, Size, Amulet of Nat. Armor +1) flat footed = 22 (Size, +10 plate armor, Amulet of Nat. Armor +1),Touch = 13 (+2 dex, +1 Size)

BAB: 12/7 (+2 Lance, -3 PA, +4 when charging with Annie, +1 when charging)

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+8 on challenge)
Lance, MW: (+2 to hit) ((1d6+Str+PA+Lance)x3(Spirited Charge)), (x6 on a Crit), (+8 on challenge)
Hammer (Ag): (+1 to hitMW) (1d3+Str+PA +1damage), (x2 on a Crit), (+8 on challenge)
Glaive (Cold Fe): (+1 to hitMW) (1d8+Str+PA+1 damage), (x3 on a Crit), (+8 on challenge)
Scimitar (Cold Fe: (+1 to hitMW) (1d4+Str+P+1 damage), (x2 on an 18-20 Crit), (+8 on challenge)
Composite Shortbow: (+1 to hitMW) (1d4+Dex +2 Str damage +1), (x3 on a Crit), (+8 on challenge)

Stelle stabs at Blue twice, while Annie bites Red.

"Die, you miserable dirt bags!"
StabBlue: 1d20 + 12 - 3 + 1 ⇒ (2) + 12 - 3 + 1 = 12 -PA, +Courage
for Damage: 1d6 + 4 + 6 + 2 + 2 ⇒ (3) + 4 + 6 + 2 + 2 = 17 +PA, +Courage, +Hope
StabBlue: 1d20 + 7 - 3 + 1 ⇒ (8) + 7 - 3 + 1 = 13 -PA, +Courage
for Damage: 1d6 + 4 + 6 + 2 + 2 ⇒ (5) + 4 + 6 + 2 + 2 = 19 +PA, +Courage, +Hope
This is hard backwards...

Anubis
BiteRed: 1d20 + 10 + 1 - 3 + 1 ⇒ (17) + 10 + 1 - 3 + 1 = 26 +Courage, -PA, +Amulet
for Damage: 1d6 + 5 + 2 + 6 + 1 + 2 ⇒ (2) + 5 + 2 + 6 + 1 + 2 = 18+Courage, +PA, +Amulet +Hope

The pair move to the other side of the room. Provoke


Female Halfling Cavalier/16

If that Will DC 20 is a fear effect the Cavalier's Banner gives everyone who can see it a +2 morale bonus on saving throws, as long as you're within 60'


Roll20 Map - Treasure Sheet

For the record, it is not a fear effect. It is a curse however, if you have a bonus against curses.


Roll20 Map - Treasure Sheet

Oops! I forgot the AoO on Stelle...
red slam on Stelle: 1d20 + 13 ⇒ (16) + 13 = 29 damage: 1d6 + 4 ⇒ (2) + 4 = 6


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's Will save: 1d20 + 8 ⇒ (4) + 8 = 12
Ptolomy's Will save: 1d20 + 7 ⇒ (11) + 7 = 18

Experiencing the visions generated by the aeons for Ben is quite different from his short-ranged and almost immediate form of prescience. In fact, in this very moment the scholar realizes that there are boundaries in knowledge that are perhaps best left not trespassed...

This...This must be only a small part of what Nethys experienced when he reached the culmination of knowledge...

Trying to fight off the effects of the curse, Ben actives his staff of minor arcana to cast magic missile on the aeon in front of Zilchus.

Magic missile damage: 4d4 + 4 ⇒ (1, 4, 2, 4) + 4 = 15

Ben mentally orders Ptolomy to hold the charges on the wand for the moment.


Roll20 Map - Treasure Sheet

SR check for the magic missiles please Benedictus. DC 18 is your target. Thanks!


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HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

Round 3, Initiative 18

Will (DC 15; Good Hope): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24

Florence blinks and shakes her head as the visions try to assault her senses but she pushes them away with ease as a sudden anger wells up within her.

"Your visions can't scare me! I already know where my path leads!"

Realizing that the magic of her wand is like the biting of gnats to these aeons, she conjures a snowball and attempts to heave it at Blue...

