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


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DungeonMaster

Almost forgot Avelloran is up to. I was counting characters instead of paying attention to who was doing the posting, so yes Elmar your attacks have already been added in.

and just to get things done quicker, this is Bjins roll to escape for the next round escape: 13 + 1d20 ⇒ 13 + (16) = 29 which applies on his turn and then he stands up if escaped. and it will be all he can do.


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])
Nahoçe Sijed wrote:

Holy crap. I feel like I've brought a toothpick to a knife fight.

Heck, pretty sure you did more damage than me in the last fight, as well as single-handedly keeping the harpies from singing us to death. But your character is a support caster, mine is optimized to kill undead, and Kaylor is using one of the most powerful DPS builds in all of pathfinder, with a very low charisma as his handicap.


It actually doesn't because he's prone (-4) and Zuberu has Owl 's Wisdom up for another +2.


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])

Ah, excellent. Didn't realize prone applied to all CMBs, but it makes sense, and I guess functions as a sort of lesser pin.


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CMB wrote:
Combat maneuvers areattack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Think of it as a mounted grapple.


Do wands only work at the caster level of the wand even if I have the spell? This always confuses me because I usually house rule(Unless this is right) in my table games that the wand is a conduit for the power of the caster, not the source of the power (unless using UMD) for example, a level 5 wizard would cast burning hands from a wand at 5d4 always. Kinda harry potter style.


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, wands store the power that's poured into them at their time of creation. (You can get a higher-caster level wand, but it costs more.

Note that there is specifically a feat to fix this, but it's got some high-level prereqs: Staff-Like Wand


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])

P.S. Avelloran, I believe you're up. Also, on further thought, that's not a bad house rule—but an alternate middle option could also be to just remove the level requirement and prereqs for the feat


DungeonMaster

Avelloran cast enlarge person on kaylor [ooc]your attack goes down by 1, but str up by 2, so on melee attacks attack is +0, but 2d6 weapon damage turns into 3d6 and so on.

Ajin is up. attack: 14 + 1d20 ⇒ 14 + (16) = 30 vs silver
attack: 9 + 1d20 ⇒ 9 + (15) = 24 vs nahoce.

damage: 2d4 + 7 ⇒ (2, 4) + 7 = 13 silver
damage: 2d4 + 7 ⇒ (4, 2) + 7 = 13 nahoce

party is up again


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])

Elmar will keep firing, at Ajin.

Arrow 1: 1d20 + 9 ⇒ (12) + 9 = 21 (Adamantine)
Damage: 1d8 + 8 ⇒ (3) + 8 = 11

Arrow 2: 1d20 + 9 ⇒ (19) + 9 = 28 (Adamantine)
Damage: 1d8 + 8 ⇒ (7) + 8 = 15

Crit confirm, arrow 2: 1d20 + 9 ⇒ (10) + 9 = 19 (Adamantine)
Damage: 2d8 + 16 ⇒ (8, 4) + 16 = 28

And after Kaylor's two crits, that should leave just one. Note that Bjin is grappled by Zuberu, AND prone, which gives it a -6 to AC against melee attacks.


From his superior position, Zuberu rains brutal elbow strikes on the creature's skull.

Grapple for Damage: 1d20 + 14 + 5 - 2 ⇒ (19) + 14 + 5 - 2 = 36
Damage: 1d6 + 5 + 4 ⇒ (6) + 5 + 4 = 15


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)

I'm going to assume that since Avelloran is my ally, I can get him to NOT cast enlarge person on me rather than having to make a will save.

Why Enlarge Person is a bad spell to cast on Kaylor:

Pros
1) 1d6 damage turns into 1d8 damage

Cons
1) -2 to AC
2) -2 to hit (since I use Dex and not Str)
3) -1 damage (since I use Dervish Dance/Dex and not Str)

The only time it might be helpful is if I had combat reflexes and wanted the extra reach. But I don't.

Is Ajin still alive? If not, I'll 5ft step to attack Bjin while flanking. Actually, doing the math again, I'm pretty sure Elmar killed off Ajin, so I'll go ahead and 5ft step to attack Bjin.

Attacks:

Concentration (DC15): 1d20 + 10 ⇒ (16) + 10 = 26

To Hit 1: 1d20 + 10 + 2 - 2 ⇒ (9) + 10 + 2 - 2 = 19
Damage 1: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8

To Hit 2: 1d20 + 10 + 2 - 2 ⇒ (19) + 10 + 2 - 2 = 29
Damage 2: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12

Confirm Hit 2: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Crit Damage: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8

Total Damage (adamantine): 8 + 12 + 8 = 28


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, it appears that Zuberu is the only one who benefits a lot from enlarge person, since there's a size bonus to grapple as well as strength.


