Serinbaal the Lands of Torment ("Dark Sun" Homebrew Pathfinder 1e)

Game Master Sebecloki

Maps and Images:

Battlemaps:

Current Encounter Maps:

Plaza of Power: Sideview
Plaza of Power
Tarek Camp

The Lair of Kchac'Thraa the Inimitable: Overview

Shraagroom's Sporulation Chamber -- Battlemap: Round 6
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 4
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap: Round 3
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Battlemap
The Lair of Kchac'Thraa the Inimitable: Shraagroom's Sporulation Chamber -- Plain View

The Lair of Kchac'Thraa the Inimitable: The Door to Doom -- Battlemap

pngs/pdfs of battlemaps

PNG of Map w/ Tokens
PNG of Map w/out Tokens
The Lair of Kchac'Thraa the Inimitable - The Door to Doom pdf

Current Encounter Maps:

Myceloid Cavern
Earth Drake Layer: Overview
Earth Drake Layer w/our Grid
Earth Drake Layer w/ Grid

Hex Grid

The Ruins of Kalidnay
The Ruins of Kalidnay I: The Ceramic Desert and Outskirts of New Kalid
The Ruins of Kalidnay II: Elder Kalidnay and the Diamond Mines of Khnum-Khamunkhephres
The Ruins of Kalidnay III: The Iridescent Desert and Magma Lake

Setting Maps

The Free City of Tyr
The Ruins of Yaramuke
The City State of Raam

The World of Athas

World Map I
World Map II
World Map III

The Valley of Dust and Fire
The Tyr Region
The Tyr Region and the Valley of Dust and Fire

Some additional ideas from the 'Arena' discussion forums of Athas.org that I will be using for this fan-created expansion of the Dark Sun world map include ideas from the following threads:

East side of the Sea of Silt

Beyond the Tablelands

And here are some ideas I will be incorporating in some fashion if Spelljamming ever comes up:

Dark Sun Sphere

The Tablelands and Beyond

The Tablelands I
The Tablelands II
The Tablelands and Beyond I
The Tablelands and Beyond II

Giuestenal

The Ruins of Giustenal
New Giuestenal

Chapter One: The Howl of the Carrion King

Tyr Region

The Ruins of Kalidnay Overview

The Riese: Levels 1-2
The Riese -- Side Perspective

The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- Overview
The Scarab Hold: The Fortress of the High Templar Ahmun-Ahnpur -- The Spires of Apep: The Central Keep

Destiny's Chariot -- Overview
Destiny's Chariot -- Detail

Trading Post of Kelmarane I
Trading Post of Kelmarane II

Battle Market of Kelmarane -- Ground Level
Battle Market of Kelmarane -- Second Level

Temple of Elemental Earth of Kelmarane

Guard Post I
Guard Post II

Sulfuric Baths of Kelmarane -- Overview
Sulfuric Baths of Kelmarane -- Detail

Guild Hall of Kelmarane

Mills


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Rokan the Ascetic wrote:

The monk finally releases his ethereal state and returns to his fully, physical state.

It's not our place to accept this offer. Itko, since it is your domain that has been threatened, how do you find these terms?

He looks about the crowded battlefield for the druid.

Itko replies, at first hesitantly,

"Doubtless... this shadow which calls itself Kchac'Thraa is a wily devil."

However, appearing to consider the matter more carefully, he continues,

"However, I the sacred grotto would indeed become more secure were its link to this cavern somehow sealed, whether by destroying the portal or sealing it with magics that forbid the entrance of either this creature or any of its minions -- a lock to which it does not possess the key, if you will."

Finally, he seems to decide to admit the next statement,

"As well... there is a particular relic I believe to be within the cache to which the shade referred, and I would reserve its possession and use to myself in exchange for my acquiescence to this cessation of hostilities."


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

Cae calls out incredulously:

"Parlaying is very much a surprise,
Minutes ago, we swore to its demise
We have fought, risking life and limb,
And now that it fears we might win,
You wish to let this creature remain,
And not end the defiler's reign?"


Cae Leonidas wrote:

Cae calls out incredulously:

"Parlaying is very much a surprise,
Minutes ago, we swore to its demise
We have fought, risking life and limb,
And now that it fears we might win,
You wish to let this creature remain,
And not end the defiler's reign?"

The wrath shrieks from the liquid crystal display mounted atop each of the two remaining automatons,

"MY demise will also be YOUR end. Our continued combat is mutually assured destruction. I have the means to send you all to the formless wastelands of the Gray alongside my good servants should victory ever slip over the horizon."


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

"A claim easily made,
A price easily paid."


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

Be that as it may, I leave this in Itko's hands and care not for the wraith's proof of this mutual destruction claim. Recall that Slavathras and I were dubious of this offensive as a mere distraction in the grander scheme of things unfolding across the tablelands. If the grotto can be preserved, then we can return to our primary objective.

The Tyr'ian then looks around the room for the bard. And hopefully the bard's brief contact with the City of Seven Shadows can sate his curiosities and yearning; for now...

Manifesting a quick missive to his companions, he privately adds, Our power will grow. The wraith can be "cleanup" later.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Tyren shook his head; to let a Defiler go is a crime he'd rather not commit. He realized fully that the path of magic was perilous no matter what, but a Defiler of ancient power? Whilst he still held the droids within his grasp? Tyren sighed, but did not yet release the music holding the droids captive; should the negotiations not go in their favor, after all, he could always simply resume tempting them to turn traitor.

"I suppose the harm of his continued existence is somewhat lesser than the delay we'd suffer while I attempted to summon a guide who could bring us out of the Grey. Not to mention the travesty of actually traversing to such a destination. Though that does beg the question: How, pray tell, does this Wraith plan to send us to the Grey without the aid of his magic?"


Just a reminder, the order of initiative is:

Amunet
Hamza
Cae
Villains/Tyren
Assassins
Rokan
Jimbli

Mythic Drought Bringer CR 25/MR 5 (5):
:

CE Medium undead
Init +12; Senses darkvision 60 ft.; Perception +67
Aura desiccation (30 ft., DC 16)

DEFENSE

AC 52, touch 22, flat-footed 40 (+12 Dex, +20 natural)
Wounds 72, Vitality 1,240
Fort +18, Ref +30, Will +41
Blindsight 300 ft., DR 10/-, fast healing 30, SR 37, undead traits, fire vulnerability

OFFENSE

Speed 100 ft. ft., sand glide 30 ft.
Melee 2 claws +20 (1d8+8 plus withering touch/19-20)
Attack: Slam +44 melee (3d6+18/19-20 (+1d6 on critical hit) plus drought bringer rot)
Full Attack: 2 slams +44 melee (3d6+18/19-20 (+1d6 on critical hit) plus drought bringer rot)
Space/Reach: 5 ft./5 ft.
Special Attacks create dry mummy, mythic power (5/day,
surge +1d8), sandstorm, despair, drought bringer rot, spell-like abilities

STATISTICS

Str 47, Dex 35, Con Ø, Int 18, Wis 38, Cha 36
Base Atk +12; CMB +20; CMD 33
Feats Blind-Fight, Combat Reflexes, Great Fortitude,
Improved Critical (claw), Improved InitiativeM, Lightning
Reflexes, Power AttackM, ToughnessM, Cleave, Combat Reflexes, Dodge, Combat Expertise, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Toughness, Weapon Focus (slam)
Epic Feats: Devastating Critical (slam), Overwhelming Critical (slam), Spell Stowaway (greater teleport)
Skills: Perception +67, Jump +46, Knowledge (religion, the planes) +57, Sense Motive +67, Spellcraft +57, Intimidate +25, Knowledge (religion) +19, Stealth +22 (+30 in deserts); Racial Modifiers +8
Stealth in deserts
Languages Common
0SQ absorb water

ECOLOGY

Environment any
Organization solitary
Treasure standard

SPECIAL ABILITIES

Absorb Water (Su): For every 5 points of damage inflicted or gallon of water evaporated by a mythic dry mummy with its desiccation ability, it heals 1 hit point worth of damage. Further, if a mythic dry mummy inflicts 10 points of Strength damage with its withering touch ability within a single minute, it gains a +4 enhancement bonus to its Strength score for 1 hour. This Strength damage does not need to be inflicted on the same target.

Create dry mummy (Su): Whenever a humanoid creature dies as a result of damage inflicted by a mythic drought bringer’s desiccation ability, the mythic drought bringer can expend a single use of mythic power. If he does, the slain creature rises as a non-mythic dry mummy on the mythic drought bringer’s next turn. Dry mummies created in this way have no memory of their former selves, and obey the mythic drought bringer that created them perfectly for 1 hour, after which they strike out on their own if they have not been destroyed.

