Lucendar's Mummy's Mask Campaign - The Necropolis awaits! (Inactive)

Game Master Lucendar

Initiative:
Enemies: [dice]1d20+2[/dice]
Alzaar: [dice]1d20+3[/dice]
Anka: [dice]1d20+1[/dice]
Kakra: [dice]1d20+2[/dice]
Jalal: [dice]1d20+2[/dice]
Rhade: [dice]1d20+1[/dice]


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Waiting on Rhade, since I believe we lost Anka.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Sorry, DM. Thought I would get a prompt since you asked specifically for the other two to start the rolls. My bad...

Will save 1d20 + 3 ⇒ (5) + 3 = 8


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Oh man. A lot of low will rolls. This is gonna hurt.


No problem, Rhade.

As you all cross past the gate and are deciding which way to go: straight, right, or left, Alzaar and Jalal feel a supernatural chill crawl up their spine and the hairs on their arms stand on end, as if you are in the presence of evil...

Before anyone can react, it suddenly gets dark, as if nighttime and the manor's grounds look clean and maintained and the manor seems newer. You all hear sounds getting closer and closer. It is not logical to you but you find yourself transported in time. The sounds of an angry mob can be heard outside the manor's walls. A woman’s voice cries out in Ancient Osiriani, “Hold the gates! Don’t let them inside the compound!” Powerful blows shake and rattle the gates. You presume this must have been the manor's downfall. You look around and see servants and guards rushing to hold the gates but the mob, which is actually composed of zombies and skeletons, is too strong and they burst in, and screams can be heard all over! You find yourself paralyzed with fear unable to help!

The scene before you dissolves and you find yourself in present time, but the fear you felt was so real. Alzaar and Jalal convince themselves it was not real what they saw and they are only shaken. However, you see Rhade and Kakra and by the looks on their faces, they still believe they're in the illusion. They both scream for their lives and run off as fast as they can.

1,2 - left
3,4 - into the house
5,6 - to the right
Kakra: 1d6 ⇒ 1
Rhade: 1d6 ⇒ 2

Thankfully, they both run off in the same direction, to the left! Rhade and Kakra are under the effects of a cause fear spell. I tried my best to recreate a Shining movie moment. :) I will update with map later tonight.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar is shaken up by the vision, and the grisly fate of the people who once lived in the manor, but when he sees his teammates sprint off, he acts semi quickly. He chases them, unfurling his whip and calling out.
Wait! It was only a vision! You don't know what kind of dangers you're running into!

When they don't stop, he uses his whip to try and trip them until he and Jalal can calm them down.
Swift Action: Luck, Move Action: follow, Standard Action; Trip Rhade, Serpent's Lash on Kakra (if she is in range.)

Jalal! Stop Kakra! I'll take care of Rhade!
Trip Rhade: 1d20 + 5 ⇒ (12) + 5 = 17
Trip Kakra: 1d20 + 5 ⇒ (20) + 5 = 25


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal is stunned by the vision, and fear grips him. But as the image dissipates, he is roused by Alzaar's words. He rushes after Kakra and Rhade, only nodding at Alzaar. The elf tries to tackle the priestess.

He should easily be able to catch her since she's in Heavy Armor now.
Grapple: 1d20 + 4 ⇒ (16) + 4 = 20


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"Aaagh! We are all going to die here! Out of my way," the gnome screams, as he heads running off further into the dwelling.


Luckily for the party, the right and left gates are closed and the fleeing party members have to stop to open them, giving the pursuers time to trip and tackle them to the ground. After some more screams of terror, the fear subsides a round later.

1d4 ⇒ 1

Alzaar Knowledge (religion): 1d20 + 6 ⇒ (19) + 6 = 25
Jalal: 1d20 + 4 ⇒ (1) + 4 = 5
Kakra: 1d20 + 5 ⇒ (3) + 5 = 8

Alzaar in his travels has heard of places where great tragedy or evil or murder has struck and now have certain areas filled with negative energy or "haunts", due to the restlessness of the spirits. He believes the gate may have one such haunt, that perhaps may be cleansed permanently if the gate were to be repaired or sprinkled with holy water.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Hey, guess what we didn't buy...


