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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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

Will Save (PfE): 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 I think that saved last time

Jalal nods at Rhade's observation. He knows that while he can withstand the creature's gaze, it could incapacitate him just like Gorguk. "I have to get the half-orc!" He rushes to Gorguk to drag him away. As he does a greenish swirl appears around him. As you look at it you can swear, you see elven faces in the green mist.

Activate Spirit Shield. +4 to AC and blocks incorporeal attacks. With the PfE, that makes his touch AC 16. Move up to Gorguk.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Looks like everyone is making their saves but the paladin lol. If I ever get to act I am taking the aoo and still attacking this thing with smite if I have to...

Besides its spell casting what does it look like it could attack with? I am asking as I am tempted to try and grapple it to allow Jalal to attack it.


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 Alzaar drop his whip? If I can, I'll trip it while we flee and go buy cold iron and silver weapons, which we should have had to begin with. Derp.


Updated Map

Alzaar and Kakra are no longer stunned and can act this round. You dropped all your weapons and shield and they are on the floor at your feet.
Jalal made save and is unharmed.
Gorguk, the Div has sharp claws, evident from pic, so you take AoO if you bend down to pick up sword.
Rhade, was your action a double move away?
I think we are up to date.


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

Single move away, DM. Rhode will wait for the others to gather with him. If after a round or two they don't come, he will poke his head back in the room to see what's happening.


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 moved up beside Gorguk with his move action.

-Posted with Wayfinder


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 in O22, so he's not that far away fro the thing either. He could technically draw his normal whip, and try to trip the thing so Gorguk and Jalal can get away. If that's the case, then that is what I do.
Trip Attempt with Bardic Luck: 1d20 + 5 + 3 ⇒ (3) + 5 + 3 = 11


Kakra is up and Gorguk's save and action, if save successful.

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 pick up her shield and morningstar from the ground. Two move actions.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

fort save 1d20 + 7 ⇒ (14) + 7 = 21 Finally

Finally able to shrug off the effects of whatever is trying to hold him at bay Gorguk reaches down to pick up his sword. He knows that this will leave him open but it must be done. Once his blade is in his hand again Gorguk turns on the creature. Enough of you trickery. You will feel the wrath of Sarenrae for all that you have done.

swift action to smite evil
attack 1d20 + 6 ⇒ (11) + 6 = 17 for 1d6 + 3 ⇒ (6) + 3 = 9 Bypasses DR thanks to smite

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

don't forget bonus damage and to hit for smite.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

The damage is the smite damage. With my strength at -6 I have no strength bonus to attack or damage right now.


AoO on Gorguk: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16...miss!

The div's sharp claws scrape the paladin's armor harmlessly. His smite attack also misses the div, who evades the blow. The bard's whip also fails to trip the creature.

What is Jalal's action? I assumed he delayed for Gorguk to act, but seeing the paladin attack the creature, what is the elf doing?


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

Seeing Gorguk attack the Div, Jalal steps up and swings his sword at the creature. "Go! We can come back later!"

Attack (Bless, SC): 1d20 + 6 + 1 + 2 ⇒ (15) + 6 + 1 + 2 = 24
Damage (Cold Iron): 1d8 + 3 ⇒ (4) + 3 = 7

-Posted with Wayfinder


Jalal's blade cuts the div through its natural protections and it bleeds.

It responds by swinging its claws twice at the elf from the edge of the dais.
Claw #1: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Claw #2: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Party is up. All except Jalal must make DC 16 Fort saves to act.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Fort save 1d20 + 7 ⇒ (16) + 7 = 23

Gorguk steps to the side to set up a flank for Jalal. Once Jalal is in position then Gorguk attacks.

1d20 + 6 + 2 + 1 ⇒ (9) + 6 + 2 + 1 = 18 for 1d6 + 3 ⇒ (2) + 3 = 5

No we are not fleeing. We will stay and be victorious against this creature! Rhade, Alzaar, Kakra come back and finish this.


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 + 2 + 2 ⇒ (13) + 2 + 2 = 17

Jalal laughs at the Aghash and swings his sword again, now aided by Gorguk on the other side. "Rhade, it's not so tough! Use your magic again! My cousins have told me how to beat it!"

Sacred Council again.
Attack (SC, bless, flank): 1d20 + 6 + 2 + 1 + 2 ⇒ (3) + 6 + 2 + 1 + 2 = 14
Damage (Cold Iron): 1d8 + 3 ⇒ (1) + 3 = 4


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 hears the others ignoring his advice, so he takes a deep breath and moves back into the room. To S 23 if possible.

