Mummy's Mask - Empty Graves [Pathfinder] (Inactive)

Game Master Stiehle

Patfinder campaign set in the environs of the City of Wati in the nation of Osirion.


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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

The heroes have completed their forays into the ancient Necropolis, uncovering treasures, as well as secrets that lay hidden for millennia. Now they have come to sell some of the items they managed to uncover at an auction house. But the party was interrupted by unexpected guests - ravaging undead that appear to have invaded the entire city. It appears that the work of the heroes has only just begun...


Paws sends his two companion hawks to harry and distract the skeleton as he draws his club, heeding Francis' advice to use blunt weapons against these creatures.

Geb's Bite Attack DRR: 1d20 + 9 ⇒ (3) + 9 = 12 vs AC
Geb's Bite Damage DRR: 1d4 ⇒ 4 B/P/S damage
Includes +4 for flanking (Outflank feat)

Nut's Bite Attack DRR: 1d20 + 3 ⇒ (20) + 3 = 23 vs AC Crit Threat!
Nut's Bite Damage DRR: 1d4 ⇒ 3 B/P/S damage

Paws slams his own club at the skeleton.

Club Attack DRR: 1d20 + 9 ⇒ (9) + 9 = 18 vs AC
Club Damage DRR: 1d6 + 2 ⇒ (1) + 2 = 3 Bludgeoning damage
Includes +4 for flanking (Outflank feat)

Nut's Crit Threat DRR: 1d20 + 3 ⇒ (20) + 3 = 23 vs AC
Nut's Bite Damage DRR: 1d4 ⇒ 2 Additional B/P/S damage (If Crit succeeds)

I figure the hawks were probably flying above somewhere, and came streaking down to help Paws.


Init: +1 | AC: 20 / FF AC: 19 / Touch AC: 11[+4 vs giants; +2 vs target of Smite Evil] | Fort: +9 / Ref: +4 / Will: +6 [+2 vs poison, spells & spell-like abilities; +1 vs divine magic] | Speed: 20' | Favored Attack: Dwarven Double Waraxe +7 melee / 1d10+3 slashing damage / x3 crit | Spell Save DC: 1st Level - 13

Herdouck studies the undead arrayed before him, then uses the blunt end of his maulaxe, swinging it with a powerful blow, trying to bring down two of the skeletons before him.

Knowledge (Religion) Check DRR: 1d20 + 5 ⇒ (20) + 5 = 25

Dwarven Maulaxe Attack DRR: 1d20 + 6 ⇒ (12) + 6 = 18 vs AC
Dwarven Maulaxe Damage DRR: 1d6 + 5 ⇒ (5) + 5 = 10 bludgeoning

Dwarven Maulaxe Cleave Attack DRR: 1d20 + 6 ⇒ (7) + 6 = 13 vs AC
Dwarven Maulaxe Damage DRR: 1d6 + 5 ⇒ (4) + 5 = 9 bludgeoning

Attacks include -1/+2 for Power Attack, if undead the damage is +1. Also, Cleave penalizes AC by 2 for one round.


Init: +8 | AC: 20 / FF AC: 15 / Touch AC: 15 | Fort: +2 / Ref: +8 / Will: +3 [+2 vs environmental hazards in desert environment] | Speed: 30' | Favored Attack: Scimitar +10 melee / 1d6 +5 slashing damage / [18-20] x2 crit

Ignis slashes at the skeleton in front of him with his scimitar.

Scimitar Attack DRR: 1d20 + 10 ⇒ (14) + 10 = 24 vs AC
Scimitar Damage DRR: 1d6 + 5 ⇒ (4) + 5 = 9 slashing


Init: +2 | AC: 18 / FF AC: 16 / Touch AC: 12 | Fort: +7 / Ref: +3 / Will: +2 [+1 vs fire effects; +1 to Will saves vs mind-affecting effects] | Speed: 20' | Favored Attack: Adamantium Heavy Flail +8 melee / 1d10 +6 bludgeoning [+1d6 vs undead with truedeath crystal affixed] damage / [19-20] x2 crit

Hasina, having affixed the crystal to her flail when Francis spoke earlier, takes a swing at the skeleton in front of her!

Adamantium Heavy Flail Attack DRR: 1d20 + 8 ⇒ (2) + 8 = 10 vs AC
Flail Damage DRR: 1d10 + 6 ⇒ (9) + 6 = 15 bludgeoning
Truedeath Crystal Damage DRR: 1d6 ⇒ 1 vs undead

If target is dropped to '0', will use Cleaving Finish to attack adjacent skeleton.

Cleaving Finish:

Adamantium Heavy Flail Attack DRR: 1d20 + 8 ⇒ (6) + 8 = 14 vs AC
Flail Damage DRR: 1d10 + 6 ⇒ (5) + 6 = 11 bludgeoning
Truedeath Crystal Damage DRR: 1d6 ⇒ 3 vs undead


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Francis tries to cast a protective spell on Hasina during the raging battle.

Concentration Check DRR: 1d20 + 8 ⇒ (17) + 8 = 25 vs DC 17

Cast Shield of Faith on Hasina [+2 deflection bonus to AC]


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

The heroes fight the skeletons surrounding them, and only Ignis is able to penetrate the defenses of the one attacking him, though he finds that as Francis pointed out, his style of weapon is not particularly effective - though still he causes some amount of damage. The hawk Geb gets in a solid blow as well, its hooked beak tearing off a chunk of skull.

Herdouck recognizes the creatures as skeletons, but much tougher than the usual kind.

Skeletal Champion:
Undead Traits, DR 5/bludgeoning, Channel Resistance +4, in general is stronger than the 'normal' skeleton.

The court proceedings inside seem to be going on as usual, with the skeletal 'judge' shouting on about legal precedent and punishment while the adventurers continue to battle the skeletal bailiffs that have been charged with their capture. It appears that the judge has reached a decision as he suddenly shrieks in an angry, insane voice. "The prisoner is found guilty on all charges! Execution of judgment is to be carried out immediately!!" And the robed skeleton begins to move toward the prisoner who screams loudly and tries to struggle, but he is held tightly by the skeleton behind him and to his left. The other two prisoners cry out as well, but they too are each held firmly by the skeletons standing beside them.

Combat Detail:

Skeleton 1 Attack DRR: 1d20 + 3 ⇒ (18) + 3 = 21 vs Hasina's AC
Weapon Damage DRR: 1d8 + 3 ⇒ (2) + 3 = 5 non-lethal

Skeleton 2 Attack DRR: 1d20 + 3 ⇒ (14) + 3 = 17 vs Herdouck's AC
Weapon Damage DRR: 1d8 + 3 ⇒ (1) + 3 = 4 non-lethal

Skeleton 3 Attack DRR: 1d20 + 3 ⇒ (1) + 3 = 4 vs Herdouck's AC
Weapon Damage DRR: 1d8 + 3 ⇒ (4) + 3 = 7 non-lethal

Skeleton 4 Attack DRR: 1d20 + 3 ⇒ (20) + 3 = 23 vs Ignis' AC
Weapon Damage DRR: 1d8 + 3 ⇒ (5) + 3 = 8 non-lethal

Skeleton 5 Attack DRR: 1d20 + 3 ⇒ (7) + 3 = 10 vs Francis' AC
Weapon Damage DRR: 1d8 + 3 ⇒ (4) + 3 = 7 non-lethal

Skeleton 6 Attack DRR: 1d20 + 3 ⇒ (20) + 3 = 23 vs Paws' AC
Weapon Damage DRR: 1d8 + 3 ⇒ (6) + 3 = 9 non-lethal

Skeleton 3 Fumble DRR: 1d20 + 3 ⇒ (7) + 3 = 10 vs AC

Skeleton 4 Crit Confirm DRR: 1d20 + 3 ⇒ (4) + 3 = 7 vs AC
Weapon Damage DRR: 1d8 + 3 ⇒ (3) + 3 = 6 non-lethal

Skeleton 6 Crit Confirm DRR: 1d20 + 3 ⇒ (17) + 3 = 20 vs AC
Weapon Damage DRR: 1d8 + 3 ⇒ (5) + 3 = 8 non-lethal

Both Hasina and Ignis are struck heavy blows, as the skeletal bailiffs are still trying to subdue the adventurers alive. Paws nearly blacks out as the skeleton's blade slaps him across the head, but the catfolk hunter retains consciousness, for the moment. Only the skeleton facing Ignis has been hurt, and most of the party has been injured to one degree or another.

