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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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

Gentlemen, Gentlemen! We are all frustrated and bored with research. Having found what we need, let us move on.

The research mini-games are pretty tedious and railroad-y. If there's going to be more of them, perhaps we can come up with some better ways to find the information that makes sense in-character and plays to our various strengths.


It fits with the themes of the AP but it's clearly designed for super smart characters.


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])

It's more just that if we're going to be doing a lot of researching, it would be useful to get more description of what, where, and why we're researching.


DungeonMaster
Elmar Thonsson wrote:
It's more just that if we're going to be doing a lot of researching, it would be useful to get more description of what, where, and why we're researching.

mainly you are trying to research the forgotten cultists, to find them, what they are up to and put end to them, but you end up researching the sancrosanct of the blue feather instead. You could just go out and help people and kill things, but it has to make sense as to how you find where they are and where the source is. Plus you get exp from doing this without fighting things.

Reducing it to 20: The heroes find the remainder of the journal of the Nethysian priest Khenti. According to the journal, Hakotep's ib and ka trapped in his heart and funerary mask, the third part of his soul, the ba, remained trapped within the pharaoh's body in his pyramid. In order for the Sky Pharaoh to pass into the afterlife, the three parts of his soul--his ba, ib and ka--must be rejoined. Khenti goes on to speculate that reuniting Hakotep's divided sould might even return the Sky Pharaoh to life.

Reducing it to 15: The architect Chisisek designed and built Hakoteps's pyramid. When construction was completed, Chisisek was killed and buried in a hidden tomb to preserve the pyramid's secrets. No plans of the pyramid seem to have survived.

Reducing it to 10: The Sky Pharaoh's pyramid was capable of flight, and when Hakotep's body was entombed within, the pyramid vanished into the sky. None know where the tomb now lies, or if it still soars through the skies over Osirion.

Reducing it to 5: Although none know the location of Chisisek's tomb, his funeral was commemorated in a fresco in the Vault's rotunda. (already visited by heroes.) by the greatest artist of the age, Hor-hepu. This last clue is tantalizing, for the heroes can find no fresco depicting Chisisek's funeral in the Vault of Hidden Wisdom. Hor-hepu's fresco is actually hidden behind a false ceiling in the rotunda. (already discovered bye the heroes)

Reducing it to 2: By studying the fresco painted on the true dome of the rotunda, the heroes learn that Chisisek's tomb, sealed with his double hieroglpy of an owl inside a house, is said to be located "across two bridges, where the sphinxes ponder the crook, the scarab, and the sun." The heroes recognize this as a reference to the area between the Crook and Scarab rivers and the Pillars of the Sun mountains--a desert region called the Parched Dunes--though the tomb's exact location in not pinpointed.

Reducing it to 0: The geometric shapes on the fresco are far more than just design elements; they represent a fantastic weapon of vast size used against winged cities populated with strange figures bearing weapons that launch black fire. The hereos know these cities and figures as Shory.

As the heroes leave it is night and they rest in their hotel and eat for free.

In the morning that head out to the parched dunes. As Muminofrah waves goodbye, she is in the arms of a huge, dark-skinned man. As the heroes are leaving, so is Muminofrah to be on her way. Deka An-Keret then resumes control of the city and denies the heroes and all others access to the vault and the inner sanctum of the library completely. The library has more security to it now, but the heroes have what they need.

this next part is a hex crawl, but I don't have time for Kingmaker so I'm fast forwarding as if you explored every hex and I'll just the combats and the story

Heroes adventure in the desert and it takes them 3 days to fully explore it Edit: After carefully reading The book says that this would actually take weeks, but the heroes were given high speed magic carpets that is borrowed to speed up exploration This means you use up 3 trail rations, you can subtract them from your inventory now if you want to instead of doing it day by day. Yes you would have had time to buy stuff before heading out, plenty of time. Level up time

Day 1
A group of 6 gnoll slavers and their hyena animal companions has paused by the stream here to rest and water their charges--a chain of a dozen human slaves. The gnolls captured the slaves from isolated villages and nomadic groups in the Osirian Desert and are escorting them back to the gnoolls' tribe in the foothills of the Brazen Peaks. The hyenas are post around the perimeter and howl if anyone approaches. They will try to add us to the slave chain. In addition are some creatures that will just flat out try to kill us.