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar speaks grimly.
I have heard of places like this. Where great tragedy or evil or murder has struck, now have certain areas filled with negative energy or "haunts", due to the restlessness of the spirits. I believe the gate may have one such haunt, that perhaps may be cleansed permanently if the gate were to be repaired or sprinkled with holy water. I'm not sure of it will persist if we simply leave it alone, or if we must repair it in order to continue on.

He shrugs and loops his whip back onto his belt.
So, we know what happened to the manor now. Anyone squeamish about facing hordes of undead?


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"After that vision, I have to admit I'm feeling pretty squeamish right now. Let me get my heart back to beating normally, and I'll be ready to proceed. I think," Rhade grumbles as he pulls himself up off the ground.

How great is it that we still aren't fully prepared for exploration with no holy water, lol! This group...well, if any of us make it out of here, we should count ourselves lucky!

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

"Let go of me, we have to get out of here." Kakra says struggling against Jalal CMB: 1d20 - 8 ⇒ (20) - 8 = 12 and breaking free from him, but she doesn't get far before the fear subsides.

Walking back six seconds later, Kakra responds to Alzaar's question. "Define hordes, and what sort of undead?"


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal is dumped onto the ground by Kakra, but after the fear subsides, he stands back up and dusts himself off. "We can cleanse the gate later. Despite the horrid vision, we know it's just a vision now."

"Zombies and skeletons, it appeared. It appears they broke into the house and one would assumed killed everyone there. Let's continue exploring and see if we can locate the tomb. Be on the watch for any remaining undead though."


Which way? Gate to the left appears to lead to a garden. Gate to the right appears to lead to a yard. Door in front leads inside to the manor.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Your call, Alzaar! Rhade would say to head straight for the manor, but I want you to make the call and scout the way...

"A garden and a nice yard? They cared about their vegetation, didn't they? We will have to check that whole area before we leave.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar takes a quick look at the options and then makes a decision.
I think we should investigate the outside before we take on the manor, no sense in missing something, or leaving something behind to come after us later. The garden first?

He stealthily makes his way to the garden entrance, peeking inside before opening the gate.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Stealth: 1d20 + 7 ⇒ (5) + 7 = 12


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

"Yes, it is said there is a crypt on the grounds. We should search the outside for it." Jalal waits for Alzaar to open the gate to move through.


The party follows Alzaar past the western gate. The western side of the estate forms an L-shaped yard mostly given to sand, sun-dried earth, and the ancient husks of dead trees. Stone benches line the walls of the yard, and a large tiled pool sits in the southwest corner, dried and partially filled with sand. At the north end of the yard stands a squat stone building with columns at every corner.

As you pass by the sand filled pool, suddenly, a centipede, the size of an elephant raises its head, its double tail lashing angrily behind it!

Initiative:
Centipede: 1d20 ⇒ 9
Alzaar: 1d20 + 3 ⇒ (3) + 3 = 6
Kakra: 1d20 + 2 ⇒ (20) + 2 = 22
Jalal: 1d20 + 2 ⇒ (9) + 2 = 11
Rhade: 1d20 + 1 ⇒ (16) + 1 = 17

Everybody but Alzaar is up!

Combat Map


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Rhade moves 5' to the north and 10' to the west from there, giving him the ability to use his Burning Hands versus the centipede, without crisping his friends.

Burning Hands Damage 3d4 ⇒ (4, 4, 3) = 11 Reflex DC 14 for half damage. First 1st level spell cast today.


Reflex save vs. DC 14: 1d20 + 1 ⇒ (1) + 1 = 2

Rhade's cone scorches the creature as it emits a whining moan of pain! Its red eyes flicker even more fiercely!


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

"More vermin. A bigger one." Jalal remarks. He calls on the power of his elven ancestors to aid him. "Glifortius! Lend me your strength!" The ghostly form of a heavily armored elf briefly is seen merging with Jalal and his arms move confidently as he draws his sword and steps up to defend Rhade from the giant creature.