He tries to toss a glob of acid at the creature, assuming he keeps from getting sickened by the creature.

Fort save, if needed 1d20 + 2 ⇒ (3) + 2 = 5

RTA 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11

Damage 1d3 ⇒ 3


Two things: You cannot flank it, since it is above you.
Gorguk misses.
Jalal, I specifically said you did not need a Fort save, so I will use the 17 you rolled for save as your combat roll and you hit, doing 4 more damage. Total damage: 11 to Div.
Rhade is stunned as soon as you come within range of its gaze.
Waiting for Kakra and Alzaar and their saves and/or actions, if necessary.


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

Bardic Luck still active due to Lingering Performance
Fortitude Save: 1d20 + 4 ⇒ (11) + 4 = 15

Alzaar drops his whip when his trip attempt goes awry, and instead opts to cast a spell. He opens his mouth wide, and a blast of force launches at the Div, but no noise accompanies it!

Ear Piercing Scream, DC 14 or be dazed 1 round.
Damage: 1d6 ⇒ 6

Ear Piercing Scream:
School evocation [sonic]; Level bard 1, bloodrager 1, inquisitor 1, sorcerer/wizard 1, witch 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes

* Editor's Note
Unofficial errata notes that the correct duration should be 1 round.

DESCRIPTION
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.


People are reading too quickly or not paying attention. Not a DC 16 Fort save, Alzaar, so you are stunned and you drop your second whip.


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

If we have bless active, then it actually is a 16. I didn't add bless because I wasn't sure (on phone and searching the thread is a pain) but I went ahead and posted my actions. I dropped the whip because I failed my trip attempt last turn. This turn is the spell.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5
The_Golden_Mummy aka DM wrote:

Ooops, just realized that the Aghash did not have line of sight to you, Jalal, in U23. Oh well, since you made save, we will stick with it for this round only. Sorry.

Jalal relies on his elven training and resists the necromantic energy and it dissipates harmlessly around him, although the floating hand remains.

Gorguk on the other hand does not resist the Div's malevolent gaze and he is wracked by terrible pain that causes him to cry out and double over, as he drops his shield and weapon.
He is stunned for 1 round.

Confidently, the Aghash walks to the edge of the dais.

Kakra and rest of party in Round 3.

Since when is the Aghash above us. You said above that it walked to the edge of the dias. That is why I had Gorguk move around to flank with Jalal.

The_Golden_Mummy aka DM wrote:

Jalal's blade cuts the div through its natural protections and it bleeds.

It responds by swinging its claws twice at the elf from the edge of the dais.
Claw #1: 1d20+8+1
Claw #2: 1d20+8+1
Damage: 1d6+2

Party is up. All except Jalal must make DC 16 Fort saves to act.

I thought it was fort saves you asked for? So Alzaar is correct right?

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 ⇒ (12) + 5 = 17
Kakra will move up to O22 and channel negative energy, excluding Alzaar, Rhade, and Jalal.

Channel Negative: 1d6 ⇒ 6 DC 13 Will for half, and Gorguk still being under shield other will take 3 if he fails, 2 if he saves, I will take 3 if he fails 1 if he saves.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Will save 1d20 + 6 ⇒ (19) + 6 = 25


The dais is 5' above the floor (it is in description of room). You can try taking the steep steps but that is difficult terrain. It's why I added at beginning of round that I would need acrobatics check if you wanted to charge and hop up. It's why I have been adding +1 on all its attacks, since it has higher ground.

Alzaar, Bless does not add to Fortitude saves, so still stunned.

Div Will save: 1d20 + 7 ⇒ (12) + 7 = 19...takes 3 damage for a total of 14.

The Div attacks Jalal twice again with its claws, hitting once again!
Attack: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Attack: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 so total of 7 damage to the elf.

Party is up! Again, everyone except Jalal, if you succeed at DC 16 Fort save, you may act. If not, you scream in pain and watch the action. I will update Map soon.


Updated 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

Fort save 1d20 + 2 ⇒ (8) + 2 = 10

Worst idea ever, Rhade thinks as the pain overtakes him yet again.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

1d20 + 7 ⇒ (1) + 7 = 8

Correct, you said to charge to hop up needed an acrobatics check. With Gorguk not charging I saw no issue with the movement as stated. Unfortunately that misunderstanding is screwing me over as I planned to give the person who can actually injure this thing a chance to hit with flank. It also theoretically negated my action last time.

Just frustrated ranting is all.


There is no harm done; with the div at edge of the dais, you couldn't flank him anyway, since Jalal would be 5' below him.