Initiative Order/HP Condition:

Round 2
6 Skeletons - #4 is slightly damaged, the rest are undamaged
Paws - 27/27 (+10 non-lethal damage taken)
Herdouck - 50/50 (+10 non-lethal damage taken)
Ignis - 32/37 (+14 non-lethal damage taken)
Hasina - 42/42 (+5 non-lethal damage taken)
Francis - 31/31

Yikes, the dice are rolling good for the bad guys! You are all up. I will be ironing out the wrinkles with this new board format. This style looks a LOT cleaner than the last post I made in Sunless Citadel. Let me know if you see something I could improve. Also, feel free to use spoilers and the like to hide 'just in case' rolls that you might have to make. For instance, Hasina's Cleaving Finish attack roll. That one would have counted had she taken down her foe, but as she didn't, the roll wasn't needed. Hiding it with a spoiler is recommended so as not to clutter your post. In fact, feel free to use spoilers to hide all your rolls if you'd like a totally clean post that shows only your written text!

Combat Map

Combat Map


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Unable to reach the battle or help the prisoner, Francis calls on his magic again, calling out to 'the judge', "This court is a farce! In the name of Pharasma, Lady of Graves and final arbiter of souls, I demand that you release the prisoners."

OOC: In the mean time, casting my last Spiritual Weapon to attack the guard holding the prisoner.
Attack: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 1 ⇒ (1) + 1 = 2
Please update the Combat Table. Change my weapon to my club.
Looks like the dice want us all dead!

Silver Crusade

Male Dwarf (Pahmet) Paladin / 4

Alert the party as to what we are fighting "Skeletal champions, tougher than normal, use bludgeoning weapons if possible to avoid their damage resistance."
then get to work crushing them
full attack, bludgeoning weapon, undead champion extra damage.
5 ft right, attack #4 first, hope to drop it and continue into the next one. -1/+2 power attack, +1 damage vs undead.


Hasina swings her flail again at the skeleton in front of her shrieking her war cry as she swings her flail.

[dice=Hit]1d20 + 8


Init: +2 | AC: 18 / FF AC: 16 / Touch AC: 12 | Fort: +7 / Ref: +3 / Will: +2 [+1 vs fire effects; +1 to Will saves vs mind-affecting effects] | Speed: 20' | Favored Attack: Adamantium Heavy Flail +8 melee / 1d10 +6 bludgeoning [+1d6 vs undead with truedeath crystal affixed] damage / [19-20] x2 crit

OOC hi guys. i made it


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Unfortunately, I am going to put this adventure on hiatus. With three active players, it just isn't going to work. If Azal (and maybe his son) join us in the near future, I will pick up the adventure again and send you all a PM from the d20 board to notify you.

Sorry Hasina, very glad to see you, though! Hopefully this one will pick up again in the very near future. Oh, and in order to roll the die, type in the following (substitute the squiggly brackets for 'normal' ones though).

{dice=Attack Roll}1d20+5{/dice}

Also, to Herdouck, I am requesting my players to make their own rolls, please. It just makes my job SO much easier, and is one of the reasons I moved my adventures to this board (beyond getting away from the Tapatalk madness!) Thanks!

Silver Crusade

Male Dwarf (Pahmet) Paladin / 4

ok, bummer, but understood.
and also, ty on the dice rolling thing, i will do my best. continue to slap my hand until i wake up


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

In the city of Wati, where the Asp and crook Rivers converge to form the River Sphinx in southeastern Osirion, the great necropolis has been opened by royal decree for any and all would-be adventurers from lands both near and distant. Though the local church of Pharasma was not entirely happy with the orders Pharoah Khemt III, the church agreed to take the lead in running the lottery that would allow a relatively orderly ‘plundering’ of he once-sacred section of Wati that housed the oldest buildings and residences since the Plague of Madness was unleashed on the city some two thousand years ago by the cult of Lamashtu. Though Wati was eventually rebuilt and resettled after more than half of its population was killed outright by the curse, with the survivors fleeing for their lives, the necropolis had long remained a sacrosanct district since that time, virtually untouched due to local taboos and the protection of the Grand Mausoleum’s priests.

One particular group of adventurers, calling themselves The Blades of Destiny were one of many parties that took part in the lottery, though they strived to remain respectful of the areas they explored, thus gaining the favor of some of the Pharasmite priests (though others were not so easily won over) as they turned over several old texts and other artifacts discovered within the necropolis. Eventually, their group clashed with another, named the Scorched Hand and led by a greedy and obsessed spellcaster called Velriana – an apparent aristocrat of some kind that favored garish clothes including a trademark pink wide-brimmed hat decorated with white feathers. The Scorched Hand sought out an old temple called the Sanctum of the Erudite Eye, which The Blades of Destiny had fairly won the rights to explore in the lottery. But Velriana and her cohorts sought to waylay the heroes before they could reach their destination, though their efforts were eventually undone and The Blades of Destiny prevailed in a direct confrontation with The Scorched Hand, only one of that evil band managing to escape after Velriana fell.

Despite their success, The Blades of Destiny learned that their adversaries had in fact been stymied themselves when they were unable to procure something that had been taken from the temple just prior to their own arrival at the Sanctum of the Erudite Eye. The only clues remaining was a remnant of powerful magic in the chamber from which it was removed, and Ancient Osiriani hieroglyphs spoke of a dire warning. “Woe to you who would plunder the Reliquary of the Thrice-Divided Soul. Turn away, lest the harsh judgment of the Forgotten One fall upon you and your descendants for a thousand generations. Turn away, for his ka cannot be appeased and it shall call forth legions of the dead and the damned. Turn away, and may the All-Seeing Eye and the Lady of Graves take pity on you, for if not, the Forgotten Pharaoh shall consume you, body and soul.” Who or what the Forgotten Pharaoh might have been is unknown, for none of the heroes had heard of such, and a few discreet inquiries turned up nothing further, not even from the friendlier priests of Pharasma.

Nearly a week after the end of the lottery-held explorations of the necropolis, The Blades of Destiny attend an auction in the Canny Jackal, hoping to unload a few of their more unique magical items found in the ruins, as well as perhaps acquiring some found by other expeditions. But the auction was interrupted at the end of the night by a savage attack of undead! Zombies from the street burst through the doors to attack all within the auction house and even a mummy that had been stored in a side room for examination were eventually defeated by the party, who saved several influential citizens in the process. But they quickly found that their heroics were needed elsewhere, for the entire city of Wati was apparently besieged by the walking dead and panic was thick in the darkened streets as bewildered soldiers rushed around to do what they could. Lending their own efforts to the cause, the party was soon in a confrontation in the local courthouse, where they found a most horrific scene of archaic justice being played out by an undead magister and his courtroom skeletal deputies. Several citizens had received a late-night sentence of the removal of an eye, apparently being found guilty of questionable charges – and though some had survived the grisly execution of punishment, several more had not. The Blades of Destiny had become involved in a pitched battle with the skeletal justicars, trying to free a small group of prisoners that the undead deputies had rounded up from the streets around the courthouse…

OOC: This is where we will pick up this adventure once more. Welcome back to those of the d20 World of Greyhawk board, who first began this adventure about three and half years ago with The Half Dead City! Not everyone who started the game are still with us, but there are a few that have endured. Welcome also to the new players who have decided to join the adventure. Again, note that this is a Pathfinder game, a rather epic adventure path titled Mummy’s Mask – which consists of six modules in all! I hope that the pace of the adventure on this board will be much faster than was seen on the WoG board, but a great deal of patience is required of all players, as pbp gaming is slow to begin with, and this is a very long adventure indeed, even when played on table top.. When we restart the game, it will be in the middle of a pitched combat. I will likely have the new players either choose to be one of the prisoners or an adventurer who happened to be near, hearing the bedlam in the streets and ran across the battle. Either choice is fine with me, whichever one suits you best.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

History of Mummy's Mask

Part I
Part II
Part III

Note that these portions of the adventure include all of the Part 1 module of the 6-part adventure path (The Half-Dead City) as well as the introductory part of the second module (Empty Graves), though the majority of Part 2 of the adventure path is yet to come. Also, the previous portions of this adventure were played on the d20 World of Greyhawk board, spanning a period of about 3 1/2 years. Since that time, the ownership of board underwent a big change from Yuku to Tapatalk, which disrupted a great many things - including board layout and coding. Apologies for the difficulty in reading a good deal of the story due to font color, broken codes, etc.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Third Hour after Sunset

----------------------------------------------

Paws continues to fight against the skeletons that came at the party from behind with his club, using his hawks to assist. This time it is Geb that gets in a solid blow with its fierce beak, damaging the skeleton further.

