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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The sorcerer is trapped right?


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 again aim at the crypt things, since they seem the most dangerous.

Attacks: Adamantine, magic, holy water splash

Attack 1: 1d20 + 17 ⇒ (15) + 17 = 32
Damage 1a: 2d6 + 2d4 + 13 ⇒ (1, 1) + (1, 3) + 13 = 19
Damage 1b: 2d6 + 2d4 + 13 ⇒ (3, 4) + (4, 3) + 13 = 27

Attack 2: 1d20 + 17 ⇒ (7) + 17 = 24
Damage 2: 2d6 + 2d4 + 13 ⇒ (6, 4) + (2, 2) + 13 = 27

Attack 3: 1d20 + 12 ⇒ (17) + 12 = 29
Damage 3: 2d6 + 2d4 + 13 ⇒ (6, 5) + (3, 3) + 13 = 30

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

Sorry, was busy yesterday.

On the surprise round, Nahoce cast Blessing of Fervor. Click the link and choose which benefit you want, everyone, each round for the next seven rounds.

Next, she casts Extended (thanks to Blessings of Fervor) Silence on the floor behind the sorceror (circle added to map).

Neither of these being a direct attack, I'm still invisible, yes?


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])

Yay!

Extra attack (from BoF): 1d20 + 17 ⇒ (4) + 17 = 21 (Adamantine, magic, holy water)
Damage: 2d6 + 2d4 + 13 ⇒ (2, 5) + (2, 1) + 13 = 23


DungeonMaster

Elmar with all his might and arrows, kills both crypt things and 1 humanoid as well as a great deal of damage to the humanoid standing.

silver will try to finish the other humanoid standing. hit: 12 + 1d20 ⇒ 12 + (12) = 24
hit: 7 + 1d20 ⇒ 7 + (17) = 24

dmg: 2d6 + 6 ⇒ (4, 5) + 6 = 15
dmg: 2d6 + 6 ⇒ (5, 1) + 6 = 12 which is just enough to kill him.

and the Skeur is caught in the web as it failed its save earlier, so the rest of the heroes would get a turn. Then avelloran, silver and elmar again, so it is for all purposes dead.

Combat over

Roll 2 perception checks, or take 20 if in no hurry and roll a religion check. Doing so means you find something special.

Also in the room, characters find lots of gold.


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 then.

Not seeing any reason to hurry, Elmar will take 20.

Perception: 20 + 15 = 35 extra +2 vs stonework


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)

What we don't want to use our 4-ish remaining rounds of greater invisibility and various buffs on more things? :-P

Kaylor Perception 1: 1d20 + 10 ⇒ (1) + 10 = 11
Kaylor Perception 2: 1d20 + 10 ⇒ (11) + 10 = 21
Kaylor Religion: 1d20 + 11 ⇒ (6) + 11 = 17

Remiel Perception 1: 1d20 + 12 ⇒ (1) + 12 = 13
Remiel Perception 2: 1d20 + 12 ⇒ (11) + 12 = 23
Remiel Religion: 1d20 + 14 ⇒ (3) + 14 = 17


DungeonMaster

by the time you get to the other areas, especially combat, more than a minute would have passed.

elmar made the first perception check which will be revealed in another room, I just had people roll in advance to save time, but first the religion check. plus I'm waiting to see if someone spots the 2nd thing and succeeds on the second perception check.

Elmar knows that to cleanse the altar that was ruined, he must soak the seal in holy water. found later in this dungeon

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

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


DungeonMaster

I messed up. Kaylor made the religion check, so both Kaylor and Nahoce know about the seal, not elmar.

and actually, I didn't read elmars stuff carefully, 35 for both perceptions means he spotted the stuff, all of it.


DungeonMaster

Room 3. The Penitnet pathway. Statues of female figures clothed in spidery robes and masks stand with arms outstretched at either end of this wide short hall. the tiled floor is a detailed mosaic starscape. Here there is a trap which elmar spots and elmar and silver work together to disable it, even if it takes many attempts.

