Mummy's Mask

Game Master Samy

GM Samy's Mummy's Mask Campaign --- Day 26 --- Google Drive Folder --- Experience --- Treasure --- Relationships --- Maps (Empty Graves)
Panic Level: 13

Party Inits:
[dice=Initiative Aleris]1d20+7[/dice]
[dice=Initiative Deseri]1d20+2[/dice]
[dice=Initiative Harmose]1d20+11[/dice]
[dice=Initiative Kito]1d20+0[/dice]
[dice=Initiative Polux]1d20+3[/dice]
[dice=Initiative Qari]1d20+2[/dice]
[dice=Initiative Ra-Khefer]1d20+1[/dice]
[dice=Initiative Turel]1d20+2[/dice]

[dice=Perception Aleris]1d20+9[/dice]
[dice=Perception Deseri]1d20+1[/dice]
[dice=Perception Harmose]1d20+9[/dice]
[dice=Perception Kito]1d20+2[/dice]
[dice=Perception Polux]1d20+10[/dice]
[dice=Perception Qari]1d20+6[/dice]
[dice=Perception Ra-Khefer]1d20+0[/dice]
[dice=Perception Turel]1d20+9[/dice]


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Inactive

D4 - Shrine

"I'm still not sure how your magic is so effective against the things we find out here, but I'm glad it is," Aleris says, giving Harmose's hand a squeeze now that the huecuvas have been taken care of.

Kn. Religion: 1d20 + 8 ⇒ (3) + 8 = 11

She glances around, unable to really place much else of significance aside from the obvious fact that the altar is an altar. "What should we do with these silver pieces? Take them with us or would that be too disrespectful?"

Down to D5 - Kitchen

Kn. Religion: 1d20 + 8 ⇒ (13) + 8 = 21

"Huh...this is a pretty nice kitchen," the sylph observes as the group has a look around. "It's close to the entrance to the temple too, but out of sight so the priests didn't have worshipers looking at them while they ate. Most places usually have the kitchen towards the back of the building, from what I've seen."

Up to D3 - The Pool

Kn. Religion: 1d20 + 8 ⇒ (11) + 8 = 19

"Oh wow, it's a baptismal pool!" Aleris gasps once she's able to get a better look at the northern room. "They must've created water in it whenever they needed to use it, since it doesn't look like there are any faucets or wells nearby," she points out. "It's interesting too, because if I'm getting the gist of those pillars then the water and the pool weren't meant to just represent life, but all creative energies."

She looks at the others, specifically Kito. "I can't read the hieroglyphs but the carvings kinda look like they're supposed to be for each element...right?"


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Knowledge, Religion (D4): 1d20 + 4 ⇒ (18) + 4 = 22
Knowledge, History (D3): 1d20 + 4 ⇒ (20) + 4 = 24

Turel slowly approaches the shrine. "This is a bas-relief of Nethys rising out of the Maelstrom behind him. While the altar has been defaced, I can see now it occurred long ago that the impact is lessened but still troubling. The two fonts were once used to create holy water."

Proceeding to the room where the pool is located, he nods in recognition. "Such large, shallow pools were not uncommon in ancient Osirian architecture, particularly on temple grounds, though this one is unusual in that it is indoors."

Liberty's Edge

Female Human Commoner 1

Exits from the eastern wing are

1) along the northern edge of the map there is an archway leading west
2) around the middle of the map there are double doors leading west
3) along the southern edge of the map there is the hallway back to D1

If you go through exit 1, please give me a single file formation.


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Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Harmose grins that she's touching his hand, and squeezes hers back. "I think it's the sobering effect of them being around someone who once was in their ghastly club, but has grown up and moved on. They know I mean business."

Knowledge Religion D3: 1d20 + 6 ⇒ (11) + 6 = 17
Knowledge History, D3: 1d20 + 6 ⇒ (1) + 6 = 7

He wanders around the pool, uncertain yet of its historical significance, but the religious context comes easily to him. "They performed baptisms here. The waters did not just represent life, but a melange of all creative energies. And you're right about the pillars, Aleris!"