Cast Divine Favor. Move NW, W.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

Kakra will delay.


The centipede looks in Rhade's direction but seeing the elf block its way, it lashes out at him with its reach, first with a tail slap in an attempt to trip him, then with a bite, its pincers clicking in anticipation! However, Jalal's ancestor is well aware of this creature's tactics and he nimbly jumps over the tail and blocks the bite, noticing how incredibly sharp the pincers are and the venom dripping from the creature's maw!

Tail Slap: 1d20 + 3 ⇒ (12) + 3 = 15...miss
Bite: 1d20 + 8 ⇒ (2) + 8 = 10...miss
Lucky!

Alzaar, Kakra, then rest of party at start of Round 2.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

I'll be out quite a bit this afternoon/early evening, DM, so please fir this post in when Rhade's turn comes up. Thanks.

Rhade, not wanting to burn his squad mates, tries to use one of his tiny blasts of acid, and singe just the vermin.

Ranged touch attack with Acid Splash firing into melee 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16

Damage 1d3 ⇒ 1


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar moves forward, staying just at te edge of the range of his whip. He lashes out at the giant vermin, aiming for its eyes.
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Will we ever be done with bugs?!

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

With little better to do, Kakra steps up and attacks the centipede. 1d20 - 5 ⇒ (17) - 5 = 121d8 ⇒ 1


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal smiles as he fends off the centipede's attack and he swings his sword at the giant bug.

Attack (DF): 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage (DF): 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9


Kakra's move after the centipede attacks provokes an AoO, since the creature has reach. The lash fails to penetrate the cleric's heavy armor.
Tail lash: 1d20 + 3 ⇒ (16) + 3 = 19...miss!
Kakra's attack also fails to penetrate the creature's exoskeleton!

The bloody and burnt and angry centipede then attacks Jalal again, viciously biting him in the chest, causing the elf to scream and then go limp, blood oozing out of his wound!
Tail lash: 1d20 + 3 ⇒ (6) + 3 = 9...miss
Bite: 1d20 + 8 ⇒ (11) + 8 = 19...hit
Damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16 + poison
Jalal at -1 hps
Fort save please DC 17!

Party is up! Centipede looks very wounded, having taken 26 damage so far. Rhade, keep in mind, his tail can lash out as an AoO if you do not cast magic defensively.

Updated Combat Map


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Did you get Alzaar's attack in there, Lucendar?


Alzaar Na' Keth wrote:
Did you get Alzaar's attack in there, Lucendar?

Yes. 11+1+5+9=26 damage. The game really does not allow for called shots. That's what criticals are for! :)


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Oh no, the called shot thing was just for role play purposes. I don't like the called shot rules. I was just wondering because you didn't put him in with the the rest of your post or not. No worries. :)

EDIT: I just noticed you didn't put anyone's attack results in there, and just posted damage. My bad.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Fort Save: 1d20 + 1 ⇒ (12) + 1 = 13
Stabilize: 1d20 - 1 ⇒ (7) - 1 = 6

Jalal continues to bleed.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

The map is set to private, I requested permission, so not sure if my movement will provoke.

Kakra will step over next to Jalal Concentration;Cast Defensively: 1d20 + 4 ⇒ (20) + 4 = 24 and cast stabilize on him.

"There does seem to be quite a few bugs, if only we had some way of repelling vermin." Kakra notes as she assists the elf.


Thanks, Kakra. My apologies, you can see it now.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Rhade, feeling lucky, tries another acid blast at the monster. He tries his best to avoid the stinger as he does so.

Concentration check casting defensively vs. DC 15 1d20 + 5 ⇒ (20) + 5 = 25

Ranged Touch Attack in Melee1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1

Damage 1d3 ⇒ 1


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

I was waiting on the centipede to go, but I'll go ahead and post my action.

Not waiting to give the beast another chance to attack his comrades, Alzaar snakes his whip into the fray again, cracking it violently against the creature's face.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Sorry for delay...working and traveling!