Desiccation (Su): Simply being near a mythic drought bringer is enough for the undead creature to leech away the water from a victim’s body. Any creature that enters or begins its turn within 30 feet of a mythic drought bringer must succeed on a Fortitude save (DC 16, +2 per previous check) or suffer 2d6 points of nonlethal damage. Creatures that suffer nonlethal damage in this way become fatigued, and creatures who suffer an amount of nonlethal damage in this way equal to their total hit points begin to take lethal damage, instead damage inflicted as a result of this ability (both lethal and nonlethal) cannot be cured by any means as long as the
creature remains within 30 feet of the mythic drought bringer. Even once outside this range, the damage cannot be healed through magic or natural healing, but for every gallon of water that a damaged creature drinks, he heals 5 points of damage inflicted by this ability.

Additionally, any water sources within 30 feet of the mythic drought bringer evaporate at a rate of 10 gallons per round, including sealed water sources (such as water skins). Creatures made of water (such as water elementals), and certain other creatures particularly susceptible to dehydration suffer 5d6 points of lethal damage per round as long as they are within 30 feet of the mythic drought bringer (Fortitude DC 24 for half), instead of the normal effect. The saving throw DCs are Charisma-based.

As a full-round action, a mythic drought bringer can expend a use of mythic power to intensify its desiccation ability, allowing it to draw out moisture more quickly. If it does, then for the next minute, all damage inflicted by this ability is doubled, and it evaporates water sources at rate of 20 gallons per round, instead of the normal rate. Additionally, non-mythic creatures that make saving throws to resist the effects of the ability must roll twice and take the worse result.

Sand Glide (Ex): This ability functions like the earth elemental’s earth glide ability, but works only on sand, dirt, and other fine-grained solid matter.

Sandstorm (Su): As a full-round action, a mythic drought bringer can create a whirling cloud of sand and other tiny debris around itself in a 20-foot radius, which is centered on the mythic dry mummy and moves with it. This obscures vision, granting adjacent characters in the affected area concealment against one another (20% miss chance), and obscuring all vision beyond 5 feet. This sandstorm also inflicts 1d6 points of nonlethal damage each round to each creature in its area other than the mythic drought bringer. A sandstorm lasts until the end of the mythic drought bringer’s next turn, although it can spend a move action each round to maintain a sandstorm that it created on a previous turn.

A mythic drought bringer can expend a use of mythic power to activate this ability as a swift action, instead of a full-round action. If it does, the sandstorm lasts for 1 minute before the mythic drought bringer needs to maintain it with a move action each round.

Withering Touch (Su): Any creature struck by drought bringer’s claw attack must succeed on a Fortitude save (DC 24) or suffer 1d2 points of Strength damage. Strength damage inflicted in this way heals at a rate of 1 per minute, instead of the normal rate.

Whenever a mythic C successfully inflicts Strength damage with this ability, he can expend one use of mythic power. If he does, he inflicts that much Strength drain, instead. Strength drain inflicted in this way does not heal at a faster rate than normal, unlike Strength damage inflicted by this ability.

Despair (Su): The mere sight of a drought bringer requires viewers to succeed at a Will saving throw (DC 48) or be paralyzed with fear for 1d4 rounds. Regardless of the outcome of the save, a subject is not again vulnerable to that brought bringer’s despair ability for 24 hours. The DC is Charisma-based.

Drought Bringer Rot (Su): Supernatural disease—slam, Fort save (DC 35), incubation period instantaneous; damage 1d6 temporary Con. Unlike normal diseases, drought bringer rot requires a victim to make a successful saving throw every round or take another 1d6 points of temporary Constitution damage. The rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the drought bringer’s command. (The mummy dust epic spell has statistics for an 18 HD mummy.)

Spell-Like Abilities: At will—chain lightning, displacement, haste, knock, greater dispel magic, passwall, scrying, greater teleport, true seeing, unholy aura, weird; 1/day—ruin (epic spell). Caster level 27th; save DC 23 + spell level. The DC is Charisma-based.

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

They're going to see if their desiccation aura has any affect on the PCs and then use all their actions to move at 120' per move action behind the blast doors in the rift in the center of the cavern.

Apparently, the seeming attempt at parlay by the wraith was only a duplicitous feint, and its apprentices quickly flee into the chasm at the center of the vast chamber, disappearing quickly into its darkness before a strange, mechanical sound follows in their wake.

Blast doors close behind them. Only the myceloids are left.

A loud alarm begins to ring throughout the cavern.

The inhuman voice of the wraith rings out again,

"Come my army, crush these infidels!"

Everyone has 3 rounds before 500 myceloids and their mounts and war beasts and sundry allies show up.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

per my post here each of those that just moved through my H-Shaped illusion needs to make a DC 46 will save. They have a good chance to pass so I will also be spending a shadow point as a free action to make them roll two additional times and take the worst. So I need 3 saves from each and they take the worst. Their senses as listed in the stat block you provided do not overcome the illusion naturally.

ALSO, i still havent seen them make any saves for THIS post and it is under the same stricture that if any of them pass, i will spend a shadow point as a free action to make them roll 2x more and take worst. So from that spell i should see 192 saves, and then another 3 each for the 5 apprentices that just went through my illusion/darkness (vs that) and another 3 each for those 5 for the Disorienting effect that is on that as well. These saves will determine if they can even get through the illusion as it affects their movement.

SR doesnt apply to any of this

so i kinda need:
A. 3 saves per instance of 64 elementals, if some of them attack the same creature that creature makes 3 more saves. max of 79 damage per enemy creature (53 max if they are not vulnerable to fire). This is the 192 saves i mentioned.
B. 3 saves for each of 5 mummies moving into my illusion
C. 3 saves for each of 5 mummies vs disorientation


Miqeo wrote:

per my post here each of those that just moved through my H-Shaped illusion needs to make a DC 46 will save. They have a good chance to pass so I will also be spending a shadow point as a free action to make them roll two additional times and take the worst. So I need 3 saves from each and they take the worst. Their senses as listed in the stat block you provided do not overcome the illusion naturally.

ALSO, i still havent seen them make any saves for THIS post and it is under the same stricture that if any of them pass, i will spend a shadow point as a free action to make them roll 2x more and take worst. So from that spell i should see 192 saves, and then another 3 each for the 5 apprentices that just went through my illusion/darkness (vs that) and another 3 each for those 5 for the Disorienting effect that is on that as well. These saves will determine if they can even get through the illusion as it affects their movement.

SR doesnt apply to any of this

so i kinda need:
A. 3 saves per instance of 64 elementals, if some of them attack the same creature that creature makes 3 more saves. max of 79 damage per enemy creature (53 max if they are not vulnerable to fire). This is the 192 saves i mentioned.
B. 3 saves per 5 mummies moving into my illusion
C. 3 saves per 5 mummies vs disorientation

I'll let you make all the necessary rolls for them since you understand what needs to happen better, their stat blocks are above.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

F-ton of rolls:

they pass on a roll of 5 or better so i will just be looking at the raw d20 roll. the saves are grouped in 3s so i will group them so below, hoping for a fail in each group of 3. However for the elemental illusion, there are 5 mummies receiving 64 attacks so that is 12 attacks each so really i just need to see 1 fail in each group of 12x3=36 rolls, and the 4 remaining groups of 3 saves will be applied vs any who saved in the entirety of their volley of 36 saves:

mummy 1: 1d20 ⇒ 14
mummy 1: 1d20 ⇒ 2
mummy 1: 1d20 ⇒ 8
mummy 1: 1d20 ⇒ 15
mummy 1: 1d20 ⇒ 11
mummy 1: 1d20 ⇒ 12
mummy 1: 1d20 ⇒ 17
mummy 1: 1d20 ⇒ 9
mummy 1: 1d20 ⇒ 2
mummy 1: 1d20 ⇒ 10
mummy 1: 1d20 ⇒ 2
mummy 1: 1d20 ⇒ 12
mummy 1: 1d20 ⇒ 9
mummy 1: 1d20 ⇒ 8
mummy 1: 1d20 ⇒ 5
mummy 1: 1d20 ⇒ 7
mummy 1: 1d20 ⇒ 6
mummy 1: 1d20 ⇒ 12
mummy 1: 1d20 ⇒ 9
mummy 1: 1d20 ⇒ 19
mummy 1: 1d20 ⇒ 9
mummy 1: 1d20 ⇒ 8
mummy 1: 1d20 ⇒ 19
mummy 1: 1d20 ⇒ 12
mummy 1: 1d20 ⇒ 13
mummy 1: 1d20 ⇒ 13
mummy 1: 1d20 ⇒ 5
mummy 1: 1d20 ⇒ 18
mummy 1: 1d20 ⇒ 19
mummy 1: 1d20 ⇒ 6
mummy 1: 1d20 ⇒ 7
mummy 1: 1d20 ⇒ 15
mummy 1: 1d20 ⇒ 20
mummy 1: 1d20 ⇒ 12
mummy 1: 1d20 ⇒ 19
mummy 1: 1d20 ⇒ 8

