| Zuberu |
Zuberu is happy to heal his companions before retiring for the night.
Channel: 3d6 ⇒ (6, 5, 6) = 17
Channel: 3d6 ⇒ (2, 3, 3) = 8
Channel: 3d6 ⇒ (1, 5, 2) = 8
Let me know if they needed more.
Afterward, he parts way to spend some time at his favorite brothel.
***
The following morning, he rejoins the party for breakfast.
"Blessed day friends! Where does our path lead us next?"
| DoubleGold |
I have more than enough healing to cover everyone.
Questions for the ghouls:
Who were you in your prior life?
What brought you to these men?and finally,
Is there anything I can do to ease your passage?Anything else?
They respond
We were oridnary humans, just going about our business to our jobs as guardsThese men promised us immortality with these potions, instead it surely but slowly changed us to undead until we were completely ghouls
Then a pause before answering the last question
You already did, just do the job of clearing out the undead that exist here in this place
Nahoçe Sijed
|
Go in peace, then. We will do what we can to cleanse this place of the evil which has befallen it.
| DoubleGold |
as the familiar scouts ahead, the hereos are 200 feet from the the Pyramid of the Arithemetic Bliss, which is not a pyramid. There are many enemies outside which the familiar saw as indicated on the map. The building is surrounded by a stone wall and small opening.
2 mummies, 3 pharaoh cultists and 4 wooden golems
The enemies can kind of see far, but will not know that the heroes are a threat until they come within at least 80 feet of the walls entrance.
okay heroes what is the plan?
Nahoçe Sijed
|
Elmar, you got any fire arrows for the wooden golems? I think Zub and I can take out the mummies, and Kaylor, Avelloran, and SB can take on the cultists.
Nahoce plans on casting Prayer prior to battle, followed by Magic Stone for ranged attacks, then Channel Energy when the mummies get close.
| Elmar Thonsson |
Alas, no fire arrows. Elmar's best against undead or humans, so I can take on the mummies or the cultists, depending on which causes more of a threat.
Ranger 5 also means I get Gravity Bow, which I can use to smash pretty effectively through DR, although Kaylor has elemental attacks so it won't be a huge issue.
Elmar will cast Abundant Ammunition and Gravity Bow before the battle. "I don't think any of those mummies know how t' use a bow," he suggests, "An' I can hit a target that size easy from two or three hundred feet away. If it makes sense, I could try to draw them away from the wall with a bow, letting you all ambush them as they run towards me."
| DoubleGold |
the heroes prepare buffs standing 100-200 feet away.
Silver likes that plan, he waits just outside the wall, near the opening, but around the corner where they can't see him. Map updated to show silver position.
The rest of the party is just south of the area. the non-mapped area, isn't accurately scaled, it looks like the heroes are 50 feet from the stone walls when really they are 100-200 feet away.
| Kaylor Traice |
Engineering: 1d20 + 13 ⇒ (18) + 13 = 31
Local: 1d20 + 7 ⇒ (5) + 7 = 12
Local (Remiel): 1d20 + 10 ⇒ (13) + 10 = 23
We've fought mummies. And I'm guessing these are the wooden golems. Not sure about the cultists though.
"How about we have Avelloran and Elmar pelt the mummies from here; they're probably the most dangerous. If they take them down, Avelloran can concentrate on the construct and Elmar on the cultists. Anybody else with range can help out. I will start a defensive line and engage enemies when they approach."
Knowing Elmar, that should probably kill off a few people before they even get a chance to get here. And based on his comment, I'm guessing we're closer to the 200 feet away part.
When the first enemy gets 10 feet away, Kaylor will cast a spell and then 5ft step and attack. Which spell will depend on which enemy it is. Remiel might also use the wand of shield, but we'll see how many die first.
| DoubleGold |
Okay, I assume Avelloran would have waited for elmar to shoot at the same time, and max range on a composite longbow is 110 feet, or they are 200 feet away if elmar did not get ready. so if elmar wants, he can shoot in the surprise round.
and mummies are vulnerable to fire, so it took 21 damage, to one enemy
@Kaylor, yes and yes
the pharaoh cultists are cr 2
ac 16, t 12, ff 14
20 HP
3 attack for any weapon (1d6 or 1d4 or 1d4) short sword, dagger or dart, not str bonus
knows: burning hands, disguise self, shocking grasp, acid splash, detect magic, message, read magic.
| Elmar Thonsson |
Assuming that we get the drop on these guys, and that SB is sneaking up on them, Elmar will alert them to his presence before they see anyone else by stepping out from behind a wall and firing a full volley of holy water arrows down the street at the mummies, as he doesn't want anyone to have to deal with their fear effects again.
