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

"The other rooms are just right there, how about a few of us have a quick look while Polux and the rest focus on getting that door open? That way we're less likely to waste good magic," Aleris suggests. "Just scanning for anything that might be a threat should work; we can come back and have a more thorough look once we take care of our other business."

And to put thought into action she switches from her bow to her glaive and makes her way down to the southern rooms, peering around cautiously.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18


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

Kito walks over to the doors Polux was looking at. Gesturing towards the writing, she says "No mystery here. The door is marked for high priests only."

Kito waits for Polux to indicate the door is free from traps and then offers to help him pick the lock.

Aid another, Disable Device to pick lock: 1d20 + 9 ⇒ (12) + 9 = 21 Success, provided GM allows it. May not be room to get in there given Polux's current size.


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:

Perception: 1d20 + 1 ⇒ (2) + 1 = 3 Yep, the dice roller does not like me. Also there is clearly nothing of note here.

Twisting her head and looking around but not really seeing the room. Every turn of her head seems to catch Harmose and then she cannot focus again.


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

Posting this to be done AFTER Aleris has quickly scouted the southern portion, and if nothing is forthcoming.

"Very well then - Master Khefer and Turel, be ready. Once the door is unlocked you can push through"

Disable Device to unlock the door: 1d20 + 13 ⇒ (17) + 13 = 30

Will unlock the door, but not open it.


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 is ready toward the back of the group. When the door is opened, she will follow them in, looking around for anything out of the ordinary.

Perception 1d20 + 6 ⇒ (15) + 6 = 21

Liberty's Edge

Female Human Commoner 1
D6. Acolytes' Dormitory wrote:
A series of cubicles encircle an open central space here, each separated from the common area by a curtain hanging from a rod over the doorway. Within each cubicle, a bed frame and footlocker are bolted to the floor. The curtains, bed frames, and footlockers are all dusty but in good repair. The bedding, however, has rotted away and served as nests for mice and insects over the years. The cubicle in the center of the chamber is a privy.

Religion DC 10 vs room:
The Sanctum’s acolytes lived in this common area when this was an active temple. Each acolyte had a small private room in which to meditate and sleep.

Two corpses have been dragged into the northeastern cubicle here. One is a pile of bare bones kicked unceremoniously out of the way, and the other is a rotting, but still intact, cadaver. An old, broken scimitar lies nearby.

Heal DC 10:
The bones are scorched and still warm to the touch, and the corpse has suffered a number of recent injuries.

Religion DC 10 vs corpses:
Characters who examine the bodies and succeed at a DC 10 Knowledge (religion) check identify them as recently destroyed undead—a skeleton and zombie, respectively.

When you are examining the two corpses, three more emerge from some of the other cubicles, undead humans of bone and parched flesh shambling towards you in an unstealthy attack (no surprise round).

Religion DC 5 to identify:
Zombies. DR 5/slashing.

I have color coded them as blue, green and yellow on the map.

Initiative Aleris: 1d20 + 7 ⇒ (16) + 7 = 23
Initiative Deseri: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Harmose: 1d20 + 11 ⇒ (7) + 11 = 18
Initiative Kito: 1d20 + 0 ⇒ (14) + 0 = 14
Initiative Polux: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative Qari: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Ra-Khefer: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Turel: 1d20 + 2 ⇒ (1) + 2 = 3

Initiative Enemy: 1d20 + 0 ⇒ (4) + 0 = 4

All but Turel may act. You may move yourselves before battle begins to where you would have been when you examine the corpses.


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:

Religion on the room: 1d20 + 7 ⇒ (18) + 7 = 25
Heal: 1d20 + 2 ⇒ (9) + 2 = 11
Religion vs corpse: 1d20 + 7 ⇒ (20) + 7 = 27
I cannot fail to identify so I assume I pass?