mummy 2: 1d20 ⇒ 18
mummy 2: 1d20 ⇒ 14
mummy 2: 1d20 ⇒ 4
mummy 2: 1d20 ⇒ 17
mummy 2: 1d20 ⇒ 3
mummy 2: 1d20 ⇒ 6
mummy 2: 1d20 ⇒ 8
mummy 2: 1d20 ⇒ 6
mummy 2: 1d20 ⇒ 15
mummy 2: 1d20 ⇒ 19
mummy 2: 1d20 ⇒ 7
mummy 2: 1d20 ⇒ 8
mummy 2: 1d20 ⇒ 19
mummy 2: 1d20 ⇒ 14
mummy 2: 1d20 ⇒ 16
mummy 2: 1d20 ⇒ 6
mummy 2: 1d20 ⇒ 15
mummy 2: 1d20 ⇒ 20
mummy 2: 1d20 ⇒ 3
mummy 2: 1d20 ⇒ 20
mummy 2: 1d20 ⇒ 16
mummy 2: 1d20 ⇒ 18
mummy 2: 1d20 ⇒ 12
mummy 2: 1d20 ⇒ 14
mummy 2: 1d20 ⇒ 2
mummy 2: 1d20 ⇒ 12
mummy 2: 1d20 ⇒ 8
mummy 2: 1d20 ⇒ 10
mummy 2: 1d20 ⇒ 2
mummy 2: 1d20 ⇒ 4
mummy 2: 1d20 ⇒ 5
mummy 2: 1d20 ⇒ 5
mummy 2: 1d20 ⇒ 8
mummy 2: 1d20 ⇒ 14
mummy 2: 1d20 ⇒ 1
mummy 2: 1d20 ⇒ 3

mummy 3: 1d20 ⇒ 18
mummy 3: 1d20 ⇒ 5
mummy 3: 1d20 ⇒ 8
mummy 3: 1d20 ⇒ 17
mummy 3: 1d20 ⇒ 20
mummy 3: 1d20 ⇒ 9
mummy 3: 1d20 ⇒ 3
mummy 3: 1d20 ⇒ 13
mummy 3: 1d20 ⇒ 11
mummy 3: 1d20 ⇒ 9
mummy 3: 1d20 ⇒ 2
mummy 3: 1d20 ⇒ 13
mummy 3: 1d20 ⇒ 5
mummy 3: 1d20 ⇒ 9
mummy 3: 1d20 ⇒ 1
mummy 3: 1d20 ⇒ 18
mummy 3: 1d20 ⇒ 6
mummy 3: 1d20 ⇒ 16
mummy 3: 1d20 ⇒ 4
mummy 3: 1d20 ⇒ 4
mummy 3: 1d20 ⇒ 15
mummy 3: 1d20 ⇒ 11
mummy 3: 1d20 ⇒ 12
mummy 3: 1d20 ⇒ 7
mummy 3: 1d20 ⇒ 16
mummy 3: 1d20 ⇒ 1
mummy 3: 1d20 ⇒ 18
mummy 3: 1d20 ⇒ 20
mummy 3: 1d20 ⇒ 20
mummy 3: 1d20 ⇒ 4
mummy 3: 1d20 ⇒ 14
mummy 3: 1d20 ⇒ 2
mummy 3: 1d20 ⇒ 9
mummy 3: 1d20 ⇒ 15
mummy 3: 1d20 ⇒ 16
mummy 3: 1d20 ⇒ 12

mummy 4: 1d20 ⇒ 1
mummy 4: 1d20 ⇒ 2
mummy 4: 1d20 ⇒ 12
mummy 4: 1d20 ⇒ 11
mummy 4: 1d20 ⇒ 13
mummy 4: 1d20 ⇒ 3
mummy 4: 1d20 ⇒ 17
mummy 4: 1d20 ⇒ 2
mummy 4: 1d20 ⇒ 12
mummy 4: 1d20 ⇒ 1
mummy 4: 1d20 ⇒ 18
mummy 4: 1d20 ⇒ 18
mummy 4: 1d20 ⇒ 20
mummy 4: 1d20 ⇒ 10
mummy 4: 1d20 ⇒ 9
mummy 4: 1d20 ⇒ 5
mummy 4: 1d20 ⇒ 9
mummy 4: 1d20 ⇒ 4
mummy 4: 1d20 ⇒ 15
mummy 4: 1d20 ⇒ 7
mummy 4: 1d20 ⇒ 15
mummy 4: 1d20 ⇒ 17
mummy 4: 1d20 ⇒ 12
mummy 4: 1d20 ⇒ 3
mummy 4: 1d20 ⇒ 11
mummy 4: 1d20 ⇒ 5
mummy 4: 1d20 ⇒ 12
mummy 4: 1d20 ⇒ 8
mummy 4: 1d20 ⇒ 5
mummy 4: 1d20 ⇒ 11
mummy 4: 1d20 ⇒ 15
mummy 4: 1d20 ⇒ 3
mummy 4: 1d20 ⇒ 9
mummy 4: 1d20 ⇒ 19
mummy 4: 1d20 ⇒ 11
mummy 4: 1d20 ⇒ 14

mummy 5: 1d20 ⇒ 4
mummy 5: 1d20 ⇒ 13
mummy 5: 1d20 ⇒ 4
mummy 5: 1d20 ⇒ 3
mummy 5: 1d20 ⇒ 11
mummy 5: 1d20 ⇒ 19
mummy 5: 1d20 ⇒ 10
mummy 5: 1d20 ⇒ 7
mummy 5: 1d20 ⇒ 4
mummy 5: 1d20 ⇒ 14
mummy 5: 1d20 ⇒ 3
mummy 5: 1d20 ⇒ 7
mummy 5: 1d20 ⇒ 12
mummy 5: 1d20 ⇒ 5
mummy 5: 1d20 ⇒ 3
mummy 5: 1d20 ⇒ 9
mummy 5: 1d20 ⇒ 1
mummy 5: 1d20 ⇒ 10
mummy 5: 1d20 ⇒ 8
mummy 5: 1d20 ⇒ 20
mummy 5: 1d20 ⇒ 20
mummy 5: 1d20 ⇒ 4
mummy 5: 1d20 ⇒ 6
mummy 5: 1d20 ⇒ 9
mummy 5: 1d20 ⇒ 14
mummy 5: 1d20 ⇒ 19
mummy 5: 1d20 ⇒ 1
mummy 5: 1d20 ⇒ 10
mummy 5: 1d20 ⇒ 13
mummy 5: 1d20 ⇒ 7
mummy 5: 1d20 ⇒ 20
mummy 5: 1d20 ⇒ 17
mummy 5: 1d20 ⇒ 14
mummy 5: 1d20 ⇒ 18
mummy 5: 1d20 ⇒ 7
mummy 5: 1d20 ⇒ 10

ok so they all managed to fail against the elemental illusion, so they take 79 total fire damage, accounting for their vulnerability. since they have failed by this point i will leave off the other 4 groups of attacks, they will just hit the other little dudes by where the mummies started their turn.

this is vs the illusion in the H shape
mummy 1: 1d20 ⇒ 7
mummy 1: 1d20 ⇒ 8
mummy 1: 1d20 ⇒ 20pass

mummy 2: 1d20 ⇒ 2fail
mummy 2: 1d20 ⇒ 15
mummy 2: 1d20 ⇒ 18

mummy 3: 1d20 ⇒ 18
mummy 3: 1d20 ⇒ 8
mummy 3: 1d20 ⇒ 5pass

mummy 4: 1d20 ⇒ 17
mummy 4: 1d20 ⇒ 2fail
mummy 4: 1d20 ⇒ 14

mummy 5: 1d20 ⇒ 6
mummy 5: 1d20 ⇒ 1fail
mummy 5: 1d20 ⇒ 11

so mummies 1 and 3 can somehow tell that the walls are not in fact rock but are merely shadowstuff. This would allow them to break through any intervening walls as shadowstuff is much weaker than rock, but they would have to use an attack to attack it and break it. Hardness 0, 3 HP per inch. wouldnt imagine they are thicker than a foot, I didnt make an internal map of there as it's already convoluted enough of a map. That said, they are still physically blocked from traversing without sundering the walls. We'll say that i organized the hallways in a zigzag pattern to slow their movement by making them have to walk hundreds of feet out of the way or choose to attack through the walls (wasting actions anyway).

this is vs the disorienting darkness in the H shape
mummy 1: 1d20 ⇒ 17
mummy 1: 1d20 ⇒ 7
mummy 1: 1d20 ⇒ 9pass

mummy 2: 1d20 ⇒ 17
mummy 2: 1d20 ⇒ 2fail
mummy 2: 1d20 ⇒ 20

mummy 3: 1d20 ⇒ 17
mummy 3: 1d20 ⇒ 11
mummy 3: 1d20 ⇒ 5pass

mummy 4: 1d20 ⇒ 16
mummy 4: 1d20 ⇒ 10
mummy 4: 1d20 ⇒ 3fail

mummy 5: 1d20 ⇒ 8
mummy 5: 1d20 ⇒ 13pass
mummy 5: 1d20 ⇒ 12
so mummy 1, 3, annd 5 are not disoriented this turn.