Room 4: Tidy wooden cabinets with brass knobs and labels fill this musty library to the brim. A large cedar table stands against the south wall.
The Sepulcher's catalogue of Days is modeled off of Pharasma's own Catalogue of Last Days, yet instead of recording details of death and judgement, it instead provides a historical accountings of birth, marriage, and other johyous celebrations of life within Wati.
this room is soundproof

In this room heroes encounter 2 naghuts

init: 12 + 1d20 ⇒ 12 + (1) = 13 silver
init: 11 + 1d20 ⇒ 11 + (15) = 26 avelloran
init: 11 + 1d20 ⇒ 11 + (10) = 21 kaylor
init: 7 + 1d20 ⇒ 7 + (19) = 26 elmar
init: 7 + 1d20 ⇒ 7 + (20) = 27 nahoce
init: 2 + 1d20 ⇒ 2 + (6) = 8 zub
init: 5 + 1d20 ⇒ 5 + (12) = 17 naghuts.

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

What, pray tell, is a naghut? The intergooglewebs just sends me to naughty websites.


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 also have no idea what a naghut is. And more importantly, I have no idea what kind of knowledge check I should be making for 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])
DoubleGold wrote:
Elmar knows that to cleanse the altar that was ruined, he must soak the seal in holy water. found later in this dungeon

Umm... just holy water? Elmar carries around gallons of the stuff.


DungeonMaster

naghut, it is in the book, I thought it would be on the website, guess not

undead.
ac 21, t 11, ff 18
hp 89 fort 10 ref 6 will 11
channel reistance +2
speed 30

melee 13 attack bite (1d8+7plus disease and paralyis)
then 2 claws 13 attack. (1d6+7 paralyis)

special attacks: disease DC 17, paralysis 1d4+1 rounds. rage 16 per day, knockback and powerful blow +2 as rage powers.

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 casts Searing Light on one of the naghuts.

Searing Light, ranged touch: 1d20 + 3 ⇒ (19) + 3 = 22 Damage: 7d6 ⇒ (1, 1, 4, 3, 1, 1, 1) = 12 Chance of that low a roll happening: 0.0043%. Thanks, dice.


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 moves forward and strikes with his unused intensified shocking grasp with his keen, flaming scimitar.

To Hit: 1d20 + 12 - 2 - 1 ⇒ (9) + 12 - 2 - 1 = 18
Damage: 1d6 + 6 + 1d6 + 7d6 ⇒ (1) + 6 + (1) + (2, 2, 6, 1, 3, 1, 5) = 28

He then auto passes his defensive casting of Arcane Mark for a second attack.

To Hit: 1d20 + 12 - 2 - 1 ⇒ (1) + 12 - 2 - 1 = 10

But he misses as the group continues to have bad luck with the dice.


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, Elmar will aim and fire.

"Those are some of the biggest undead I've seen!"

Attacks: Adamantine AND silver, magic, holy water splash

Attack 1: 1d20 + 17 ⇒ (20) + 17 = 37
Damage 1a: 2d6 + 2d4 + 13 ⇒ (5, 5) + (2, 1) + 13 = 26
Damage 1b: 2d6 + 2d4 + 13 ⇒ (4, 5) + (3, 1) + 13 = 26

Attack 2: 1d20 + 17 ⇒ (12) + 17 = 29
Damage 2: 2d6 + 2d4 + 13 ⇒ (3, 1) + (1, 3) + 13 = 21

Attack 3: 1d20 + 12 ⇒ (19) + 12 = 31
Damage 3: 2d6 + 2d4 + 13 ⇒ (5, 5) + (2, 1) + 13 = 26

Attack 1 confirm crit: 1d20 + 17 ⇒ (1) + 17 = 18
Bonus damage: 8d6 + 52 ⇒ (3, 2, 5, 5, 2, 5, 1, 1) + 52 = 76

Attack 3 confirm crit: 1d20 + 12 ⇒ (14) + 12 = 26
Bonus damage: 4d6 + 26 ⇒ (4, 6, 1, 1) + 26 = 38

My god... I never knew I could crit that many times in one round.