DungeonMaster

okay, avelloran actually did it on silver instead. didn't realize it had more drawbacks to it.

yep ajin is dead. bjin is hurting 67 damage


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)

Silver goes after Bjin, this will be the last of you. attack: 7 + 1d20 ⇒ 7 + (7) = 14
damage: 4 + 3d6 ⇒ 4 + (2, 6, 5) = 17 bludgeoning. 74 damage on Bjin

Can Nahoce and avelloran finish the job? remember he had already failed his escape check from earlier, so they can just go

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

MorningToothpick +1: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d8 + 4 ⇒ (6) + 4 = 10


M Human

Scorching Ray: 1d20 + 5 ⇒ (17) + 5 = 22 vs touch Damage: 4d6 ⇒ (5, 5, 3, 2) = 15
Avelloran fires from his wand.


DungeonMaster

yep dead. As the monsters die, the NPCs thank you. Roleplaying opportunity, you now have a chance to ask them questions and talk to them, if not, just let me know so I can move on and not wait around forever for you.


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 guess Elmar's first and main question is "What were those things, and why did they attack us?"


DungeonMaster

Sebti answers you. That was a more advanced esobok, the problem is the humanoid ones cannot be predicted. I was told to stick with the animal esoboks, but I didn't listen. However, it is rare that humanoid esoboks think they are stronger and better than everyone else. Animal esoboks are always obedient, and depending who controls them controls a bit of power, in the wrong hands they are dangerous.


"Where did they come from? Did you summon them?" Zuberu asks in confusion.


DungeonMaster

Sebti gladly responds.
They were summoned, however, they are familiars in a way, so the same ones come and go. They are like Ediloens that summoners have only we are summoners, but we will have to in a way find a new ediloen or do without.


"The city will be safer without them", Zuberu declares.

"Were they responsible for the undead that attacked earlier?"


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])

"So you... summon demons, to eat the undead? Seems like that could get outta hand pretty fast..."

(also, did you say something about there being special rewards for winning this encounter?)


DungeonMaster

that last sentence was a typo, it was suppose to say we are *not* summoners, will answer questions in the morning.


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)

Kaylor will stand silently as Zuberu and Elmar question them, attempting to see if this is more trickery or if the two are somehow trying to manipulate them.

Sense Motive: 1d20 + 2 ⇒ (20) + 2 = 22


DungeonMaster

okay I'm back

they answer well, if we can't use esobooks, what are we suppose to do? We have 3 party groups on this including you and that still isn't enough. You all can't be in several places at once, any suggestions?

Kaylor senses no tricks, but can tell that they might know something about the dungeon or what is in it if asked.

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

Nahoce also listens carefully.

Sense Motive: 1d20 + 7 ⇒ (12) + 7 = 19

Good sirs, why do you feel you need to summon such powerful creatures?


DungeonMaster

what else are we suppose to do?
Nahoce senses the same thing Kaylor does.
and any clerics standing around heal everyone. so if you're not at full already, set yourself to full


Zuberu asked about the undead a bit back.


DungeonMaster

no they were not repsonsible for the undead attack, they were merely help cleaning it up, but they wanted the power all to themselves.

They invite you to the inn where all get a nights rest. so spells and whatnot get recharged and of course you're all healed fully

Then they come up to you all in the morning.
So we have a problem as you can see, hundreds undead roam the place, but we can't find the source. Also that dungeon you were in there is a big huge sea creature not to far from there in the lake. The source can be found using a certain star chart and a compass as well as a kidnapped stranger. Velyrianna has these things. I thought you killed her didn't you?

You can still talk to the NPCs, but where to next, to Velyriannas lair or to fight the beast?
They don't know what the beast is but they describe it as Four long tentacles writhe from this three-eyed fish-like creature's flanks, and its green body glistens with thick, clear slime.

also loot page update as your rewards are here


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])

"Excusin' me, but it does sound like you know just where they're com in' from. Velyriana folded like a paper tiger; maybe something' else got the mask."

"Y'think the lake might hold anything related to the invasion, or should we just head for the source? I reckon I know a thing or two about star charts, 'n quite a bit about trackin' undead through the desert."


DungeonMaster

Don't leave us to make the decisions, discuss among your group. And about Velyriana, she started walking like a robot, but here skin was a real as can be, especially when we came up close and were attacked by her. as they stare with you with serious eyes.


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])

"That makes her sound like a puppet of whoever's behind this necromancy, not its source. An' you were the ones who actually know about this."


