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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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 skeletal warriors near him drop, Francis moves forward to join the battle by Herdouck. He raises his club and swings at the creature.

OOC: Moving up by #11 (the bloody square on the map, leaving room for Hasina) and attacking.
Enhanced club: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 2 ⇒ (1) + 2 = 3


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

Akoris uses his move action to roll up behind the lady with the red scarf.

Free Action: "Please pardon my presence at your back, but I do prefer some range in my attacks."

star toss: 1d20 + 10 ⇒ (8) + 10 = 18*
damage: 2d6 + 3 ⇒ (6, 3) + 3 = 12*

*I'm assuming flank bonus, if I need to pull into her square then eat an AOO as I step back 5ft as a swift action then spoiler for acro roll. I believe 2 mediums can occupy same square briefly. But I'm also pretty sure I don't need to be in that square to get a flank bonus. I'll use Predator's grace for the extra movement if needed

Acro:

Acro: 1d20 + 8 ⇒ (7) + 8 = 15


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 stands fast, swinging his maulaxe about, trying to take down the ones threatening the bold halfling and injuring the both of them (5 damage to each), though they still stand.

Combat Detail:
MaulAxe Attack: 1d20 + 10 ⇒ (15) + 10 = 25 vs Skeleton #9
MaulAxe Damage: 1d6 + 4 ⇒ (1) + 4 = 5 bludgeoning
MaulAxe Cleave Attack: 1d20 + 8 ⇒ (17) + 8 = 25 vs Skeleton #8
MaulAxe Damage: 1d6 + 4 ⇒ (1) + 4 = 5 bludgeoning
Includes +2 to attack vs Skeleton #9 for flanking, +1 to attack for bless, +1 damage vs undead

Ignis moves out of the corner, glad to be free of where he’d been pinned down. Now the swashbuckler has room, and he takes a position between the halfling and Paws as he brings his scimitar up [Double Move 35’] Hasina moves in as well, taking up a position on the opposite side of Herdouck, forming a rough line of defense as she closes on the robed skeleton. [Double Move 30’] Francis follows in her wake, taking a swing at the skeleton that blocks her progress from engaging the red-boned skeleton leader and getting in a glancing blow (3 damage).

Sefanit moves up a bit and sheathes one of her wands feeling a bit safer behind the front line as she invokes her magic, trying to hex the robed skeletal leader ( Robed Skeleton’s Will Save: 1d20 + 5 ⇒ (1) + 5 = 6 vs DC 16 = Failure!), succeeding in her witchy enchantment, and the undead creature fixes her with a baleful stare.

Akoris tumbles up behind Emilia and flings another star, but the skeleton deflects it with its shield. The halfling swings her mace at her foe (16 damage), shattering its legs out from under it, and then pounds its skull into dust for good measure!

The remaining skeletons retaliate, Herdouck takes a blow to one his bicep (5 damage), Amelia takes another wound in her left side (6 damage), and the other skeletons fail to land their attacks, including the very unfortunately robed skeleton with the blood-red bones! The blinded skeletal bailiff finally regains his sight after the spell’s effects wear off.

Combat Detail:

Skeletal Champion #7 Attack DRR: 1d20 + 7 ⇒ (13) + 7 = 20 vs Herdouck’s AC =Hit!
Damage DRR: 1d8 + 3 ⇒ (2) + 3 = 5
Skeletal Champion #8 Attack DRR: 1d20 + 7 ⇒ (17) + 7 = 24 vs Emilia’s AC = Hit!
Damage DRR: 1d8 + 3 ⇒ (3) + 3 = 6
Skeletal Champion #11 Attack DRR: 1d20 + 7 ⇒ (1) + 7 = 8 vs Hasina’s AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (8) + 3 = 11
Robed Skeleton’s 1st Misfortune Claw Attack: 1d20 + 5 ⇒ (5) + 5 = 101d20 + 5 ⇒ (17) + 5 = 22 vs Hasina’s AC = Miss!
Damage DRR: 1d4 + 3 ⇒ (1) + 3 = 4
Robed Skeleton’s 2nd Misfortune Claw Attack: 1d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (5) + 5 = 10 vs Hasina’s AC = Miss!
Damage DRR: 1d4 + 3 ⇒ (1) + 3 = 4

Paws and his hawk allies team up on the skeleton that is intent on bringing down the halfling. Geb lands a glancing blow with his beak, and though the damage (1 damage) is almost negligible, the opening the hawk gives to Paws is fatal as the catfolk hunter shatters the undead bailiff’s skull with his club (12 damage)! The badly injured halfling is safe for the moment at least.

Combat Detail:

Geb's Bite Attack DRR: 1d20 + 10 ⇒ (11) + 10 = 21 vs Skeleton #8 = Hit!
Geb's Bite Damage DRR: 1d4 ⇒ 1 B/P/S damage
Includes +4 for flanking (Outflank feat)
Nut's Bite Attack DRR: 1d20 + 4 ⇒ (4) + 4 = 8 vs Skeleton #8 = Miss!
Nut's Bite Damage DRR: 1d4 ⇒ 2 B/P/S damage
Club Attack DRR: 1d20 + 10 ⇒ (20) + 10 = 30 vs AC (Skeleton #8) = Hit, Possible Crit!
Crit Confirmation DRR: 1d20 + 10 ⇒ (20) + 10 = 30 vs AC (Skeleton #8) = Crit Confirmed!
Club Crit Damage DRR: 2d6 + 4 ⇒ (3, 5) + 4 = 12 bludgeoning
Includes +4 for flanking (Outflank feat)

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Round 7

Bolded players below please post!