He reads the Ancient Osirioni* aloud with ease...

Dip yourself within this healing pool
Magic is life, death and your only rule
Aspirant, ride the air, delve the earth
Unravel their secrets and their worth
Swim in an arcane flow, read words of fire
Learn, grow, become what you desire.

He pauses, running his fingers through his hair as he thinks. "Nethys is so serious about spells and the arcane arts. Although I find magic useful and a delight, I've never understood the drive to seek it out for its own sake. Oh well! Perhaps we will find great learning here for scholars like Kito, and others in Wati and beyond."

____
* Hope you don't mind this embellishment, Samy!


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

"I feel that we should clean the shrine, but perhaps that can wait until after we have found the Scorched Hand." Kito reflects.

"So, where next? I would suggest the archway to the north."


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

"Alright, sounds good to me." Harmose nods, and then looks to Ra-Khefer and Turel. "Lead on."


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel nods in agreement and takes his place at the lead of the party.

Perception: 1d20 + 9 ⇒ (11) + 9 = 20 Add +2 for trap, or +4 for stone traps. Samy, remember Turel has Trap Intuition too.


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Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

Qari doesn't say much while the others discuss their knowledge of history and ancient religions. She was becoming a bit embarrassed about her lack of knowledge of the same. She pledged to start listening more when the others delved into such esoteric topics.

Going to spend a skill point on some knowledge skill next level!

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Ra nodded at Turel and took his place as number 2 in file.

Liberty's Edge

Female Human Commoner 1

You enter a large, cathedral-like hall (D2).

The Half-Dead City, p.39-40 wrote:

D2a. Hall of Protection

Space and elevation lend a sense of past grandeur and majesty to this large space. A large, star-shaped fountain with a circular pool in the center sits in the middle of the chamber. The bottom of the pool is decorated with a great mosaic eye made from tiny colored tiles, and hieroglyphs are carved into the paving stones ringing the fountain. Two rows of columns support the ceiling overhead, which continues to rise to a domed ceiling in the northern portion of the chamber. At the far end of the hall, a massive statue with arms raised overlooks the entire length of the temple from atop a raised dais. East and west of the fountain, two sets of stone double doors exit the chamber.

D2b. Cathedral of Nethys

North of the Hall of Protection, the ceiling rises to a high dome 40 feet above the main floor, forming the primary cathedral of Nethys. Three flights of short, steep steps climb up to a large platform elevated 5 feet above the floor. At the rear of this platform, a 15-foot-tall statue of Nethys, half white and half black, stands atop a raised octagonal dais. The top of the main platform is tiled in black marble, while the octagonal dais is a striking white, and the ring that separates them is tiled in red.

DM Only:
Stealth Shargah-Katun: 1d20 + 10 ⇒ (13) + 10 = 23

Perception Turel: 1d20 + 9 ⇒ (1) + 9 = 10
Perception Harmose: 1d20 + 9 ⇒ (1) + 9 = 10
Perception Kito: 1d20 + 2 ⇒ (5) + 2 = 7
Perception Aleris: 1d20 + 9 ⇒ (7) + 9 = 16
Perception Polux: 1d20 + 10 ⇒ (1) + 10 = 11
Perception Ra-Khefer: 1d20 + 0 ⇒ (5) + 0 = 5
Perception Deseri: 1d20 + 1 ⇒ (4) + 1 = 5
Perception Qari: 1d20 + 6 ⇒ (1) + 6 = 7

Initiative Turel: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Kito: 1d20 + 0 ⇒ (10) + 0 = 10
Initiative Aleris: 1d20 + 7 ⇒ (2) + 7 = 9
Initiative Qari: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Harmose: 1d20 + 11 ⇒ (2) + 11 = 13
Initiative Polux: 1d20 + 3 ⇒ (2) + 3 = 5
Initiative Deseri: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative Ra-Khefer: 1d20 - 1 ⇒ (13) - 1 = 12

Initiative Shargah-Katun: 1d20 + 2 ⇒ (13) + 2 = 15

Something evil is watching you and succeeds at Stealth to perform a surprise round, during which you think you heard some magic words being spoken, and then a humanoid-looking creature takes a five foot step to come out from behind the statue of Nethys.