CL vs. SR: 1d20 + 8 ⇒ (17) + 8 = 25
Snowball (Ranged Touch; IC, Into Melee): 1d20 + 6 + 1 - 4 ⇒ (10) + 6 + 1 - 4 = 13
Damage (Cold): 5d6 ⇒ (4, 5, 3, 2, 3) = 17

Daily Spells & Powers:

4th - Blessing of Fervor, Dimension Door, Greater False Life
3rd - Dispel Magic, Heroism, Lightning Bolt, Prayer
2nd - Aid, Glitterdust x2, See Invisibility
1st - Bless, Enlarge Person, Ill Omen, Shadow Trap, Snowball, Unbreakable Heart
Cantrips - Dancing Lights, Detect Magic, Message, Stabilize

Lesser Extend Rod (2/3)


________

If Blue is somehow dead by Flo's turn she'll throw the snowball at Red (sans the penalty for firing into melee, I think).


Roll20 Map - Treasure Sheet

Benedictus SR: 1d20 + 8 ⇒ (2) + 8 = 10

Nidhi:
It’s a will save, not a fort save, so I think you made it. You are not cursed. :)
- - -

Zilchus’s swing, though a little lopsided, connects as he drops green and wounds blue. Nidhi protects some of the party from fear. Florence throws a snowball… in the desert! Sadly it misses its target and lands melting on the far side. Stelle can’t seem to land a blow with her lance, though Anubis does better, gnawing on one a little. Benedictus fires a few magic missiles at the closest target.

Though you see their injuries heal a little, green remains down, its breathing ragged.

Red charges up on Stelle, trying to continue chipping away at her.
red slam on Stelle: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22 damage: 1d6 + 4 ⇒ (6) + 4 = 10

Blue presses its attacks on Zilchus
blue slam on Zilchus: 1d20 + 13 ⇒ (3) + 13 = 16 damage: 1d6 + 4 ⇒ (2) + 4 = 6
blue slam on Zilchus: 1d20 + 13 ⇒ (8) + 13 = 21 damage: 1d6 + 4 ⇒ (3) + 4 = 7
blue tentacle on Zilchus: 1d20 + 8 ⇒ (3) + 8 = 11 damage: 1d4 + 2 ⇒ (2) + 2 = 4 Will DC 17 or take Cha damage: 1d4 ⇒ 1*
blue tentacle on Zilchus: 1d20 + 8 ⇒ (3) + 8 = 11 damage: 1d4 + 2 ⇒ (2) + 2 = 4 Will DC 17 or take Cha damage: 1d4 ⇒ 1*

Lady Desna shines her face upon the party and the opposition does little.

* cha damage:
Until a creature's Charisma damage from this ability is healed, the victim takes a –2 penalty on all saving throws (regardless of the actual total amount of Charisma damage it takes). It is not cumulative.
- - -

- Round 4 -
Good Folks - 26 (fast healing)
Green - 26 (-81hp, unconscious)
Blue - 26 (-18hp)
Red - 26 (-13hp)
Zilchus - 20 (-14hp)
Nidhi - 19
Florence - 18
Stelle - 14 (-23hp)
Benedictus - 13 (cursed)

Next up, Everyone!


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:

"Don't waste your spells on them, they seem to be resistant to it!"

After a very long time, Ben decides to dust off his old good crossbow. For the moment, he draws it and instead of loading it, starts using his prescience to anticipate the enemies' reactions and describe them to his friends, so that they can adjust their tactics accordingly.

As before, using foretell: all my allies get a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks.


Female Halfling Cavalier/16

Round 4, Init 14

Status:

Stelle: Hits: 64 [-7][-6]
Annie: Hits: 52
Saves:
Fort: +9 (+1 Con, +Cloak, +Luck)
Reflex: +5 (+2 Dex, +Cloak, +Luck)
Will: +5/+9 vs. Fear (+Blood of Pharaohs, +Luck, +Cloak) (+2 Fearless, +2 Banner)

Challenge: 2/3

AC: 27 (+3 Shield, Size, Amulet of Nat. Armor +1) flat footed = 22 (Size, +10 plate armor, Amulet of Nat. Armor +1),Touch = 13 (+2 dex, +1 Size)