Summary of Round 2 so far:
Kakra stabilized Jalal
Rhade missed with his acid
Jalal bled, lost 1d4 ⇒ 3 Dex from poison
Centipede delayed
Alzaar failed to harm the creature with his whip

Round 2: Centipede!
The centipede lashes out at Alzaar, who is in its face, attacking him, first tripping him and taking a bite of his ribs while injecting him with poison!
Tail slap: 1d20 + 3 ⇒ (18) + 3 = 21...hit
Damage: 1d3 ⇒ 2 nonlethal
Trip attempt: 1d20 + 12 ⇒ (8) + 12 = 20 vs. CMD 15: Down goes Alzaar, prone!
Bite: 1d20 + 8 + 4 ⇒ (18) + 8 + 4 = 30
Damage: 2d6 + 7 ⇒ (1, 1) + 7 = 9
Fort save Alzaar; Fort save Jalal!

Party is up, same map as before!


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar is supposed to be 10 feet away attacking with his whip, not adjacent. I just noticed that on the map


No problem....same result since creature has reach.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Rhade moves forward 5' diagonally to the north and to the left, trying again to cast a spell. If he gets lucky, that should exclude any of his teammates in the area of effect.

Concentration to cast Burning Hands defensively vs. DC 17 1d20 + 5 ⇒ (19) + 5 = 24

Damage 3d4 ⇒ (1, 1, 1) = 3

If cast, DC Ref 14 for half damage. If not cast, we are all going to die! Or, there could be a third option, and we are probably still going to die, lol.


Centipede Reflex save: 1d20 + 1 ⇒ (2) + 1 = 3...fails! 29 damage so far!


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Fort Save: 1d20 + 1 ⇒ (11) + 1 = 12
Stabilize: 1d20 - 2 ⇒ (20) - 2 = 18

Whoo, missing Anka right now.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar currently at 5/16 hp

Fortitude Save: 1d20 ⇒ 18


Alzaar successfully fights off poison, coughing and spitting it out. Jalal is already stable thanks to Kakra's spell last round. Waiting on Kakra's action this round.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

Concentration: 1d20 + 4 ⇒ (5) + 4 = 9

Kakra attempts to cast a spell on Alzaar defensively, but fails. Used hide from undead for cure light.


Alzaar, what are you doing from prone?


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar stands, provoking an AoO and then takes a five foot step back, casting a cure light wounds spell on himself.
Cure Light Wounds: 1d8 + 2 ⇒ (3) + 2 = 5

Ack! 'Ware the tail!


Jalal made Fort save!
Dangerous strategy taking AoO, Alzaar!
AoO Bite: 1d20 + 8 + 4 ⇒ (6) + 8 + 4 = 18
Damage: 2d6 + 7 ⇒ (2, 3) + 7 = 12
Alzaar drops to -7 hps!
Fort save vs. poison

Round 3: Centipede!
Centipede attacks next viable target Kakra!
Tail: 1d20 + 3 ⇒ (18) + 3 = 21
Trip: 1d20 + 12 ⇒ (13) + 12 = 25 vs. CMD 12...down goes Kakra!
Bite: 1d20 + 8 + 4 ⇒ (8) + 8 + 4 = 20
Damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14
Fort save vs. poison

Rhade and Kakra (with 3 hps) are up! Things looking grim! This Centipede is CR 3 and is deadly for a 4 member party of 2nd level characters!

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

Fort: 1d20 + 5 ⇒ (1) + 5 = 6

Finding herself on the ground and her allies falling one after the other, Kakra releases a burst of holy energies. Channel: 1d6 ⇒ 6 Exclude the centipede. Jalal should be conscious once more now.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Rhade burns a point from his arcane Resevoir, enhancing his Burning Hands spell, assuming he was able to cast it without the scorpion messing with his concentration.

Concentration check versus DC 17 1d20 + 5 ⇒ (13) + 5 = 18

Burning Hands damage 5d4 ⇒ (1, 3, 2, 2, 3) = 11

Reflex 14 DC for half. Spent one point from Arcane Reservoir to increase caster level by two.

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