Combat Detail:

Geb's Bite Attack DRR: 1d20 + 9 ⇒ (15) + 9 = 24 vs AC (Skeleton #6)
Geb's Bite Damage DRR: 1d4 ⇒ 3 B/P/S damage
Includes +4 for flanking (Outflank feat)

Nut's Bite Attack DRR: 1d20 + 3 ⇒ (15) + 3 = 18 vs AC (Skeleton #6)
Nut's Bite Damage DRR: 1d4 ⇒ 3 B/P/S damage

Club Attack DRR: 1d20 + 9 ⇒ (6) + 9 = 15 vs AC (Skeleton #6)
Club Damage DRR: 1d6 + 2 ⇒ (5) + 2 = 7 bludgeoning
Includes +4 for flanking (Outflank feat)

Herdouck lays about with his maulaxe, using the hammer to get effect against his skeletal adversaries. He nicks the second one with his cleaving strike, and his great strength allows him to shatter a few of its ribs with the glancing blow.

Combat Detail:

Dwarven Maulaxe Attack DRR: 1d20 + 6 ⇒ (3) + 6 = 9 vs AC (Skeleton #2)
Dwarven Maulaxe Damage DRR: 1d6 + 6 ⇒ (4) + 6 = 10 bludgeoning

Dwarven Maulaxe Cleave Attack DRR: 1d20 + 6 ⇒ (19) + 6 = 25 vs AC (Skeleton #3)
Dwarven Maulaxe Damage DRR: 1d6 + 6 ⇒ (1) + 6 = 7 bludgeoning

Attacks include -1/+2 for Power Attack, +1 damage vs undead; Cleave penalizes AC by 2 for one round.

Ignis fights against his foe, separated from the others by the huge statue and again lands a solid blow, but the nature of the undead creature lessens the damage taken. Still, the Ifrit is whittling it down a bit at a time.

Combat Detail:

Scimitar Attack DRR: 1d20 + 10 ⇒ (11) + 10 = 21 vs AC (Skeleton #4)
Scimitar Damage DRR: 1d6 + 5 ⇒ (4) + 5 = 9 slashing

Hasina shouts a warcry and swings her heavy flail at her own foe. The blow strikes the skeletal warrior full in its chest and the crystal affixed to the weapon flashes a deep purple color. With a soundless shriek, the undead creature raises its skeletal arms, dropping weapon and shield as its bones shatter from the tremendous blow and the rest of it turns to dust!

Combat Detail:

Heavy Flail Attack DRR: 1d20 + 8 ⇒ (16) + 8 = 24 vs AC (Skeleton #1)
Heavy Flail Damage DRR: 1d10 + 6 ⇒ (9) + 6 = 15 bludgeoning + Truedeath Crystal: 1d6 ⇒ 6

Francis calls out in a strong voice, invoking the name of Pharasma as he casts a spell, bringing a glowing club to aid the nearest prisoner – a mere child at first glance, though when she turns to look at the cleric he notes that she is actually a halfling! Unfortunately, the spiritual weapon misses its target (skeleton #9).

Round 3

Outside the courthouse, Akoris and Sefanit move closer to the building from which the sounds of melee can clearly be heard, and both of them can see through the western-most archway the scene inside. They also see a knot of adventurers at the eastern entrance surrounded by skeletal warriors. Inside the courthouse, the nearest skeleton guard is suddenly attacked by a glowing dagger that hangs in the air magically, and Emilia sees her chance to break free of her captors and either escape entirely, or perhaps assist her rescuers in the battle.

Bolded players below please post!

Initiative Order/HP Condition:

Sefanit - 36/36
Akoris - 31/31
Emilia - 29/29
11 skeletons - #3, #4 and #6 are all moderately wounded, the rest are unwounded
Paws - 27/27 (+10 non-lethal damage taken)
Herdouck - 50/50 (+10 non-lethal damage taken)
Ignis - 32/37 (+14 non-lethal damage taken)
Hasina - 42/42 (+5 non-lethal damage taken)
Francis - 31/31

Combat Map

Combat Table

----------------------------------------------

OOC: Welcome to the new players! I am bringing you three in at the top of the round, in order of your initiative modifiers. After your actions, the skeletons will act, and then the original party (I’ll NPC those whose players aren’t present). Note that links above have the combat map to give you a good visual of relative positions (and VERY nice map artwork I found on the internet) as well as a combat table I use to track various things during combat especially. I’m really hoping to see the pace of this game pick up, and will try to advance the game every two or three days if I can get enough players posting during that time. We’ll figure out an average pace once I see how active my players are.

Silver Crusade

Male Dwarf (Pahmet) Paladin / 4

so Herdouck liked his attacks, but is purveying the area and looks like he can get into the middle of it and hit all of the skeletons with his channel positive energy which may do more than crushing 1 or 2 of them at a time. he turns his head a bit to Paws, and asks if he thinks that is a good idea. and if so, then perhaps you should follow to do the same thing and maybe end this battle faster?

ooc: from the map, 20 ft movement almost straight up, taking AoO's most likely, but then i think i can get almost all of the 11 skeletons with my 30ft burst channel for 2d6 to each of them possibly


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia glances around and darts off to the side, away from the skeletal guard. Laughing, she strikes a pose and casts Grease underneath the two skeletons in front of Ignis. "AHA! You should never have made the mistake to arrest the amazing EMILIA VON HAPPLEDONK!"


Female NG Human Witch (Medium) 4 | HP: 36/36 | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +5 | Init: +7 | Perc: +5, SM: +2 | Speed 30'

There's no way I can keep up with this guy.

Sefanit is winded and running as fast as she can. The man she's paired with seems to be hardly working at all as he runs ahead of her, but Sefanit's not built for this sort of thing. Her legs are too short and she's hardly an athlete.

I wonder who he is, what his name is?

Sefanit had to admit a part of what brought her to Wati was the idea of having an adventure. But only a part, and little of the last week involved the kind of adventure she had imagined. When she and Dedi had parted ways as they disembarked from the boat, I wonder what's been happening with Dedi, is he alright in all this? What is he doing? she had thought she would spend a few months mostly looking at records and documents that had gone unread for centuries.

That's her kind of adventure, not this. The first twist was the lottery. That was easy to solve, Sefanit knew Ancient Osiriani unlike most everyone else. It was easy to find a team to join. However they only had one day together, the venture into the Necropolis was a disaster.

Afterward, Sefanit settled in for a few days making copies of documents and inscriptions others brought out of the Necropolis. She would pay a little bit, or do some guestimate appraisals in return. She stayed well out of the Necropolis herself.

But now this had started. The Necropolis was coming to her, and everyone else, it appeared. With the undead showing up on the streets, Sefanit had taken shelter in the closest building. No small irony, it was a little temple of Bastet. Among a trickle of other refugees from the streets, was a horribly wounded man who's eye had been ripped out. He claimed a terrible slaughter was taking place nearby.

When a man there, the one she is trailing behind now, decided to go and try to stop the killing, Sefanit felt Kushi's urgent pokes and prods. As for why she came as well, Sefanit can only tell herself that Kushi often has a sense for things and how they should go. Besides few things are worse than dealing with an angry, sulking scorpion.

When she nears the building the inured man indicated, Sefanit sees it is as bad as he described, blood is splattered all around, as are bodies. The sounds of battle are plain to hear. She sees fighting in the other doorway and hears more inside.