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 cringes at the gashes he is receiving. He steps back out of reach of the Div and pulls out a Tanglefoot bag.

5 foot step back to O-23. Standard Action to draw the bag. Yeah, I know it'll take 2 rounds to do, but it could be the only way to survive this.

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 ⇒ (19) + 5 = 24
CLW: 1d8 + 3 ⇒ (2) + 3 = 5-> Jalal

Expending her Endure Elements spell, Kakra decides to heal Jalal.


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

Fortitude Save, Bardic Luck: 1d20 + 4 ⇒ (19) + 4 = 23

Alzaar attempts to cast his spell again!

Same as the action I tried to take last turn, with Ear Piercing Scream. Dazing this thing might help us take it down.


For all: Kindly indicate what type of save for your spells when you post. It makes my job easier. Also, the creature is resistant to magic so in future, roll SR check for all spells. Thanks!

Fort save: 1d20 + 4 ⇒ (17) + 4 = 21

The div ignores the bard's attempt to daze it. Not wanting to lose his height advantage, the div stays put on the 5' dais and summons the spectral hand to curse Jalal again! If it had a face, you swore it was smiling.

Touch attack: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Will save Jalal or be cursed.

Party is up. All except Jalal, don't forget your Fort saves before you act.
Alzaar, roll your SR check for this round's spell; if you fail, you did no damage this round.


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

Will save: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16

Jalal hurls the tanglefoot bag at the Div. Then he moves around Kakra and up the stairs to flank the creature.

Ranged Touch (Bless): 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Duration (rounds): 2d4 ⇒ (1, 4) = 5
Then move to L-22 by taking a wide berth and not provoking any AOOs

Yes! DC 15 Reflex save or be stuck to the spot. Half speed if he makes it. Also, -2 to his attacks, -4 to his Dex (-2 to his AC)

Tanglefoot Bag:

A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.


Div Reflex save: 1d20 + 6 ⇒ (12) + 6 = 18
2d4 ⇒ (1, 1) = 2 rounds

Creature growls in disgust as it shakes off the tar and resin, although its movement is impeded.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Fort save 1d20 + 7 ⇒ (7) + 7 = 14 blah blah blah


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

Fort save 1d20 + 2 ⇒ (12) + 2 = 14

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 ⇒ (16) + 5 = 21
Channel: 2d6 ⇒ (4, 1) = 5

Managing to act again, Kakra will channel once more, however this time she releases positive energy, excluding the Div.


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

Spell Resistance: 1d20 + 6 ⇒ (3) + 6 = 9
Fortitude Save: 1d20 + 3 ⇒ (2) + 3 = 5

Alzaar is stunned by the thing again!
Fleeing and buying some cold iron arrows might be our best option guys.


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'd be all in favor of that as I've been saying for days, lol!


You can tell the Aghash really hates the elf and attacks him with vengeance, moving 5' north! Rhade is now outside of its gaze range.
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Realizing it has so many opponents still up, the div switches tactics. If you fail the save, roll a d100 after it.

Updated Map

Party is up. Rhade can act normally unless he steps forth and then he has to make a save. Jalal, as always, is immune to gaze effects.


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 tries another Acid Splash, afraid the party was in over their heads.

RTA 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14

Damage 1d3 ⇒ 1


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

1d20 + 7 ⇒ (5) + 7 = 12 sigh 2 for 8 on fort saves that should be better than 50%
1d100 ⇒ 31


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

I rolled for duration originally and got 5 rounds.

Jalal sweeps his blade low and cuts the Aghash deeply.

Attack (Bless): 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage (Cold Iron): 1d8 + 3 ⇒ (7) + 3 = 10

Crit confirm: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Extra Damage: 1d8 + 3 ⇒ (3) + 3 = 6

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 ⇒ (8) + 5 = 13
1d100 ⇒ 9

Kakra once again drops her shield and morningstar.


Actually, this Round, its gaze was a confusion effect, so Gorguk babbles incoherently and Kakra can act normally. Alzaar is up.


The Div is resistant to acid so Rhade's Acid splash is of no consequence, but Alzaar's sword thrust is true, cutting the outsider severely. Total damage: 24

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

In that case, I get to act, yay.

Kakra will once again let loose a burst of channeled energies, dealing Channel Negative Energy Will 13 Half: 1d6 ⇒ 6 to the Div after moving close enough to the creature so that she can exclude all of her allies (M20).


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Keep it up guys.. Eventually you will kill it and Gorguk will be able to finally act again.

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