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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Whoa. Tons of gold indeed.

Pleased that he wasn't needed to defeat the literal army of monsters, Zuberu joins the others in counting the coins and looking over the bounty of treasure.

At word of wandering trolls, the brawny priest literally beams with excitement.

"Yes, we should challenge these beasts. Perhaps they will be worthy of facing Sobek's mighty strength."

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

That's more gold than I expected, but not as much as I need. :-)

It would appear we are the only ones near enough and capable enough to remove this threat to travellers. I vote we engage.

Will we have time for buffing before combat?


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])

"Those creatures sound pretty damn terrifying. Which means, unfortunately, they're prob'ly our responsibility once again."

With 150k gp, we might be okay.


DungeonMaster

Okay, I'll give people 24 RL hours to equip their characters and then we engage.

silver buys 20 cure light wounds potions for 900 gp and drinks them all to heal as he can affored it. heal: 20d6 + 20 ⇒ (4, 5, 2, 1, 6, 1, 1, 1, 3, 2, 1, 1, 5, 1, 4, 5, 3, 5, 1, 2) + 20 = 74


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 looks at Zuberu and Nahoce. "Once the trolls get close enough, were either of you two planning on engaging in melee?"

Just making sure I understand: when it says regeneration 10 (acid or fire), that means it doesn't regenerate acid or fire damage, right?


"Ha! If these giants manage to endure Elmar's arrows, Silver's bullets, and the spell-fire from you and Avelloran, I'd be happy to prove my strength over such a foe."

With resistance to adamantine, they might actually reach melee.


DungeonMaster

as long as it takes 10 fire or acid dmg for the round, it does not regenerate. Also, I just notice when looking through the magic weapons, some of you might be able to afford vorporal. If you cut off 1 out 9 heads, it loses 1/9 of its maximum HP in addition to the dmg you dealt witch is 24 for the troll, plus the dmg you dealt. cutting off a head decreases the roar dc will to save to 18. then to 17. Keep in mind these thing will run and take all necessary penalties to catch up to us, witch means end of round one they will be 50 feet from us instead of 170 feet from the beginning of the round. Round 2 they will only take the double move so they can reach us. Round 3 they will be close enough to attack, unless we move back as we shoot.


Zuberu's planning on wrestling one of them.


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 will grab a scroll of greater invisibility for you just in case then. I also suggest people buy earplugs. Since I will most likely need my hands free to cast, would someone care to use my bow? I'm sure Elmar wouldn't mind sharing his poisoned arrows or whatever else he has in there."

As he talks, Kaylor picks up a halo from the merchant and hangs it over his head. The small dragon seems to be gleefully grabbing a few pieces of parchment, chirping happily. He continues talking about his plan while shopping.

"I will most likely cast wall of fire before they reach to us. Then I'll use scrolls to turn myself and Zuberu, and possibly Nahoçe if she wishes, invisible. If we don't want to use earplugs, then if someone has it, silence would also work. It can be cast on me since I intend to convert my spells to fire damage and may as well silence them while I'm at it."

Also, I think my money is better spent of a +5 sword than a vorpal one.

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

Wait. We can shop before this battle? Can we rest and choose spells too?

Kaylor, I would be glad to cast Silence on you or on an object you can carry.

I may look into getting a flaming weapon with my extra cash. If not, I'm probably not going to exceed the DR each round and am better off casting spells and supporting.


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])

Nahoce: That's why I'm proposing the siege weapons.


Zuberu picks out an enchanted belt that fits snugly around his heavily muscled torso and smirks as he feels the incredible power fill his form.

"I'm ready to face these giants!"


DungeonMaster

I'll worry about placing everything on the map after round 1 when they are within 50 feet of us, but for now, combat

You all reach the reach, get off the carpets and head on foot. You can see a long way in the desert, but if only it were completely could you see further. 170 feet out and you see them and they see you.

init: 13 + 1d20 ⇒ 13 + (17) = 30 silver
init: 11 + 1d20 ⇒ 11 + (15) = 26 avelloran
init: 14 + 1d20 ⇒ 14 + (1) = 15 elmar
init: 7 + 1d20 ⇒ 7 + (19) = 26 nahoce
init: 17 + 1d20 ⇒ 17 + (14) = 31 kaylor
init: 4 + 1d20 ⇒ 4 + (19) = 23 zub
init: 3 + 1d20 ⇒ 3 + (11) = 14 trolls
round 1
go ahead and take your turn, even if you are after the trolls. Please remember if you delay or go after the trolls they are within 50 feet of you. 170 feet from you if you go before them.