Sefanit stops before entering and pulls a wand from her belt. She cloaks herself in Mage Armor with the wand as she catches her breath, then readies herself to proceed on inside.


Male Human Ninja 2nd, Unchained scaled fist monk 1st, Warpriest of Bastet 1st

Can't seem to manuver myself on map.

Akoris, understanding that their is greater strength in teamwork charges to the square behind skeleton #5 for an unarmed strike.

"Hello, new friends. I'm Akoris. I'd shake hands...
tries to punch through skeleton
flanked charge attack: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 2d6 + 1 ⇒ (2, 6) + 1 = 9

melee is not my jam

"but this chap is in the way.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Third Hour after Sunset

----------------------------------------------

Sefanit approaches the archway, but stops before entering and pulls a wand from her belt. She cloaks herself in Mage Armor with the wand as she catches her breath, then readies herself to proceed on inside.

Akoris moves in and punches the skeleton fighting the heroes (9 damage), damaging it somewhat.

Emelia frees herself from her skeletal captor as it is distracted by the glowing spiritual weapon and announces herself loudly, the halfling casts a spell that she hopes will take down the two foes facing off against the handsome swashbuckler trapped in the corner behind the statue. But somehow the undead creatures are able to keep their footing, for the moment at least!

Combat Detail:
Reflex Save DRR: 1d20 + 1 ⇒ (17) + 1 = 18 vs DC 14 (Skeleton #3)
Reflex Save DRR: 1d20 + 1 ⇒ (15) + 1 = 16 vs DC 14 (Skeleton #4)

The robed skeleton approaches the doomed prisoner, its bony finger extended toward the unfortunate’s eye as the undead judge’s personal guardsmen escort him to the defendant’s table. The knot of undead surrounding the prisoners seem intent on carrying out their sentence, with the exception of the one that is being attacked by the spiritual weapon, temporarily losing custody of the halfling it had gripped in one bony claw. Ignoring the glowing dagger, it moves to subdue Emilia again, swinging the flat of its blade at the halfling, though she deftly avoids the blow!

The undead at the entrance though are embroiled in the battle with the heroes, who have been reinforced by other like-minded souls! However, the undead creatures seem to be taking the battle more seriously at the moment, and do not appear to be trying to subdue their foes any longer, rather they are striking to kill! Herdouck is wounded (Damage = 9), barely escaping a serious injury and Ignis is dealt a severe wound (Damage = 11) as well.

Combat Detail:
Skeletal Champion #2 Attack DRR: 1d20 + 7 ⇒ (19) + 7 = 26 vs Herdouck’s AC = Hit! Possible Crit!
Damage DRR: 1d8 + 3 ⇒ (6) + 3 = 9
Crit Confirmation DRR: 1d20 + 7 ⇒ (8) + 7 = 15 vs Herdouck’s AC = No Crit!
Damage DRR: 1d8 + 3 ⇒ (5) + 3 = 8
Skeletal Champion #3 Attack DRR: 1d20 + 7 ⇒ (18) + 7 = 25 vs Ignis’ AC = Hit!
Damage DRR: 1d8 + 3 ⇒ (8) + 3 = 11
Skeletal Champion #4 Attack DRR: 1d20 + 7 ⇒ (9) + 7 = 16 vs Ignis’ AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (6) + 3 = 9
Skeletal Champion #5 Attack DRR: 1d20 + 7 ⇒ (4) + 7 = 11 vs Akoris’ AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (6) + 3 = 9
Skeletal Champion #6 Attack DRR: 1d20 + 7 ⇒ (4) + 7 = 11 vs Paws’ AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (8) + 3 = 11
Skeletal Champion #9 Attack DRR: 1d20 + 3 ⇒ (14) + 3 = 17 vs Emilia’s AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (4) + 3 = 7

Paws continues to fight with his club, using his hawks to assist in the battle, and the catfolk hunter manages to get in a solid blow (Damage = 7), but the skeleton still stands despite its injuries.

Combat Detail:
Geb's Bite Attack DRR: 1d20 + 9 ⇒ (5) + 9 = 14 vs AC (Skeleton #6) = Miss!
Geb's Bite Damage DRR: 1d4 ⇒ 3 B/P/S damage
Includes +4 for flanking (Outflank feat)

Nut's Bite Attack DRR: 1d20 + 3 ⇒ (8) + 3 = 11 vs AC (Skeleton #6) = Miss!
Nut's Bite Damage DRR: 1d4 ⇒ 2 B/P/S damage

Club Attack DRR: 1d20 + 9 ⇒ (18) + 9 = 27 vs AC (Skeleton #6) = Hit!
Club Damage DRR: 1d6 + 2 ⇒ (5) + 2 = 7 bludgeoning
Includes +4 for flanking (Outflank feat)

----------------------------------------------

Round 3

Bolded players below please post!

Initiative Order/HP Condition:

Sefanit - 36/36
Akoris - 31/31
Emilia - 29/29
11 skeletons - #3, #4 & #5 are moderately wounded and #6 is severely injured, the rest are unwounded
Paws - 27/27 (+10 non-lethal damage taken)
Herdouck - 41/50 (+10 non-lethal damage taken)
Ignis - 21/37 (+14 non-lethal damage taken)
Hasina - 42/42 (+5 non-lethal damage taken)
Francis - 31/31

Combat Map

Combat Table

----------------------------------------------

OOC: Herdouck, according to my notes on your character sheet you have used all four of your Lay on Hands today (during the battle in the auction house), so you cannot channel energy. Also, Paws changed up his character a bit and is a Hunter character class, which cannot channel. I’ve NPC’d Paws though, as the player has been gone for awhile now. The remainder of the party can post their actions for this round, including the new players (though their actions won’t occur until the top of the next round, before the undead attack again. Note that the undead judge is about to coup de grace that prisoner who is being grappled by the skeletons on either side of him.


Female NG Human Witch (Medium) 4 | HP: 36/36 | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +5 | Init: +7 | Perc: +5, SM: +2 | Speed 30'

When the man she came with takes off toward the fight in the other doorway, Sefanit decides to take the path of least resistance instead. She enters the building through the unobstructed doorway in front of her.

Oh! Maybe a terrible idea! she decides when she sees what is now in front of her.

Having seen the robed skeleton's work already, she quickly realizes what is in store for the man in front of it.

No time to lose if he's to be saved, and no time to really hurt them enough before it's too late! I need to create a really big distraction.

She sets on what to do and hopes it works well enough. Stretching out her hand toward the robed skeleton, she calls out "Hehkää kuin pieni hevonen!". A glittering, swirling golden cloud is conjured from the air around the robed figure. It swiftly expands to envelop all within 10' feet of the skeleton.

Move Action: To 1st 5' square inside door., Standard Action: Cast Glitterdust centered on robed skeleton.

Glitterdust (DC 16):

Casting Time 1 standard action
Components V, S, M (ground mica)

EFFECT

Range medium (100 ft. + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread
Duration 1 round/level
Saving Throw Will negates (blinding only); Spell Resistance no

DESCRIPTION

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a -40 penalty on Stealth checks.


Male Ifrit Swashbuckler 4

The swashbuckler was hard-pressed, and he scowled in frustration.

"Can I just say, I really hate undead?"

He wasn't in a good position to use his agility either, so he sliced at the one in front of him (skeleton 4).

Attack: 1d20 + 10 ⇒ (11) + 10 = 211d6 + 5 ⇒ (5) + 5 = 10


Male Human Ninja 2nd, Unchained scaled fist monk 1st, Warpriest of Bastet 1st

"I share your opinion of the walking dead, it is rude fo them to now stay fallen."

Flurry of blows, since this is flanking sneak attack applies.

unarmed strike: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 2d6 + 1 ⇒ (4, 4) + 1 = 9
unarmed strike: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 2d6 + 1 ⇒ (4, 3) + 1 = 8


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia knocks the swing aside with her buckler, drawing her mace from her side with a flourish! "Thank you for the fireworks! I am entirely worthy of them!"

Take this guy out quick, get to that group and help them break through...

Twirling the mace with a nod and a grin, she'll throw a swing at the skeleton's knee, feeling like her luck's finally starting to change!

Swift to activate Archaeologist's Luck
Move to draw Light Mace
Standard to attack Skeleton!