DungeonMaster

They answer you We are only reporting the horrors that we saw.


DungeonMaster

okay, so you come to the gates of necropolis and you are swarmed by undead. the DM thinks we aren't leveling fast enough, so he changed the monsters to a much higher CR rating to powerlevel us, but they aren't any higher than highest preset monster in this encounter.

The undead are the blue squares you haven't see these before, so knowledge religion, they have pale faces and look almost human. We are like gods, we can survive anything.

Velyrianna is a the do-nut Knowledge dungeoneering or engineering to figure out what she is

the black squares are graves, and if you want to jump over them, they are 1.5 feet high for acrobatics reference.

the green circles are large trees they are a min of 30 feet in height and up to 50. The DC to climb one in part or in whole ranges from 15 to 25 and there are nice sturdy branches to walk on every 15 feet high where you do not have to make an acrobatics check to stand or sit on one, and one at the max height as well, or you can get to a smaller branch at 5 foot incruments, but there is a 25% it will break every round and you need an acrobatics DC 15 to balance.

The green triangles are small tress and they are 20 feet in height exactly and you have to climb all 20 to get to a branch that will hold you and support your weight and even at the top it still isn't safe as there is a 10% chance of the branch breaking every round and you need acrobatics DC 7 to keep your balance.

the blue triangles are snakes. we'll just say you know this one

Combat has started

All heroes are up first, otherwise, we won't have a chance

hp rolls for the undead things:

hp: 4d8 + 8 ⇒ (7, 7, 8, 7) + 8 = 37
hp: 4d8 + 8 ⇒ (1, 4, 5, 2) + 8 = 20
hp: 4d8 + 8 ⇒ (2, 3, 4, 7) + 8 = 24
hp: 4d8 + 8 ⇒ (1, 6, 6, 7) + 8 = 28
hp: 4d8 + 8 ⇒ (7, 6, 7, 7) + 8 = 35
hp: 4d8 + 8 ⇒ (8, 4, 2, 5) + 8 = 27
hp: 4d8 + 8 ⇒ (8, 1, 4, 4) + 8 = 25
hp: 4d8 + 8 ⇒ (3, 5, 1, 8) + 8 = 25
hp: 4d8 + 8 ⇒ (5, 3, 6, 5) + 8 = 27
hp: 4d8 + 8 ⇒ (5, 7, 8, 5) + 8 = 33
hp: 4d8 + 8 ⇒ (5, 6, 6, 5) + 8 = 30
hp: 4d8 + 8 ⇒ (7, 8, 1, 1) + 8 = 25
hp: 4d8 + 8 ⇒ (1, 7, 7, 5) + 8 = 28
hp: 4d8 + 8 ⇒ (7, 1, 4, 7) + 8 = 27
hp: 4d8 + 8 ⇒ (2, 4, 4, 7) + 8 = 25
hp: 4d8 + 8 ⇒ (5, 8, 4, 8) + 8 = 33
hp: 4d8 + 8 ⇒ (6, 1, 2, 5) + 8 = 22
hp: 4d8 + 8 ⇒ (5, 6, 1, 1) + 8 = 21
hp: 4d8 + 8 ⇒ (6, 7, 1, 4) + 8 = 26
hp: 4d8 + 8 ⇒ (2, 8, 5, 5) + 8 = 28
hp: 4d8 + 8 ⇒ (6, 5, 8, 4) + 8 = 31
hp: 4d8 + 8 ⇒ (7, 3, 1, 7) + 8 = 26
hp: 4d8 + 8 ⇒ (8, 7, 3, 7) + 8 = 33
hp: 4d8 + 8 ⇒ (3, 8, 7, 3) + 8 = 29
hp: 4d8 + 8 ⇒ (1, 7, 5, 5) + 8 = 26
hp: 4d8 + 8 ⇒ (6, 3, 3, 1) + 8 = 21
hp: 4d8 + 8 ⇒ (8, 6, 6, 1) + 8 = 29
hp: 4d8 + 8 ⇒ (7, 6, 7, 7) + 8 = 35
hp: 4d8 + 8 ⇒ (5, 6, 6, 5) + 8 = 30
hp: 4d8 + 8 ⇒ (2, 7, 6, 1) + 8 = 24
hp: 4d8 + 8 ⇒ (3, 5, 2, 7) + 8 = 25
hp: 4d8 + 8 ⇒ (2, 2, 1, 1) + 8 = 14


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)

Religion: 1d20 + 10 ⇒ (4) + 10 = 14
Dugeoneering: 1d20 + 10 ⇒ (16) + 10 = 26

I will wait to post an action until seeing what the results of the knowledge check are, as that will likely change what I turn my sword into and if I use shocking grasp or not.