Kaylor I am taking into account your scouting familiar which means if their is anything the heroes could have done before they get thrown in combat, they can do it, including stealth checks to try to act in surprise. However, if you are not stealthy do not attempt. If one person fails, the whole group fails. Your stealth has to bypass 50% of all the creatures perception rolls. and there are 15 of them including familiars.

init: 3 + 1d20 ⇒ 3 + (1) = 4 the 6 gnolls and the hyenas. If you really want I can just hand them to you, I would have to write them out, but seriously these things are cr 5's.
init: 2 + 1d20 ⇒ 2 + (14) = 16 worm arcan 17 http://paizo.com/PRD/additionalMonsters/deathWorm.html giant version, add +2 all attack and dmg, 1 to cr rating, 13 to HP, 1 to perception. 2 of these.
init: 1 + 1d20 ⇒ 1 + (18) = 19 arcana 18 kind of looks like a dragon without wings.

init: 12 + 1d20 ⇒ 12 + (17) = 29 silver
init: 14 + 1d20 ⇒ 14 + (19) = 33 kaylor
init: 2 + 1d20 ⇒ 2 + (6) = 8 zub
init: 11 + 1d20 ⇒ 11 + (16) = 27 avelloran
init: 9 + 1d20 ⇒ 9 + (12) = 21 elmar
init: 7 + 1d20 ⇒ 7 + (8) = 15 nahoce

when combat starts
Kaylor, silver, avelloran, elmar
dragon, worms
Nahoce, zub
gnolls and their pets.

if you want to see what others would have done before posting round 1 actions, go ahead, in fact silver will as well. Silver will be stealthing before round 1 starts, since with invisible, most of them can't dectect him even with a natural 20. he will probably go for a large worm 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])

Elmar has a ridiculous bonus to survival to track things, which should also help with finding monsters in the desert. Elmar's also fine staying on a hillside some distance away and just sniping down for support, but he can sneak up on the gnolls (possibly with others as well) with his massive stealth bonus if that seems preferable to the group.

EDIT: Also, with improved favored terrain, Elmar now gets +4 to initiative, perception and stealth in the desert.

Before the fight, Elmar also casts Abundant Ammunition and Gravity Bow on himself, as well as Reloading Hands on SB (one free reload per round), and Barkskin on either Kaylor or Zuberu, whoever wants it (+3 AC)


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)

Arcana 1 (Remiel): 1d20 + 14 ⇒ (12) + 14 = 26
Arcana 2 (Remiel): 1d20 + 14 ⇒ (16) + 14 = 30

When Remiel comes back from scouting, he gives everybody a lecture on the arcane creatures guarding the area. Actual text of what he says to come once I get one of the links to work for me.

The slavers have two death worms (soon to be a dead worms, heh heh heh) and a behir apparently under their command. Death worms have a lot of natural armor and are immune to acid, electricity, and poison. They are slow and their bite poisonous, but they can also shoot electricity at you from afar. Also be on the look out for their breath weapon, which is a line of acid that can even hit targets 30 feet away. Keep your nice gear away from it as well as its blood is corrosive and would damage your pretty little adamantine sword. Even though the party can hear all the words, this last part seems addressed at Kaylor, the tone somehow conveying a smirk. In a more serious tone, the voice continues. And while Sobek may smile upon you Zuberu, you would not want to touch this creature with your bare arms as its skin is venomous.

There's another pause as though Remiel is gathering his thoughts to continue his lecture. As for behirs, they have even more natural armor than death worms. They are much faster and much more able to absorb damage, but they are only immune to electricity. They too have a breath weapon, but only a 20 foot line and, as you might expect, electric damage. They like to grab people with their jaws and either constrict them or swallow them whole. Sadly, those are probably the more favorable of options as otherwise it might try to rake you with all six of its long legs.

When he's done speaking, Kaylor sits back on his haunches (while still hovering in mid-air) looking quite pleased with himself. Although had it not been for the life-or-death nature of the information, there's a good chance many would have fallen asleep during his lecture.

Kaylor smiles to himself, testing the edge of his sharp blade. Good thing I figured out how to deal types of damage other than electricity then. "Sounds like close combat is not our best option until these beasts are dealt with."