Mace Strike: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 211d4 + 2 ⇒ (4) + 2 = 6


Init: +2 | AC: 18 / FF AC: 16 / Touch AC: 12 | Fort: +7 / Ref: +3 / Will: +2 [+1 vs fire effects; +1 to Will saves vs mind-affecting effects] | Speed: 20' | Favored Attack: Adamantium Heavy Flail +8 melee / 1d10 +6 bludgeoning [+1d6 vs undead with truedeath crystal affixed] damage / [19-20] x2 crit

Hasina will take a step to the Skeleton. (Move to the spot between Paws and the Skelton.) From there she will do her attack. She is using her Adamantium Heavy Flail and since Herdouch (she thinks it was Herdouch) said that they were super skeletons she will be doing a power attack hoping to cleave the first skeleton and finish off on the second one who is right there.
{dice=Attack Roll}1dl20+8{/dice} {dice=Attack Roll}1d20+6{/dice}
damage {dice=Damage roll}1d10+8{/dice} second attack damage{dice=Damage Roll}1d10+6{/dice} .


OOC: I did something wrong with the die rolls.. so tell me again what I am doing so i can get this right,, sorry


Female NG Human Witch (Medium) 4 | HP: 36/36 | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +5 | Init: +7 | Perc: +5, SM: +2 | Speed 30'

Use the brackets without the shift key these [ ] instead of these { }. Also most of the basic BB Code commands are listed with examples below the post box in "How to Format Your Text"


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

I sent you an e-mail, Karen! And actually, the 'How to Format Your Text' button is no longer working... :( I plan to put up examples in the Campaign Information soon, maybe this weekend.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Hearing the words of the other combatants Francis hopes the battle will clear quicker. Then he notices the undead behind him. He lets the spiritual blade continue attacking the skeleton it had started with and turned to defend himself. "Paws, pound a little on these behind us. Maybe if we all focus on one we can drop it?"

OOC: The combat table says Dagger, enhanced +1 for 4 minutes, but I enhanced my club once I saw skeletons.
Spiritual Weapon on #9: 1d20 + 7 ⇒ (1) + 7 = 81d8 + 1 ⇒ (6) + 1 = 7
+1 Club on #5: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 2 ⇒ (3) + 2 = 5
If Karen doesn't have the coding down before she comes to visit next weekend, I'll print my cheat sheet and show her how it works.
Wow! That is two 1's in a row for that Spiritual Weapon!


Init: +2 | AC: 18 / FF AC: 16 / Touch AC: 12 | Fort: +7 / Ref: +3 / Will: +2 [+1 vs fire effects; +1 to Will saves vs mind-affecting effects] | Speed: 20' | Favored Attack: Adamantium Heavy Flail +8 melee / 1d10 +6 bludgeoning [+1d6 vs undead with truedeath crystal affixed] damage / [19-20] x2 crit

1st Flail Attack: 1d20 + 7 ⇒ (12) + 7 = 19 vs Skeleton #2
Flail Damage: 1d10 + 9 ⇒ (1) + 9 = 10
Deathcrystal Damage: 1d8 ⇒ 2
Cleave Attack: 1d20 + 7 ⇒ (8) + 7 = 15 vs Skeleton #3
Cleave Damage: 1d10 + 9 ⇒ (5) + 9 = 14
Deathcrystal Damage: 1d8 ⇒ 6
Includes +1/+2 to attack/damage for Power Attack

Silver Crusade

Male Dwarf (Pahmet) Paladin / 4

5 ft step NW, attack/cleave on 9/12
Dwarven Maulaxe vs #9: 1d20 + 6 ⇒ (4) + 6 = 10
Dwarven Maulaxe Damage - Bludgeoning: 1d6 + 6 ⇒ (5) + 6 = 11
Dwarven Maulaxe Cleave vs #12: 1d20 + 6 ⇒ (18) + 6 = 24
Dwarven Maulaxe Damage - Bludgeoning: 1d6 + 6 ⇒ (3) + 6 = 9


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Third Hour after Sunset

----------------------------------------------

Herdouck steps up to get within range of the two skeletons before him and swings his weapon, delivering a solid blow to one of them (Damage = 9) as Ignis also uses his scimitar to good effect (Damage = 10 -?), though the weapon isn’t nearly as effective as the paladin’s blunt hammer.

Hasina swings powerfully, but the armored skeletons fend off her heavy flail, one of them deflecting the blow with its shield. Francis connects with his enhanced club (5 damage), but the skeleton is really tough and refuses to fall. The cleric calls out to Paws, directing the catfolk hunter to focus their attacks if possible.

Sefanit boldly moves into the room coming dangerously close to one of the skeletons holding the nearest prisoner and casts Glitterdust, which she hopes will confound the skeletal judge that seems intent on ripping the eyeball out of the other prisoner’s head and sow general confusion! As she speaks the arcane syllables, a glittering, swirling golden cloud is conjured from the air around the robed figure, swiftly expanding to envelop all those around it. The robed skeleton shrieks and flails around blindly, screaming to its minions "This whole courtroom is out of order! The intruders are guilty of obstructing justice! The sentence is death! Kill them!" The prisoner is screaming about both of his eyes being torn from his head, though such is obviously not the case – he is merely blinded by Sefanit’s spell. Two of the other skeletons also appear to be blinded, but the third turns its gaze directly upon Herdouck.

Glitterdust Spell Effect Details:

Robed Skeleton’s Will Save: 1d20 + 5 ⇒ (6) + 5 = 11 vs DC 16 = Failure!
Skeleton #12 Will Save: 1d20 + 3 ⇒ (19) + 3 = 22 vs DC 16 = Success!
Skeleton #11 Will Save: 1d20 + 3 ⇒ (5) + 3 = 8 vs DC 16 = Failure!
Prisoner’s Will Save: 1d20 + 0 ⇒ (7) + 0 = 7 vs DC 16 = Failure!
Skeleton #10 Will Save: 1d20 + 3 ⇒ (3) + 3 = 6 vs DC 16 = Failure!

Akoris replies to the swashbuckler pinned in the corner and attacks the flanked skeleton, striking it a solid blow with his foot (8 damage) and shatters it into pieces! Emelia knocks aside the skeleton’s blow with her buckler then draws her mace with a flourish and rousing words before swinging the weapon at her foe. The flanged head of the mace smashes into the leg of the skeleton (6 damage), chipping away large flakes of bone and splintering its femur.

The blinded undead are flailing uselessly, but the two others holding the second prisoner turn toward Sefanit and attack the witch! Not even her magical protection is enough to forestall the heavy blades wielded by the undead warriors (18 damage), and in fact she is lucky to avoid a mighty swing that likely would have separated her head from her body, instead only taking a nasty wound to her shoulder as she ducks away from the blow to go along with the deep gash in her left side. The blinded prisoner cowers under the stone table, weeping and gibbering about his eyes being torn from his head as the released prisoner darts into a side room. The other skeletons continue to attack the adventurers that have invaded the courthouse, mindlessly continuing to attack those that they have set their undead eyes upon, with no regard to tactics. Hasina is struck a mighty blow from the skeleton’s sword (18 damage), and the brave halfling takes a wound as well when the skeletal bailiff’s sword slices into her arm (7 damage). One of the blinded skeletons seems to get its vision back, though the robed skeletal judge is still raving and flailing uselessly, as is one of its bailiffs even while the prisoner continues to babble and sob.