Initiative Order/HP Condition:

Sefanit - 24/36
Akoris - 31/31
Emilia - 4/29
Robed Skeleton & 3 skeletal bailiffs – Skeleton #11 is moderately wounded, the rest are unwounded
Paws - 27/27 (+4 non-lethal damage taken)
Herdouck - 42/50 (+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 I wasn’t clear how you flank with the throwing star (ranged weapon), as I’m not familiar with any abilities or feats that would let you do such – and didn’t see anything on your character sheet. Didn't matter anyway, since even with flanking the attack missed, but let me know if I'm missing something. Serafit, I think you had to put away a wand to use the hex (my notes showed you had a wand in each hand, since you hadn’t had the time to put one away yet), so I let you take a 5’ step, since you needed a move to do that. Also Emilia, don’t forget to roll for crit confirmations on those rolls of ‘20’! Your attack killed it anyway, so none was needed this time (I would have rolled for you otherwise in my post). By the way, if anyone wants to take a look at my combat notes for you all, it’s in the Combat Table – the link is just above.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia grinned to herself as her mace crushed the skull, but that left her open. The blade quickly sliced up the left side of her chest, drawing a yowl of pain out of her. Bringing her attention back to the skeletons, she panted like a wounded dog, only calming once the one closest to her had fallen. Stumbling out between Paws and Ignis, she extricated herself from the danger, choosing to stand dripping blood next to Serafit.

"H-Hello... I-I'm sure you've heard of me." She says looking up at Serafit, giving a pained, but confident smile.

(Gotcha, if I see that I rolled a crit, I'll confirm it.)


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'

@GM West: Hexes are a Supernatural ability and don't have V,S, or M components unless the particular hex calls for it. Sefanit doesn't need a free hand to use Misfortune. They also don't provoke AoO's BTW.

Sefanit barely glances at the Halfling woman beside her, she seems to be busy concentrating on the skeletons. In reply to the halfling she says "Probably? If I should have? Dunno, I'm fairly new in the city..."

Suddenly she blurts out an eerie, tittering giggle. It's strangeness is enough to raise hairs.

"That wasn't at you by the way, she tells the halfling. Can you hold on for just a moment? I'm rather busy with something."

And you're next! she thinks to herself as she eyes the skeletal judge.

Move action: Cackle Hex to extend Misfortune on skeleton #11. Standard Action to use Misfortune Hex on Skeletal Judge (DC 16).


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 yowl of the wounded, and knowing that others are not fully healed, Francis decides that his friends can handle the undead while he calls for more healing. "Pharasma, Lend your aid to this battle again. Heal my allies as they do your work ending these abominations."

OOC: Channel Energy: 2d6 ⇒ (1, 3) = 4 healing to any living creatures within 30'.


Hasina strikes at the skellie in front of her.

1st Flail Attack: 1d20 + 8 ⇒ (1) + 8 = 9 Flail Damage: 1d10 + 9 ⇒ (6) + 9 = 15
Deathcrystal Damage: 1d8 ⇒ 5

If she hits and takes it out.. she will take a 5 foot step to the robed figure, if not she will prepare to attack it again next time.


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

Looks like it's either 4 or 5 tiles to move into a flank position on 7 without provoking an AOO, I will probably eat an attack from 11 for my troubles but that's the way sometimes.

Unarmed w/flank: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 2d6 + 1 ⇒ (4, 3) + 1 = 8
)


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 continues to lay into the skeletons that harasses him as well as the one to his right (6 damage to each), though they still stand.

Combat Detail:
MaulAxe Attack: 1d20 + 10 ⇒ (16) + 10 = 26 vs Skeleton #7 = Hit!
MaulAxe Damage: 1d6 + 4 ⇒ (2) + 4 = 6 bludgeoning
MaulAxe Cleave Attack: 1d20 + 8 ⇒ (14) + 8 = 22 vs Skeleton #11 = Hit!
MaulAxe Damage: 1d6 + 4 ⇒ (2) + 4 = 6 bludgeoning
+1 to attack for bless, +1 damage vs undead

Ignis moves past the halfling and takes a swing at the skeleton as well, but his blade scrapes harmlessly off its armor.

Combat Detail:
Scimitar Attack: 1d20 + 11 ⇒ (3) + 11 = 14 vs Skeleton #7 = Miss!
Scimitar Damage: 1d6 + 5 ⇒ (5) + 5 = 10 slashing
+1 to attack for bless

Hasina nearly loses her balance as she brings the heavy flail around to meet the rush of the robed skeletal leader and misses wildly with the weapon. Francis again calls on his magic, healing his injured allies.

Sefanit lets out a startling cackle to keep the robed skeletal leader discomfited (Robed Skeleton’s Will Save: 1d20 + 5 ⇒ (1) + 5 = 6 vs DC 16 = Failure!), then sets her sights on another of the undead, which also falls under her wiles. (Skeleton #11 Will Save: 1d20 + 3 ⇒ (1) + 3 = 4 vs DC 16 = Failure!)

Akoris moves around the table to get a flanking position, and the skeleton takes a swipe at the unarmored monk with its sword (Skeleton #7 AoO: 1d20 + 7 ⇒ (11) + 7 = 181d8 + 3 ⇒ (5) + 3 = 8 vs AC 19 = Miss!), which the ninja just barely avoids. Alas, his own unarmed attack is likewise deflected by his target’s heavy shield. Emelia retreats away from the battle, the talkative halfling striking up a conversation with the witch.