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)

Too bad only one confirmed. :P


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... I have no idea the AC on these things. (Unless adamantine cuts through their armor?)


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)

It was in an earlier post, but you rolled a nat 1 on one of the confirmation rolls.


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])

Good call. I forget to notice those sometimes.


DungeonMaster

okay heroes spot the monsters they quickly take them out. even with a few bad rolls, one took 92 damage and the other took 85 dmg. Avelloran hasn't taken his turn yet, as he is before these things, but all he has to do is cast some kind of autohit like mm or burning hands or something and it is dead.

As heroes move on the move into room 5. Catalogue of Nights. Dark-stained wooden cabinets and shelves and a prominent mahogany table fill much of this massive library. It contains many of the death records. No treasure here as the room has been looted.

Heroes move into room 6. Hall of Immortal Rest. The walls of this burial chamber are lined with stone biers, each holding an open sarcophagus engraved with spirals and flying night birds. Three large stone tables hold piles of books, dried food, statuettes, and other offerings to those resting here. The Advanced Festrogs were here as evidence suggest it but they moved.

Heroes run into 2 mummies in this room.

init: 12 + 1d20 ⇒ 12 + (13) = 25 silver
init: 11 + 1d20 ⇒ 11 + (15) = 26 avelloran
init: 11 + 1d20 ⇒ 11 + (12) = 23 kaylor
init: 7 + 1d20 ⇒ 7 + (9) = 16 nahoce
init: 7 + 1d20 ⇒ 7 + (4) = 11 elmar
init: 2 + 1d20 ⇒ 2 + (16) = 18 zub
init: 0 + 1d20 ⇒ 0 + (8) = 8 mummies.

I checked the distance, we are 35 feet from this thing, so its ability does not hit anyone immediately. but we can still get in melee, since we can't be in the same square as the mummy.

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

By the power of Pharasma, RETURN to your graves!

Channel Energy, DC18: 4d6 ⇒ (3, 4, 1, 3) = 11


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 hangs back slightly, contemplating if it would be worthwhile to go up and attack them or if they're likely to be killed by all the various ranged attacks of his allies before he gets there.


DungeonMaster

well the only way elmar can miss is if he rolls ones. so, I'm going to roll his attacks first, not worry about modifier and he is using regular arrows so he don't waste his adamantine ones.

He does his power attack with his bow
attacks 1,2 and 3: 3d20 ⇒ (3, 14, 3) = 20

dmg: 8d6 + 8d4 + 52 ⇒ (6, 2, 5, 3, 2, 5, 2, 2) + (2, 2, 2, 3, 4, 2, 1, 3) + 52 = 98

okay nahoce dealt 11 to each of them after closing here eyes and moving 10 feet forward, otherwise she would have had to make a save. If they both fail their saves that is 22+98=120 dmg, enough to kill both of them.

saves: 1d20 + 8 ⇒ (3) + 8 = 11 okay one is dead for sure
saves: 1d20 + 8 ⇒ (15) + 8 = 23 and avelloran takes care of the last one with a spell.


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, sorry... thought I had already acted. Alas, Abundant Ammunition and Gravity Bow may have run out by now, in which case the damage would be 1d8 instead of 2d6+2d6

4d8 + 52 ⇒ (5, 2, 7, 7) + 52 = 73


DungeonMaster

cool, either way you or you and avelloran killed them.

as heroes clear out the place, they disable all traps, cleanse altar and find out throughout the dungeon that this was definitely a place where they took proper care of the dead, did their last rites, got them prepared for burial, etc. They also find out the forgotten pharaoh cultists have taken it over, that they heroes were tricked into coming here as these cultists told the city people to tell the heroes to come here. The president and whoever else was in charge of the city did not realize they were dealing with the cultists or that they were being puppeted.