Mummy 2 and 4, i can control their movement and though i cannot choose for them to attack or cast abilities and such, if they choose to do so i get to pick the target. I will move them next to mummies 1 and 3 so that if they choose to attack what they think is a wall, i will direct the attack against their ally.

in conclusion:
mummy 1 and mummy 3 can see that the walls and floor and ceiling are fake stone (shadowstuff in fact) and can act normally for this turn. more saves on its next turn.
mummy 2 and mummy 4 thinks it is in a cavernous maze and it is too dark to tell what direction it is moving.
mummy 5 thinks it is in a cavernous maze but it can see where it is going and can act normally otherwise

they have all taken 79 damage and fast healed 30 of that damage back on their turn.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

mummies in the illusion:

mummy 1 attacks the first wall.

mummy 2 moves, i choose its direction of movement to be next to mummy 1. it attacks the wall, and i change its target to mummy 1.

mummy 3 moves forward and attacks the second wall.

mummy 4 i move next to mummy 1 and when it chooses to attack the wall i redirect its attack on mummy 1

mummy 5 moves foward and attacks the third wall.

mummy 1 vs wall
atk: 1d20 + 44 ⇒ (5) + 44 = 49 hit
dmg: 3d6 + 18 ⇒ (4, 3, 6) + 18 = 31 wall is destroyed in a 5ft segment

mummy 2 vs mummy 1
atk: 1d20 + 44 + 2 ⇒ (6) + 44 + 2 = 52
dmg: 3d6 + 18 ⇒ (1, 3, 1) + 18 = 23

mummy 3 vs wall
atk: 1d20 + 44 ⇒ (5) + 44 = 49 hit
dmg: 3d6 + 18 ⇒ (6, 4, 1) + 18 = 29 wall is destroyed in a 5 ft segment

mummy 4 vs mummy 1 flanking
atk: 1d20 + 44 + 2 ⇒ (6) + 44 + 2 = 52 hit
dmg: 3d6 + 18 ⇒ (1, 5, 2) + 18 = 26

mummy 5 vs wall
atk: 1d20 + 44 ⇒ (1) + 44 = 45 critical miss
dmg: 3d6 + 18 ⇒ (1, 3, 6) + 18 = 28

2 walls are destroyed. mummy total progress, 15 ft into illusion. all mummies currently have 49 damage on them after accounting for all defensive abilities, and mummy 1 has 75 total damage on him.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Hamza's AoO:

Vs CMD 33

1d20 + 41 ⇒ (15) + 41 = 56 Trip against mummy 1

1d20 + 41 ⇒ (2) + 41 = 43 Trip against mummy 2

1d20 + 41 ⇒ (2) + 41 = 43 Trip against mummy 3

1d20 + 41 ⇒ (11) + 41 = 52 Trip against mummy 4

1d20 + 41 ⇒ (13) + 41 = 54 Trip against mummy 5

All five mummies have been tripped and are now prone.


Hamza Mīnakshi wrote:

** spoiler omitted **

All five mummies have been tripped and are now prone.

Drat. Anyway, everyone needs to roll for the spores 10 times.

Assassins can go now.

After the wraith's announcement, there is a tremendous roar of an immense hunting horn of some strange manufacture in an unseen passage to the north. The promised reinforcements are, indeed, it would seem, on their way.

It will take 3 rounds for the reinforcements to arrive. You can try to block them or use some other tactic.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Seb, I'm going to wait until any other AoOs are taken, as that could change my assassins actions.


Hamza Mīnakshi wrote:
Seb, I'm going to wait until any other AoOs are taken, as that could change my assassins actions.

Who else needs to make AoOs?


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Very possibly Tyren's minions, and maybe Tyren himself, Amunet, and Raxus. Unsure about any others, but perhaps.


Male Clockspeaker Bard 6/Clockstopper Gunislinger 6/Genius 3 (Gestalt Necrotech Necros 6)(Spellcaster Incanter 3)(Prestigious Necromant 1) | Vitality: 82/84 | Wounds: 36/36 | AC: 35 | TAC: 31 | FFAC: 28 | Fort: 16 | Refex: 19 | Will: 17 | CMD: 33
Resources:
22 Spell Points|2/3 Dancing Lights|0/1 Faerie Fire|1/1 Entangle|1/1 Glitterdust|1/1 Deep Slumber|1/1 Missive|14/27 Rounds Bardic Perform|4/10 Hypertoxins|7/9 Mythic Power|

Hamza is correct! SADIE is going to AoO the Mummies as well. And while she's at it, why not some of the nearby Myceloids.
SADIE
Knowing, as she did, that the Assassins likely had the mummies well under hand, SADIE turned her attention toward the Myceloids instead, stabbing twenty-four of them within the area and forcing them further into the air.

SADIE'S AoOs:

So, SADIE has a total of eight AoOs. Combining those AoOs with Monk Weapon Proficiency(Applicable via Spear Dancing Style) and Brawler's Flurry(See above), as well as Seize the Opportunity, SADIE has a total of three attacks per AoO.
Utilizing her Deadly Herdsman ability, she's going to go ahead and push every Myceloid she can as far as she can using the Reposition Maneuver.

Attack Bonus: 6(BaB)+8(Strength)+1(Misc.)-2(Flurry)+4(Paired Opportunist)+5(Knowledge Devotion)+2(Cae)+8(Tyren) = 32
Damage Bonus: 8+5+2+8 = 23
CMB: Same as Attack Bonus
AoO 1
Attack 1
Attack: 1d20 + 32 ⇒ (18) + 32 = 50
Damage: 1d10 + 23 ⇒ (3) + 23 = 26
Maneuver: 1d20 + 32 ⇒ (20) + 32 = 52
Attack 2
Attack: 1d20 + 32 ⇒ (20) + 32 = 52
Damage: 1d10 + 23 ⇒ (10) + 23 = 33
Maneuver: 1d20 + 32 ⇒ (19) + 32 = 51
Attack 3
Attack: 1d20 + 32 ⇒ (15) + 32 = 47
Damage: 1d10 + 23 ⇒ (2) + 23 = 25
Maneuver: 1d20 + 32 ⇒ (10) + 32 = 42
AoO 2
Attack 4
Attack: 1d20 + 32 ⇒ (8) + 32 = 40
Damage: 1d10 + 23 ⇒ (6) + 23 = 29
Maneuver: 1d20 + 32 ⇒ (2) + 32 = 34
Attack 5
Attack: 1d20 + 32 ⇒ (18) + 32 = 50
Damage: 1d10 + 23 ⇒ (1) + 23 = 24
Maneuver: 1d20 + 32 ⇒ (2) + 32 = 34
Attack 6
Attack: 1d20 + 32 ⇒ (17) + 32 = 49
Damage: 1d10 + 23 ⇒ (2) + 23 = 25
Maneuver: 1d20 + 32 ⇒ (18) + 32 = 50
AoO 3
Attack 7
Attack: 1d20 + 32 ⇒ (14) + 32 = 46
Damage: 1d10 + 23 ⇒ (2) + 23 = 25
Maneuver: 1d20 + 32 ⇒ (12) + 32 = 44
Attack 8
Attack: 1d20 + 32 ⇒ (13) + 32 = 45
Damage: 1d10 + 23 ⇒ (9) + 23 = 32
Maneuver: 1d20 + 32 ⇒ (1) + 32 = 33
Attack 9
Attack: 1d20 + 32 ⇒ (20) + 32 = 52
Damage: 1d10 + 23 ⇒ (2) + 23 = 25
Maneuver: 1d20 + 32 ⇒ (20) + 32 = 52
AoO 4
Attack 10
Attack: 1d20 + 32 ⇒ (9) + 32 = 41
Damage: 1d10 + 23 ⇒ (9) + 23 = 32
Maneuver: 1d20 + 32 ⇒ (9) + 32 = 41
Attack 11
Attack: 1d20 + 32 ⇒ (3) + 32 = 35
Damage: 1d10 + 23 ⇒ (7) + 23 = 30
Maneuver: 1d20 + 32 ⇒ (19) + 32 = 51
Attack 12
Attack: 1d20 + 32 ⇒ (11) + 32 = 43
Damage: 1d10 + 23 ⇒ (10) + 23 = 33
Maneuver: 1d20 + 32 ⇒ (6) + 32 = 38
AoO 5
Attack 13
Attack: 1d20 + 32 ⇒ (20) + 32 = 52
Damage: 1d10 + 23 ⇒ (6) + 23 = 29
Maneuver: 1d20 + 32 ⇒ (19) + 32 = 51
Attack 14
Attack: 1d20 + 32 ⇒ (5) + 32 = 37
Damage: 1d10 + 23 ⇒ (5) + 23 = 28
Maneuver: 1d20 + 32 ⇒ (12) + 32 = 44
Attack 15
Attack: 1d20 + 32 ⇒ (2) + 32 = 34
Damage: 1d10 + 23 ⇒ (10) + 23 = 33
Maneuver: 1d20 + 32 ⇒ (18) + 32 = 50
AoO 6
Attack 16
Attack: 1d20 + 32 ⇒ (13) + 32 = 45
Damage: 1d10 + 23 ⇒ (10) + 23 = 33
Maneuver: 1d20 + 32 ⇒ (9) + 32 = 41
Attack 17
Attack: 1d20 + 32 ⇒ (15) + 32 = 47
Damage: 1d10 + 23 ⇒ (5) + 23 = 28
Maneuver: 1d20 + 32 ⇒ (12) + 32 = 44
Attack 18
Attack: 1d20 + 32 ⇒ (4) + 32 = 36
Damage: 1d10 + 23 ⇒ (9) + 23 = 32
Maneuver: 1d20 + 32 ⇒ (11) + 32 = 43
AoO 7
Attack 19
Attack: 1d20 + 32 ⇒ (13) + 32 = 45
Damage: 1d10 + 23 ⇒ (5) + 23 = 28
Maneuver: 1d20 + 32 ⇒ (2) + 32 = 34
Attack 20
Attack: 1d20 + 32 ⇒ (8) + 32 = 40
Damage: 1d10 + 23 ⇒ (10) + 23 = 33
Maneuver: 1d20 + 32 ⇒ (19) + 32 = 51
Attack 21
Attack: 1d20 + 32 ⇒ (16) + 32 = 48
Damage: 1d10 + 23 ⇒ (5) + 23 = 28
Maneuver: 1d20 + 32 ⇒ (11) + 32 = 43
AoO 8
Attack 22
Attack: 1d20 + 32 ⇒ (18) + 32 = 50
Damage: 1d10 + 23 ⇒ (5) + 23 = 28
Maneuver: 1d20 + 32 ⇒ (1) + 32 = 33
Attack 23
Attack: 1d20 + 32 ⇒ (17) + 32 = 49
Damage: 1d10 + 23 ⇒ (5) + 23 = 28
Maneuver: 1d20 + 32 ⇒ (18) + 32 = 50
Attack 24
Attack: 1d20 + 32 ⇒ (10) + 32 = 42
Damage: 1d10 + 23 ⇒ (3) + 23 = 26
Maneuver: 1d20 + 32 ⇒ (4) + 32 = 36