The remaining skeletons retaliate, Herdouck takes a solid hit in his side (13 damage), Akoris is wounded as well (8 damage) by the skeleton that joins the combat, and both of Hasina’s foes seem appropriately jinxed by Serafita’s hex.

Combat Detail:

Skeletal Champion #7 Attack DRR: 1d20 + 7 ⇒ (19) + 7 = 26 vs Herdouck’s AC = Hit! Possible Crit!
Skeletal Champion #7 Crit Confirmation DRR: 1d20 + 7 ⇒ (15) + 7 = 22 vs Herdouck’s AC =Crit Confirmed!
Crit Damage DRR: 2d8 + 6 ⇒ (6, 1) + 6 = 13
Skeletal Champion #10 Attack DRR: 1d20 + 7 ⇒ (15) + 7 = 22 vs Akoris’ AC = Hit!
Damage DRR: 1d8 + 3 ⇒ (5) + 3 = 8
Skeletal Champion #11 Misfortune Attack DRR: 1d20 + 7 ⇒ (12) + 7 = 191d20 + 7 ⇒ (7) + 7 = 14 vs Hasina’s AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (8) + 3 = 11
Robed Skeleton’s 1st Misfortune Claw Attack: 1d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (11) + 5 = 16 vs Hasina’s AC = Miss!
Damage DRR: 1d4 + 3 ⇒ (3) + 3 = 6
Robed Skeleton’s 2nd Misfortune Claw Attack: 1d20 + 5 ⇒ (2) + 5 = 71d20 + 5 ⇒ (12) + 5 = 17 vs Hasina’s AC = Miss!
Damage DRR: 1d4 + 3 ⇒ (3) + 3 = 6

Paws and Geb team up on one of the foes, the hawk flying over Akoris' head. Though not quite flanking, they are able to each get in a solid blow (8 damage), weakening the skeleton further, though it stays upright. Nut attacks the other nearby, but fails to do any damage.

Combat Detail:

Geb's Bite Attack DRR: 1d20 + 6 ⇒ (17) + 6 = 23 vs Skeleton #7 = Hit!
Geb's Bite Damage DRR: 1d4 ⇒ 2 B/P/S damage
+1 to attack for bless
Nut's Bite Attack DRR: 1d20 + 4 ⇒ (12) + 4 = 16 vs Skeleton #10 = Miss!
Nut's Bite Damage DRR: 1d4 ⇒ 2 B/P/S damage
+1 to attack for bless
Paws’ Club Attack DRR: 1d20 + 6 ⇒ (18) + 6 = 24 vs AC (Skeleton #7) = Hit!
Club Damage DRR: 1d6 + 2 ⇒ (4) + 2 = 6 bludgeoning
+1 to attack for bless

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Round 8

Bolded players below please post!

Initiative Order/HP Condition:

Sefanit - 28/36
Akoris - 23/31
Emilia - 8/29
Robed Skeleton & 3 skeletal bailiffs – Skeleton #7 is badly wounded, #11 is moderately wounded, #10 is unwounded
Paws - 27/27
Herdouck - 33/50
Ignis - 31/37 (+4 non-lethal damage taken)
Hasina - 23/42
Francis - 31/31

Combat Map

Combat Table

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OOC: Sefanit, thanks for the clarification on that, I’m fairly new to hexes in general so that information is good to have. I think you hexed the skeletal judge last round, so I’m just reversing your actions as stated. I also mistakenly had your previous target make another Will save, when he doesn't get one - so I struck it out rather than delete it and screw up all the d20 rolls coming after. Akoris, looks like it was #7 that got the AoO, but he missed so no worries anyway.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia shrugs at the mage and turns to watch the fight go on, whistling to herself it goes. She keeps ready to strike at anything that comes into range, but lets the people who can take a solid few more hits stay in melee.

Just gonna ready an action incase any of the skeletons comes close to Sefanit somehow.


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 switches from his healing magic to his club again. These creatures have been hurt and it is time to kill them.

OOC: If #11 is still up, attack it. Enhanced club: 1d20 + 3 + 1 + 1 + 1 ⇒ (14) + 3 + 1 + 1 + 1 = 201d6 + 2 ⇒ (3) + 2 = 5 (STR, Weapon, Bless)/(STR, Weapon)
If not, move around to the right, trying to get in flanking position (With Hasina) on the robed skeleton. I don't think I can get around the furniture to a flanking position AND attack. But a double move should get me there for next round....


Male Ifrit Swashbuckler 4

He scowled, and continued to push at the skeleton, shaking his head. Skin and bones he can handle. Just bones was tricky for the swashbuckler.

Attack: 1d20 + 11 ⇒ (11) + 11 = 221d6 + 5 ⇒ (3) + 5 = 8


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

this needs to count, focus your ki

Akoris takes a deep breath and focuses his ki for an additional attack on top of his flurry full attack
unarmed w/flank: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 2d6 + 1 ⇒ (6, 4) + 1 = 11
unarmed w/flank: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 2d6 + 1 ⇒ (3, 4) + 1 = 8
unarmed w/flank: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 2d6 + 1 ⇒ (3, 3) + 1 = 7


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 laughs her odd laugh again, then turns her attention to the halfling woman.

"I'm sorry about putting you off, but concentration is key with some things. That looks very painful. Let me close it up."