200 feet away is still only one range increment
To hit 1: 1d20 + 12 ⇒ (9) + 12 = 21 (Adamantine)
Arrow 1: 2d6 + 2d4 + 11 ⇒ (6, 1) + (2, 4) + 11 = 24 (+holy water splash)
Arrow 2: 2d6 + 2d4 + 11 ⇒ (3, 5) + (3, 4) + 11 = 26 (+holy water splash)
To hit 2: 1d20 + 12 ⇒ (8) + 12 = 20 (Adamantine)
Arrow 3: 2d6 + 2d4 + 11 ⇒ (3, 2) + (3, 1) + 11 = 20 (+holy water splash)
To hit 3: 1d20 + 12 ⇒ (14) + 12 = 26 (Adamantine)
Arrow 4: 2d6 + 2d4 + 11 ⇒ (3, 2) + (4, 3) + 11 = 23 (+holy water splash)
(If they're standard mummies, that should be enough to down one and hit the other with an arrow as well)
| DoubleGold |
elmar and avelloran kill both mummies. if you are not 200 feet away, place yourselves differently on the map
init: 11 + 1d20 ⇒ 11 + (18) = 29 avelloran
init: 12 + 1d20 ⇒ 12 + (14) = 26 silver
init: 7 + 1d20 ⇒ 7 + (17) = 24 elmar
init: 7 + 1d20 ⇒ 7 + (19) = 26 Nahoce
init: 11 + 1d20 ⇒ 11 + (1) = 12 Kaylor
init: 2 + 1d20 ⇒ 2 + (17) = 19 zub
init: 2 + 1d20 ⇒ 2 + (8) = 10 cultists
init: 3 + 1d20 ⇒ 3 + (4) = 7 wood golems
| Silver Bullet |
silver will shift and attack attack. attack: 10 + 1d20 ⇒ 10 + (17) = 27 adamantine
attack: 5 + 1d20 ⇒ 5 + (16) = 21 adamantine
damage: 2d6 + 3 ⇒ (5, 3) + 3 = 11
damage: 2d6 + 3 ⇒ (6, 2) + 3 = 11 killing one cultist with his blows.
| Kaylor Traice |
Kaylor is 190 feet away, protecting both Elmar and Avelloran.
Kaylor waits for the enemies to charge, fulling expecting his allies to be able to take out another 1 or two of them before they even reach the group.
Still have a readied action to cast a spell, 5ft step, and attack as soon as an enemy comes within 10 feet of him.
| Zuberu |
This is a new day right so Zuberu’s buff from shagging the lamia has passed?
Zuberu joins his goblinoid friend on the frontlines and smashes his opponent with his huge fists.
Punch: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Damage: 1d6 + 5 + 4 ⇒ (5) + 5 + 4 = 14
Punch: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
Damage: 1d6 + 5 + 4 ⇒ (1) + 5 + 4 = 10
| Elmar Thonsson |
Elmar will fire on whichever cultists he can see (not blocked by the wall), since Silver was kind enough to not move in front of them and provide partial cover.
To hit 1: 1d20 + 12 ⇒ (11) + 12 = 23 (Adamantine)
Arrow 1: 2d6 + 9 ⇒ (3, 5) + 9 = 17
Arrow 2: 2d6 + 9 ⇒ (1, 1) + 9 = 11
(Rainbow Jellyfish Toxin on both arrows, for DC 16)
To hit 2: 1d20 + 12 ⇒ (14) + 12 = 26 (Adamantine)
Arrow 3: 2d6 + 9 ⇒ (1, 1) + 9 = 11 (Black Smear)
To hit 3: 1d20 + 7 ⇒ (15) + 7 = 22 (Adamantine)
Arrow 4: 2d6 + 9 ⇒ (1, 1) + 9 = 11 (Black Smear)
EDITED because I forgot about Gravity Bow.
Nahoçe Sijed
|
Nahoce fires a bolt at the nearest golem.