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])

That's... a large number of undead.

Religion: 1d20 + 2 ⇒ (3) + 2 = 5

And Elmar will cast Abundant Ammunition, then switch back to his bow.


DungeonMaster

That religion is just enough to Id them spawn

and Velyrianna I made a terminator, but it doesn't exist in pathfinder so...I took the bestiary of what she was originally, the only differences are this.
1. She is treated as a construct.
2. When she dies, she come back to life with no skin, just like in the original movie. All the skin was blown off and the terminator shuts off for a second or two and then turns back on, but this also means she is counted as 2 creatures for exp, and yes once in this form, she gains DR to blundgeoning 5.
3. she looses any weaknesses or resistances that she would have had and looses any special attacks, only gets basic ones.

Velyrianna


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)

Good thing I waited then.

Kaylor uses a point from his arcane pool to turn his +1 scimitar into a +3 one meaning it now bypasses DR/silver.

It just occurred to me that they haven't acted, so I can't provoke AoO, so a concentration check for arcane mark isn't needed.

These are both vs vampire 7 since I've gone ahead and labeled them.
Attack 1: 1d20 + 10 + 2 - 2 ⇒ (1) + 10 + 2 - 2 = 11 Miss
Attack 2: 1d20 + 10 + 2 - 2 ⇒ (7) + 10 + 2 - 2 = 17
Damage: 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11

So, given that there are trees, I'm assuming that we're outside. Does this mean all the vampires are staggered due to the sunlight?


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])

Come to think of it, did they just pop out of the ground and ambush us? Would I have had time to get a spell and/or a shot off before they got into melee range?


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: this would be the perfect place for Create Spiked Pit, since it will keep them from swarming us, in case Avelloran gets botted.

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

Nahoce invokes her Scarab shield, then brings forth her holy symbol and shouts,

By the power of Pharasma, BEGONE! BEGONE! BEGONE!

Channel Positive Energy, DC17: 3d6 ⇒ (2, 1, 4) = 7


DungeonMaster

the answer to the Kaylor question, I forgot it was day in the fact that the book tells you to take a long rest after that dungeon, but it doesn't necessarily say new day. I was picturing dark skies and night because of a graveyard. The vampires are in day, but are not staggered, they are covered up in full clothing, hands don't show because they are wearing gloves, face is fully covered in blank paint, they wear a hood over their heads, wearing long sleaves, eyes are covered with sunglasses, not a single piece of skin touches the sunlight, however, such stuff is exhausting and limits them, they are treated as medium encumbered.


Zuberu grabs the holy symbol dangling against his pectorals and holds it forward as well.

"By the Raging Torrent's strength! Return to dust!"

Channel (DC 13): 2d6 ⇒ (1, 1) = 2


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])

Okay. In that case, did we know there are going to be monsters in the graveyard? If so, Elmar will have cast a spell before they attacked, and can shoot this round.

And, unfortunately, multiple monsters can share a space. The rule is that up to two creatures may share a space that normally only fits one of them, they just get a -4 to hit and AC, but if they're squeezing together in a clawing mass, that might happen.

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

Yeah, if there was any indication of impending combat, I would have cast a buff spell or three. Since they sprung on us so fast, I probably won't be able to cast my best 3rd level spell (Prayer) until I exhaust my Channels on the horde of undead.


DungeonMaster

I should have been clear, they did pop out of the ground, so no, you would not have known and Velyrianna was hiding. will update actions in a minute as I'll bot Avelloran and get in silvers action. Unfortunately, I was banking on channel energies to get much better rolls, though we might off one or 2 this round.

okay, so Avelloran creates a pit and Silver makes an attack.

Damage results:
attack: 7 + 1d20 ⇒ 7 + (8) = 15
damage: 2d6 + 3 ⇒ (2, 1) + 3 = 6 B damage.

updating results, starting with the channels.
Not messing around with individual saves for now, will do that later when less to to deal with, they weren't that high this round anyway.
will: 7 + 1d20 ⇒ 7 + (11) = 18 vs 13, all save or all fail
will: 7 + 1d20 ⇒ 7 + (10) = 17 vs 17, all save or all fail.

All took 4 damage from channels.

Pit damage #15 damage: 2d6 ⇒ (4, 2) = 6 #16damage: 2d6 ⇒ (4, 4) = 8
#22damage: 2d6 ⇒ (1, 6) = 7 #23damage: 2d6 ⇒ (4, 5) = 9

other damage dealt with, also, I don't believe Elmar went yet.


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)

Actually, he did already take his action, so it's the monster's turn.

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