She takes the wand in her left hand and touches it to Emilia's chest.

CLW: 1d20 + 1 ⇒ (2) + 1 = 3

Move action to use Cackle. Standard to heal Emilia with wand.


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 attacks skellie number 11 and if that is successful, she will then take a step up to the robed figure and attack him.

Flail Attack: 1d20 + 8 ⇒ (8) + 8 = 16 vs skeleton #11
Flail Attack: 1d10 + 8 ⇒ (3) + 8 = 11
Extra Damage: 1d6 ⇒ 2

Hasina frustrated at missing that last hit puts more strength into this one and screams her battle cry as she attacks.

Silver Crusade

Male Dwarf (Pahmet) Paladin / 4

I am guessing i cannot 5 ft step ne, to gget flank on both skeletons
if i can, do that, then full attack as before
if not, then stay where i am, full attack cleave as before.
bringing the pain
"Begone with you, you foul creatures from beyond. Go back to whence you came!"
if i get flank add 2
MaulAxe Attack, with bless, #7: 1d20 + 10 ⇒ (16) + 10 = 26
MaulAxe Damage, +1 vs undead, bludgeon: 1d6 + 4 ⇒ (4) + 4 = 8

MaulAxe Attack, with bless, cleave vs #11: 1d20 + 8 ⇒ (2) + 8 = 10
MaulAxe Damage, +1 vs undead, bludgeon: 1d6 + 4 ⇒ (6) + 4 = 10


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’s weapon smashes one skeleton into splinters (8 damage), but the second undead is well-protected by its armor. Ignis finds his target down, but moves to engage the one that came up behind the lean warrior with the exotic weapons, and he also scores a hit (8 damage), but again his weapon fails to land a blow as solidly as he’d have hoped. Hasina’s heavy blow is also shed easily by the skeleton’s armor, and though Francis takes advantage of an opening that the red-haired warrior gives him, the quick undead deflects his blow with its heavy shield.

Sefanit continues her conversation with the halfling, interspersing her words with the eerie cackle that seems to discomfit the undead creatures. Keeping both the wands she currently has out in her left hand, the witch pulls forth a slim wand with her right, intending to bring some healing to Emilia. Akoris strikes out with his unarmed attacks, but is unable to land a blow. Emilia watches the battle unfold, too injured to be of immediate help.

The remaining skeletons continue to attack mindlessly, but Sefanit’s witch magic protects Hasina while Akoris is able to dodge the blade of his own foe.

Combat Detail:

Skeletal Champion #10 Attack DRR: 1d20 + 7 ⇒ (6) + 7 = 13 vs Akoris’ AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (1) + 3 = 4
Skeletal Champion #11 Misfortune Attack DRR: 1d20 + 7 ⇒ (2) + 7 = 91d20 + 7 ⇒ (13) + 7 = 20 vs Hasina’s AC = Miss!
Damage DRR: 1d8 + 3 ⇒ (3) + 3 = 6
Robed Skeleton’s 1st Misfortune Claw Attack: 1d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (7) + 5 = 12 vs Hasina’s AC = Miss!
Damage DRR: 1d4 + 3 ⇒ (1) + 3 = 4
Robed Skeleton’s 2nd Misfortune Claw Attack: 1d20 + 5 ⇒ (2) + 5 = 71d20 + 5 ⇒ (19) + 5 = 24 vs Hasina’s AC = Miss!
Damage DRR: 1d4 + 3 ⇒ (2) + 3 = 5

Suddenly, Paws cocks his head as though he hears something. With an angry hiss, the catfolk takes a look at the battlefield and growls. “I must go. I am sorry, but you seem to have this fight well in hand.” And then he bolts out of the courthouse and into the Wati night!

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Round 9

Bolded players below please post!

Initiative Order/HP Condition:

Sefanit - 28/36
Akoris - 23/31
Emilia - 13/34
Robed Skeleton - Unwounded
2 skeletal bailiffs - #11 is moderately wounded, #10 is barely wounded
Herdouck - 33/50
Ignis - 31/37 (+4 non-lethal damage taken)
Hasina - 23/42
Francis - 31/31

Combat Map

Combat Table

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OOC: Sefanit, I think it’s a move action to draw your wand from its sheath (I didn’t see it in a quick sheath on your CS), so your heal action will take place next round. Akoris, your target was down, so I had you 5’ step to try and get flanking on #10 next round, so your bonuses for your unarmed attacks were actually only +4 with the Bless. And sorry, got tired of NPCing Paws and his two hawks, so I wrote them out very ineloquently. :(


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

Flail Attack: 1d20 + 8 ⇒ (18) + 8 = 26 vs skeleton #11 Flail Attack: 1d10 + 8 ⇒ (8) + 8 = 16
Extra Damage: 1d6 ⇒ 4

Hasina continues to attack the skeleton in front of her... trying her best to drop it.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia breathes a little easier as some of the pain is dulled by Sefanit. She looks up at her with a nod and a grin. "Thanks love." Turning her attention back to the melee, she gave a wave to the Catfolk as he sprinted out of the building. Bringing her buckler to her face, she calls out "Just tell me if you need any help!"


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

OOC: Being last I'll just post my option and rolls.

If he has an opponent that he can reach, attack with the club.
Club: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 2 ⇒ (2) + 2 = 4

If not, I think I have one channel energy left. Use that to heal anyone hurt within range, Channel Energy: 2d6 ⇒ (1, 1) = 2
If my count is wrong, I should have one first level spell left that I can sacrifice for a CLW? CLW: 1d8 + 4 ⇒ (3) + 4 = 7 on Hasina.


