Mummy's Mask Version 1.5 (Inactive)

Game Master DoubleGold

Mummy's Mask with 33.3% more enemies, 10% extra enemy treasure.
Dungeon Map
Awesome Loot


451 to 500 of 684 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

HD: 1d10 + 3 ⇒ (10) + 3 = 13


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

1d8 ⇒ 5

I'm honestly ok with sitting on a hill letting Elmar murder everything from afar. But if other PCs disagree and want to go be in melee, Kaylor will be stealthing it first to join them.


DungeonMaster

Edit the triangle idea won't work well, I drew tiny circles to represent the hills. Moving in or off a hill is rough terrain. In a circle means at the top of a hill.


If we're going to go that route, Elmar could pretty easily solo the rest of the AP.

For the record, I nabbed the rod with a chunk of Zuberu's coin. I expect a few comments about his 'rod of splendor'. =P


DungeonMaster

you may have been posting when I did the edit, but I took the triangle idea out. Also Elmar could stealth enemies and pick them off one by one, but any enemies not one-shotted or somehow detained alert others. Or at least they have to be killed in one surprise round.

In other words, we might have one surprise round or many surprise round one-shooting creatures.

Please pay attention to sections, we could pick off the standalone gnoll first. If attacking a group, we have to kill all of them to get another surprise. as you can see we can go after the group of 2 gnolls after we take out the first.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Yeah, and I feel bad about all the combat I keep hogging. If we could get Zuberu invisible, Silver and I could distract enemies with ranged attacks while the melee characters sneak close enough to get in some nasty full attacks or grapples.

Also, if Silver Bullet has any special ammo, Elmar can hit him with Abundant Ammunition as well which, with Reloading Hands, would let him actually do some pretty flashy stuff.


DungeonMaster

We could say that zub bought some invisibility potions before he went adventuring and then can subtract the gold and add them to his inventory.


That's really not necessary. Elmar's welcome to gun everything down.

The melee can get involved when we run into enemies toting fickle winds or something.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

To be fair, Kaylor has a +17 on stealth, and can theoretically stash Zuberu in his Handy Haversack (there should be a few minutes of air in there, and his faerie dragon could retrieve you as a move action).


DungeonMaster

also elmar I think your stealth is higher, you have 10 ranks, but 18 stealth. 10ranks+7dexmod+3trained=20. If you really want to fire off an arrow on the lone gnoll, as you have stealth 24+1d20 with terrain advantage.


My point being that there's no benefit in us getting into melee. It's unlikely because Kaylor's AC is really good, but why would we want to waste resources healing the melee up when Elmar can clear the entire encounter in a round or two from 500 feet away?


DungeonMaster

You realize the tougher monster have 80 to 104 HP, no possible way he can clear that in a round or 2. Also because of the terrain, you can't see past a certain distance in combat and the magic carpet I gave you won't allow you to attack something while on it. So Elmar can't try to snipe everything from a mile away. So Even if the melee people tried to stay out of combat, the monsters would come to them.


Zuberu's good with staying back with Elmar. If anything manages to survive the trek and make it to him, I'll get involved.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

I actually have a -2 Armor Check penalty to stealth from Celestial Armor, which I may have forgotten to include.

But okay, let's see if I can clear the lone gnoll in one round...

Assuming Elmar fires from a little under 200 feet away (which should give them some penalty to perception). Celestial Armor lets him once per day, which should overcome terrain limitations—and if they see him, they'll see one lone dwarf at the top of a dune, while the rest of the party presumably sneaks behind dunes or something.

Stealth: 1d20 + 22 ⇒ (15) + 22 = 37

Attack 1: 1d20 + 14 ⇒ (13) + 14 = 27 (Adamantine)
Damage 1: 4d6 + 20 ⇒ (2, 6, 6, 6) + 20 = 40

Attack 2: 1d20 + 14 ⇒ (2) + 14 = 16 (Adamantine)
Damage 1: 2d6 + 10 ⇒ (5, 3) + 10 = 18

Attack 3: 1d20 + 9 ⇒ (14) + 9 = 23 (Adamantine)
Damage 1: 2d6 + 10 ⇒ (3, 1) + 10 = 14

Attack 2: 1d20 + 4 ⇒ (18) + 4 = 22 (Adamantine)
Damage 1: 2d6 + 10 ⇒ (6, 1) + 10 = 17


I assume you meant to put that in gameplay?


DungeonMaster

um, it counts as a surprise round, so you would only get a standard action not a full round one, unless you get 4 attack in a standard action, but I did say the gnolls were weak, that 40 damage alone is enough to kill it added in with silvers damage of 7.

If you want, you could have your other attacks count as your other rounds of surprise and keep you of stealth of 37, which is an automatic pass since even when you get down there the only creature that can is that toughest thing. But this would we require a bit more effort of killing the groups of 2 and 3 in the surprise.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Also, knowing that we'd be in the desert, Kaylor prepared Fly as well as some battlefield control spells (namely web and wall of fire). I actually also have +19 to stealth as I only just updated my character sheet here.

And I believe Elmar beat the gnolls in init anyway, so he'd get a full round action before them.


DungeonMaster

oh, yeah didn't think of that, yes, they would need their turn to call for help. Now the other 3 attacks (1 attack for surprise and 2 out of ? for his full round) is enough to kill another gnoll out of the group of 2. He could finish his round in hopes of killing the 2nd gnoll.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Yep, my bad, meant gameplay.