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

All the mummies around Amunet-Ra get pummeled while they fall to the ground, tripped by Hamza.

Vicious Stomp: 1d20 + 32 + 2 + 4 + 10 ⇒ (13) + 32 + 2 + 4 + 10 = 612d6 + 38 + 10 ⇒ (3, 4) + 38 + 10 = 55 Sneak Attack: 3d6 ⇒ (3, 1, 1) = 5 Fire damage: 3d6 ⇒ (4, 4, 2) = 10

Vicious Stomp: 1d20 + 32 + 2 + 4 + 10 ⇒ (8) + 32 + 2 + 4 + 10 = 562d6 + 38 + 10 ⇒ (3, 3) + 38 + 10 = 54 Sneak Attack: 3d6 ⇒ (3, 4, 1) = 8 Fire damage: 3d6 ⇒ (2, 1, 1) = 4

Vicious Stomp: 1d20 + 32 + 2 + 4 + 10 ⇒ (1) + 32 + 2 + 4 + 10 = 492d6 + 38 + 10 ⇒ (5, 1) + 38 + 10 = 54 Sneak Attack: 3d6 ⇒ (6, 1, 2) = 9 Fire damage: 3d6 ⇒ (3, 3, 5) = 11
Vicious Stomp Reroll: 1d20 + 32 + 2 + 4 + 10 ⇒ (19) + 32 + 2 + 4 + 10 = 672d6 + 38 + 10 ⇒ (5, 2) + 38 + 10 = 55 Sneak Attack: 3d6 ⇒ (4, 5, 1) = 10 Fire damage: 3d6 ⇒ (4, 6, 2) = 12
Vicious Stomp Crit: 1d20 + 32 + 2 + 4 + 10 ⇒ (9) + 32 + 2 + 4 + 10 = 574d6 + 76 + 20 ⇒ (1, 3, 6, 2) + 76 + 20 = 108 Sneak Attack: 3d6 ⇒ (5, 5, 5) = 15 Fire damage: 6d6 ⇒ (4, 3, 3, 1, 1, 6) = 18

Vicious Stomp: 1d20 + 32 + 2 + 4 + 10 ⇒ (2) + 32 + 2 + 4 + 10 = 502d6 + 38 + 10 ⇒ (3, 3) + 38 + 10 = 54 Sneak Attack: 3d6 ⇒ (6, 6, 4) = 16 Fire damage: 3d6 ⇒ (4, 5, 4) = 13

Vicious Stomp: 1d20 + 32 + 2 + 4 + 10 ⇒ (6) + 32 + 2 + 4 + 10 = 542d6 + 38 + 10 ⇒ (5, 2) + 38 + 10 = 55 Sneak Attack: 3d6 ⇒ (2, 1, 3) = 6 Fire damage: 3d6 ⇒ (2, 1, 2) = 5


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6
Amunet-Ra wrote:
stomping

keep in mind the fire damage they take is +50% as they are vulnerable


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Calling forth the blinding light of the sun, each assassin further augments their attacks with the power of fire. Swift action, initiating Searing Break, which adds another 3d6 fire damage to their attacks.

Once more in unison Hamza's elite killers hurl blasts of shadows at the downed mummies. Shadow Feather Strike, all ranged touch.

Assassin's attacks:

1d20 + 21 ⇒ (10) + 21 = 31

1d20 + 21 ⇒ (17) + 21 = 38

1d20 + 21 ⇒ (6) + 21 = 27

1d20 + 21 ⇒ (13) + 21 = 34

1d20 + 21 ⇒ (12) + 21 = 33

1d20 + 21 ⇒ (16) + 21 = 37

1d20 + 21 ⇒ (20) + 21 = 41

1d20 + 21 ⇒ (12) + 21 = 33

1d20 + 21 ⇒ (7) + 21 = 28

1d20 + 21 ⇒ (4) + 21 = 25

1d20 + 21 ⇒ (6) + 21 = 27

1d20 + 21 ⇒ (3) + 21 = 24

1d20 + 21 ⇒ (7) + 21 = 28

1d20 + 21 ⇒ (1) + 21 = 22

1d20 + 21 ⇒ (4) + 21 = 25

1d20 + 21 ⇒ (15) + 21 = 36

1d20 + 21 ⇒ (6) + 21 = 27

1d20 + 21 ⇒ (15) + 21 = 36

1d20 + 21 ⇒ (10) + 21 = 31

1d20 + 21 ⇒ (14) + 21 = 35

1d20 + 21 ⇒ (13) + 21 = 34

1d20 + 21 ⇒ (11) + 21 = 32

1d20 + 21 ⇒ (8) + 21 = 29

1d20 + 21 ⇒ (19) + 21 = 40

Crit confirmation: 1d20 + 21 ⇒ (15) + 21 = 36 Crit confirmed

One attack misses on a natural 1, one attacked crit on a natural 20

8d6 + 8 + 7d6 ⇒ (1, 4, 1, 1, 3, 4, 5, 4) + 8 + (3, 2, 4, 6, 3, 3, 1) = 53 Crit damage. 31 profane damage, 33 fire damage. This includes the +50% for fire vulnerability.

Assassin's damage:

4d6 + 4 + 7d6 ⇒ (3, 4, 2, 3) + 4 + (6, 5, 5, 3, 4, 6, 4) = 49

4d6 + 4 + 7d6 ⇒ (5, 1, 3, 2) + 4 + (6, 6, 2, 3, 2, 2, 2) = 38

4d6 + 4 + 7d6 ⇒ (1, 1, 2, 4) + 4 + (4, 4, 1, 3, 1, 6, 6) = 37

4d6 + 4 + 7d6 ⇒ (2, 3, 2, 2) + 4 + (1, 2, 6, 6, 3, 1, 3) = 35

4d6 + 4 + 7d6 ⇒ (2, 2, 3, 6) + 4 + (5, 3, 5, 5, 5, 3, 2) = 45

4d6 + 4 + 7d6 ⇒ (3, 2, 2, 1) + 4 + (3, 2, 6, 3, 2, 4, 3) = 35

4d6 + 4 + 7d6 ⇒ (4, 3, 1, 4) + 4 + (6, 5, 1, 6, 6, 4, 4) = 48

4d6 + 4 + 7d6 ⇒ (5, 4, 5, 3) + 4 + (2, 1, 1, 4, 1, 4, 2) = 36

4d6 + 4 + 7d6 ⇒ (2, 1, 5, 2) + 4 + (5, 3, 3, 6, 1, 4, 4) = 40

4d6 + 4 + 7d6 ⇒ (2, 1, 4, 5) + 4 + (5, 6, 1, 1, 1, 4, 3) = 37

4d6 + 4 + 7d6 ⇒ (6, 6, 2, 1) + 4 + (1, 5, 5, 3, 6, 6, 5) = 50

4d6 + 4 + 7d6 ⇒ (5, 5, 3, 1) + 4 + (3, 6, 3, 6, 5, 2, 2) = 45

4d6 + 4 + 7d6 ⇒ (3, 3, 3, 3) + 4 + (3, 6, 5, 4, 4, 6, 5) = 49

4d6 + 4 + 7d6 ⇒ (1, 2, 3, 4) + 4 + (1, 3, 4, 6, 6, 6, 2) = 42

4d6 + 4 + 7d6 ⇒ (2, 4, 5, 1) + 4 + (2, 3, 3, 1, 6, 2, 2) = 35

4d6 + 4 + 7d6 ⇒ (4, 1, 2, 6) + 4 + (2, 4, 3, 1, 1, 2, 2) = 32

4d6 + 4 + 7d6 ⇒ (3, 6, 1, 4) + 4 + (4, 3, 3, 2, 6, 6, 6) = 48

4d6 + 4 + 7d6 ⇒ (4, 1, 4, 2) + 4 + (6, 6, 6, 3, 6, 2, 3) = 47

4d6 + 4 + 7d6 ⇒ (5, 3, 6, 3) + 4 + (1, 4, 4, 5, 1, 3, 3) = 42

4d6 + 4 + 7d6 ⇒ (3, 3, 1, 2) + 4 + (3, 1, 4, 5, 1, 6, 6) = 39

4d6 + 4 + 7d6 ⇒ (6, 4, 5, 4) + 4 + (6, 1, 1, 6, 2, 4, 2) = 45

4d6 + 4 + 7d6 ⇒ (5, 3, 6, 5) + 4 + (2, 1, 1, 4, 1, 5, 4) = 41

After the crit, and factoring in prior damage, it takes another 3 attacks from the assassins to drop one mummy(number 4). The rest of them direct their attacks to the 1d4 ⇒ 3 mummy.

Mummy #3 takes 322 profane damage, and 784 fire damage. As mummy #3 is the mummy Amunet crit on, it has taken a total of 1,329 damage, destroying it.

The assassins pause to bask in their destruction, and recall their expanded maneuver. Each assassin recovers Shadow Feather Strike via their second standard action.

They then repeat their attack targeting mummy two 1d3 ⇒ 2

Assassin's second attack:

1d20 + 21 ⇒ (16) + 21 = 37

1d20 + 21 ⇒ (9) + 21 = 30

1d20 + 21 ⇒ (17) + 21 = 38

1d20 + 21 ⇒ (20) + 21 = 41

1d20 + 21 ⇒ (8) + 21 = 29

1d20 + 21 ⇒ (1) + 21 = 22

1d20 + 21 ⇒ (4) + 21 = 25

1d20 + 21 ⇒ (14) + 21 = 35

1d20 + 21 ⇒ (8) + 21 = 29

1d20 + 21 ⇒ (18) + 21 = 39

1d20 + 21 ⇒ (16) + 21 = 37

1d20 + 21 ⇒ (16) + 21 = 37

1d20 + 21 ⇒ (5) + 21 = 26

1d20 + 21 ⇒ (13) + 21 = 34

1d20 + 21 ⇒ (18) + 21 = 39

1d20 + 21 ⇒ (15) + 21 = 36

1d20 + 21 ⇒ (3) + 21 = 24

1d20 + 21 ⇒ (19) + 21 = 40

1d20 + 21 ⇒ (1) + 21 = 22

1d20 + 21 ⇒ (17) + 21 = 38

1d20 + 21 ⇒ (15) + 21 = 36

1d20 + 21 ⇒ (2) + 21 = 23

1d20 + 21 ⇒ (18) + 21 = 39

1d20 + 21 ⇒ (6) + 21 = 27

1d20 + 21 ⇒ (18) + 21 = 39 Crit confirmation

Two more miss on natural 1s, one more hits critically.

8d6 + 8 + 7d6 ⇒ (5, 6, 6, 3, 3, 5, 5, 4) + 8 + (3, 3, 5, 6, 2, 1, 5) = 70 Crit damage. 45 profane damage, 37 fire damage. 82 total

Assassin's damage:

4d6 + 4 + 7d6 ⇒ (2, 4, 5, 5) + 4 + (2, 3, 2, 1, 5, 6, 4) = 43

4d6 + 4 + 7d6 ⇒ (3, 2, 5, 3) + 4 + (1, 6, 5, 3, 3, 5, 6) = 46

4d6 + 4 + 7d6 ⇒ (1, 2, 4, 6) + 4 + (3, 4, 4, 4, 5, 5, 2) = 44

4d6 + 4 + 7d6 ⇒ (2, 4, 5, 2) + 4 + (3, 5, 5, 2, 3, 3, 5) = 43

4d6 + 4 + 7d6 ⇒ (5, 5, 3, 2) + 4 + (1, 2, 5, 4, 4, 3, 3) = 41

4d6 + 4 + 7d6 ⇒ (5, 1, 6, 6) + 4 + (2, 5, 3, 4, 1, 5, 5) = 47

4d6 + 4 + 7d6 ⇒ (1, 3, 5, 3) + 4 + (6, 5, 5, 5, 6, 4, 5) = 52

4d6 + 4 + 7d6 ⇒ (2, 1, 6, 1) + 4 + (1, 5, 2, 2, 2, 2, 1) = 29

4d6 + 4 + 7d6 ⇒ (6, 2, 1, 6) + 4 + (1, 4, 5, 3, 1, 4, 3) = 40

4d6 + 4 + 7d6 ⇒ (6, 2, 5, 1) + 4 + (3, 1, 1, 1, 2, 1, 3) = 30

4d6 + 4 + 7d6 ⇒ (2, 3, 6, 1) + 4 + (5, 5, 3, 6, 2, 1, 1) = 39

4d6 + 4 + 7d6 ⇒ (6, 1, 4, 1) + 4 + (5, 6, 3, 4, 1, 1, 6) = 42

4d6 + 4 + 7d6 ⇒ (4, 2, 3, 6) + 4 + (4, 2, 3, 1, 4, 3, 6) = 42

4d6 + 4 + 7d6 ⇒ (5, 4, 3, 5) + 4 + (3, 6, 3, 3, 1, 6, 5) = 48

4d6 + 4 + 7d6 ⇒ (6, 5, 1, 2) + 4 + (5, 4, 4, 1, 5, 6, 6) = 49

4d6 + 4 + 7d6 ⇒ (4, 4, 6, 5) + 4 + (3, 4, 1, 3, 1, 3, 6) = 44

4d6 + 4 + 7d6 ⇒ (3, 2, 6, 1) + 4 + (5, 3, 3, 4, 4, 4, 3) = 42

4d6 + 4 + 7d6 ⇒ (2, 3, 5, 1) + 4 + (4, 1, 3, 4, 3, 6, 3) = 39

4d6 + 4 + 7d6 ⇒ (1, 5, 3, 3) + 4 + (3, 3, 3, 2, 5, 5, 1) = 38

4d6 + 4 + 7d6 ⇒ (3, 1, 4, 2) + 4 + (2, 1, 3, 3, 6, 4, 2) = 35

4d6 + 4 + 7d6 ⇒ (2, 1, 4, 1) + 4 + (3, 2, 4, 3, 1, 5, 5) = 35

The assassins deal 359 profane damage, and 808 fire damage to mummy #2. Including the damage from the fire elemental and Amunet's attack, it has taken 1,389 damage. It is also destroyed. There are now two mummies left.


Hamza Mīnakshi wrote:

Calling forth the blinding light of the sun, each assassin further augments their attacks with the power of fire. Swift action, initiating Searing Break, which adds another 3d6 fire damage to their attacks.

Once more in unison Hamza's elite killers hurl blasts of shadows at the downed mummies. Shadow Feather Strike, all ranged touch.

** spoiler omitted **

One attack misses on a natural 1, one attacked crit on a natural 20

8d6+8+7d6 Crit damage. 31 profane damage, 33 fire damage. This includes the +50% for fire vulnerability.

** spoiler omitted **

After the crit, and factoring in prior damage, it takes another 3 attacks from the assassins...

A hideous groaning tears the chill air of the cavern as the apprentices of Kchac'Thraa release their last undying breaths.

OK, Jimbli and Rokan are up now, then we'll move on to Round 5.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

Within 50' of Cae(which I think should include all once his position is corrected):

Cae Leonidas wrote:
Moon aura has changed to Sun: +2d4 fire damage to weapon rolls


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

Raxus AoO:

Raxus reaches out for the apprentice he just threw.

Grapple: 1d20 + 30 ⇒ (19) + 30 = 49 against CMD. Also, 2 might be nauseated(Fort: DC:30).


1d20 + 18 ⇒ (4) + 18 = 22

2 is nauseated.


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

Sorry, 2 meant 2 of them, the southernmost 2 needed to make saves.


1d20 + 18 ⇒ (9) + 18 = 27


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Lol, there's only two mummies left


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W 46 V 152/152 ~ AC44 tch36 ff25 ~ F+13 R+22 W+17 ~ CMD33; Init+29 Per+25; spot traps within 10' d20+29

Jimbli changes his stance.. keeping his distance as he hurls two translucent daggers at the eyes of the remaining zombies.

ranged dirty trick blindness vs CMD 33: 1d20 + 32 ⇒ (8) + 32 = 40 blind 2 rds
ranged dirty trick blindness vs CMD 33: 1d20 + 32 ⇒ (16) + 32 = 48 blind 3 rds

He then blinks to the center and fifteen feet above the invisible foes, and radiates a pulse of energy.