Crossbow +1, Prayer: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 Damage, Prayer: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Nahoçe Sijed
|
Holy crap, Elmar. And yet you still did more than six times my damage. I think I'm in the wrong line of work -- are you taking apprentices? :-)
| Kaylor Traice |
Well, he did get to make 4 damage rolls to your 1. And favored enemy is nice.
Confused as to how everybody suddenly got so close, Kaylor sighs and starts to move towards the enemies.
It'll be a bit before I get there though.
| Elmar Thonsson |
Don't worry, Nahoce. In a few levels you'll be throwing down Flame Strikes that deal more damage than my whole attacks, and your Channel is still much more effective against zombie swarms.
Plus, Blessing of Fervor, in any difficult upcoming boss fight, should increase the entire party's damage by about 30%.
| Elmar Thonsson |
That's kind of stretch. Flamestrike will never do as much damage as one of Elmar's full attacks.
Until you realize it hits a total of 13 squares, and that enemies often stand close to each other. Meanwhile, Kaylor and Avelloran both have the option to cast 7d6 (average 25) damage fireballs, with a whopping 20' radius, enough to reasonably hit the entirety of almost any group of enemies we've seen so far.
Without cleave, Manyshot and Rapid Shot are the ranger's answer to AoE: do lots of damage fast. The difference is that I can still hit single targets harder, and don't run out of spells after a few attacks, but there may someday come a round when I don't do as much damage as anybody else.
Also, I chose my build based on the concept of "I know there will be lots of mummies. How do I kill mummies, without worrying about anything else?" So Elmar does about half as much damage to non-undeads, but at least in this fight he's in his element.
| DoubleGold |
as silver and elmar and avelloran ande zub kill the rest of the cultists, elmar can only shoot at golems with his last arrows, so he does.
then nahoce does at well, injuring one of them for 30 damage as wood flies everything. It is a good thing these guys can't get splinters.
2 golems go after zub and silver the other 2 just barely reach elmar, but can't hit him yet as they exhaust their movement.
hit: 12 + 1d20 ⇒ 12 + (12) = 24 and silver takes damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13
and the other one goes after zub hit: 12 + 1d20 ⇒ 12 + (14) = 26 dmg: 2d6 + 4 ⇒ (5, 2) + 4 = 11
Heroes are up again
Nahoçe Sijed
|
Crossbow +1, Prayer: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 Damage, Prayer: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
I believe loading a crossbow is equivalent to a move action, yes? So I can't move closer while firing?
| Kaylor Traice |
I'm confused; did the golems run around me? If they took the run action, which is the only way they could have reached Elmar given that he was 200 feet away, they have to move in a straight line, so I'm not sure how they would have gotten past me without at least one provoking an AoO.
And if they did run, SB would not be able to catch up to them and attack. So...really not sure what's going on.
| DoubleGold |
okay, misunderstood, I thought Elmar went up to the wall and then poked around the corner and shot. Okay so the golems are only 100 feet towards elmar, then ran, so -2 ac, but yes, there is enough space, they got by silver, because silver was 10 feet away from them as the opening is 15 feet wide and silver in on the far right.
| Kaylor Traice |
Kaylor, who is currently about 130 feet from the entrance, readies an action to cast intensified shocking grasp, 5ft step, and attack the golems. If it looks like they're going to pass without coming within 10 feet, then he'll just do the same with a move instead of a 5ft step. He'll also turn his blade into a +1 flaming, keen scimitar for 7 minutes.
To Hit 1: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30 Remove the -2 if he's only making 1 attack
Confirm crit: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19
Damage: 2d6 + 12 + 1d6 + 14d6 ⇒ (1, 6) + 12 + (1) + (6, 2, 1, 3, 2, 3, 3, 2, 1, 4, 4, 5, 5, 1) = 62 First 2d6 is adamantine slashing, next 1d6 is fire, last 14d6 is electricity
To Hit 2: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19
Damage: 1d6 + 6 + 1d6 ⇒ (1) + 6 + (4) = 11 Second d6 is fire
Pretty sure I killed one of them.