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:

Modbid curiosity pulls her out of her place at the end of line. Crouching down to touch the bones and quickly pulling her fingers back. "These two were the undead and what ever killed them is near."

Looking back over her shoulder at the overgrown Polux before calling out to the others "These undead were recently destroyed." A grin forms, "We are getting close."

Her grin shifts to a frown and Deseri steps back out of the room, "More undead, same as before."

With her slow speed she cannot even reach them and I have her holding back to let the others get into the room.

Liberty's Edge

Female Human Commoner 1
Deseri wrote:
I cannot fail to identify so I assume I pass?

Naturally.


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 moves to just in from of Deseri. She calls upon her Slick Wild Talent to act as a Grease spell catching the squares at the far end of the hallway, slowing the pursuit of the undead. The floor at the other end of the hall takes a glassy sheen as the ice spreads quickly over all of it.

DC 15 Reflex to avoid Slick (Grease) spell.


Inactive

Kn. Religion (Room): 1d20 + 8 ⇒ (5) + 8 = 13
Heal: 1d20 + 9 ⇒ (3) + 9 = 12
Kn. Religion (Corpses): 1d20 + 8 ⇒ (15) + 8 = 23

Aleris nods in agreement with Deseri as she too peers at the bodies. "That's right! And now we know for sure that the Scorched Hand are h-uh oh, more zombies!"

Round 1

Glaive in hand, Aleris swings at one of the zombies as it approaches...

Attack (Glaive): 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d10 + 1 ⇒ (9) + 1 = 10

Can't move myself right now but I suppose Aleris would be somewhere towards the middle of the room so she'd swing at one of those two zombies.

Liberty's Edge

Female Human Commoner 1

Moved you into melee range with one of them.


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

Kito moves to where she can see Aleris and curses the creature she is fighting with Misfortune.

Move, Curse Green Zombie

Knowledge: Religion untrained vs. Room: 1d20 + 5 ⇒ (6) + 5 = 11
Heal: 1d20 + 6 ⇒ (2) + 6 = 8
Knowledge: Religion untrained vs. Corpses: 1d20 + 5 ⇒ (8) + 5 = 13
Knowledge: Religion untrained to identify: 1d20 + 5 ⇒ (3) + 5 = 8

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 moved up and swung on Mr. Blue with his ball and chain.
Flail attack: 1d20 + 8 ⇒ (5) + 8 = 13 for a possible 1d10 + 6 ⇒ (10) + 6 = 16 adamantine and bludgeoning damage.


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

I'd rather we had waited for them, since I don't think Polux can get to the zombies without squeezing :P

Doing his best to get to his companions in the now closed quarters due to his large size, Polux moves forward drawing his gladius, and swinging at the one closest to him.

Attacking Blue. If Ra-Khefer already killed it, I'll attack Green at -4 due to cover from Aleris.

Gladius attack: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
Damage if it hits: 1d8 + 7 ⇒ (3) + 7 = 10


Inactive

Sorry Polux, didn't think of that! Just give the word and Aleris will happily back off and try to lead them to more open fighting accomodations :)

Liberty's Edge

Female Human Commoner 1

Aleris' glaive attack misses. Ra-Khefer's flail comes just short of downing the blue zombie, which means Polux is called upon to finish it. The blue zombie is down after Ra-Khefer and Polux's successful attacks.

Green Reflex vs Grease: 1d20 + 0 ⇒ (4) + 0 = 4
Yellow Reflex vs Grease: 1d20 + 0 ⇒ (3) + 0 = 3
Green Will vs Misfortune: 1d20 + 3 ⇒ (6) + 3 = 9

Deseri - holds back
Qari - grease
Aleris - glaive miss
Kito - misfortune green
Ra-Khefer - flail hit blue
Polux - gladius hit, kill blue

Harmose may act retroactively.

Red zombie is dead. Green and yellow zombies both fell down due to Qari's ice slick, so they spend the round standing up. If they are within your threatened range, you may make AoOs against them while they are standing up. They do not have action economy to do anything else this round.