Eradicate Invisibility 70' radius Ref save DC 24


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

We don't want to rid the mummies of their invisibility. As long as we can't see them, their despair aura can't affect us. Thanks to Tyren casting Faerie Fire, we no longer suffer miss chances when attacking them.


Male Halfling psion (nomad)/rogue (cutpurse+scout) 6 / elocater 2 / trickster 3 W 46 V 152/152 ~ AC44 tch36 ff25 ~ F+13 R+22 W+17 ~ CMD33; Init+29 Per+25; spot traps within 10' d20+29

Oooh ok.. yeah missed that. Blinking up to ceiling instead then


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

Of course, he was just buying time. Rokan grumbles to himself.

The monks form fades again, before blast of fire erupts from where he stood.

[move] empty body, resume ethereal state
[standard] manifest energy cone towards the swarm to the north of him with the left edge of his 60' code passing just by Cae, augmented with 1pp for an extra damage dice.

Energy cone, fire damage, DC18 reflex half: 6d6 ⇒ (2, 5, 4, 2, 1, 4) = 18

Stealth while ethereal (invisible, no movement): 1d20 + 14 + 40 ⇒ (11) + 14 + 40 = 65


ROUND 4 is over, ROUND 5 has begun. Amunet can post her actions now.

Just a reminder, the order of initiative is:

Amunet
Hamza
Cae
Villains/Tyren
Assassins
Rokan
Jimbli


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

I have to ask, did the energy cone put a dent in the swarm of foes at all?


Rokan the Ascetic wrote:
I have to ask, did the energy cone put a dent in the swarm of foes at all?

The myceloids all have over 100 Vigor, and there are 100 of them, so I don't think so unless I'm misunderstanding the damage output from your post.


Male LN Human gestalt unchained monk/psion (kineticist) 12 | overmind 3 | Vigor 746/746 | Wound 76/76 | DR 3/-*, AC 51 t 42 ff 32 | CMB+61 CMD 71 | F+42 R+45 W+34 | Init +41 | Perc +21, SM +21 | Speed 70ft | Stunning Fist: 12/12 | Ki: 12/12 | Power Points: 182/182 | Psionic Focus: 2/2 | Mythic Power: 9/9 | Emissary: 1/1 | Eternal Hope: 1/1 | Hero points: 1 | Denied: 1/1 | Empowered Attack: 2/2 | Extended Attack: 3/3 | Widen Attack: 3/3 | Extra Meta-Attacks: 5/5 | Active conditions: Biofeedback, Ethereal (1m)

Nothing misunderstood. I need to work on my output :)


"Quick, we must finish dispatching these foes and somehow remove our persons from this cavern... I can already hear the approach of their reinforcements."


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Amunet-Ra targets each of the remaining mummies with a single shuriken, concentrating and focusing all her might into them.

Vital Strike Shuriken: 1d20 + 30 + 10 ⇒ (2) + 30 + 10 = 424d6 + 100 + 3d6 ⇒ (4, 5, 6, 5) + 100 + (1, 2, 6) = 129 + fire: 9d6 ⇒ (5, 5, 1, 4, 4, 6, 1, 3, 1) = 30

Vital Strike Shuriken: 1d20 + 30 + 10 ⇒ (18) + 30 + 10 = 584d6 + 100 + 3d6 ⇒ (2, 4, 5, 2) + 100 + (2, 1, 3) = 119 + fire: 9d6 ⇒ (5, 5, 2, 5, 5, 1, 4, 4, 4) = 35


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

Thanks to three of the mummies dying, Hamza is able to recover all of his expanded maneuvers.

Once more drawing upon a deep reservoir of power to again enhance his blows with deadly force. Swift action, initiating Iron Knuckle, adding 4d6 to all attacks this round.

He then quickly scans one of the mummy's looking for any sign of weakness, before executing a deadly strike. Initiating Rising Zenith Strike, which lets me make a Sense Motive check in place of a normal attack, if successful, I deal double damage.1d20 + 42 ⇒ (14) + 42 = 56 for 2d6 + 64 + 8d6 + 6d6 + 8 + 2d6 + 4d4 ⇒ (2, 5) + 64 + (3, 3, 4, 1, 1, 1, 4, 2) + (4, 2, 4, 1, 6, 1) + 8 + (5, 6) + (4, 4, 2, 1) = 138 19 is cold damage, 18 is fire.

He follows this up with another vile, hateful strike Initiating Persecution 1d20 + 48 ⇒ (4) + 48 = 52 Using Cae's re-roll

1d20 + 48 ⇒ (19) + 48 = 67 Possible crit.

1d20 + 48 ⇒ (3) + 48 = 51 Normal hit for 1d6 + 34 + 8d6 + 4d6 + 3d6 + 4 + 1d6 + 2d4 ⇒ (4) + 34 + (1, 1, 6, 6, 2, 1, 6, 5) + (4, 5, 5, 6) + (5, 5, 5) + 4 + (6) + (3, 2) = 116 10 cold, 7 fire.

Finally, the shadowy assassin pauses a moment to charge his blade with icy darkness. Swift action in place of my last standard to activate my Blade of Night ability.


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

which hole are the reinforcements going to come from?


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

unchained action economy this turn
Miqeo shadow jumps three times (150ft total, and note that my character was not in the right place this turn on the map but that should be 150ft west (towards hole) from the very western edge of the H-shaped illusion. )

The fire elementals from the previous turn continue to spread out and damage enemies.

as a reminder that is 79 damage to any mummies that have them on them, and the rest of the myceloids (up to 64 total mummies+myceloids) will take either 53 if they are not vulnerable to fire or 79 if they are vulnerable to fire. The save is DC 46 which I believe the myceloids can only pass on a 20 but the mummies pass on a 5. There is half damage on a success (im spending a shadow point to make them roll 3x and take worst) and if they are vulnerable to fire the half damage is then multiplied by 1.5. How many mummies remain?


2


map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6

f ton of saves:

mummy 1
will: 1d20 ⇒ 17
will: 1d20 ⇒ 16
will: 1d20 ⇒ 16 pass, takes 39 tire damage

mummy 2
will: 1d20 ⇒ 18
will: 1d20 ⇒ 20
will: 1d20 ⇒ 4 fail, takes 79 fire damage