As heroes explore the dungeon they find more treasure and whatnot. I just did pure gold this time, it is in the loot sheet, this include the gold you will get from the final boss

Eventually they run into the boss and his minion. Heroes did hear them through door and would have had time to cast any buffs they wish to cast.

Hereos end up in the Sanctuary of the Goddess's hand, one of the most sacured places. The center of this place is the where the final prepartion for the dead are prepared. It had holy symbols all over and powerful holy tools in the center that were used to prevent people from coming back as undeads. But as Nebta took it over, those tools were removed and replaced with powerful ones to almost guarantee every single living thing within a 500 foot radius turns undead when they die.

init: 12 + 1d20 ⇒ 12 + (6) = 18 silver
init: 11 + 1d20 ⇒ 11 + (20) = 31 avelloran
init: 11 + 1d20 ⇒ 11 + (14) = 25 kaylor
init: 7 + 1d20 ⇒ 7 + (2) = 9 elmar
init: 7 + 1d20 ⇒ 7 + (17) = 24 nahoce
init: 4 + 1d20 ⇒ 4 + (2) = 6 Nebta-Khufre. Local to know.
init: 2 + 1d20 ⇒ 2 + (4) = 6 graven guardian only this is a giant one and with a cr one level higher. add 9 HP, +1 to all saves, +1 ac, T and FF, +1 attack, and 1d10 for dmg instead of 1d6. Still only takes up a 5-foot space.

Finally boss of book 2, go.


Did you miss Zub?


DungeonMaster
Zuberu wrote:
Did you miss Zub?

sorry miscounted allies

init: 2 + 1d20 ⇒ 2 + (5) = 7 yep, you are still before the badguys

also this boss is a caster and his most powerful spell he can use twice per day and he will when he gets the chance. this

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

Knowledge, Local: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13

Edit: add +1 since she cast Prayer before seeing Nebta-Khufre.

Nahoce will buff with Shield of Faith for herself, then Bless for +1 to hit and vs. fear, then Prayer for +1 to hit, damage, saves, skills, etc., for all of us and -1 for all of them.

me: AC 29 (T 15, FF 25)
team: +2 to hit, +1 damage, +1 saves (+2 vs fear), +1 skill checks
enemies: -1 to hit, -1 damage, -1 saves, -1 skill checks

First round of combat she will cast Spiritual Weapon targeting Nebta-Khufre to keep him busy and casting defensively.

Giant Magic Dagger, Bless, Prayer: 1d20 + 8 + 1 + 1 ⇒ (14) + 8 + 1 + 1 = 24 Damage, Prayer: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10 6 rounds remaining


DungeonMaster

oh, the dc to id is local 20. and the enemies are now debuffed. as we are now slightly more powerful.


Heh. Barely!

Expecting trouble, Zuberu prepares for battle with a shield of faith.

When combat begins, he rushes forward and lunges for the spellcaster. ”You will work no more treachery!”

Grapple: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33

Currently AC 20. CMD to escape is 35.


DungeonMaster

nope, he doesn't escape that, as he can't roll high enough to reach the 33, also depending upon where you grapple him from depends upon which spell he will try to use with a concentration check of a really hard dc to try to get you off. as well as other difficulties since his jestures are cut.
Are you grappling him from the front, the side or from behind?

Edit: First let's see if he can actually succeed. He has two things he has to concentrate from when it comes his turn. concentrate: 14 + 1d20 ⇒ 14 + (18) = 32 vs grapple. Yep and
concentrate: 14 + 1d20 ⇒ 14 + (6) = 20 vs dagger stuck in his body. Just barely


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])

Assuming Zuberu's got the caster covered, Elmar will aim at the Guardian.