Everyone's turn.


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 the combat unfold behind him but does not join the fray, instead electing to stay close to the vulnerable casters.

"'Ware yourselves. The Hand may decide to use this opportunity to strike."

Delay.


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

Kito giggles, causing the dark cloud over the Green Zombie to bounce in time with her manic sound.


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?

Retroactive Round

Acrobatics vs Grease if needed: 1d20 + 2 ⇒ (19) + 2 = 21

Harmose dances along Qari's grease if he winds up having to cross it to get to the zombies threatening his love. Backing up Aleris, he throws out acid splashes.

Acid Splash RTA vs Green: 1d20 + 5 - 4 + 1 ⇒ (14) + 5 - 4 + 1 = 16
Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Now

Acid Splash RTA vs Green: 1d20 + 5 - 4 + 1 ⇒ (16) + 5 - 4 + 1 = 18
Damage: 1d3 + 1 ⇒ (3) + 1 = 4


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:

Crossing her arms and glaring at the cramped hallway. Stepping back towards the doorway and looking around.

1d20 + 1 ⇒ (7) + 1 = 8 Bah I suppose I think all is well then.


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
Aleris Somciel wrote:
Sorry Polux, didn't think of that! Just give the word and Aleris will happily back off and try to lead them to more open fighting accomodations :)

No worries Aleris, we can handle them just fine - was just a reminder that Polux has reach, and even more so when he is enlarged ;)

AoO on green as it tries to stand up: 1d20 + 5 - 4 - 4 ⇒ (13) + 5 - 4 - 4 = 10
Damage if it hits: 1d8 + 7 ⇒ (1) + 7 = 8


Inactive

Aleris' glaive is also a reach weapon which I think didn't translate well when I asked for someone to move me the other day. Going to adjust Aleris one square over so that her positioning still makes sense.

Aleris' AoO!

As Polux strikes at one rising zombie Aleris attempts to strike at the other, hoping to put it back down for good.

Attack vs. Yellow (Glaive): 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d10 + 1 ⇒ (5) + 1 = 6

Aleris' Round 2

"Stay down! This isn't your home anymore!" the sylph cries as she continues to swing away at the risen dead.

Attack (Glaive): 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d10 + 1 ⇒ (2) + 1 = 3

Aleris will continue swinging at Yellow if her AoO didn't kill it. If it did, she will take a 5 foot step to the south and swing at Green instead.

Liberty's Edge

Female Human Commoner 1

Harmose does 6hp damage to green while Aleris does 9hp damage to yellow. Polux misses.

Qari and Ra-Khefer to go.


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 can't get a clear shot with the hall so full, so she waits until any of the zombies push into a better position for her blast.

Delay, but I don't see any easy way to get a blast through the crowd.

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 took another step up and grunted as he swung his ball and chain again on the same guy. He put a little more power into it this time.
Flail attack: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21 for a possible 1d10 + 6 + 2 ⇒ (6) + 6 + 2 = 14 adamantine and bludgeoning damage.

Liberty's Edge

Female Human Commoner 1

Ra-Khefer's powerful flail smash blows one of the remaining zombies to bits. Only one (green) now remains. It continues to attack Aleris, but has to roll twice due to Kito's misfortune.

Slam vs Aleris: 1d20 + 4 ⇒ (18) + 4 = 22 Rolling second time...
Slam vs Aleris: 1d20 + 4 ⇒ (1) + 4 = 5 Miss!

You'd think that at this time, after the zombie's attack, you'd all get to act. But alas, there's a surprise in store. Just when you are focusing on mopping up the last zombie, something bizarre happens to the stone wall near the double doors Polux was tinkering with earlier. It seems to warp and shift, until a vaguely humanoid form seems to halfway emerge from it, swinging a pair of thick, heavy arms at Turel.