Combat Detail:

Skeletal Champion #2 Attack DRR: 1d20 + 7 ⇒ (20) + 7 = 27 vs Hasina’s AC = Hit! Possible Crit!
Damage DRR: 1d8 + 3 ⇒ (6) + 3 = 9
Crit Confirmation DRR: 1d20 + 7 ⇒ (13) + 7 = 20 vs Hasina’s AC = Crit Confirmed!
Damage DRR: 1d8 + 3 ⇒ (6) + 3 = 9
Skeletal Champion #3 Attack DRR: 1d20 + 7 ⇒ (2) + 7 = 9 vs Ignis’ AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (3) + 3 = 6
Skeletal Champion #4 Attack DRR: 1d20 + 7 ⇒ (10) + 7 = 17 vs Ignis’ AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (2) + 3 = 5
Skeletal Champion #6 Attack DRR: 1d20 + 7 ⇒ (5) + 7 = 12 vs Paws’ AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (6) + 3 = 9
Skeletal Champion #7 Attack DRR: 1d20 + 7 ⇒ (14) + 7 = 21 vs Sefanit’s AC = Hit!
Damage DRR: 1d8 + 3 ⇒ (7) + 3 = 10
Skeletal Champion #8 Attack DRR: 1d20 + 7 ⇒ (19) + 7 = 26 vs Sefanit’s AC = Hit! Possible Crit!
Damage DRR: 1d8 + 3 ⇒ (5) + 3 = 8
Crit Confirmation DRR: 1d20 + 7 ⇒ (1) + 7 = 8 vs Hasina’s AC = No Crit!
Damage DRR: 1d8 + 3 ⇒ (1) + 3 = 4
Skeletal Champion #9 Attack DRR: 1d20 + 3 ⇒ (18) + 3 = 21 vs Emilia’s AC = Hit!
Damage DRR: 1d8 + 3 ⇒ (4) + 3 = 7
Skeletal Champion #12 Attack DRR: 1d20 + 7 ⇒ (8) + 7 = 15 vs Herdouck’s AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (6) + 3 = 9
Robed Skeleton’s Will Save: 1d20 + 5 ⇒ (1) + 5 = 6 vs DC 16 = Failure!
Skeleton #11 Will Save: 1d20 + 3 ⇒ (20) + 3 = 23 vs DC 16 = Success!
Prisoner’s Will Save: 1d20 + 0 ⇒ (10) + 0 = 10 vs DC 16 = Failure!
Skeleton #10 Will Save: 1d20 + 3 ⇒ (4) + 3 = 7 vs DC 16 = Failure!

Paws manages to bring down the skeleton he faces using his club (6 damage), thanks to the assistance of his fierce hawks.

Combat Detail:
Geb's Bite Attack DRR: 1d20 + 9 ⇒ (7) + 9 = 16 vs AC (Skeleton #6) = Miss!
Geb's Bite Damage DRR: 1d4 ⇒ 3 B/P/S damage
Includes +4 for flanking (Outflank feat)
Nut's Bite Attack DRR: 1d20 + 3 ⇒ (6) + 3 = 9 vs AC (Skeleton #6) = Miss!
Nut's Bite Damage DRR: 1d4 ⇒ 1 B/P/S damage
Club Attack DRR: 1d20 + 9 ⇒ (18) + 9 = 27 vs AC (Skeleton #6) = Hit!
Club Damage DRR: 1d6 + 2 ⇒ (4) + 2 = 6 bludgeoning
Includes +4 for flanking (Outflank feat)

----------------------------------------------

Round 4

Bolded players below please post!

Initiative Order/HP Condition:

Sefanit - 18/36
Akoris - 31/31
Emilia - 22/29
Robed Skeleton & 9 skeletal bailiffs – Skeletons #3, &9 & #12 are moderately wounded, #4 is severely injured, the rest are unwounded; robed skeleton, skeleton #10 and prisoner under table are blinded for 3 more rounds
Paws - 27/27 (+10 non-lethal damage taken)
Herdouck - 41/50 (+10 non-lethal damage taken)
Ignis - 21/37 (+14 non-lethal damage taken)
Hasina - 24/42 (+5 non-lethal damage taken)
Francis - 31/31

Combat Map

Combat Table

----------------------------------------------

OOC: Tough battle, even with the reinforcements! Akoris, from your position you can see the dire straits that Sefanit is in (you can’t see the halfling, though).


Female NG Human Witch (Medium) 4 | HP: 36/36 | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +5 | Init: +7 | Perc: +5, SM: +2 | Speed 30'

The pain from her brand new wounds is almost enough to make Sefanit faint, but she keeps it together more or less. "Oww!"

Good on the spell, didn't expect them to unhand the other prisoner and come after me though!

Knowing her position is completely untenable, Sefanit beats a retreat back out the door and around toward where the man she came with had headed. She skitters in behind him, trailing blood.

"A couple more coming this way I think!" she says as she takes cover behind him.

Withdraw to the square directly to the right of Akoris, with care not to step on the dead dude partially sharing it. If she can during a withdrawal, Sefanit will put the wand of Mage Armor back in her bandolier and draw her wand of Disrupt Undead.


Init: +2 | AC: 18 / FF AC: 16 / Touch AC: 12 | Fort: +7 / Ref: +3 / Will: +2 [+1 vs fire effects; +1 to Will saves vs mind-affecting effects] | Speed: 20' | Favored Attack: Adamantium Heavy Flail +8 melee / 1d10 +6 bludgeoning [+1d6 vs undead with truedeath crystal affixed] damage / [19-20] x2 crit

Hasina, ignoring the pain of the injury, does the same thing she tried to do the last time.. swinging at the skeleton in front of her hoping to get a strong enough hit on it to finish it and get a hit on the one beside it.

Rolling to hit, cleave and cleave finish.

1st Flail Attack: 1d20 + 7 ⇒ (18) + 7 = 25 vs Skeleton #2
Flail Damage: 1d10 + 9 ⇒ (5) + 9 = 14
Deathcrystal Damage: 1d8 ⇒ 4
Cleave Attack: 1d20 + 7 ⇒ (5) + 7 = 12 vs Skeleton #3
Cleave Damage: 1d10 + 9 ⇒ (5) + 9 = 14
Deathcrystal Damage: 1d8 ⇒ 2
Includes +1/+2 to attack/damage for Power Attack


Feeling the impact, but not enough to drop the monster, Francis continues swinging. "Come on Paws. Let's drop these so we can help the others. There's some hurt folks here."

OOC: Continue the attack
Spiritual Weapon: 1d20 + 7 ⇒ (10) + 7 = 171d8 + 1 ⇒ (3) + 1 = 4 Last attack I think.
Enhanced Club: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 2 ⇒ (5) + 2 = 7
#5 and 6 disappeared from the combat map. I saw that 6 was killed, but where's 5? If 5 and 6 are down, and I don't have an opponent, pull out my wand of Bless and activate to bless all of the living.
Bless


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia stares at the wound on her arm for a few seconds, before looking back up and grinning at the skeleton. "YOU WILL HAVE TO DO BETTER THAN THAT TO DEFEAT THE GREAT AND WONDERFUL EMILIA VON HAPPLEDONK!" Darting to the side, she brings her mace back around towards the damaged femur!

5ft Step down and to the left
Free action to end Archaelogist's Luck
Standard to swing at Skelly

Mace Strike: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 111d4 + 2 ⇒ (3) + 2 = 5


Male Human Ninja 2nd, Unchained scaled fist monk 1st, Warpriest of Bastet 1st

Akoris eyeing a path to getting to the other side of 2,3, 4 decides charging to a flank behind 9 is best for now

charged flanked unarmed strike: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 2d6 + 1 ⇒ (5, 5) + 1 = 11


Male Ifrit Swashbuckler 4

He scowled again, really hating fighting the bones. If he could only meet up with the rest of them... he continued pressing the attack on the one he was gradually whittling down.

attack: 1d20 + 10 ⇒ (4) + 10 = 141d6 + 5 ⇒ (6) + 5 = 11


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Third Hour after Sunset

----------------------------------------------

Herdouck swings again at the skeleton in front of him, shattering past its shield with his maul, and driving it through ribs and into the creature’s spine (15 damage), destroying it!

Combat Detail:

Herdouck Dwarven Maulaxe vs #9: 1d20 + 6 ⇒ (20) + 6 = 26 vs. Skeleton #9 = Hit! Possible Crit!
Dwarven Maulaxe Damage – Bludgeoning: 1d6 + 6 ⇒ (1) + 6 = 7
Herdouck Dwarven Maulaxe vs #9: 1d20 + 6 ⇒ (17) + 6 = 23 vs. Skeleton #9 = Crit Confirmed!
Dwarven Maulaxe Damage – Bludgeoning: 1d6 + 6 ⇒ (2) + 6 = 8

Ignis strikes again, but fails to connect while Hasina continues to wield her flail to good effect, smashing one of the skeleton bailiffs into bits (18 damage), though her second foe blocks her weapon with its shield. Francis draws a wand and blesses his allies, both familiar and the newcomers even as the glowing dagger that fights on his behalf fails to land its own blow.