Also, since I already have a higher AC, I'm fine with Zuberu taking the barkskin if we do decide to go for some melee combat. If we go for ranged though, I have a bow I can use and anybody else with a bow could probably share Elmar's abundant arrows. Also, Kaylor has several spells to try to keep them at a distance.


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 will stealth the lone gnoll and hit him with an earthbreaker. others who make a stealth check can get in on this attack and finish him. His familiar will disappear too if he dies. If he dies in one stealth round, others are not alerted. If a Stealth check fails against more than half of the total creatures then this attack isn't counted.

hit: 14 + 1d20 ⇒ 14 + (10) = 24 vs touch
dmg: 2d6 + 4 ⇒ (1, 2) + 4 = 7 no not dead, hurt, but if elmar does shoot and others get in on it, it could go down


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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)

So, if I understand correctly, we're currently going with the plan to chill 200-ish feet away and let Elmar kill everything (Personally, I just think this course of action is hilarious). In which case Kaylor's prep is to caste Haste (unless Nahoce decides she'd rather case Blessing of Fervor; I'm fine either way). And his first round action is a readied action to cast Wall of Fire if enemies come within 50 feet of us.

Also, insert joke here about Elmar being the lone gunman about to kill some grassy gnolls.


Zuberu scoffs at Kaylor's warning and chants a spell to call down Sobek's blessing.

Divine Favor.


DG would you be okay with Zuberu picking up an archetype from the advanced class guide. I'm liking this one.


DungeonMaster
Kaylor Traice wrote:

So, if I understand correctly, we're currently going with the plan to chill 200-ish feet away and let Elmar kill everything (Personally, I just think this course of action is hilarious). In which case Kaylor's prep is to caste Haste (unless Nahoce decides she'd rather case Blessing of Fervor; I'm fine either way). And his first round action is a readied action to cast Wall of Fire if enemies come within 50 feet of us.

Also, insert joke here about Elmar being the lone gunman about to kill some grassy gnolls.

I doubt he will be able to one shot the higher creatures, or kill them in one round, but he still has 2 more attacks to make on the group of gnolls. You might be 200 feet away ie off the map, but Elmar is relatively close to be able shoot them, too many hills and whatnot blocking the ability to shoot off the map. That is why silver will stealth with elmar to pick them off silently

Elmar still has 2 attacks to finish his turn to make to try to pick off the group of 2 gnolls before they alert someone and anyone who wants to get in on it roll for stealth, unless your modifier is a 30 before rolling. He killed the lone gnoll and 1 out of 2 for the group of 2 gnolls.


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)

Even though this means risk, because then silver is close to all the creatures that will go after the closest target upon alert, silver will help elmar pick off the group of 2.
hit: 14 + 1d20 ⇒ 14 + (4) = 18
dmg: 2d6 + 5 ⇒ (4, 4) + 5 = 13 and yes he is using his melee weapon, a gunshot will alert the enemies for sure as he nails one in the chest but it is still alive. that was his surprise, now his round 1, elmar took his surprise, though he can finish his round 1. Then if we defeat these two we go onto another surprise.

hit: 14 + 1d20 ⇒ 14 + (9) = 23
hit: 9 + 1d20 ⇒ 9 + (10) = 19
total dmg: 4d6 + 10 ⇒ (3, 5, 1, 1) + 10 = 20 and the thing is hurt badly 33 total damage to the 2nd one but still alive


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)

a) I though SB already acted?
b) Elmar is flying, which makes terrain significantly less of an issue.


DungeonMaster

silver acted in the surprise round against the lone gnoll. It died, so a new surprise round started. Elmar made 4 attacks, but killed the lone gnoll with one. So I counted his 2nd attack as his 2nd surprise round and his attacks 3 and 4 as half of his first round against the two gnolls. If a group is cleared out before they go in round one by stealth, you can clear out another group by using stealth. Also yeah, I forgot elmar had fly. In that case he gets a +5 bonus circumstance to his stealth for that, because most creatures think in 2 Dimensions, I know I do. When I watch a horror movie like resident evil, I told the people to form a circle in the church so that the liquor can't get them from any direction. My friend told me, you would also need someone looking up. I assume if I don't think in 3D in a lot of situations, a lot of others wouldn't think in 3D in a lot of situations as well.


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, here's some more attacks.