| DoubleGold |
alright so botting characters
elmar firing at one
To hit 1: hit: 1d20 + 12 ⇒ (9) + 12 = 21 (Adamantine)
Arrow 1: damage: 2d6 + 9 ⇒ (6, 6) + 9 = 21
Arrow 2: damage: 2d6 + 9 ⇒ (3, 6) + 9 = 18 this finishes off the one that was running towards the party and already injured
To hit 2:: 1d20 + 12 ⇒ (1) + 12 = 13 (Adamantine)
Arrow 3: damage: 2d6 + 9 ⇒ (6, 3) + 9 = 18
To hit 3:: 1d20 + 7 ⇒ (11) + 7 = 18(Adamantine)
Arrow 4:: 2d6 + 9 ⇒ (4, 2) + 9 = 15 then he gets halfway on the ones vs silver and zub.
avelloran moves his flame onto another wood golem it takes
damage: 3d6 ⇒ (4, 6, 1) = 11fire this finishes the one silver started on as it took 16 damage.
then zub goes. hit: 1d20 + 6 ⇒ (12) + 6 = 18 damage: 1d6 + 9 ⇒ (2) + 9 = 11
hit: 1d20 + 6 ⇒ (9) + 6 = 15 dmg: 1d6 + 9 ⇒ (4) + 9 = 13
then they go, one gets killed by Kaylor, the last one shifts and splits his damage between zub and silver hit: 12 + 1d20 ⇒ 12 + (2) = 14 dmg: 2d6 + 4 ⇒ (3, 6) + 4 = 13 vs silver
hit: 12 + 1d20 ⇒ 12 + (9) = 21 vs zub and dmg: 2d6 + 4 ⇒ (1, 2) + 4 = 7
Heroes are up again
but the heroes easily finish off the last one. seriosly, silver, zub, avelloran and elmar all get attacks again and can reach it before it goes, it is dead.
| DoubleGold |
after the battle the heroes explore inside area. In the room of the hall of records, the heroes find out the following.
This was the headquaters of and old stonemasons' guild. After the Plague of Madness, the Pharasmins repurposed the site into a resting place for Wati's architects, engineers, and mathematicians-most of whom rose as undead in the ka pulse.
The necromancer Nebta-Khufre used the Pyramid of Arithmetic Bliss as a base to search for the Mask of the Forgotten Pharaoh when he first arrived in Wati. He did find the mask, but he moved it and the notes say where he did move it, so that is where heroes will head next.
You also find mental records of the Forgotten Pharaoh cultists as most were insane and emotionally unstable.
The heroes then head into the workshop, where coffins are found, two are found open, these must have been the mummies heroes fought. The rest have no bodies in them, just pure ashes, and lots of treasure for the heroes. One of the coffins is the Tomb of Menket Maatya, it has a trap inside, but heroes knew about this as they found evidence of this trap but reading up and a few things and they disable this trap carefully awarding exp.. Here all of the artifacts in book 2 are found.
The heroes then head out of the dungeon area and several blocks down the road they find fhte Observatory of Truth and Wisdom. Through it they find out it was dedicated to Maat and Thoth, which are small deities tied to Pharasma. The observatory has the mask of the Forgotten Pharaoh and it points the heroes to a Dark cult as the find the Sepulcher of the Servant.
Heroes are now in the Sepulcher of the Servant
53 minutes have passed from that last battle to this point, so if heroes would like to do something else, before heading into the last building of book 2, now is the time.
In addition to the loot list, these treasures are added as well. they are all aritifacts, so they are affected by that trait.
artifact 1
hand
maks
fang
last item
| Elmar Thonsson |
Elmar will use his Pearl of Power to recover Gravity Bow. Also, have we recovered the mask? What do we know about the next temple?
| DoubleGold |
Nefru Shepses created this palatial tomb and hid it away to protect himsefl and his descendants from reprisal from the cult of Lamashtu. It was originally intended as a resting place for the most loyal servants of Pharasma, but with the Shepses line dominating the church for the next 500 years, the site instead became a family tomb, eventually housing the remains of even those relatives unaffiliated with the church. The walls are reinforced, the ceiling is 20 feet high and the rooms are all magically lit for normal vision.
It is the home for the evil forgotten cultists and their leaders as well as plenty of undead.
I'll give heroes a little bit more time to decide what they want to do, but once 24 hours pass, we move onto this dungeon.
Nahoçe Sijed
|
Nahoce is interested in the ring of feather falling, the agile breastplate, and the mask of the forgotten pharoah. She thinks the hand and the ushabti should stay in the party for common use.
She is not interested in the other loot. Pharasma's chosen weapon is the dagger, but unless the adamantine dagger has some other connection to her it is not important for Nahoce to keep it.