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'

I'm almost certain Sefanit never put her CLW wand away and has a wand in each hand currently, but I don't feel like combing through the thread to make sure. Its fine as amended.

Sefanit cackles again and heals Emilia with her wand.

Silver Crusade

Male Dwarf (Pahmet) Paladin / 4

focus on #11 if i cant 5 ft to the judge. "Hasina, move so i can get that one, or take care of it yourself, lass"
MaulAxe Attack, vs #11: 1d20 + 8 ⇒ (1) + 8 = 9 vs foe
MaulAxe Damage, +1 vs undead, bludgeon: 1d6 + 4 ⇒ (5) + 4 = 9


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

"Give me but a moment Herdouck.. I am working on it.. "


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 nearly stumbles over his own feet as he swings the heavy dwarvish weapon at the skeleton!. Ignis utilizes his scimitar again, though with limited effect (5 damage). Hasina’s attack smashes aside the skeletal bailiff’s shield and shatters into its breastbone (20 damage), dropping the undead creature like a stone! The red-haired warrior pivots to face the robed skeleton judge as Francis invokes his divine magic to again heal his allies, though with only mild success (2 HP healed).

Combat Detail:

Ignis’ Scimitar Attack DRR: 1d20 + 11 ⇒ (12) + 11 = 23 vs Skeleton #10
Damage DRR: 1d6 + 5 ⇒ (5) + 5 = 10

Sefanit uses her wand to heal Emilia a bit (3 HP healed) as Akoris steps to flank and then strikes out again with his unarmed attacks, landing a glancing blow (4 damage) and Emilia waves goodbye to the mysterious catfolk hunter.

Combat Detail:

Akoris’ Flurry of Blows (w/Flank) Attack DRR: 1d20 + 6 ⇒ (4) + 6 = 10 vs Skeleton #10
Damage DRR: 1d6 + 1 ⇒ (2) + 1 = 3
Akoris’ Flurry of Blows (w/Flank) Attack DRR: 1d20 + 6 ⇒ (15) + 6 = 21 vs Skeleton #10
Damage DRR: 1d6 + 1 ⇒ (3) + 1 = 4

Only two of the skeletons remain, but they fight as though still outnumbering their foe, the one facing Akoris slashing a deep wound (11 damage) into the man’s side, and the unlucky robed skeleton nearly catches Hasina with one of it’s claws, but her magical protection saves her from the blow!

Combat Detail:

Skeletal Champion #10 Attack DRR: 1d20 + 7 ⇒ (15) + 7 = 22 vs Akoris’ AC = Hit!
Damage DRR: 1d8 + 3 ⇒ (8) + 3 = 11
Robed Skeleton’s 1st Misfortune Claw Attack: 1d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (17) + 5 = 22 vs Hasina’s AC = Miss!
Damage DRR: 1d4 + 3 ⇒ (4) + 3 = 7
Robed Skeleton’s 2nd Misfortune Claw Attack: 1d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (13) + 5 = 18 vs Hasina’s AC = Miss!
Damage DRR: 1d4 + 3 ⇒ (1) + 3 = 4

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

Round 10

Bolded players below please post!

Initiative Order/HP Condition:

Sefanit - 30/36
Akoris - 14/31
Emilia - 18/34
Robed Skeleton - Unwounded
Skeletal Bailiff - Badly Wounded
Herdouck - 35/50
Ignis - 33/37 (+2 non-lethal damage taken)
Hasina - 21/42
Francis - 31/31

Combat Map

Combat Table

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

OOC: Sefanit, looking back through the thread I see you using your Mage Armor wand first, and then the Disrupt Undead wand, without taking a move action to put either one away (per weapon rules). I’m OK with awkwardly holding both unused wands in your offhand at the moment since you aren’t really being threatened in battle, but probably in the future I’ll insist on using a move action to sheath at least one wand (or drop as a free action, of course) if you’re holding two and want to draw a third. Francis, after this channel my notes show you still have two remaining. By the way, to my new players, check out the Combat Table above to see my notes on the current battle, as well as character sheet links where I keep tabs of special abilities used, spells cast, etc in a post at the end of the CS thread.


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'

Ah, forgot about the Mage Armor wand. Went back and looked and I was assuming that was an out of combat round since we were just arriving at the building. I didn't specifically write that it was put away, but no reason to keep it out once the spell was cast.


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 glances around then calls out, "Surround this judge and finish the battle!"

OOC: If I can get within range attack the robed skeleton.
Club attack: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 2 ⇒ (5) + 2 = 7


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia throws a thumb up to Francis, nodding at Sefant. "Sorry, but I gotta go. Skeletons to tear apart, you know how it is." With that, she'll run off to get behind the skeleton judge, getting into a flanking position.

Just gonna double move around the map until I'm flanking with Hasina.


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 turns and faces the robed figure...

"It's time for you to be gone. Let me help you on your way."

She attacks.

Flail Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Flail Attack: 1d10 + 8 ⇒ (2) + 8 = 10
Extra Damage: 1d6 ⇒ 1


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: I hope you guys are close.. I missed big time on this one.


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 directs her eerie tittering at the judgy skeleton again, and puts away her mage armor wand.


Male Ifrit Swashbuckler 4

He continued to press the attack, hoping to finally kill that one, to bring it down to just one skeleton.