BAB: 12/7 (+2 Lance, -3 PA, +4 when charging with Annie, +1 when charging)

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+8 on challenge)
Lance, MW: (+2 to hit) ((1d6+Str+PA+Lance)x3(Spirited Charge)), (x6 on a Crit), (+8 on challenge)
Hammer (Ag): (+1 to hitMW) (1d3+Str+PA +1damage), (x2 on a Crit), (+8 on challenge)
Glaive (Cold Fe): (+1 to hitMW) (1d8+Str+PA+1 damage), (x3 on a Crit), (+8 on challenge)
Scimitar (Cold Fe: (+1 to hitMW) (1d4+Str+P+1 damage), (x2 on an 18-20 Crit), (+8 on challenge)
Composite Shortbow: (+1 to hitMW) (1d4+Dex +2 Str damage +1), (x3 on a Crit), (+8 on challenge)


"Thanks Ben, Nidhi!"

Stelle and Annie reset for another charge on Blue. Provokes Red

Charge!: 1d20 + 14 - 3 + 5 + 2 + 2 ⇒ (20) + 14 - 3 + 5 + 2 + 2 = 40 -PA, +Charge! +Inspire Courage, +Foretell
for Damage: 3d6 + 6 + 18 + 6 + 6 + 6 ⇒ (1, 2, 4) + 6 + 18 + 6 + 6 + 6 = 49 +Str, +PA, +Lance, +Courage, +Hope

Pot Crit: 1d20 + 14 - 3 + 5 + 2 + 2 ⇒ (13) + 14 - 3 + 5 + 2 + 2 = 33 -PA, +Charge!+Inspire Courage, +Foretell
for not sure what still applies Damage: 3d6 + 6 + 18 + 6 + 6 + 6 ⇒ (5, 1, 6) + 6 + 18 + 6 + 6 + 6 = 54 +Str, +PA, +Lance, +Courage, +Hope


Round 4, Init 20

Zilchus continues heroically attacking Blue, keeping an eye on Green if it attempts to rise (or if Blue is decimated by lancing).

1d20 + 12 + 2 + 3 + 2 + 2 ⇒ (10) + 12 + 2 + 3 + 2 + 2 = 31 to hit; (+hero,+DF,+bard,+flank)
2d4 + 13 + 2 + 3 + 2 ⇒ (1, 2) + 13 + 2 + 3 + 2 = 23 adamantine slashing damage.

1d20 + 5 + 2 + 3 + 2 + 2 ⇒ (12) + 5 + 2 + 3 + 2 + 2 = 26 to hit; (+hero,+DF,+bard,+flank)
2d4 + 13 + 2 + 3 + 2 ⇒ (1, 2) + 13 + 2 + 3 + 2 = 23 adamantine slashing damage. (+bard,+hope)

Stats of Zilch:

[ dice]1d20+12+2+4+2[/dice] to hit; (+hero,+grunt,+bard)
[ dice]2d4+13+2+2[/dice] adamantine slashing damage.

[ dice]1d20+5+2+4+2[/dice] to hit; (+hero,+grunt,+bard)
[ dice]2d4+13+2+2[/dice] adamantine slashing damage. (+bard,+hope)

HP: 51/66
AC: 25/23 (7 armor, 2 dex, 1 dodge, +3 buckler +2 ring) +3 SoF

DF:3/10
Weap: 0/8 rounds used (+2 bonus/flame/frost)
Grunting: 2/7 used (+4)
Quick Prayer: 1/7 used
PoP1: 0/1 used
Armor: 0/8 minutes used
Crodidilic Aura: 0/5 used (5d6)

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


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

Round 4, Initiative 18

Finding herself in agreement with Ben, Florence continues to hold her ground behind the melee and calls out a bit of encouragement to Stelle.

"Go Stelle! You can do it! Don't let these ugly bugs get you down!"
________

Florence bestows Stelle with some good Fortune :)


Roll20 Map - Treasure Sheet

Zilchus brings down two mighty swings on blue, but it angrily resists destruction. Nidhi DMPC attacks Red, hoping to begin chipping away at it. Florence grants Stelle a bit of Fortune. Stelle swoops in and simply crushes blue - pinning it to the floor and killing it utterly. Benedictus grants a bit of foreknowledge with the party for next round.