Round 1
17 Deseri - may post action retroactively
15 Enemy - coming up next
14 and less - everyone else after enemy turn.

Deseri is the only one who beats the enemy's initiative after the surprise round (yes really, I rolled all your initiatives in the spoiler, do you still want me to keep doing that? :D). Deseri may post her Round 1 action retroactively.

Then the enemy acts. A ghostly looking hand materializes in the air in front of Turel and tries to touch him. At the same time, you hear magic words from the creature.

Spellcraft DC 17 to identify hand:
The hand is created by the spectral hand spell which allows a creature to make melee touch attacks at a range.

Spellcraft DC 19 to identify Round 1 spellcasting:
The creature is casting bestow curse.

(Roll the two separately.)

Ghostly Hand Melee Touch vs Turel: 1d20 + 9 ⇒ (13) + 9 = 22 Turel, roll Will Save

The creature's image can be seen on the battle map.

Quote:
Draped in rags and hunched over on goatlike legs, this creature possesses a featureless face, save for a large eye ringed by fangs.

Planes DC 14:
It is an "aghash" type div. Divs are evil outsiders (like devils and demons, divs have many subtypes) that are spawned from corrupted genies.

Aghash divs have DR 5 that is penetrated by cold iron or good.

DC 19:
It is immune to fire and poison, and has resist 10 vs acid and electricity.

Aghashes embody the evil eye, a curse granted by merely witnessing these embodiments of ruin and misfortune. Terrifying, haglike beings, aghashes wander deserts of the Material Plane spreading doom with their gazes. These wretched creatures hold nothing sacred, taking particular pleasure in bringing vain and arrogant mortals, particularly spellcasters, to ruin. Ragged and filthy, an aghash moves with a staggering motion. Its hoofed legs bend like those of a goat, giving its emaciated frame an obscene, jerking gait.

All divs exhibit some manner of compulsion, and aghashes' is to despise beautiful mortals. If given a choice between attacking two different opponents, an aghash always chooses the most physically becoming foe. Such is their loathing—or, perhaps, jealousy—that an aghash might stalk attractive foes, delighting in afflicting them with curses that sap their Charisma or otherwise undermines their charm. With its spectral hand ability an aghash can deliver curses from a distance, leading some victims to believe they've been afflicted by a disease or cursed by the gods themselves. All the while, the aghash lingers nearby, delighting in the suffering it has caused.

An aghash stands between 5 and 6 feet tall and weighs about 100 pounds.

DC 24:
It has powerful spell-like abilities, such as teleportation at will.

While demons exist to destroy, devils yearn to corrupt and control, and daemons seek the death of all things, the foul beings known as divs strive to ruin and despoil all things created by mortals. Spawned from corrupted genies exiled to the accursed depths of Abaddon, divs harbor an ancient hatred against all mortalkind, doing all in their power not simply to destroy but also to torment all that lives. Patient and vicious, divs seek to spoil all things beautiful and joyous, dooming their victims to existences full of frustration and suffering before succumbing to lengthy, painful deaths.

The most ancient of myths claim that divs were the aides and architects of numerous magical and forgotten mortal empires in an age of wondrous and mysterious antiquity. During this unfathomably ancient time these masters of creation served as helpful genies, allied to thankful and gracious masters. However, this bond with mortals soon frayed, as generations of the shorter-lived races ebbed and f lowed like ripples in a puddle, forgetting the oaths and respect their forbearers gave divs; some began to abuse and neglect their otherworldly allies, while others merely turned away from genies to rely upon and extol the creations of mortalkind. As the contributions of geniekind were ignored and the deities celebrated the rise of their mortal creations across the worlds, many of the ancient architects rose in rebellion against mortals and the ancient deities who shepherded them. In turning from the paths of inspiration and creation, these genie rebels fell under the sway of a power of destruction known as Ahriman, who granted them not only the vicious might to avenge themselves against mortalkind, but also twisted forms marking them as paragons of depredation, havoc, and ruin. Thus did first divs come into being.