Attack: 1d20 + 13 ⇒ (17) + 13 = 301d6 + 5 ⇒ (3) + 5 = 8

OOC: Assuming still flanking; otherwise two off the roll.


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 and slams a heavy blow at the skeletal judge, which barely escapes a savage hit that might well have destroyed it utterly, though still the blow is enough to break several of its red-tinged bones (10 damage).

Combat Detail:

MaulAxe Attack: 1d20 + 8 ⇒ (20) + 8 = 28 vs Skeletal Judge = Hit, Possible Crit!
Crit Confirmation: 1d20 + 8 ⇒ (4) + 8 = 12 vs Skeletal Judge = No Crit!
MaulAxe Damage: 1d6 + 4 ⇒ (6) + 4 = 10 bludgeoning
+1 to attack for bless, +1 damage vs undead

Ignis slashes at his foe, scoring a good hit (8 damage) that nearly fells the skeleton, though somehow it still hangs on to its unlife. Hasina moves to flank the undead leader and make room for Francis, but she whiffs badly. However, the skeletal judge is battling several foes now, and the cleric of Pharasma gets in a solid blow (7 damage) with his club. Sefanit stands clear of the battle for now, putting away one of her wands and continue to cackle to discomfit the most dangerous of their foes for awhile longer. Akoris continues his own assault but has no luck in getting past the well-armored skeleton’s defenses.

Combat Detail:

Akoris’ Flurry of Blows (w/Flank) Attack DRR: 1d20 + 6 ⇒ (1) + 6 = 7 vs Skeleton #10 = Miss!
Damage DRR: 1d6 + 1 ⇒ (3) + 1 = 4
Akoris’ Flurry of Blows (w/Flank) Attack DRR: 1d20 + 6 ⇒ (6) + 6 = 12 vs Skeleton #10 = Miss!
Damage DRR: 1d6 + 1 ⇒ (6) + 1 = 7

Emilia moves around the combat, taking a flanking position opposite the cleric, her light mace held at the ready. The remaining skeletal bailiff swings his heavy blade at the lightly-armored monk, Akoris barely able to avoid a potentially deadly slash across his exposed neck, though the sword bites into his shoulder as he tucks away from the blow (6 damage). The skeletal judge continues its ineffective assault against Hasina, and it howls angrily about the miscarriage of justice as it fails to rake her flesh with his sharp talons.

Combat Detail:

Skeletal Champion #10 Attack DRR: 1d20 + 7 ⇒ (20) + 7 = 27 vs Akoris’ AC = Hit! Possible Crit!
Crit Confirmation: 1d20 + 8 ⇒ (5) + 8 = 13 vs Akoris’ AC = No Crit!
Damage DRR: 1d8 + 3 ⇒ (3) + 3 = 6
Robed Skeleton’s 1st Misfortune Claw Attack: 1d20 + 5 ⇒ (15) + 5 = 201d20 + 5 ⇒ (8) + 5 = 13 vs Hasina’s AC = Miss!
Damage DRR: 1d4 + 3 ⇒ (2) + 3 = 5
Robed Skeleton’s 2nd Misfortune Claw Attack: 1d20 + 5 ⇒ (4) + 5 = 91d20 + 5 ⇒ (19) + 5 = 24 vs Hasina’s AC = Miss!
Damage DRR: 1d4 + 3 ⇒ (4) + 3 = 7

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

Round 11

Bolded players below please post!

Initiative Order/HP Condition:

Sefanit - 30/36
Akoris - 8/31
Emilia - 18/34
Robed Skeleton - Moderately Wounded
Skeletal Bailiff - Badly Wounded
Herdouck - 35/50
Ignis - 33/37 (+2 non-lethal damage taken)
Hasina - 21/42
Francis - 31/31

Combat Map

Combat Table

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

OOC: Think you all can probably end this next round, unless you get unlucky. I’ll post this weekend whether or not everyone posts in the next few days since everyone’s actions are pretty clear cut. I just like to give folks a chance to roll their own dice to determine their fate! In any case, we’ll likely be ready to move onward from this battle after 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

Attack again....

Enhanced club attack: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 2 ⇒ (1) + 2 = 3


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

What Francis said... attack again.

Flail Attack: 1d20 + 8 ⇒ (5) + 8 = 13
Flail Attack: 1d10 + 8 ⇒ (4) + 8 = 12
Extra Damage: 1d6 ⇒ 2


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: sometimes I think that you would roll better... these dice do not like me.


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

OOC: Ha! You'd be surprised. Sometimes I get on horrible streaks on this board, and sometimes I can't roll bad.


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 cackles again and puts away her wand of disrupt undead. She's not likely to need it with the crowd gathering around the skeletal judge.


Sorry for taking so long, I mistook all this new stuff for the last bit's stuff. T_T

Emilia grins at her luck, twirling her mace in her hand. "Eat this ya bag of bone!" She swings the mace at the judge, aiming right for his rib cage.

Just gonna use a round of Luck as a swift, and attack
Mace Sneak Attack: 1d20 + 7 + 2 + 1 + 2 ⇒ (9) + 7 + 2 + 1 + 2 = 211d4 + 2 + 2d6 ⇒ (1) + 2 + (2, 5) = 10


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 stands fast and continues to hammer his dwarven weapon into the robed skeleton, again causing massive damage to the undead judge (8 damage).