Nidhi on red: 1d20 + 13 ⇒ (5) + 13 = 18 damage: 1d8 + 7 ⇒ (6) + 7 = 13

They enemy, mostly, continues to heal. Green seems to shudder a bit, but remains down.

Red charges up on Stelle, trying to continue chipping away at her.
red slam on Stelle: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26 damage: 1d6 + 4 ⇒ (2) + 4 = 6

- Round 5 -
Good Folks - 26 (fast healing)
Green - 26 (-76hp, semi-conscious)
Blue - 26 (dead - no longer healing)
Red - 26 (-8hp)
Zilchus - 20 (-14hp)
Nidhi - 19
Florence - 18
Stelle - 14 (-23hp)
Benedictus - 13 (cursed)

Next up, Everyone!


Round 6, Init 20

Zilchus 5' steps and coups de jerk the green aeon.

4d4 + 40 ⇒ (4, 1, 4, 4) + 40 = 53 adamantine slashing damage.

Stats of Zilch:

[ dice]1d20+12+2+4+2[/dice] to hit; (+hero,+grunt,+bard)
[ dice]2d4+13+2+2[/dice] adamantine slashing damage.

[ dice]1d20+5+2+4+2[/dice] to hit; (+hero,+grunt,+bard)
[ dice]2d4+13+2+2[/dice] adamantine slashing damage. (+bard,+hope)

HP: 51/66
AC: 25/23 (7 armor, 2 dex, 1 dodge, +3 buckler +2 ring) +3 SoF

DF:1/10
Weap: 0/8 rounds used (+2 bonus/flame/frost)
Grunting: 2/7 used (+4)
Quick Prayer: 1/7 used
PoP1: 0/1 used
Armor: 0/8 minutes used
Crodidilic Aura: 0/5 used (5d6)

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


Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27
Neutral Human Bard/14

Round 5, Initiative 19:

Nidhi continues to inspire the party with her singing as she takes another normal arrow from her quiver and fires it at the red enemy.

To hit (Masterwork Composite Darkwood Longbow with +2 Magic Enchant): 1d20 + 10 + 2 + 2 ⇒ (11) + 10 + 2 + 2 = 25
Bard 8th level +6, Dex +2, Belt (Dex Temporary for 24/hr) +1, Point-Blank Shot +1, Masterwork Weapon/Magical Bonus (doesn’t stack) +2, Inspire Courage (competence) +2, Good Hope (morale) +2

Damage (Blunt Arrow): 1d8 + 4 + 2 + 2 ⇒ (1) + 4 + 2 + 2 = 9
Str +1, Magical Bonus +2, Point-Blank Shot +1 (30ft), Inspire Courage (competence) +2, Good Hope (morale) +2

Inspire Courage: +2 (level 6) morale bonus on Saving Throws against charm and fear, +1 competence bonus on attack and weapon damage rolls

Good Hope: +2 morale bonus on saving throws, ability checks, skill checks, and weapon damage rolls.

Nidhi's Spell Tally:
Inspire Courage = 7/28 used
1st-level spells: 5 available
2nd-level spells: 4 available, Remove Fear (Ben, Flo)
3rd-level spells: 2 available, Good Hope (party)

GM Euan:
Are my weapon stats still wrong? D:


HP: 117/117 l AC: 12 (16 w/Mage Armor), T 12, FF 10 (14 w/Mage Armor) l CMD 21 l F +14, R +11, W +14 l Remedies (8/8) l L1: 3/6, L2: 4/6, L3: 1/5, L4: 3/5, L5: 5/5, L6: 4/4, L7: 3/3, L8: 2/2 l Init +6 l Senses: Perception +8
Skills:
Craft: Alchemy +22, Diplomacy +13, Fly +15, Heal +17, Kn. Arcana/History +25, Kn. Local/Nature/Planes +22, Kn. Religion +13, Spellcraft +25, Swim +7, UMD +14
Female Human l Active Conditions: Mage Armor, See Invisibility / Bynx: AC 22, HP: 47/47

Round 5, Initiative 18

For lack of better ideas, Florence also pulls out her crossbow and takes aim at Red. "Hold...hold stillllll...."