Sefanit moves away from the battle, after dodging away from the weapons wielded by the skeletal warriors and takes cover behind Akoris as she warns him of the incoming creatures. The ninja monk moves to meet them head on, but his attack misses. Emilia gazes at her wound for a moment and then taunts her skeletal foe while maneuvering around it, putting the stone table between herself and the other two on her left. She swings her mace, but fails to score a hit this time.

The blinded skeletal judge continues to call out for the deaths of the interlopers as he flails around along with the other undead bailiff, but the rest are attacking the adventurers as the prisoner under the table continues to cower and the one in the side room hides from the battle. Hasina is dealt a heavy blow (11 damage) that nearly staggers her, and Akoris also takes a nasty wound to his bicep (6 damage), though the others escape injury.

Combat Detail:

Skeletal Champion #3 Attack DRR: 1d20 + 7 ⇒ (17) + 7 = 24 vs Hasina’s AC = Hit!
Damage DRR: 1d8 + 3 ⇒ (8) + 3 = 11
Skeletal Champion #4 Attack DRR: 1d20 + 7 ⇒ (11) + 7 = 18 vs Ignis’ AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (6) + 3 = 9
Skeletal Champion #7 Attack DRR: 1d20 + 7 ⇒ (9) + 7 = 16 vs Akoris’ AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (8) + 3 = 11
Skeletal Champion #8 Attack DRR: 1d20 + 7 ⇒ (15) + 7 = 22 vs Akoris’ AC = Hit!
Damage DRR: 1d8 + 3 ⇒ (3) + 3 = 6
Skeletal Champion #9 Attack DRR: 1d20 + 3 ⇒ (1) + 3 = 4 vs Emilia’s AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (4) + 3 = 7
Skeletal Champion #11 Attack DRR: 1d20 + 3 ⇒ (2) + 3 = 5 vs Herdouck’s AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (2) + 3 = 5
Robed Skeleton’s Will Save: 1d20 + 5 ⇒ (2) + 5 = 7 vs DC 16 =Failure!
Prisoner’s Will Save: 1d20 + 0 ⇒ (11) + 0 = 11 vs DC 16 = Failure!
Skeleton #10 Will Save: 1d20 + 3 ⇒ (9) + 3 = 12 vs DC 16 = Failure!

Paws directs his hawks to attack the nearest skeleton, then moves in between Ignis and Hasina, risking an attack of opportunity as he goes, though he manages to evade the blow. And though his hawk companion gets in a solid blow with its sharp beak (4 damage), neither the cat-folk hunter nor the other raptor can get through the skeleton’s defenses.

Combat Detail:

Skeletal Champion #3 AoO DRR: 1d20 + 7 ⇒ (1) + 7 = 8 vs Paws’ AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (4) + 3 = 7
Geb's Bite Attack DRR: 1d20 + 10 ⇒ (13) + 10 = 23 vs AC (Skeleton #3) = Hit!
Geb's Bite Damage DRR: 1d4 ⇒ 4 B/P/S damage
Includes +4 for flanking (Outflank feat)
Nut's Bite Attack DRR: 1d20 + 4 ⇒ (10) + 4 = 14 vs AC (Skeleton #3) = Miss!
Nut's Bite Damage DRR: 1d4 ⇒ 3 B/P/S damage
Club Attack DRR: 1d20 + 10 ⇒ (1) + 10 = 11 vs AC (Skeleton #3) = Miss!
Club Damage DRR: 1d6 + 2 ⇒ (3) + 2 = 5 bludgeoning
Includes +4 for flanking (Outflank feat)

----------------------------------------------

Round 5

Bolded players below please post!

Initiative Order/HP Condition:

Sefanit - 18/36
Akoris - 25/31
Emilia - 22/29
Robed Skeleton & 7 skeletal bailiffs – Skeleton #9 is moderately wounded, #3 & #4 are severely injured, the rest are unwounded; robed skeleton, skeleton #10 and prisoner under table are blinded for 3 more rounds
Paws - 27/27 (+10 non-lethal damage taken)
Herdouck - 41/50 (+10 non-lethal damage taken)
Ignis - 21/37 (+14 non-lethal damage taken)
Hasina - 13/42 (+5 non-lethal damage taken)
Francis - 31/31

Combat Map

Combat Table

----------------------------------------------

OOC: Sefanit, I don’t think you can draw (or ‘sheathe’) a weapon during a withdrawl, but you can do both next round. Akoris, I didn’t see a path for you to reach skeleton 9, so I did the best I could and moved you to engage the two that were going to chase down Sefanit. Also, what is your base move speed? I don’t see that on your character sheet, so I’m presuming 30’. Remember that all of you are at +1 to attack rolls (morale bonus for Bless), and also, those grey stone-looking objects in the room are tables, figure they are about three feet high or so, which requires you to jump on top of them or move around them.


Emilia grumbles as her swing goes wide, not having much time to think as she dodges under the skeleton's own swing. "You call that a swing? I've seen limp wristed goblins do better than that!" She shouts out again, dodging between the skeleton and the table to put herself on the other side. She notes Herdouck's position, and frantically waves at him to move into a flanking position. With a grin, she'll wait to strike until the time is right.

5ft step up and to the left.
Readied action to swing at the skeleton if Herdouck moves into a flank, or if he takes his turn and doesn't move.

Silver Crusade

Male Dwarf (Pahmet) Paladin / 4

5 ft step between 11/9, giving flank to Emilia, and then after her triggered flank attack goes off, if 9 is still up, attack it first, then cleave into 11.
MaulAxe Attack, with bless, flank vs #9: 1d20 + 10 ⇒ (5) + 10 = 15 vs foe
MaulAxe Damage, +1 vs undead, bludgeon: 1d6 + 4 ⇒ (3) + 4 = 7

MaulAxe Attack, with bless, cleave vs #11: 1d20 + 8 ⇒ (1) + 8 = 9 vs foe
MaulAxe Damage, +1 vs undead, bludgeon: 1d6 + 4 ⇒ (3) + 4 = 7


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Flanking Readied:
Mace Strike: 1d20 + 7 + 2 + 1 + 2 ⇒ (9) + 7 + 2 + 1 + 2 = 211d4 + 2 + 2d6 ⇒ (1) + 2 + (3, 1) = 7

Readied:
Mace Strike: 1d20 + 7 + 2 + 1 ⇒ (20) + 7 + 2 + 1 = 301d4 + 2 ⇒ (3) + 2 = 5


Male Human Ninja 2nd, Unchained scaled fist monk 1st, Warpriest of Bastet 1st

Swift Action Diagonal 5' step back anf to the right on the map.

Full attack (so Flurry) and spending a ki for flurry of stars

Shruken: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 1d6 + 3 ⇒ (2) + 3 = 5
Shruken: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d6 + 3 ⇒ (5) + 3 = 8
Shruken: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d6 + 3 ⇒ (6) + 3 = 9
Shruken: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d6 + 3 ⇒ (3) + 3 = 6

After this series of attacks I bravely retreat between the two ladies (dreads and armor) using Quick runner's shirt to get an extra move action.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Seeing the wounds that his friends have taken, Francis realizes that his best action is to keep his friends in the battle longer. Fortunately the enemies won't be aided by his healing power. He steps forwarded, holding up his holy symbol and calling on the power of Pharasma. "Pharasma, aid my friends in this battle. Close the wounds that these fiends have dealt."

OOC: Move forward 15'. Channel Energy to heal: 2d6 ⇒ (4, 2) = 6 30' range. Shouldn't affect the undead but I'll exclude 3 of them anyway.


Init: +2 | AC: 18 / FF AC: 16 / Touch AC: 12 | Fort: +7 / Ref: +3 / Will: +2 [+1 vs fire effects; +1 to Will saves vs mind-affecting effects] | Speed: 20' | Favored Attack: Adamantium Heavy Flail +8 melee / 1d10 +6 bludgeoning [+1d6 vs undead with truedeath crystal affixed] damage / [19-20] x2 crit

Hasina only feels a moment of pleasure as one of the skeletons go down which is quickly extinguished when she gets hit herself as she presses the attack on.