Attack 1: 1d20 + 14 ⇒ (12) + 14 = 26 (Adamantine)
Damage 1: 2d6 + 10 ⇒ (4, 2) + 10 = 16

Attack 2: 1d20 + 14 ⇒ (1) + 14 = 15 (Adamantine)
Damage 2: 2d6 + 10 ⇒ (5, 1) + 10 = 16


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 think you also have a hasted attack.


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 think that was the second of the two extra attacks.


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)
Quote:
Elmar made 4 attacks, but killed the lone gnoll with one. So I counted his 2nd attack as his 2nd surprise round and his attacks 3 and 4 as half of his first round against the two gnolls.

This makes it look like you get 2 surprise round attacks for some reason, leaving 2 from a full round action + 1 for a hasted attack.


DungeonMaster

anyway, now that the 2nd group has been taken out silently. which group does elmar want to go after next? We have the group of 3, the 2 semi-tough things and the 1 really big thing. Remember to roll stealth again, unless your +5 bonus from flying puts you at +30 before rolling the 20.

When it comes to elmar surprising with him, he waits for the signal going after which group elmar goes after.
silver's surprise: 1d20 + 14 ⇒ (20) + 14 = 34
dmg: 2d6 + 5 ⇒ (3, 6) + 5 = 14
silvers round 1: 14 + 1d20 ⇒ 14 + (11) = 25 hit: 9 + 1d20 ⇒ 9 + (11) = 20
total dmg round 1: 4d6 + 10 ⇒ (3, 6, 2, 2) + 10 = 23

confirm crit on the surprise: 1d20 + 14 ⇒ (18) + 14 = 32
extra crit damage: 4d6 + 10 ⇒ (6, 1, 6, 2) + 10 = 25

39 dmg in surprise. 14 dmg in first attack round 1, 9 dmg in 2nd attack round 2, divided up as needed to kill of whatever creatures, elmar is gunning for next.


Zuberu continues to look menacing.


Launching 2 gloomblind bolts at the behir.
Ranged Touch: 1d20 + 8 ⇒ (16) + 8 = 24
Ranged Touch: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 4d6 ⇒ (5, 1, 3, 6) = 15
Damage: 4d6 ⇒ (3, 5, 3, 4) = 15
DC 20 ref or blinded 1 round per bolt


DungeonMaster

we were originally doing surprise rounds, so I'm going to go ahead and roll your stealth.
stealth: 17 + 1d20 ⇒ 17 + (2) = 19

Silver is stealthing with you.

and your other attack for round 1, because the first attack was your surprise while the 2nd attack would be your first attack for the roun.d
attack 2: 3 + 1d20 ⇒ 3 + (9) = 12 vs touch
dmg: 4d6 ⇒ (4, 1, 6, 6) = 17

do you beat 50% of all monsters left to actually stealth or do you ruin it for everyone? 19 to beat.
1/1 perception: 8 + 1d20 ⇒ 8 + (7) = 15 behir
2/2 perception: 10 + 1d20 ⇒ 10 + (2) = 12 gnoll
2/3 perception: 10 + 1d20 ⇒ 10 + (15) = 25 gnoll 2
tie, rerolling perception: 10 + 1d20 ⇒ 10 + (9) = 19 gnoll 3
3/4 perception: 5 + 1d20 ⇒ 5 + (3) = 8 hyena
3/5 perception: 5 + 1d20 ⇒ 5 + (19) = 24 hyena 2
4/6 perception: 5 + 1d20 ⇒ 5 + (9) = 14 hyena 3
5/7 perception: 11 + 1d20 ⇒ 11 + (7) = 18 death worm
5/8 perception: 11 + 1d20 ⇒ 11 + (18) = 29 death worm 2

1/1 is good, it means you beat perceptions.

even if I rerolled that one, the worst is 5/9 so yes, you hit the behir in a surprise and then you hit it one round. calculating dmg, it might be dead. 62 total from silver. 47 from you. 109 damage. We killed the Behir with luck and it didn't alert anything.

With a little bit of work and a lot of luck, Avelloran and Silver take down the Behir very quickly so it doesn't alert anyone nor are they spotted. we got very lucky but it is dead.

New surprise round Failed stealth check means everyone's surprise attacks fail, so be careful. If one of us is spotted, we are all spotted.
What's left: A group of 3 gnolls, a group of 3 hyenas, and 2 giant death worms.