Slam vs Turel: 1d20 + 8 ⇒ (18) + 8 = 26 Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Slam vs Turel: 1d20 + 8 ⇒ (16) + 8 = 24 Damage: 1d6 + 3 ⇒ (1) + 3 = 4

A face emerges in the wall, bellowing something short in Ancient Osiriani.

Ancient Osiriani:
"Leave! You must leave this house!"

Description: The materials of the building stretch and pull as if made of elastic, taking on the form of an earthen figure with thick stony arms, a roughly hewn torso, and a chiseled, vaguely humanoid head.

Planes DC 19 to identify:
An ahkhat is an elemental entity that dwells within a single building or structure, such as a monument, temple, or manor. The floors and walls of this structure are the ahkhat’s veins and arteries, and the doors and windows of the building are the creature’s fingers and toes. An ahkhat exists solely to maintain and protect its attuned structure. Far from a mere house servant or magical butler, an ahkhat is its structure’s consciousness incarnate.

When an ahkhat manifests, most often it emerges from a wall as a humanoid-like head, arms, and a torso that jut out. While ahkhats can manifest full bodies as well, since they cannot move away from their attuned structures, they rarely have cause to.

Structural Mobility (Su) An ahkhat can move through solid walls, floors, and ceilings of any material except metal. Its movement leaves behind no tunnel or hole, nor does it create any ripples or other signs of its passage.

DC 24:
Ahkhats are bound to their structures via a special keystone that’s intrinsically attuned to the ahkhat, and they cannot leave the premises of their own volition. Furthermore, ahkhats cannot move through or manipulate structurally damaged parts of their attuned buildings, so they have a vested interest in maintaining the integrity of their demesnes.

Ahkhats are a product of Ancient Osirian magic long lost to time. Since the means of creating an ahkhat seem to have been closely guarded secrets and the cost was likely extravagant, these creatures were rare even during the height of Ancient Osirion. Archeologists have discovered ahkhats in desert temples and lavish crypts, but most agree that common homes and other mundane structures likely did not house such beings.

Immune: elemental traits

DC 29:
It’s known that ahkhats are the result of severe and powerful magical alterations to earth elementals, though by what means and under what circumstances these modifications occurred remains unknown. The magic that caused such a metamorphosis must have been mighty indeed to transform an elemental into a native outsider, and is likely on par with the legendary deeds of the god-kings themselves. Like elementals, ahkhats need not breathe, eat, or sleep.

Every ahkhat is tied to its own keystone, which is usually a stone block that weighs hundreds of pounds. The keystone must be included as part of a structure’s foundation or cornerstone, or must be exchanged for a mundane keystone as part of a permanent alteration effected by a skilled artisan. Ahkhat keystones are usually difficult to locate, and are sometimes protected by a locked or secret door, devious traps, or magical protections. The outward appearance is typically a carved icon of a humanoid figure, beneath which is written the ahkhat’s name in Ancient Osiriani. Anyone who speaks the ahkhat’s name while touching its keystone can attempt to charm the elemental, and may even do so while the ahkhat is elsewhere in the structure.

Repair Structure (Sp) This functions like make whole, except this ability is strictly limited to the structure the ahkhat inhabits and permanent fixtures attached to the structure.

The new enemy is in the square left of Turel.


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

Kn: Planes: 1d20 + 10 ⇒ (8) + 10 = 18 It's not from around here!

"It is telling us to leave!" Kito shouts. She then repeats herself in Auran.


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:

Planes: 1d20 + 7 ⇒ (10) + 7 = 17 Of course

I doubt we are going to listen.


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 takes a 5' step south and fires her blast at the strange creature emerging from the wall. She wasn't sure if her cold blast would have any effect or not.

RTA with PBS and Precise Shot1d20 + 6 ⇒ (8) + 6 = 14

Damage 2d6 + 3 ⇒ (5, 4) + 3 = 12


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 ⇒ (1) + 6 = 7

"වොව්. එය කුමක් ද?"