Ever since, divs have arisen from the spirits of the most nefarious and spiteful evil genies. Rather than returning to the Elemental Planes upon their destruction, these foul genies find their way into the claws of Ahriman, a spirit of annihilation who has haunted geniekind since the earliest days of creation. Having forged a realm upon the ruined hinterlands of the foul plane of Abaddon, Ahriman uses the innate corruption of that realm along with his own immortal evil to inspire wickedness in the souls drawn to him, warping such profane spirits into div servitors of a variety of terrible forms. Indifferent to the genie race from which the soul hailed, the Lord of the Divs sees only the evil within and grants it an abhorrent shape particular to the vices that brought the genie to his domain. What emerges from Ahriman's grip is a dreadful new fiend, an enemy of mortalkind and the deities of good, a hateful spirit given a form with which to wreak its revenge. The dark god's touch leaves behind nothing of the individual genie that once was—only hatred, entitlement, and vengeance remain.

Although as varied in form as any of the more pervasive fiendish races, divs often demonstrate the pride, affectations, and tastes of geniekind, drawing them toward desert realms, ancient sites, and opulent displays of power. Yet for all their varied powers, most divs prefer using mortals to foster the dooms they envision, manipulating those they hate to become the masters of their own destruction. Nothing pleases a div as much as seeing a powerful mortal squander everything she's built to end up poor, faithless, and resentful. Divs also treat genies with spite and hatred, eagerly slaying them or working them into their degenerate plans.

As a flaw of their spiritual reshaping, each type of div has a strange weakness that compels it to act in a certain way, such as always attacking the most beautiful opponent, bargaining to learn a secret, or avoiding the color red. Although the wisest know and tell of these weaknesses, every div is aware of its compulsions and avoids being entrapped by them while also plotting ways to exploit opponents who think it vulnerable.

Everyone may act. Deseri may act twice, because she also has a retroactive action from before the creature's Round 1 action.


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Gonna see how the monster works, he he...

Will save: 1d20 + 6 ⇒ (15) + 6 = 21 Add +1 if this is a divine spell, and also +2 if an enchantment spell.

Assuming Turel makes his Will save here, he will wait until the others have posted their Knowledge checks.

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Ra roars his defiance as he rumbles forward in a double move to make contact with the creature.


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

I am ok with you rolling it Samy. I get to go first. Do you know how weird that is?

Planes: 1d20 + 7 ⇒ (19) + 7 = 26
Spellcraft for hand: 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft for spell: 1d20 + 8 ⇒ (15) + 8 = 23


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Spellcraft on hand: 1d20 + 11 ⇒ (11) + 11 = 22
Spellcraft on casting: 1d20 + 11 ⇒ (19) + 11 = 30
Kn: Planes: 1d20 + 10 ⇒ (18) + 10 = 28

Hearing Ra-Khefer's bellow, Kito rushes forward so she can see what they are fighting. Upon seeing the hand, she shouts "Watch out, that hand has still got a curse on it!"

As she gets out her dagger, she adds "Cold or cold iron needed for the Agosh! Most energy attacks don't work and the thing can teleport!"

With that, she begins casting a spell.

Start casting Enlarge Person. Target to be selected at the beginning of her next turn.


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Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Rolled like a boss! and Kito ningaed me to negate to :(

The normal quiet manner sets in as the group moves further into the temple. Keeping her silence until they enter that spacious room and she seeing that twisted creature. That history lesson she remembers well and that horrid abomination has haunted the edges of her nightmares for years.

Yelling at pretty much the same time as Kito, Don't let that hand touch you! Aghashes Curse people with it!


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

No ninja! That allows you to work on the information I couldn't relay in a single round!

You've two actions on what looks like a really nasty fight. What are you doing?