DungeonMaster

Just then 2 Drakes join the battle, even though they don't know anything died nor have they been alerted. Along with 4 other creatures. What brings them here? They were obviously running from something. Just then off into the distance there is a non-magical sandstorm, a heavy one. We all have to get to a hole in the sand, and then cover ourselves with something, even it is the sand itself, which we do find one, and so do the monsters, though they find a separate hole. But can we get into the hole in time or are we going to be attacked by a duststorm?

also, we can't fail the nature check so here they are. I assuming others tell us who don't know drakes

also these things a nature check that is impossible for some of us to fail

Everyone makes a reflex saving throw or take dmg: 3d6 + 6 ⇒ (1, 2, 5) + 6 = 14
The DC is reflexdc: 5 + 1d20 ⇒ 5 + (14) = 19 alternatively you can jump in the hole for automatic success, but because of the terrain, you need an acrobatics check dc 20 or take 1d6 non-lethal from fall and 1d4 lethal damage from your falling on your back and submerging your body in hot and hard sand too quickly, like you land like a foot in, instead of covering yourself with thin layer.

reflex: 7 + 1d20 ⇒ 7 + (7) = 14 death worm
reflex: 7 + 1d20 ⇒ 7 + (4) = 11 death worm 2
reflex: 4 + 1d20 ⇒ 4 + (5) = 9 basilik 1
reflex: 4 + 1d20 ⇒ 4 + (10) = 14 basilik 2
reflex: 4 + 1d20 ⇒ 4 + (18) = 22 basilik 3
reflex: 4 + 1d20 ⇒ 4 + (15) = 19 basilik 4
reflex: 6 + 1d20 ⇒ 6 + (1) = 7 drake 1
reflex: 6 + 1d20 ⇒ 6 + (1) = 7 drake 2
reflex: 7 + 1d20 ⇒ 7 + (3) = 10 the slavers
reflex: 6 + 1d20 ⇒ 6 + (3) = 9 the hyenas and the rest of the hyenas died from the storm.

and the duststorm knocks over and damages a lot of creatures except for 2 basilisks.

reflex: 16 + 1d20 ⇒ 16 + (6) = 22 silver bullet


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])

This is what I get for not memorizing communal endure elements today.

Elmar will do what he can to help everyone find a safe way to the cave.

Survival: 1d20 + 17 ⇒ (15) + 17 = 32


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 would've thought Elmar flying up in the air would've given us a ~lot~ more warning.

Acro Kaylor: 1d20 + 16 ⇒ (18) + 16 = 34
Acro Remiel: 1d20 + 14 ⇒ (19) + 14 = 33

I would also like to point out to everyone that if you do the acrobatics check and fail, you take less damage than if you fail the reflex check.


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, yeah. Forgot about the dust storm. Elmar will try to drop into the hole as soon as he sees it so he doesn't get blown again.


Reflex: 1d20 + 8 ⇒ (8) + 8 = 16

Zuberu is battered but dives into the hole to ride out the sandstorm.


The imp Plato, that sits on Avelloran's shoulder flies into the hole. The wizard himself stares at the coming storm, turns to take a step and vanishes.

Using dimensional step to go into the hole.


DungeonMaster

kaylor's right, I keep forgetting the elmar is flying, so everyone would get a +3 circumstance bonus to their reflex, making zubs a 19 so he passes.

elmar forgot to roll reflex relfex: 17 + 1d20 ⇒ 17 + (11) = 28

anything that got knocked over has to make str check dc 12 or take 1d6 damage every round buried. luckily this only applies to the monsters, since none of us failed.

damage: 3d6 ⇒ (3, 1, 5) = 9 calculating 3 rounds worth.

str: 3 + 1d20 ⇒ 3 + (7) = 10 basilik 1
str: 3 + 1d20 ⇒ 3 + (3) = 6 basilik 2
str: 4 + 1d20 ⇒ 4 + (16) = 20 death worm
str: 4 + 1d20 ⇒ 4 + (10) = 14 death worm 2
str: 4 + 1d20 ⇒ 4 + (13) = 17 gnolls
str: 5 + 1d20 ⇒ 5 + (8) = 13 drake 1
str: 5 + 1d20 ⇒ 5 + (13) = 18 drake 2

str: 3 + 1d20 ⇒ 3 + (8) = 11 basilik 1
str: 3 + 1d20 ⇒ 3 + (4) = 7 basilik 2

str: 3 + 1d20 ⇒ 3 + (13) = 16 basilik 1
str: 3 + 1d20 ⇒ 3 + (12) = 15 basilik 2

wow and the basiliks get out after 18 seconds. taking 4 dmg

unfortunately this destroys most of the hills and hiding spots then the drakes fly up to see if more storm is coming but would see the heroes.