Attack 1: 1d20 + 13 ⇒ (4) + 13 = 17 (Adamantine)
Damage 1: 2d8 + 18 ⇒ (6, 7) + 18 = 31

Attack 2: 1d20 + 13 ⇒ (4) + 13 = 17 (Adamantine)
Damage 2: 1d8 + 9 ⇒ (6) + 9 = 15

Attack 3: 1d20 + 8 ⇒ (20) + 8 = 28 (Adamantine)
Damage 3: 1d8 + 9 ⇒ (8) + 9 = 17

Confirm 3: 1d20 + 8 ⇒ (5) + 8 = 13 (Adamantine)
Bonus Damage 3: 2d8 + 18 ⇒ (2, 2) + 18 = 22


DungeonMaster

And Elmar drops the Guardian just like that as a few arrows hit the stomach and another hits the head. It explodes into hundreds of pieces, but the explosion doesn't hurt anyone.

Silver will move while pulling out his gun to shoot Nebta attack: 12 + 1d20 + 1 + 1 ⇒ 12 + (18) + 1 + 1 = 32 might be more or less if Zub is in the way. +1 from point blank shot. +1 from nachoe. Edit definitely a hit.

damage: 1d8 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8

and he has to concentrate against that as well. cocentrate: 14 + 1d20 ⇒ 14 + (11) = 25


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)

Local (Kaylor): 1d20 + 7 ⇒ (6) + 7 = 13
Local (Remiel): 1d20 + 10 ⇒ (12) + 10 = 22

Does this mean the only enemy still up is Nebta? Or was there a second guardian?

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
DoubleGold wrote:
Yep and concentrate: 14 + 1d20 ⇒ 14 + (6) = 20 vs dagger stuck in his body. Just barely

Can you explain that? My source indicates the concentration check is

10 + damage dealt + spell level

for "Injured while casting". So unless it's a cantrip he's casting doesn't he fail?


DungeonMaster

just nebta

okay, so he is a caster level 10
cocentration is 14
HP is 99
resist fire of 30
DR 10/adamantine
ac is 17, t 9 and ff 17, this is after nahoces spell
fort 5, ref 3, will 8 after nahoces spell.

he is currently buffed with bear's endurance, false life, mage armor, fly, shield, stoneskin, some kind of energy resist and without those he sucks.

spells
5th fire snake
4th ball lightning, fear, obsidian flow, stoneskin
3rd communal resist energy, fly, hast, ray of exhaustion
2nd bears endurance, command undead, false life, glitterdust, scorching ray
1st burning hands, alarm, mage armor, magic missile, shield, ray of enfeeblement, invisibility
at will: bleed, detect magic, light, read magic

also has channel negative energy twice per day dc 17. unless you yank off his visible holy symbol he can't.

He was alarmed to your presence.


DungeonMaster
Nahoçe Sijed wrote:
DoubleGold wrote:
Yep and concentrate: 14 + 1d20 ⇒ 14 + (6) = 20 vs dagger stuck in his body. Just barely

Can you explain that? My source indicates the concentration check is

10 + damage dealt + spell level

for "Injured while casting". So unless it's a cantrip he's casting doesn't he fail?

actually he failed, I googled the stuff and got a 3.5 source instead of pathfinder. Didn't realize the concentration was changed. 3.5 was 10+damage dealt. I thought for sure that would be one change pathfinder didn't mess with, guess 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])
Nahoçe Sijed wrote:
DoubleGold wrote:
Yep and concentrate: 14 + 1d20 ⇒ 14 + (6) = 20 vs dagger stuck in his body. Just barely

Can you explain that? My source indicates the concentration check is

10 + damage dealt + spell level

for "Injured while casting". So unless it's a cantrip he's casting doesn't he fail?

Er... unless he's casting a full-round spell, the damage you deal happens, THEN he starts casting and finishes on his turn (as a standard action) and doesn't actually need to make that concentration check at all. Unless an AoO disrupts him, or he is being grappled, which is its own separate concentration check.


DungeonMaster
Elmar Thonsson wrote:
Nahoçe Sijed wrote:
DoubleGold wrote:
Yep and concentrate: 14 + 1d20 ⇒ 14 + (6) = 20 vs dagger stuck in his body. Just barely

Can you explain that? My source indicates the concentration check is

10 + damage dealt + spell level

for "Injured while casting". So unless it's a cantrip he's casting doesn't he fail?