Auran:
Wow. What is that?"

Well, whatever it is, let's hope it's susceptible to rainbows.

ColorSpray. DC 14 now, and subtract two from the hitdice to determine effects.


Inactive

Kn. Planes: 1d20 + 7 ⇒ (12) + 7 = 19

"It's...an ahkhat," Aleris gasps, looking more amazed than fearful. "Like an elemental except it's not melded into the building - it is the building! They're made to be part of a structure, to protect and maintain it!" She quickly repeats her words again in Auran for Harmose's benefit.

With several people, including the oversized Polux, between her and the creature Aleris hangs back to allow the better fighters to advance. "Shelyn help us, I'm not sure what to do about this one," she whispers.

Aleris will use Guidance on herself, but hold her position for the moment.


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

"Good to know!" Kito says. I wonder though, wouldn't such a creature get bored after so many centuries?

She then calls out "Ձեր օրիգինալ շինարարներ են մեռած. Մենք այստեղ ենք, որպեսզի ամրագրել բաներ!"

Ancient Osiriani:
Your original builders are dead. We are here to fix things!

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 hustled back up the corridor to make contact with this new enemy, winding up his ball and chain along the way.
Double Move.

Liberty's Edge

Female Human Commoner 1

Qari's blast hits and seems effective against the "building elemental".

Will DC 14 vs color spray: 1d20 + 2 ⇒ (14) + 2 = 16

It, however, resists Harmose's color spray.

Qari - hit for 12hp
Harmose - color spray
Aleris - guidance
Ra-Khefer - double move

Turel, Deseri, Kito and Polux may act before next enemy turn. One zombie (green) also remains.


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:

Deseri takes a few slow steps over and touches Turel on the shoulder.

Casting guidance on Turel. Also from my place there is not much I can do, which is the normal.


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 grunts in pain as the strange guardian makes its presence felt.

How were the members of the Hand able to bypass it?

He barks out to Kito, "Ask it if anyone else has passed this way recently!" He then slips into a defensive style and takes a half-hearted swing into the ahkhat.

Fight Defensively w/Crane Style. Current AC is now 18.
Unarmed Strike, Guidance: 1d20 + 4 - 2 + 1 ⇒ (4) + 4 - 2 + 1 = 7; damage: 1d6 + 2 ⇒ (5) + 2 = 7


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 was pleased with her hitting the creature last round and tries to keep it up again. She fires l, making sure she doesn't hit Polux while she did so.

RTA with PBS and Precise Shot 1d20 + 6 ⇒ (6) + 6 = 12

Damage 2d6 + 3 ⇒ (4, 5) + 3 = 12


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

Kito continues to giggle hysterically as the dark cloud bounces over the remaining zombie's head.

Move action: Giggle. Ready action, move out of Polux's way if he goes towards the ahkhat or the zombie is destroyed.

Liberty's Edge

Female Human Commoner 1

Qari - hit for 12hp
Harmose - color spray
Aleris - guidance
Ra-Khefer - double move
Deseri - guidance
Turel - miss
Kito - giggle
Polux - may act retroactively
Enemy - coming up

NEXT ROUND

Qari - hit for 12hp

--------

After you have all acted (Polux may act retroactively), the zombie takes a five foot step towards Aleris and tries to attack her again (still under Kito's misfortune). The ahkhat has been the most injured by Qari, so it takes action against her. It melds back into the building, and then re-emerges right behind Qari (see map), a massive earthen fist rising out of the floor behind her to slam at her.

Zombie Slam vs Aleris: 1d20 + 4 ⇒ (7) + 4 = 11
Zombie Slam vs Aleris: 1d20 + 4 ⇒ (5) + 4 = 9

Ahkhat Slam vs Qari: 1d20 + 8 ⇒ (18) + 8 = 26 Damage: 1d6 + 3 ⇒ (5) + 3 = 8

You can hear the ahkhat's voice bellow out of the structure of the surrounding room:

Ancient Osiriani:
"It matters not! You must leave! It is commanded and so it must be! Leave or you must be destroyed!"