"DIE you creatures of death." is her scream as she presses towards the remaining skeletons in front of her.

She screams another battle cry as she again goes for the cleave and cleaving finish of the two skeletons in her area.

OOC: the map is showing 2 skeletons remaining in Hasina's immediate area, those are the two I am going for.

1st Flail Attack: 1d20 + 7 ⇒ (19) + 7 = 26 vs Skeleton #2
Flail Damage: 1d10 + 9 ⇒ (4) + 9 = 13
Deathcrystal Damage: 1d8 ⇒ 7
Cleave Attack: 1d20 + 7 ⇒ (12) + 7 = 19 vs Skeleton #3
Cleave Damage: 1d10 + 9 ⇒ (2) + 9 = 11
Deathcrystal Damage: 1d8 ⇒ 5
Includes +1/+2 to attack/damage for Power Attack


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Third Hour after Sunset

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Herdouck moves in to put himself in a bad situation, and swings his maul at the skeleton between himself and the halfling, but fails to connect. (Keep in mind you can only Cleave if both of your foes are in adjacent squares, and since the two skellies you are fighting are separated by a 5’ square, even though they are both within reach, you cannot use Cleave - though you could use Cleaving Finish if you had it, as both foes are not required to be adjacent for that feat)

Ignis slashes again with his scimitar, his heart uplifted to see Hasina moving closer to his position. The swashbuckler connects, but the edged blade only chips a bit of its shoulder blade off (1 damage), hardly anything at all.

Combat Detail:
Scimitar Attack DRR: 1d20 + 11 ⇒ (16) + 11 = 27 vs Skeleton #4
Scimitar Damage DRR:: 1d6 + 5 ⇒ (1) + 5 = 6 slashing

Hasina swings her heavy flail at her foe and shatters it (20 damage)! (Unfortunately, the second one was beyond your reach and you’d have to move through the Grease area of effect, but the attack would have missed anyway, even with the +1 for Bless. Be sure to adjust those modifiers in your dice rolls accordingly – you are currently at +8 even with your power attack because of the Bless.)

Francis steps forward boldly and calls on the healing power of Pharasma to close the wounds (6 HP healed) of his allies. Some of her wounds healed, Sefanit moves cautiously through the archway to better see her foes as she draws another wand and, seeing the monk facing two adversaries, uses its magic against one of them, but it dodges away from coruscating energy expelled by the wand.

Combat Detail:
Disrupt Undead Wand ‘Touch’ Attack DRR: 1d20 + 2 ⇒ (8) + 2 = 10 vs Skeleton #8
Disrupt Undead Damage DRR:: 1d6 ⇒ 5 positive energy
-4 for firing into a melee, +1 for Bless, target has cover (+4 to AC)

Akoris steps back and unleashes a flurry of tiny metallic stars at the skeleton, but none of them connect, and so the monk retreats away from the undead creatures. Emilia takes advantage of the flanked skeleton beside her and smashes her mace into its back (7 damage), damaging it badly.

Most of the skeletons continue to attack as the robed skeletal judge and the last undead bailiff deal with their blindness. The two that find the monk no longer before them turn to fall upon the dwarf and the halfling, and though Herdouck’s armor protects him from the skeletons, the halfling is struck by both of her foes (18 damage), the blades biting deep and causing Emilia terrible pain as her knees nearly buckle. The one fighting Ignis nearly gets its sword stuck in a groove in the statue, but wrenches it free. The robed skeleton shakes his head and turns his baleful gaze upon the party. “The sentence is death!” The undead creature shrieks, and the prisoner sees a chance to make a break for it and scampers away from the combat, the other prisoners close on his heels!

Combat Detail:

Skeletal Champion #4 Attack DRR: 1d20 + 7 ⇒ (1) + 7 = 8 vs Ignis’ AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (8) + 3 = 11
Skeletal Champion #7 Attack DRR: 1d20 + 7 ⇒ (11) + 7 = 18 vs Herdouck’s AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (7) + 3 = 10
Skeletal Champion #8 Attack DRR: 1d20 + 7 ⇒ (14) + 7 = 21 vs Emilia’s AC = Hit!
Damage DRR: 1d8 + 3 ⇒ (6) + 3 = 9
Skeletal Champion #9 Attack DRR: 1d20 + 7 ⇒ (15) + 7 = 22 vs Emilia’s AC = Hit!
Damage DRR: 1d8 + 3 ⇒ (6) + 3 = 9
Skeletal Champion #11 Attack DRR: 1d20 + 7 ⇒ (6) + 7 = 13 vs Herdouck’s AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (1) + 3 = 4
Robed Skeleton’s Will Save: 1d20 + 5 ⇒ (13) + 5 = 18 vs DC 16 = Success!
Prisoner’s Will Save: 1d20 + 0 ⇒ (20) + 0 = 20 vs DC 16 = Success!
Skeleton #10 Will Save: 1d20 + 3 ⇒ (1) + 3 = 4 vs DC 16 = Failure!

Paws and his hawk allies team up on the skeleton facing Ignis and a well-placed bite from Nut shatters its skull (3 damage), dropping the undead creature. The catfolk slips away to help the others in the center of the blood-spattered courthouse, swinging at one of the skeletons ganging up on Amelia, but he misses the mark with his heavy club.

Combat Detail:

Geb's Bite Attack DRR: 1d20 + 8 ⇒ (10) + 8 = 18 vs Skeleton #4 = Miss!
Geb's Bite Damage DRR: 1d4 ⇒ 4 B/P/S damage
Includes +2 for flanking
Nut's Bite Attack DRR: 1d20 + 4 ⇒ (19) + 4 = 23 vs Skeleton #4 = Hit!
Nut's Bite Damage DRR: 1d4 ⇒ 3 B/P/S damage
Club Attack DRR: 1d20 + 6 ⇒ (2) + 6 = 8 vs AC (Skeleton #9) = Miss!
Club Damage DRR: 1d6 + 2 ⇒ (5) + 2 = 7 bludgeoning

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Round 6

Bolded players below please post!

Initiative Order/HP Condition:

Sefanit - 24/36
Akoris - 31/31
Emilia - 10/29
Robed Skeleton & 5 skeletal bailiffs – Skeleton #9 is moderately wounded, the rest are unwounded; skeleton #10 is blinded for 1 more round
Paws - 27/27 (+4 non-lethal damage taken)
Herdouck - 47/50 (+4 non-lethal damage taken)
Ignis - 27/37 (+8 non-lethal damage taken)
Hasina - 19/42
Francis - 31/31

Combat Map

Combat Table

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OOC: Akoris the open archway was right behind you, so you had to back up straight down on the map 5’, then move around the hard corner to the east. Your position on the map is after 35’ of movement, including your Quick Runner’s extra move as a swift action.


Male Ifrit Swashbuckler 4

He started to move towards the skeletons - he didn't really have a good weapon for it, but at least he was in open space now.

OOC: Not sure how well I can dance around the obstacles on the map, but trying to move towards the still standing skellies - if I can get to one for flanking, all the better.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia screamss in pain as the two blades, large compared to her, slice through her armor and into her arm. She stumbles a bit, panting as her clothing is painted crimson with her own blood. She won't back down however, bringing her mace around again to try and take advantage of the flanking opportunity. "I...I'M NOT AFRAID OF YOU, V...VILLAINS!"

Swift to turn back on Archaeologist's Luck
Standard to Swing

Mace Strike: 1d20 + 7 + 2 + 1 + 2 ⇒ (20) + 7 + 2 + 1 + 2 = 321d4 + 2 + 2d6 ⇒ (3) + 2 + (5, 6) = 16


Female NG Human Witch (Medium) 4 | HP: 36/36 | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +5 | Init: +7 | Perc: +5, SM: +2 | Speed 30'

Sefanit doesn't imagine her luck will change much if she keeps using the wand where she's standing. Time to change things up again.

She moves farther into the room 5' north then 5' northeast.

Still not liking her chances with the wand, she stares at the skeleton in front of the robed leader. You're out of luck now.

Misfortune Hex on skeleton 11 (DC 16)

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