Attack vs. Red (Light Crossbow; Foretell, Good Hope, IC, Into Melee): 1d20 + 6 + 2 + 1 - 4 ⇒ (15) + 6 + 2 + 1 - 4 = 20
Damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

"...ah! I always forget these things have a little kick to them," she exclaims with a small, tense giggle.
_______

Flo takes the shot...and giggles, extending Stelle's good fortune :)


Female Halfling Cavalier/16

Round 5, Init 14

Status:

Stelle: Hits: 64 [-10][-7][-6]
Annie: Hits: 52
Saves:
Fort: +9 (+1 Con, +Cloak, +Luck)
Reflex: +5 (+2 Dex, +Cloak, +Luck)
Will: +5/+9 vs. Fear (+Blood of Pharaohs, +Luck, +Cloak) (+2 Fearless, +2 Banner)

Challenge: 2/3

AC: 27 (+3 Shield, Size, Amulet of Nat. Armor +1) flat footed = 22 (Size, +10 plate armor, Amulet of Nat. Armor +1),Touch = 13 (+2 dex, +1 Size)

BAB: 12/7 (+2 Lance, -3 PA, +4 when charging with Annie, +1 when charging)

Heavy Shield (mithral): (+1to hitMW) (1d3+Str+PA damage) (x2 on a Crit), (+8 on challenge)
Lance, MW: (+2 to hit) ((1d6+Str+PA+Lance)x3(Spirited Charge)), (x6 on a Crit), (+8 on challenge)
Hammer (Ag): (+1 to hitMW) (1d3+Str+PA +1damage), (x2 on a Crit), (+8 on challenge)
Glaive (Cold Fe): (+1 to hitMW) (1d8+Str+PA+1 damage), (x3 on a Crit), (+8 on challenge)
Scimitar (Cold Fe: (+1 to hitMW) (1d4+Str+P+1 damage), (x2 on an 18-20 Crit), (+8 on challenge)
Composite Shortbow: (+1 to hitMW) (1d4+Dex +2 Str damage +1), (x3 on a Crit), (+8 on challenge)

"Thank you, Florence!"

Stelle urges Anubis to attack Red, then back up 5 feet. She then pounds Red with her Lance.

Anubis
Bite: 1d20 + 11 + 2 - 3 + 2 ⇒ (4) + 11 + 2 - 3 + 2 = 16 -PA, +Courage, +Foretell
for Damage: 1d6 + 5 + 2 + 2 + 6 ⇒ (1) + 5 + 2 + 2 + 6 = 16 +Courage, +Hope, +PA

Stelle
Lance: 1d20 + 12 - 3 + 2 + 2 ⇒ (20) + 12 - 3 + 2 + 2 = 33 -PA, +Courage, +Foretell
for Damage: 1d6 + 4 + 6 + 2 + 2 ⇒ (5) + 4 + 6 + 2 + 2 = 19 +Courage, +Hope, +PA

Crit Confirm?: 1d20 + 12 - 3 + 2 + 2 ⇒ (8) + 12 - 3 + 2 + 2 = 21 -PA, +Courage, +Foretell
for Damage: 2d6 + 8 + 12 + 4 + 4 ⇒ (1, 1) + 8 + 12 + 4 + 4 = 30 +Courage, +Hope, +PA

Fortune
Lance+Fortune: 1d20 + 7 - 3 + 2 + 2 ⇒ (13) + 7 - 3 + 2 + 2 = 21 -PA, +Courage, +Foretell
for Damage: 1d6 + 4 + 6 + 2 + 2 ⇒ (5) + 4 + 6 + 2 + 2 = 19 +Courage, +Hope, +PA
Lance+Fortune: 1d20 + 7 - 3 + 2 + 2 ⇒ (3) + 7 - 3 + 2 + 2 = 11 -PA, +Courage, +Foretell
for Damage: 1d6 + 4 + 6 + 2 + 2 ⇒ (6) + 4 + 6 + 2 + 2 = 20 +Courage, +Hope, +PA

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