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

You did it far more concisely than I would have :) Moving and casting a spell, of course. Now my post is disjointed. I should have slept a little more. 5 hours is not enough

Steping through the others and just into the room. After yelling her warning Deseri twists her hands and points at the Aghashe. Be good and don't move. A line of translucent black jets from her fingers and tries to twist around the Aghashe's shadow. Not looking away but yelling anyways, [bigger]Aleris! Harmose! If your Gods gives you holy magics now is the time to use them![/bigger

shadow trap DC14 will save negates.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Knowledge Planes: 1d20 + 6 ⇒ (14) + 6 = 20

Harmose understands none of what Kito and Des just said, but shouts his own warning to the others.

"අම්ල , ගිනි , වස විස , විදුලිය ... ඒ කිසිවක් නැත කටයුතු කරනු ඇත !" Then he pauses. "සීතල යකඩ සමග එය හිට් , හෝ දුෂ්කර පහර. ඇය කළමනාකරණය කළ හැකිය තරම් ගල් සමග වැඩක් දෙයක් එල්ලකරමින් Aleris කියන්න..."

Auran:
"Acid, Fire, Poison, Electricity... None of these things will hurt it!"

"Hit it with cold iron, good, or hit it HARD. Aleris, I don't know if your holy fire will work, but it is holy..."

Samy, in this case, does Aleris's holy fire from the fervor inquisition count more as fire, or as good?

Harmose moves up to catch as many of the party as he can, and casts Bless.

+1 to attack!

Liberty's Edge

Female Human Commoner 1

While I can see a case be made that the fluff for holy fire does make sense to be a Good attack, I'm inclined to go with the crunch that explicitly says it's fire damage. It may make less sense but it is explicitly stated.


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Not sure if Turel made that save Samy, but for now I will assume he did succeed. Also did the spell from the spectral hand discharge?

Turel feels the effects of the fell curse magic wash over him without effect. Hearing the news the 'div' can teleport causes a sinking in his heart.

How can we surround it?

Still he knew he had to try...he sprints over to the other side of the statue seeking to surround their foe.

Round 1:
Double move 80' to position on map.
.
STATUS: Cursed?
Bless (+1 to hit and vs fear effects).
Current HP: 25/25.


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

Could someone move me just in front of Kito?

Qari moves ahead and upon hearing cold was called for, smiled wickedly. She blasts at the creature.

RTA with PBS and Precise Shot 1d20 + 6 ⇒ (19) + 6 = 25

Damage 2d6 + 3 ⇒ (2, 5) + 3 = 10


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Inactive

Aleris' Round 1

Spellcraft (DC 17): 1d20 + 6 ⇒ (4) + 6 = 10
Spellcraft (DC 19): 1d20 + 6 ⇒ (17) + 6 = 23
Kn. Planes: 1d20 + 7 ⇒ (15) + 7 = 22

"නෑ...Shelyn මට එය ලබා දෙයි නමුත්, එය ගිනි ප්රථම සහ ප්රධාන නෑ!" Aleris responds as she moves into the room and closer to the statue, realizing what they're up against. But then smiles.

"ඒත් එකෙන් මම හුදෙක් ම ඒ සඳහා පිළිතුරක් නොමැති බව නැහැ..." she continues as she draws one of the cold-iron arrows they'd found in Akhentepi's tomb from her pack, takes aim, and fires.

Attack (MW Longbow; Bless, Cold-Iron Arrow, PB Shot, Precise Shot): 1d20 + 7 + 1 + 1 ⇒ (14) + 7 + 1 + 1 = 23
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Auran:

"No...Shelyn may grant me that power but it's still fire first and foremost!"

"But that doesn't mean that I don't have an answer for it just the same..."


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Dang, that's a lot of posting!

--Round 1--

I don't think Polux should be this far back, but in any case:

Polux moves forward to interpose himself between their opponent and his group's casters and archers - "Stay close" - he urges.