basiliks will delay so they know where to go, hoping drakes live.

round 1 start the closest enemies are 180 feet from the part ie. the drakes, the furthest away is 200 feet. Silver is 30 feet from the closest enemy since he was meleeing a few. although taking out the drakes before their turn gives enemies a disadvantage on which direction to run to find the hereos. Instead of say northeast 10 degrees, they might run northeast 25 degrees putting them not as close as they'd like to be.

init: 5 + 1d20 ⇒ 5 + (12) = 17 drakes.

round 1 order
Kaylor, silver, avelloran, elmar
2 worms, 2 drakes
Nahoce, zub
3 gnolls, 4 basiliks.

all monsters have 14 damage, except basiliks 1 and 2 for 18 dmg, and 3 and 4 for no dmg.

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

Reflex: 1d20 + 7 + 3 ⇒ (19) + 7 + 3 = 29

Fear not, Elmar, I have both Communal Protection From Energy and Wind Wall.


Did the sandstorm pass?

Zuberu continues looking menacing.


DungeonMaster

Yeah I'm assuming the round 1 starts after everyone and monsters get out of the hole.

okay silver will fire at the drakes with his pistol after a 5-foot step closer and spend a grit to increase damage, but he will delay a split second as they get closer so it can be vs touch.
attack: 15 - 2 + 1d20 ⇒ 15 - 2 + (8) = 21
attack: 10 - 2 + 1d20 ⇒ 10 - 2 + (20) = 28

dmg: 2d8 + 6 ⇒ (2, 7) + 6 = 15 attack 1
dmg: 2d8 + 6 ⇒ (7, 2) + 6 = 15 attack 2

confrim crit: 10 - 2 + 1d20 ⇒ 10 - 2 + (4) = 12
crit dmg: 6d8 + 18 ⇒ (8, 6, 7, 8, 3, 3) + 18 = 53

Kaylor hasn't taken his turn, but he is too far away to reach them, so I'm assuming he is delaying his turn until they get close enough. Avelloran the same. I'll be botting elmar in a minute.

68 to 1 and 15 to another, one of these is dead, he regains a grit.

elmar fires at the drakes, then anything else if they die, lets assume he cast abundant ammuntion before firing if he didn't already. if this is incorrect, it is because I copied and pasted, then edited.

Attack 1: 1d20 + 14 ⇒ (4) + 14 = 18(Adamantine)
Damage 1: 4d6 + 20 ⇒ (1, 5, 6, 6) + 20 = 38 another dead drake

Attack 2: 1d20 + 14 ⇒ (14) + 14 = 28(Adamantine)
Damage 1: 2d6 + 10 ⇒ (5, 3) + 10 = 18

Attack 3: 1d20 + 9 ⇒ (19) + 9 = 28 (Adamantine)
Damage 1: 2d6 + 10 ⇒ (4, 4) + 10 = 18 one dead gnoll

Attack 2: 1d20 + 4 ⇒ (17) + 4 = 21(Adamantine)
Damage 1: 2d6 + 10 ⇒ (1, 6) + 10 = 17 and one gnoll severely hurt

The worms will run towards the part, not worried about silver, the gnolls will deal with him.

Kaylor, avelloran, zub and Nahoce are up two worms are 80 feet from you all, all other enemies are 200 feet from you. 2 gnolls and 4 basiliks.


Avelloran casts Cloud kill among the gnolls and basilisks hitting as many as he can(20ft radius +10ft/rd) Fort DC 22

Cloudkill:
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.

Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.

Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

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 Prayer for a +1 on attacks, damage, saves, and skills for us, and -1 on those for the soon-to-be-dead critters.


Zuberu strikes a heroic pose.


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 doesn't really seem fair that you botted Elmar before even telling us that we were back in combat...

Also, I'm not sure what's going on. So what? There was a sandstorm came and went for no reason and now suddenly the bad guys all know we're here? Are we just ignoring that that sandstorm happened?