Combat Detail:

MaulAxe Attack: 1d20 + 8 ⇒ (10) + 8 = 18 vs Skeletal Judge = Hit!
MaulAxe Damage: 1d6 + 4 ⇒ (4) + 4 = 8 bludgeoning
+1 to attack for bless, +1 damage vs undead

Ignis slashes at his foe, but the skeleton deflects the curved blade with its shield! Hasina winds up a heavy blow with her flail, but the undead judge is quick an avoids the dangerous weapon. Francis swings his club, fracturing a couple of ribs (3 damage). But more importantly, he provides a good distraction for the halfling, who is sneaking in behind it.

Combat Detail:

Ignis' Scimitar Attack: 1d20 + 13 ⇒ (6) + 13 = 19 vs Skeleton #11 = Miss!
Scimitar Damage: 1d6 + 5 ⇒ (1) + 5 = 6 slashing
+1 to attack for bless, +2 to attack for flanking

Sefanit continues to cackle and puts her wand away. Akoris launches a flurry of blows at the skeleton he faces along with the swashbuckler, the second strike shattering its skull, and it collapses into a pile of bones.

Combat Detail:

Akoris’ Flurry of Blows (w/Flank) Attack DRR: 1d20 + 6 ⇒ (14) + 6 = 20 vs Skeleton #10 = Miss!
Damage DRR: 1d6 + 1 ⇒ (5) + 1 = 6
Akoris’ Flurry of Blows (w/Flank) Attack DRR: 1d20 + 6 ⇒ (19) + 6 = 25 vs Skeleton #10 = Hit!
Damage DRR: 1d6 + 1 ⇒ (1) + 1 = 2
+1 to attack for bless, +2 to attack for flanking

Emilia strikes like an adder, her light mace whipping around to smash into the Eye Taker’s ribcage (10 damage), and the skeletal judge shrieks in rage as it falls to the halfling’s mighty blow.

All is silent in the blood-streaked courtroom, but still cries and shrieks rend the night outside, in the besieged town of Wati. Tonight’s work is certainly not finished for the adventurers, but where do they go next? Some of them had been headed to the gates of the Necropolis, suspecting that perhaps much of tonight’s evil originated from that place. But many of the adventurer’s bear terrible wounds…

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

PC Condition:

Sefanit - 30/36
Akoris - 8/31
Emilia - 18/34
Herdouck - 35/50
Ignis - 33/37 (+2 non-lethal damage taken)
Hasina - 21/42
Francis - 31/31

Combat Map

Combat Table

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

OOC: That concludes the battle, and well done! Feel free to introduce yourselves a bit, and then let me know where you’re headed from here.


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

Once the last of the skeletal court falls, Francis hangs his club and pulls our a wand. "We can't take much time here, but I think introductions might be a good idea. We are the remains of the group known as the Blades of Destiny. Or at least that was the name that we took for the lottery in the Necropolis. I am Francis Thrannel, Theologian of Pharasma. My companions are Herdouck Duercral, Knight and Scourge of undead, Ignis Mackay, fiery swordsman, and Hasina Haqikah, the unbreakable warrior. I'm not sure what happened to Paweraa, our catfolk companion that ran off."

"While I have expended most of the divine spells granted to me by Pharasma, and indeed also the ability to channel divine energy for healing, I do have a wand that provides minor healing. If you allow I can close many of the wounds on us."

OOC: Unless someone indicates negative, Francis will use charges as needed to heal everyone to "mostly" healed. (within 5 hp of max, judged by Heal skill +8. Some minor healing can wait until later to save charges on the wands.)

IC: "We were headed to the Necropolis gates to be sure the guards could hold it. Whatever negative energy caused the dead to rise in the city here could have caused the entire Necropolis to rise, and if the gates don't hold that would be an army that would level this region!"


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia pants, leaning back and wincing at her wounds. She'll raise a hand to Francis, waving at him to come over with the healing. "I'll gladly take that chap! Got nicked way too much there, lost a lot of blood." Rolling her neck to pop it, she glances around the group and throws a mock salute. "Emilia von Happledonk! It's a pleasure to meet you all, I was lookin for ya! Got any room?" She gives a lopsided grin.


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 looks at the new companions for the first time.

"Of coarse we have room, I don't think we would still be standing if you and your friends had not come along when you did. And why were you looking for us?"

She is waiting for her turn to be healed, also looking over her weapon, to make sure that all is well with it.


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

With approval tacitly given, Francis starts moving around the group using the wand where he believes it is needed: (OOC: Assuming assessing wounds DC 10?)
Sefanit: Heal check: 1d20 + 8 ⇒ (5) + 8 = 13, CLW from wand: 1d8 + 1 ⇒ (5) + 1 = 6 (Cured 6 HP, 1 charge)
Akorsis: Heal check: 1d20 + 8 ⇒ (17) + 8 = 25, CLW from wand: 1d8 + 1 ⇒ (5) + 1 = 6, CLW from wand: 1d8 + 1 ⇒ (5) + 1 = 6, CLW from wand: 1d8 + 1 ⇒ (4) + 1 = 5, Heal check: 1d20 + 8 ⇒ (19) + 8 = 27, CLW from wand: 1d8 + 1 ⇒ (3) + 1 = 4 (Healed 21 HP, 4 charges)
Emilia: Heal check: 1d20 + 8 ⇒ (8) + 8 = 16, CLW from wand: 1d8 + 1 ⇒ (2) + 1 = 3, CLW from wand: 1d8 + 1 ⇒ (8) + 1 = 9, CLW from wand: 1d8 + 1 ⇒ (2) + 1 = 3 (Cured 15 HP, 3 charges)
Herdouck (Waiting to see if he can heal himself)
Hasina: Heal check: 1d20 + 8 ⇒ (20) + 8 = 28, CLW from wand: 1d8 + 1 ⇒ (3) + 1 = 4, CLW from wand: 1d8 + 1 ⇒ (3) + 1 = 4, Heal check: 1d20 + 8 ⇒ (1) + 8 = 9 (Cured 8 HP, 2 charges, then blew the Healing check. Guess I think that's someone else's blood....)