Er... unless he's casting a full-round spell, the damage you deal happens, THEN he starts casting and finishes on his turn (as a standard action) and doesn't actually need to make that concentration check at all. Unless an AoO disrupts him, or he is being grappled, which is its own separate concentration check.

okay thanks for clarification. I rarely ever got a chance to play a caster in 3.5 or pathfinder past level 3, and I rarely got damaged, so never knew how concentration worked at all. Just knew you had to make one during distracting times.


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)

Because he can't reach Nebta this turn, Kaylor moves and casts Brow Gasher.

Remiel, who can move further, blasts Nebta with his breath attack. DC12 Fort save or he's staggered, sickened, but immune to death effects for 1d6 rounds. Thanks to Nahoce, he gets a -1 to that check.

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

Yup, I have also learned something today.


DungeonMaster

the fort is after the negative 1 added in

fort: 5 + 1d20 ⇒ 5 + (2) = 7 nope he is helpless, he will not be able to cast spells while sickened and staggered.

Round 2
Everyone is up again.


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)
d20srd wrote:

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Staggered: A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.

Duration: 1d6 ⇒ 3 rds

Kaylor casts intensified shocking grasp and moves to hit the spellcaster with a +1 keen frosty scimitar.

To Hit 1: 1d20 + 12 + 2 - 2 ⇒ (11) + 12 + 2 - 2 = 23
Damage: 1d6 + 6 + 1d6 + 7d6 ⇒ (6) + 6 + (4) + (2, 4, 3, 3, 2, 3, 2) = 35

To Hit 2: 1d20 + 12 + 2 - 2 ⇒ (11) + 12 + 2 - 2 = 23
Damage: 1d6 + 6 + 1d6 ⇒ (5) + 6 + (5) = 16

His Brow Gasher also discharges giving Nebta another -1 to hit on top of all his other debuffs. And Nebta will take an addition 3 bleed damage at the beginning of his turn.

Net Effect: 35 + 16 + 3 = 54 damage, -1 to hit.


Zuberu brutally manhandles his opponent, driving the mage into the ground and dropping an elbow into his gut.

Grapple (maintain, bless, prayer, deathroll): 1d20 + 17 + 5 + 2 + 3 - 2 ⇒ (8) + 17 + 5 + 2 + 3 - 2 = 33
Damage: 1d6 + 1d8 + 5 + 1 + 4 ⇒ (1) + (2) + 5 + 1 + 4 = 13

He's also prone.


DungeonMaster

okay then, from Kaylor quote from the dfsrd20 he channels negative energy hitting, silver, zub, familiar, nahoce.

dmg: 5d6 - 3 ⇒ (6, 4, 2, 2, 3) - 3 = 14 we recover at the end of the book anyway and with such low damage, that does barely anything to us


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 fire at Nebta, although he only has one round of durable Adamantine arrows after this. He's also firing past one ally, penalties included.

Attack 1: 1d20 + 11 ⇒ (10) + 11 = 21 (Adamantine)
Damage 1: 2d8 + 22 ⇒ (1, 3) + 22 = 26

Attack 2: 1d20 + 11 ⇒ (9) + 11 = 20 (Adamantine)
Damage 2: 1d8 + 11 ⇒ (6) + 11 = 17

Attack 3: 1d20 + 6 ⇒ (4) + 6 = 10 (Adamantine)
Damage 3: 1d8 + 11 ⇒ (7) + 11 = 18


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 drops his gun pulls out his admantine weapon and smack him hit: 10 + 1d20 ⇒ 10 + (2) = 12
66 dmg taken before this attack dmg: 2d6 + 3 ⇒ (5, 1) + 3 = 9
75 dmg

almost forgot, avelloran still had an attack for round 1, but I doubt he lives beyond round 2 and we are about to get healed anywa.

edit: lets assume he would have done mm dmg: 4d4 + 4 ⇒ (4, 3, 2, 3) + 4 = 16

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