She would be willing to contribute toward the rallying shield.
Nahoçe Sijed
|
Comrades, hear me. To restore the Sepulcher of the Servant to Pharasma's glory would mean much to me, and to Her. Will you join me in this endeavor?
| Kaylor Traice |
Kaylor nods in agreement. Gotta stop these undead before they kill more people.
How big is the outside of the building? Trying to decide if I want Remiel to do some scouting for us.
| DoubleGold |
okay, heroes enter a building where they immediatly encounter several enemies.
init: 11 + 1d20 ⇒ 11 + (16) = 27 avelloran
init: 12 + 1d20 ⇒ 12 + (18) = 30 silver
init: 11 + 1d20 ⇒ 11 + (15) = 26 Kaylor
init: 2 + 1d20 ⇒ 2 + (2) = 4 zub
init: 7 + 1d20 ⇒ 7 + (15) = 22 elmar
init: 7 + 1d20 ⇒ 7 + (16) = 23 nahoce
init: 2 + 1d20 ⇒ 2 + (8) = 10 cultists
init: 0 + 1d20 ⇒ 0 + (10) = 10 zombies
init: 6 + 1d20 ⇒ 6 + (15) = 21 great ghul, you fought these things before, only this is a slight variant. great ghul
Order
Silver, Avelloran, Kaylor, nahoce, Elmar
Great Ghuls, zombies, cultists
Zuburu
| Kaylor Traice |
Noticing that Elmar's skills with undead won't help him against the great ghuls, Kaylor turns his blade into a +3 scimitar to bypass the cold iron resistance, casts intensified shocking grasp, and moves to attack the nearest one.
To Hit: 1d2 + 12 + 2 ⇒ (1) + 12 + 2 = 15 D'oh! The one thing I needed not to roll. >_< At least the spell is still there.
Remiel for his part moves to Elmar, who hears a voice in his head. Abundant Ammunition? If he wants it, Remiel uses his wand to cast the spell on Elmar, so he can get to shooting. If not, he moves to Kaylor and casts Shield.
| Elmar Thonsson |
I think Elmar will be fine with regular cold iron arrows right now, and Kaylor could use that shield.
And Elmar fires a volley at the furthest Ghul.
To hit 1: 1d20 + 17 ⇒ (4) + 17 = 21
Damage 1a: 1d8 + 13 ⇒ (2) + 13 = 15 (cold iron, good)
Damage 1b: 1d8 + 13 ⇒ (3) + 13 = 16 (cold iron, good)
To hit 2: 1d20 + 17 ⇒ (20) + 17 = 37
Damage 2: 1d8 + 13 ⇒ (8) + 13 = 21 (cold iron, good)
To hit 3: 1d20 + 12 ⇒ (15) + 12 = 27
Damage 3: 1d8 + 13 ⇒ (7) + 13 = 20 (cold iron, good)
EDIT:
To confirm 2: 1d20 + 17 ⇒ (3) + 17 = 20
Bonus crit damage: 2d8 + 26 ⇒ (1, 8) + 26 = 35 (cold iron, good)
That may damage more than one ghul...
| Kaylor Traice |
Ok, he will cast shield instead. Also, in case you didn't notice on the ghul stat block:
For all race-related effects (such as a ranger's favored enemy), a great ghul is considered a genie even though its type is undead.
| Elmar Thonsson |
Noooooooooooooooooooooooooooooooooooooooo
[ooc]Okay, in that case, all my attacks get -4 to hit and damage (and I don't think that crit confirms).[/oodc]
| Kaylor Traice |
They're still flat footed, so I think you still confirm.
Nahoçe Sijed
|
By the power of Pharasma, BEGONE foul beasts!
Channel Energy, DC18: 4d6 ⇒ (3, 3, 5, 3) = 14
| DoubleGold |
well, the combined power of Nahoce's attack and all of elmars we can say for sure that at least 2 ghuls are dead even if they save.
will: 12d20 ⇒ (8, 10, 5, 4, 3, 11, 5, 9, 3, 20, 10, 8) = 96 add 3 to each one to see if any of the 12 zombies save.
And with elmars great accuracy and Nahoces wonderful channel, all but 1 zombie and 2 Ghuls drop dead again like flies, vanishing into nothing.
still waiting on avelloran and will mess with the other Ghuls saves later.