-10 charges so far.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia rolls her shoulder, looking around at the group. "I wanted in on the action! An event like this is a once in a lifetime opportunity, it could make me world renowned... depending on what's found." She throws out a quick bow to Francis, straightening up and kicking a bone. "You all know where the gates are I assume?"


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

"Oh yes, we are familiar with the location of the gates. I am thinking that maybe we need to find a way to close them.. then nothing else could escape to the city and maybe we can kill or at least contain what got out."

Silver Crusade

Male Dwarf (Pahmet) Paladin / 4

Herdouck walks around slowly, checking the undead, ensuring they are sent back to the grave.
he is silent
he listens as others talk, especially Hasina.
he nods to the new people in the room
"I agree Hasina, without their help, this could have gone much worse" he adds


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'

With the end of the fight, Sefanit has a moment to catch her breath and really look around. It's not until then she really sees all the carnage around them. It's both shocking and unnerving to her.

[b]"What happened here? You're saying this is happening all over, at the gate to the Necropolis too? Does anyone know why?"{/b]

She uses her wand along with Francis to heal the worst of the survivors' injuries.

@Francis: Sefanit also has a CLW wand. Want to split the charges used between them? We'll just keep your rolls for simplicity's sake.


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

For now I'd say keep the charges as is. However, if you happen to make a heal check and notice that I didn't finish the healing of Hasina.... ?? In the future we can split it, and I welcome someone else that can do healing. Just hope you can roll better numbers than I did in that combat!

"There was a powerful magic item stolen from the last site we checked out, Temple for Nethys. The undead rising seems to have started right after that. The group that attacked us, that was into the temple before us even though they were assigned elsewhere, accused us of stealing it. There was a necromantic aura where the device was hidden, indicating it was powerful."


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia grinned and twirled the mace in her hand. "So we're hunting down some thieves and returning a stolen artifact? Sounds like a right old adventure!"


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

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

As the adventurers make each other’s acquaintance, Francis and Sefanit use their wands to heal the worst of the injuries suffered from the skeletons. Nothing of particular value is found in the courthouse, nor on the undead. Francis mentions the powerful artifact taken from the Temple of Nethys that they had explored, and though whether it is directly related to the dire situation at hand isn’t readily certain, it does seem quite possible…

Sefanit’s Healing:

Sefanit’s CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2 HP restored to Herdouck
Sefanit’s CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7 HP restored to Herdouck
Sefanit’s CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6 HP restored to Herdouck
Sefanit’s CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7 HP restored to Ignis
Sefanit’s CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8 HP restored to Hasina
Sefanit’s CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4 HP restored to Hasina

The group heads out, though Akoris makes his way to other places where they might need his assistance and Ignis mentions that he will seek out Paws to see if the catfolk hunter needs any help. The remaining five make their way to the gates of the Necropolis, the screams of fear and the cries of the dying shattering the night on occasion, though whether from nearby or far away is difficult to determine.

After ten minutes or so, the sturdy doors of iron and bronze set into the high sandstone wall of the Necropolis can be seen by the light of several flickering torches less than a hundred feet away as the group moves cautiously around a large building. A dark-haired cleric of Pharasma can be seen a short distance before the gates, the priestess calling out to a knot of a half-dozen guardsmen to stand their ground, exhorting them to resolve themselves against their fear. Groans and shrieks can be heard beyond the gates and the walls of the Necropolis, the great doors themselves reverberate with the incessant pounding of the hordes of undead that must surely lie beyond. The street leading up to the gates is littered with the dead, several of them loyal guards of Wati while others appear to be the remains of the undead – zombies, skeletons and the like.

The priestess and several of the guards turn to face the party as they approach, and the armored cleric raises shield and mace, calling out. “Be you friend or foe? Answer now, in the name of the Lady of Graves or be gone the way you came!” Her countenance is fierce and resolved, the guards perhaps less so but still they raise their weapons guardedly, two of them armed with swords and the others loading bolts into the grooves of their crossbows. Francis easily recognizes the holy symbol of Pharasma etched proudly upon the wooden shield of the warrior-priestess that challenges them.

Priestess of Pharasma

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

PC Condition:

Sefanit - 36/36
Emilia - 33/34
Herdouck - 50/50
Hasina - 41/42
Francis - 31/31

Combat Map

Combat Table

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

OOC: You never need to worry about Heal checks once the combat is over and you’re trying to heal allies. I’m not THAT cruel! :) In the middle of a battle though, I think a Heal check would be appropriate if you are trying to determine whether someone is dead or just unconscious, or if they are a few hit points away from death instead of at one-quarter their normal, for instance.

I’ve decided to drop Akoris, as he hasn’t posted in quite some time and I’ve also temporarily written out Ignis, though I know the player is still around - he's just not posting. I think we have plenty of players as-is so I won’t be recruiting, and if Ignis comes back (as he’s been in this adventure since the beginning), I can easily write him back in.

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