myceloids
will: 1d20 ⇒ 11
will: 1d20 ⇒ 11
will: 1d20 ⇒ 19

will: 1d20 ⇒ 2
will: 1d20 ⇒ 13
will: 1d20 ⇒ 2

will: 1d20 ⇒ 20
will: 1d20 ⇒ 4
will: 1d20 ⇒ 1

will: 1d20 ⇒ 1
will: 1d20 ⇒ 11
will: 1d20 ⇒ 12

will: 1d20 ⇒ 4
will: 1d20 ⇒ 13
will: 1d20 ⇒ 19

will: 1d20 ⇒ 6
will: 1d20 ⇒ 1
will: 1d20 ⇒ 15

will: 1d20 ⇒ 3
will: 1d20 ⇒ 16
will: 1d20 ⇒ 17

will: 1d20 ⇒ 3
will: 1d20 ⇒ 7
will: 1d20 ⇒ 5

will: 1d20 ⇒ 19
will: 1d20 ⇒ 17
will: 1d20 ⇒ 17

will: 1d20 ⇒ 7
will: 1d20 ⇒ 14
will: 1d20 ⇒ 8

will: 1d20 ⇒ 5
will: 1d20 ⇒ 2
will: 1d20 ⇒ 3

will: 1d20 ⇒ 12
will: 1d20 ⇒ 5
will: 1d20 ⇒ 14

will: 1d20 ⇒ 14
will: 1d20 ⇒ 4
will: 1d20 ⇒ 15

will: 1d20 ⇒ 5
will: 1d20 ⇒ 10
will: 1d20 ⇒ 1

will: 1d20 ⇒ 9
will: 1d20 ⇒ 11
will: 1d20 ⇒ 5

will: 1d20 ⇒ 10
will: 1d20 ⇒ 18
will: 1d20 ⇒ 8

will: 1d20 ⇒ 7
will: 1d20 ⇒ 4
will: 1d20 ⇒ 3

will: 1d20 ⇒ 4
will: 1d20 ⇒ 14
will: 1d20 ⇒ 6

will: 1d20 ⇒ 5
will: 1d20 ⇒ 13
will: 1d20 ⇒ 6

will: 1d20 ⇒ 3
will: 1d20 ⇒ 6
will: 1d20 ⇒ 9

will: 1d20 ⇒ 19
will: 1d20 ⇒ 8
will: 1d20 ⇒ 11

will: 1d20 ⇒ 5
will: 1d20 ⇒ 4
will: 1d20 ⇒ 2

will: 1d20 ⇒ 20
will: 1d20 ⇒ 15
will: 1d20 ⇒ 4

will: 1d20 ⇒ 20
will: 1d20 ⇒ 20
will: 1d20 ⇒ 1

will: 1d20 ⇒ 16
will: 1d20 ⇒ 6
will: 1d20 ⇒ 1

will: 1d20 ⇒ 9
will: 1d20 ⇒ 15
will: 1d20 ⇒ 14

will: 1d20 ⇒ 12
will: 1d20 ⇒ 6
will: 1d20 ⇒ 14

will: 1d20 ⇒ 20
will: 1d20 ⇒ 14
will: 1d20 ⇒ 15

will: 1d20 ⇒ 5
will: 1d20 ⇒ 17
will: 1d20 ⇒ 18

will: 1d20 ⇒ 2
will: 1d20 ⇒ 16
will: 1d20 ⇒ 20

will: 1d20 ⇒ 14
will: 1d20 ⇒ 14
will: 1d20 ⇒ 3

will: 1d20 ⇒ 10
will: 1d20 ⇒ 1
will: 1d20 ⇒ 15

will: 1d20 ⇒ 20
will: 1d20 ⇒ 20
will: 1d20 ⇒ 16

will: 1d20 ⇒ 17
will: 1d20 ⇒ 10
will: 1d20 ⇒ 3

will: 1d20 ⇒ 10
will: 1d20 ⇒ 12
will: 1d20 ⇒ 11

will: 1d20 ⇒ 12
will: 1d20 ⇒ 19
will: 1d20 ⇒ 7

will: 1d20 ⇒ 7
will: 1d20 ⇒ 10
will: 1d20 ⇒ 20

will: 1d20 ⇒ 7
will: 1d20 ⇒ 4
will: 1d20 ⇒ 13

will: 1d20 ⇒ 16
will: 1d20 ⇒ 16
will: 1d20 ⇒ 6

will: 1d20 ⇒ 17
will: 1d20 ⇒ 10
will: 1d20 ⇒ 16

will: 1d20 ⇒ 8
will: 1d20 ⇒ 16
will: 1d20 ⇒ 11

will: 1d20 ⇒ 19
will: 1d20 ⇒ 19
will: 1d20 ⇒ 5

will: 1d20 ⇒ 16
will: 1d20 ⇒ 10
will: 1d20 ⇒ 7

will: 1d20 ⇒ 18
will: 1d20 ⇒ 1
will: 1d20 ⇒ 3

will: 1d20 ⇒ 8
will: 1d20 ⇒ 9
will: 1d20 ⇒ 18

will: 1d20 ⇒ 2
will: 1d20 ⇒ 2
will: 1d20 ⇒ 15

will: 1d20 ⇒ 10
will: 1d20 ⇒ 16
will: 1d20 ⇒ 16

will: 1d20 ⇒ 18
will: 1d20 ⇒ 19
will: 1d20 ⇒ 1

will: 1d20 ⇒ 7
will: 1d20 ⇒ 9
will: 1d20 ⇒ 1

will: 1d20 ⇒ 4
will: 1d20 ⇒ 14
will: 1d20 ⇒ 10

will: 1d20 ⇒ 6
will: 1d20 ⇒ 2
will: 1d20 ⇒ 16

will: 1d20 ⇒ 3
will: 1d20 ⇒ 3
will: 1d20 ⇒ 3

will: 1d20 ⇒ 14
will: 1d20 ⇒ 14
will: 1d20 ⇒ 8

will: 1d20 ⇒ 19
will: 1d20 ⇒ 11
will: 1d20 ⇒ 16

will: 1d20 ⇒ 3
will: 1d20 ⇒ 9
will: 1d20 ⇒ 14

will: 1d20 ⇒ 17
will: 1d20 ⇒ 11
will: 1d20 ⇒ 15

will: 1d20 ⇒ 2
will: 1d20 ⇒ 19
will: 1d20 ⇒ 16

will: 1d20 ⇒ 13
will: 1d20 ⇒ 2
will: 1d20 ⇒ 13

will: 1d20 ⇒ 16
will: 1d20 ⇒ 19
will: 1d20 ⇒ 16

will: 1d20 ⇒ 19
will: 1d20 ⇒ 5
will: 1d20 ⇒ 18

will: 1d20 ⇒ 20
will: 1d20 ⇒ 15
will: 1d20 ⇒ 5

will: 1d20 ⇒ 10
will: 1d20 ⇒ 6
will: 1d20 ⇒ 14

as none of them got three 20s, they fail. i dont have the time to look for the myceloid stat post but they take 53 base damage, modify appropriately for vulnerability or whatever.


"Come on you fools, filled finish them off, the reinforcements will be here soon and it sounds like they're a veritable horde of the fungal terrors!"


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

"For somebody unwilling to help in the actual fighting, you sure make a lot of depends of those doing all the heavy lifting." Hamza says acidly, in reply to the elf once more butting in.


Hamza Mīnakshi wrote:
"For somebody unwilling to help in the actual fighting, you sure make a lot of depends of those doing all the heavy lifting." Hamza says acidly, in reply to the elf once more butting in.

"I wouldn't be amiss in assuming this is a habitual pattern of behavior from the elf, would I?"


Itko Boranchakara wrote:
Hamza Mīnakshi wrote:
"For somebody unwilling to help in the actual fighting, you sure make a lot of depends of those doing all the heavy lifting." Hamza says acidly, in reply to the elf once more butting in.
"I wouldn't be amiss in assuming this is a habitual pattern of behavior from the elf, would I?"

"You would not, brother druid."


Lion Heart: CG Witch/Bard(10) | Vitality: 218 | Wounds: 144/31 | AC: 66| T: 60 | FF: 29 | DR: 10/silver | Fort: 46 | Ref: 46 | Will: 49 | CMD: 38 | Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |

-------------------------------------------------------------------
Round 5:
-------------------------------------------------------------------
Cae continues his song...

Aura of Purity(10'): Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated.
Aura of Insight(6 rounds): +2 insight bonus on attack rolls, AC, and skill checks(Amunet-Ra, Hamza, Jimbli, Raxus, Rokan, Tyren)
Aura of Divine Favor(30'): +2 luck bonus on attack and weapon damage rolls
Aura of the Sun(50'): +2d4 fire damage to weapon rolls
Fortune Hex: Re-roll any ability check, attack roll, saving throw, or skill check, taking the better result once per round

-------------------------------------------------------------------
Move(SS): Cackle
Move: Cackle

-------------------------------------------------------------------
Buff-Disappear: 5 rounds
SP: 22/23
Disappear:7/9
Insight: 6/9
MP: 7/9
Vision: 1/2

-------------------------------------------------------------------
Vyse:
-------------------------------------------------------------------
...while Vyse darts away, removing the poison effect from Tyren.
-------------------------------------------------------------------
Move: 50'
Std: Cure
Move: 50'

Cure: 7d8 + 6 ⇒ (4, 1, 3, 3, 1, 4, 6) + 6 = 28
Remove Poison: 1d20 + 6 ⇒ (4) + 6 = 10 (Fortune Hex)
Remove Poison: 1d20 + 6 ⇒ (20) + 6 = 26 (against poison DC)
-------------------------------------------------------------------
Buff-Disappear: 2 rounds
SP: 18/22
Disappear: 4/6

-------------------------------------------------------------------
Raxus:
-------------------------------------------------------------------
The giant dominates the apprentice, increasing his hold on it before launching it into the other remaining mummy.

Grapple: 1d20 + 20 + 2 + 8 ⇒ (9) + 20 + 2 + 8 = 39 (Fortune Hex)
Grapple: 1d20 + 20 + 2 + 8 ⇒ (17) + 20 + 2 + 8 = 47
Throw: 1d20 + 20 + 2 + 8 ⇒ (19) + 20 + 2 + 8 = 49
Crit Confirm: 1d20 + 20 + 2 + 8 ⇒ (19) + 20 + 2 + 8 = 49
Damage(to both): 5d6 + 18 + 2 + 8 + 2 + 2d4 + 1d4 ⇒ (2, 6, 4, 6, 2) + 18 + 2 + 8 + 2 + (2, 3) + (1) = 56
Crit Damage(to both): 5d6 + 18 + 2 + 8 + 2 + 2d4 + 1d4 ⇒ (1, 3, 2, 2, 5) + 18 + 2 + 8 + 2 + (4, 1) + (3) = 51

107 damage to both and Fort:30 or nauseated again.


As far as I know, the villains can't do anything. I guess everyone as to roll if they're susceptible to the myceloid spores or the desiccation aura, but other than that I don't think they're capable of acting usefully.

Tyren can roll for the droids and whatever else.


Male Yaksha Shadow Lord Stalker 10/Harbinger 10(gestalt) Trickster 2(mythic), Mage Hunter 2

The mummies should attempt to get up. It makes no sense for them to lie there. This will obviously provoke AoOs, but to have them just lie on the ground is pretty silly


Cae Leonidas wrote:


1d20 + 18 ⇒ (11) + 18 = 29

1d20 + 18 ⇒ (13) + 18 = 31

One is nauseated. The other tries to get up. If it can move, it tries to head towards its compatriots coming down the tunnel. It can move 360ft. in a round if it's able to move. Do the AoO and everyone who has to roll for myceloid spores.

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