And +10 to Kaylor for the gunman-gnolls comment.


Home at last.

HD: 1d8 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11


DG, would you be okay with Zuberu picking up an archetype? I like this one.


DungeonMaster

yeah go ahead.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Are we level 9 or 10? I may have missed one.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

We are now level 10.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

HD: 1d8 ⇒ 4


DungeonMaster

still here, update in the morning as well as silvers action. Busy last 2 days.


No deadly aim? Are you trying to curb your damage output?


DungeonMaster

silver was using a melee weapon, not the gun this time.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Pulling a few punches, yeah, Zub. I figured they were far away, not a favored enemy, and hitting was more important than damage atm.


Gotcha. It’s appreciated.

Something almost got into melee!


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

If we fight those giants, there's gonna be some serious melee.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Also, Zub—be careful with wrestling, since those things can swallow you whole. You may want freedom of movement (or a ring of it) to avoid that.

Elmar will buy a scroll of Flame Arrow which, with Abundand Ammo, should let him and Kaylor deal enough fire damage to keep their regeneration at bay.

@DG: What is your opinion on Abundant Ammunition + Named Bullet? There's no clear consensus on whether this works or not. If it does, it means Elmar might need to get into these things' melee range, but it would also involve large piles of damage happening.


If Zuberu sufficiently out-wrestles them, being swallowed whole won't be a problem.

I just ask that you allow one of them to get into melee.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Oh, they'll probably all make it into melee.

Buffs, part 1: Elmar can give Barkskin (+3 enhancement to Natural Armor) to anyone who needs it, thanks to pearls and scrolls.

Also: Thanks to Ioun stones (all of which are invisible), Elmar no longer eats, drinks, or sleeps more than two hours a night, is invisible to undead, regenerates all damage out of combat, and shape shifts at will. He can temporarily transfer any of these effects to other members of the party, which should save us money and spells on healing.


Which one gives shapeshift at will?

Edit: Nvm, found it.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Err, just disguise self. I forget which, I can look it up if you want to buy one.

Also, everyone (but maybe especially Nahoce?): If you want to buy a siege weapon (firedrakes might be the most useful for this battle), there's spells Remiel/Avelloran can cast from a scroll that will shrink, transport, and instantly assemble one, and I can give you Reloading Hands to be able to fire it every round without reloading. Since a firedrake does 6d6 damage in either a cone or targeted line, with a save for half, for only 4,000 gp, this could actually be a pretty practical—if we spent a total of 11.5k gp as a group, it could have shrink item permanencied on it, and we could bring it to every fight.


DungeonMaster
Elmar Thonsson wrote:

Also, Zub—be careful with wrestling, since those things can swallow you whole. You may want freedom of movement (or a ring of it) to avoid that.

Elmar will buy a scroll of Flame Arrow which, with Abundand Ammo, should let him and Kaylor deal enough fire damage to keep their regeneration at bay.

@DG: What is your opinion on Abundant Ammunition + Named Bullet? There's no clear consensus on whether this works or not. If it does, it means Elmar might need to get into these things' melee range, but it would also involve large piles of damage happening.

Yeah it stacks, kind of. I would rule however that since named bullet combined with abundant ammunition is not the original bullet, but a clone copy, you'll have to roll a 1d100 on your 2nd arrow. 10 or less means the named bullet does not apply to the cloned arrow or bullet. 3rd arrow, roll another 1d100, 20 or less means named bullet does not apply. 4th bullet 30 or less and it does not apply. The clone failure cannot go above 70. So if your on like your 13th arrow, 1d100 and 70 or less is failure for purposes of that arrow having named bullet.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Sounds like a plan, Elmar.


I have a feeling these giants aren't going to make it to melee.


Yup!


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
Zuberu wrote:
I have a feeling these giants aren't going to make it to melee.

Oops, sorry about that. I wasn't really expecting them to take quite as much damage as they did...


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Guys, if we keep getting buckets of cash, let's buy a castle! It's like 200k gp for a big majestic proper castle, but only half that for a decent fortress with a barracks and walls and stables.


DungeonMaster

that sounds like a good idea, except you are constantly traveling.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Yeah, but we're not leaving Osirion. And we could just hire servants to take care of our giant piles of cash in our awesome castle.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

If we buy a castle, it should be one with secret rooms and passageways.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

I'm thinking we could train our own order of undead-slaying magic knights, and that could be their headquarters. We can also build a tower for Zuberu that's nothing but seven floors of swimming pools full of differently-colored wines.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

If we do that, Remiel is going to commission some artists for Zuberu portraits and at least one statue. And then, with his 28 Int score, Kaylor is going to commission some sound proofing. With some kind of safe-word activated alarm system to bypass the soundproofing in case the noises are actually, say, moans of the undead or screams of "Oh god I'm being stabbed to death with a sword in a non-metaphorical manner".


You guys crack me up.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Seriously though, trying to figure out what our characters' retirements will be, and we are kinda well-meaning battle gods at this point, so I figured we should get a castle.


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:74/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

hp: 1d10 ⇒ 4

451 to 500 of 684 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Mummy's Mask Version 1.5 Discussion Tips All Messageboards

Want to post a reply? Sign in.