Kaylor continues his readied action to cast Wall of Fire as soon as an enemy reaches within 50 feet of the group.


I gathered that the sandstorm was very brief. I think they figured out we were here when Silver started firing off his gun and bashing them in melee.


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)

Ahh, that makes sense. Figures he'd do something like that, although then you would've thought they'd all go after him since he's right there and everybody else was hiding in a cave 200ish feet away, waiting for the sandstorm to pass.


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, well, that's what I would've done anyway. Auto-turret and all that.


DungeonMaster

at Kaylor and whoever else. Did you miss this? unfortunately this destroys most of the hills and hiding spots then the drakes fly up to see if more storm is coming but would see the heroes. In other words, the drakes alerted every enemy, they just don't know our exact position yet because the drakes were killed, all they know is that we are here. We were spotted by complete accident, while they were looking for more of the storm, because they flew high high up and had a huge vantage point. anyway the gnolls and basiliks are going after silver, the 2 worms are going after you all.

I forgot misdirection, the worms are 105 feet from the rest of you instead of 80 feet, they went slightly in the wrong direction.

fort: 9 + 1d20 ⇒ 9 + (17) = 26 gnoll.
fort: 9 + 1d20 ⇒ 9 + (17) = 26 other gnoll
con dmg: 1d4 ⇒ 1
con dmg: 1d4 ⇒ 4 other gnoll
fort: 9 + 1d20 ⇒ 9 + (16) = 25 basilik 1 and 2
condmg: 1d4 ⇒ 3
fort: 9 + 1d20 ⇒ 9 + (7) = 16 basilik 3 and 4
condmg: 1d4 ⇒ 2 basilik 3 and 4

7 enemies will surround silver. they all have flanking and is no longer in the cloud.
hit: 3d20 ⇒ (2, 18, 14) = 34 add 10 to each, gnoll attacks.
hit: 4d20 ⇒ (14, 14, 6, 7) = 41basiliks. add 12 to each attacks. basiliks.

Zub is up for round 1 unless he took his action.
then
Kaylors readied wall of fire ready to burn the worms, then silver, then avelloran for round 2 at kaylor the worms will go straight through the fire, they will not stop or go around, so you can roll your total dmg because the enemy passed straight through, they aren't stupid, but they are in a hurry to get to their food and will not slow down unless you put a brick wall there. silver wasn't directly in front of the worms, the were off to the right, when they started, but the gnolls and other things were in front of him.

silver is hit 4 times
dmg: 2d8 + 8 ⇒ (1, 1) + 8 = 10 from gnolls
dmg: 2d8 + 8 ⇒ (3, 4) + 8 = 15 from basiliks
confirm crit from gnoll: 1d20 + 10 ⇒ (4) + 10 = 14


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 will drop his gun, quickdraw his melee weapon and attack the weakest creatures first.
hit: 14 + 1d20 ⇒ 14 + (11) = 25
hit: 9 + 1d20 ⇒ 9 + (15) = 24
dmg: 4d6 + 8 ⇒ (6, 6, 5, 4) + 8 = 29 and he kills one gnoll.

2 gnolls and 4 basiliks left.


DungeonMaster

I forgot about elmar killing 1.5 gnolls earlier, so now all the gnolls are dead as silver to kill 1.5 really. Anyway...

Zub, Kaylor, Avelloran and Elmar are up The worms are 105 feet from you all currently. And I have Kaylors action held for a fire wall when the worms get within range. They are large creatures, so they will spend technically go through the fire twice, taking damage twice as much. Also taking damage twice as much just for being near the fire since they will spend more movement for any part of their body being in or near the fire.

Avelloran, you are near the 4 basiliks, but you are not in melee with them, so you are free to cast spells on them as you please.


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 did miss that. But we were still in a cave anyway to take shelter from the storm, so it still probably shouldn't have seen us...

Kaylor goes ahead and casts Wall of Fire.

Damage: 2d4 ⇒ (3, 4) = 7

I've drawn the wall on the map since its shape is a bit complex. Note that the walls are 20 feet tall, so they wouldn't be able to see what the actual shape of the wall is. This means they wouldn't be able to see that continuing onwards straight at us would result in walking through the wall a total of 4 times. Which is 8 times if you count a large object going through the wall as going twice. Each time they pass through a wall, they will take 2d6+10 fire damage. They will also continue to take damage until they are at least 20 feet from the last section of the wall.