Standard Reach tactic with Combat Reflexes and Cold Iron Longspear - you know the drill ;)

Liberty's Edge

Female Human Commoner 1

Turel made the save and feels no effect. Spectral hand is a bit unclear on how separate it is from its spellcaster, but I'm gonna rule that it can hold charge while the caster casts another spell, so it is still charged with the curse.

Will DC 14 vs shadow trap: 1d20 + 7 ⇒ (10) + 7 = 17 Negated

DM Only:
Spectral Hand HP: 1d4 ⇒ 2

Both Qari and Aleris hit and deal full damage with their respective attacks. The aghash cries out, "بشر اللعينة ! كيف تجرؤ تجرح لي !"

Abyssal:
"Damned mortals! How dare you injure Shargah-Katun!"

Added a symbol on the map at the spectral hand's location.

Turel - double move
Ra-Khefer - double move
Kito - cast enlarge
Deseri - cast shadow trap
Polux - double move
Qari - hit for 10hp
Aleris - hit for 7hp
Harmose - cast bless

I think that's everyone. Aghash turn.

Injured and roaring from the damage, the div takes a five foot step back from Ra-Khefer's melee range (toward Turel, but not enough to get in his range), and casts a spell. It disappears in a flash of whirling sand.

Spellcraft DC 19:
Dimension Door

The aghash is nowhere to be seen.

Everyone may act. Combat is not over. One round's actions only.


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16

Twisting and looking around, Where did it go? Pausing for a moment to take a breath and call her protective thing back up, I really should have a better idea of what this thing is... Note to self do not tell the others that.

Spirit Shield is back up.


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Inactive

Aleris' Round 2

Spellcraft (DC 19): 1d20 + 6 ⇒ (19) + 6 = 25

"It opened a dimensional door! It could pop back up anywhere nearby, so watch yourselves!" Aleris fumes as she quickly moves to put her back against the nearby wall.

Readying another arrow, she scans the room for any signs of their foe.

Readied Attack:

Attack (MW Longbow; Bless, Cold Iron Arrow, PB/Precise Shot): 1d20 + 7 + 1 + 1 ⇒ (4) + 7 + 1 + 1 = 13
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Aleris moves to her current map position and readies an attack, should the thing pop up where she's able to get LoS on it.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Spellcraft: 1d20 + 11 ⇒ (2) + 11 = 13

Kito finishes her spell. Seeing that Polux is right there with a cold iron weapon already out, she targets him with it.

AC -2, Damage cold iron longspear +6 (2d6 +7/×3), reach is now 15' with the spear.

Fearing what might happen next, she immediately casts see invisibility and looks around for the Div.

Kito shouts a warning "Watch the hand, it should travel back to the creature!" She then repeats herself in Auran.


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel watches closely for any appearance of the otherworldly creature as he moves off the raised platform and closer to the spellcasters.

Move 40' to position on map.
Delay his standard action.

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Frustrated it wasn't there anymore, Ra tried to look everywhere at once and Delayed until he had a target.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

Polux smiles as Kito enlarges his frame to massive proportions - "Thank you" - he nods - "You're safe now" - he adds, adjusting his position slightly, and readying an attack if the creature presents itself.

Position adjusted in the map. Readied action to attack.

Kito, that is 2d6+7 without Power Attack, correct?


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

I looked on your character profile, which said d8+6, and adjusted from there. I assume it is without Power Attack.


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

Qari readies another attack, waiting to blast the creature once it reappeared.

RTA 1d20 + 6 ⇒ (13) + 6 = 19 minus one if not within 30'.

Damage 2d6 + 3 ⇒ (2, 5) + 3 = 10 minus one if not within 30'.

Liberty's Edge

Female Human Commoner 1

Deseri - cast spirit shield
Aleris - ready longbow
Kito - cast see invisibility
Turel - move + delay
Ra-Khefer - delay
Polux - ready melee
Qari - ready blast
Harmose - may act retroactively

Enemy turn.

The spectral hand zooms through the southern exit and goes out of view. The aghash does not come into view.