Everyone's turn except Qari who already posted proactively.


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 cannot understand its words but its actions speak volumes.

Very well then, you must be destroyed.

He slides around Deseri and takes a position at the other side of Qari, his foot lashing out at it.

Move: Move to position on map.
Acrobatics to avoid AoO: 1d20 + 8 ⇒ (1) + 8 = 9
Unarmed Strike, Crane style, Flank: 1d20 + 4 - 2 + 2 ⇒ (12) + 4 - 2 + 2 = 16; damage: 1d6 + 2 ⇒ (4) + 2 = 6
Fighting Defensively w/Crane Style. Current AC is now 18.


Inactive

"Eee!" Aleris yelps, having forgotten about the remaining zombie until it tried swiping at her. She quickly takes a step back and strikes at it with her glaive.

Attack vs. Zombie (Glaive; Guidance): 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Damage: 1d10 + 1 ⇒ (1) + 1 = 2

Can't move myself right now but Aleris takes a 5 foot step to the northeast before attacking.


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 have moved Aleris as indicated. I also unsqueezed Polux.


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:

Pulling her morning star from her side and swinging.

morning star: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d8 + 1 ⇒ (3) + 1 = 4

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 squeezed past Deseri and grunted as he swung his ball and chain against this new threat. He put a little power into it.
Flail attack: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19 for a possible 1d10 + 6 + 2 ⇒ (6) + 6 + 2 = 14 adamantine and bludgeoning damage.


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 realizes that he had never cast Bless in this battle. He shakes his head at his scatterbrainedness then casts the spell to help the team hit the monsters.

Bless, +1 to attack

Liberty's Edge

Female Human Commoner 1

Qari - hit for 12hp
Turel - miss, provoke AoO
Aleris - hit zombie for 2hp
Deseri - hit ahkhat for 4hp
Ra-Khefer - hit ahkhat for 14hp
Harmose - bless
Kito - may act retroactively
Polux - may act retroactively

Ahkhat AoO vs Turel: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 1d6 + 3 ⇒ (3) + 3 = 6

The ahkhat manages to swing its powerful stone limb at Turel as the monk shifts position. Soon after, however, under the onslaught of Qari's cold blasts freezing the ahkhat, and then Deseri and Ra-Khefer's pounding weapons smashing onto it, the animated stony limbs of the ahkhat shatter to pieces, and fall to the ground as inanimate rubble. Only a slight activity remains from the ahkhat, you can feel a faint, decaying voice grow fainter and fainter...

Ancient Osiriani:
"You must...must leave...must...leeeaaaavvvvveeeeeeeee..."

The ahkhat is dead.

Despite Aleris' hit with the glaive, the zombie still remains, and it moves towards Aleris, trying to attack her once more, groaring with a mouth that would be slobbering were it not dry from the parching of a thousand years.

Slam vs Aleris: 1d20 + 4 ⇒ (11) + 4 = 15 Miss

Everyone's turn.


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

Sorry, thought I had acted

Kito continues to giggle. Between bouts of giggling, she manages to say "Does anyone...<giggle>...know if the...<giggle>...Scorched Hand speaks...<giggle>...the ancient tongue?"

I hope Aleris kills that thing soon! It is hard breathing while doing this!


Inactive

With the ahkhat taken care of, Aleris continues to back away and swing at the remaining zombie.

Attack (Glaive; Bless): 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Damage: 1d10 + 1 ⇒ (1) + 1 = 2

"Um...a little help here?" she calls.

Scarab Sages

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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

"POLUX! HURRY UP AND SQUISH THAT ABOMINATION!" Thundered Ra, seeing his bulk was preventing anyone else from supporting Aleris.

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