Since they can't get out of the box, I will go ahead and roll damage for passing through the first wall. I'll let you roll for any subsequent ones.

More Fire: 2d6 + 10 ⇒ (3, 6) + 10 = 19


DungeonMaster

yep they run towards the group and are probably dead. dmg: 13d6 + 70 ⇒ (4, 4, 5, 3, 1, 1, 4, 6, 6, 5, 2, 5, 5) + 70 = 121 more fire dmg and that is just passing through the walls itself. yep, they die.

Elmar, avelloran and zub are up although the enemy closest to you all is about 180 feet from you all, so only elmar and avelloran can reach. Although avelloran is within 30 feet of these, because he was casting spells earlier, so he can reach. unless zub has a ranged weapon


Zuberu continues to menace the enemies from afar.


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])

At 180 feet, Elmar can shoot with almost no penalty, although he'll take the time to prioritize accuracy over damage. (Range penalties applied)

Attack 1: 1d20 + 17 ⇒ (12) + 17 = 29 (Adamantine)
Damage: 2d8 + 8 ⇒ (1, 4) + 8 = 13

Attack 2: 1d20 + 17 ⇒ (17) + 17 = 34 (Adamantine)
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Attack 3: 1d20 + 17 ⇒ (1) + 17 = 18 (Adamantine)
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Attack 4: 1d20 + 12 ⇒ (9) + 12 = 21 (Adamantine)
Damage: 1d8 + 4 ⇒ (3) + 4 = 7


DungeonMaster

that is one dead basilik. Avelloran will cast spiked pit to trap the rest of the basiliks.

reflex: 4 + 1d20 ⇒ 4 + (6) = 10
reflex: 4 + 1d20 ⇒ 4 + (17) = 21
reflex: 4 + 1d20 ⇒ 4 + (4) = 8

dmg: 7d6 ⇒ (4, 1, 2, 6, 1, 5, 5) = 24

one of them saves and he tries to bite silver bite: 10 + 1d20 ⇒ 10 + (12) = 22
dmg: 1d8 + 4 ⇒ (8) + 4 = 12

silver will attack attack back. hit: 14 + 1d20 ⇒ 14 + (16) = 30
hit: 9 + 1d20 ⇒ 9 + (3) = 12
total dmg: 4d6 + 8 ⇒ (3, 2, 6, 6) + 8 = 25 and he is bloodied, but with avellorans attack for round 3 and elmars 4 arrows, for the round it is bound to die. The others are trapped for a while, lets assume avelloran, elmar and whoever else has range gets on that as they can't get out.
dmge: 5d4 ⇒ (4, 2, 4, 4, 4) = 18 fire. I assuming avelloran cast burning hands next, for a safe sure hit. Yeah, it's dead, it needs only 10 more dmg from elmars arrows.


DungeonMaster

okay, you all defeat the monsters, the gnoll slavers and free the prisoners. A few of the prisoner were forgotten cultists, but they cut their own throats out of embarrassment that they were captured by gnolls in the first place. A traveling merchant that you rescued thanks you and grabs all of the enemies stuff, but you do receive tons of gold for your efforts. You can buy anything from him, so yes you can shop.

750,000 GP added to the loot list, which when divided by 5 translates to 150,000 per person

the merchant tells you about 2 roaming the desert.troll, jotund he gives you the full details of the monsters. He tells you were he saw them and he tell you the best spot to keep your distance when you first attack, he recommends you buy ranged weapons if you don't already have them to get a few hits in first. He is paying each of you an extra 25,000 GP for this. If you wish to engage, you can see them from 170 feet away, and combat will start immediately, no surprise and they will immediatly run toward you. You know that these are troll aren't like oridinary Jotund trolls Their natural armor is resistant to Adamantine otherwise this optional battle would be too easy. If you wish not to engage, no worries. It is just a random encounter anyway. If you choose not to engage, I just go straight to day 2.


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)

Group vote: I vote we engage the trolls 4 out of 6 yeses, means we engage. If we didn't count silver, it would be 3 out of 5, either way, maximum number of no's allowed is 2 before it becomes a no.


DungeonMaster

let me rephrase that, they aren't resistant to adamantine, but adamantine is not vs touch on these two trolls.

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