Everyone's turn. One round actions only.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Harmose retroactively casts guidance on Qari, and then this round casts it on Polux.

+1 to hit

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Maintains Delay.


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

Qari follows the spectral hand for 30', after hearing the discussion from the others about it following its master. If the Mage pops back into sight, she blasts away.

RTA with Guidance 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 minus one if not within 30'.

Damage 2d6 + 3 ⇒ (6, 5) + 3 = 14minus one if not within 30'.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

"Protect Harmose, since he is the one this creature is most likely to target." Kito says as she moves to Turel's side. She casts Guidance on him once she is there.

I have moved myself on the map. I also moved Harmose so that he is next to Polux.


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel nods in reply to Kito and moves off next to Harmose.

Move: Move to square on map.
Delay.


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

A few steps take Deseri over to Harmose and taps Turel on his arm.

Guidance on Turel


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Turel got double guidance. All the girls want to touch him!

Harmose is blissfully unaware of what Kito said, and wondering why everyone is suddenly coming near him.


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Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Oh I missed that. No clue if it stacks. But can you really blame me? I was promised a leather clad Turel and a disciplinary session ;)


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

It does not... Just tell Kito to keep her paws off your man. Er, men. Er, people. :)


Inactive

"Um...did it run away?" Aleris asks as the spectral hand zooms out the southern exit. "Or is it just trying to hide and surprise us again?"

Warily she steps away from the wall and next to Qari, her longbow still at the ready. Noting Harmose's confusion as everyone tightens ranks, she calls down, "Kito එහි පැමිණි නම්, ඔබට එය අනුව එන්න උත්සාහ කරන්නම් සිතන..."

Auran:

"Kito thinks it'll try to come after you, if it comes back..."

Aleris shifts back to her previous spot and maintains a readied action to shoot. Also, that map icon is hilarious to me for some reason!

Liberty's Edge

Female Human Commoner 1

Moved Qari in the direction of the hand as requested.

Harmose - cast guidance
Ra-Khefer - delay
Qari - move + ready blast
Kito - cast guidance
Turel - move + delay
Deseri - cast guidance
Aleris - move + ready longbow
Polux - may retroactively

Enemy turn.

The aghash steps back into view at the southern entrance. The pool (D2a) is in the way of charge maneuvers.

Qari's readied blast hits (and is exactly within 30' so point blank works) and the genie-demon roars in pain at the freezing energy. Since there are so many readiers and delayers I will give them a chance to act now -- Ra-Khefer, Turel, Aleris, Polux are up before the enemy acts. 31hp damage to the aghash so far.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Is the smiley face the hand?

Liberty's Edge

Female Human Commoner 1

Yes.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Harmose is startled by the revelation, but there is that spectral hand, aiming right for him. "මා ? මට ඇයි? එය හිටපු අපබ්රංස හෙළා කරනවාද? එහෙම නැත්නම් හුදෙක් වංශවතුන් ?"

Auran:
"Me? Why me? Does it despise former undead? Or merely aristocrats?"

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Spotting the creature, Ra roared and double moved towards it.


Inactive

Readied Action

As soon as the aghash pops into view Aleris swings her bow around and fires off a shot!

Attack (MW Longbow; Bless, Cold Iron Arrow): 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage: 1d8 ⇒ 3

Not sure if that counts as being outside her longbow's first range increment or not; adjust the roll as needed!


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel sees the spectral hand hovering close by the spellcasters and moves to strike at the hand, hoping to if not destroy it then distract it in some way.

Move: Move to position on map.
Attack: Unarmed Strike, Bless, Guidance: 1d20 + 4 + 1 + 1 ⇒ (20) + 4 + 1 + 1 = 26
damage: 1d6 + 2 ⇒ (2) + 2 = 4
Sadly, since Turel's Unarmed Strike is considered a normal weapon it cannot harm the Spectral Hand. This is what Turel would do in this situation as he knows little of magic. Plus it does give the Hand another target to aim for. Next level when Turel gets his Ki Pool, that all changes :D

EDIT: Great time for a Crit there...

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