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 fire off 2 arrows with his now fire longbow. And it is double the bows normal range. hit: 18 - 2 + 1d20 ⇒ 18 - 2 + (18) = 34 and hit pierces right throuh dmg: 1d8 + 7 ⇒ (2) + 7 = 9 piercing and fire: 1d8 ⇒ 4 fire. 13 total dmg. 4 of which is fire to reduce the regeneration.
hit 2: 13 - 2 + 1d20 ⇒ 13 - 2 + (17) = 28 which does not go through the natural armor and bounces off.


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])

With both Fly and Haste (the first cast by Kaylor, I believe, and the latter from Elmar's boots), Elmar soars up into the sky at an angle that should put the trolls 30 feet directly underneath him after they move.

He'll also shoot a single fire arrow at one of the trolls,

To-hit: 1d20 + 26 - 2 - 3 ⇒ (14) + 26 - 2 - 3 = 35 (Includes range penalty)
Damage: 2d6 + 7 + 6 ⇒ (6, 2) + 7 + 6 = 21
Extra Fire Damage: 1d6 ⇒ 2

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 Blessing of Fervor.


Zuberu chants a spell causing his form to swell with size and power as he absorbs mighty Sobek's strength. He beats his bare now giant-sized chest in challenge toward the giants.

"Come test your strength if you dare!"

Righteous Might.


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 casts Wall of Fire in the exact same formation as last time around the trolls. It's still 20 feet tall, so Elmar should be fine.

Initial Fire damage: 2d4 ⇒ (2, 3) = 5
First time through wall: 2d6 + 10 ⇒ (2, 6) + 10 = 18 This and the below damage all assumes they get hurt only once for going through the wall even though they're huge. Adjust appropriately if this isn't the case.
Damage if they continue straight at us: 6d6 + 30 ⇒ (2, 6, 4, 2, 4, 6) + 30 = 54


DungeonMaster

dmg: 7d6 + 40 ⇒ (4, 2, 2, 5, 3, 1, 1) + 40 = 58 Since a huge creature takes up 4 squares, that mean the front squares get burnt, then the back squares get burnt.
dmg: 2d4 ⇒ (3, 1) = 4 and they are bleeding and scarred and their skin is blackened. they have taken 145 total dmg so far and avelloran hasn't gone yet.

edit: forgot the other 30 dmg. and only 1 took 145 dmg before that additional 30, the other took 111 dmg before that. added the other 30 dmg at the top. The trolls took 175 dmg and 141 dmg after the fixes and they are not regenerating on their turn.


DungeonMaster

after the trolls make it past the fire, avelloran will make them fall into a pit. reflex: 6 + 1d20 ⇒ 6 + (4) = 10 don't save
reflex: 6 + 1d20 ⇒ 6 + (6) = 12 don't save
total dmg: 7d6 ⇒ (4, 4, 4, 2, 1, 4, 5) = 24 199 and 165 dmg to them total. Nearly dead.

Round 2
we are 50 feet from this pit, which is where the trolls are.
everyone is up.

Edit: on their round 2, they do nothing but climbing and they will accelerate climb making it up 30 feet. They are towards the far end of the pit, so you will be able to see them if you want to delay and ranged attack from where you are at. when their turn comes up they take dmg: 1d6 ⇒ 1 from climbing. 200 and 166


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 after delaying, so he can see them, move up 30 feet being with 20 feet of the pit and fire an arrow at the weaker one of them. hit: 18 + 1d20 ⇒ 18 + (19) = 37
dmg: 1d8 + 7 ⇒ (8) + 7 = 15
fire dmg: 1d8 ⇒ 8 Killing one of them. or if someone attacks before I do, ie. dealing 16 dmg without delaying, he just severely hurts the other.

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

Flame Strike on the stronger one.

Flamey Death, DC 20: 10d6 ⇒ (2, 6, 6, 1, 4, 6, 6, 3, 3, 2) = 39

Actually, given that they're both climbing out of a pit, I think a good case can be made that a column of flamey death will strike both of them. But I don't think it's necessary.

Edit: 10 ft x 10 ft pit, 10 ft radius column of fire...I don't see any way they both won't be hit by the flame strike.


Mega-Zuberu poses and hopes an opponent with meet his challenge.


DungeonMaster

Alright as you all defeat the troll and rest, the night passes uneventfully. And the merchant pays each of you 25,000 GP

Day 2
As you all travel the desert, you come across 2 Rocs that are attacking people. Nobody has died yet, but several are injured. More importantly, it has a four year old human in its nest. You are all 30 horizontally from the Rocs and they are about 10 feet up in the air.

Choices:
Engage combat: If so roll init and go if you are before it init: 6 + 1d20 ⇒ 6 + (12) = 18 Rocs init.

Handle Animal: You do get bonuses if you approach with trail rations, or with other tools that would deem helpful.

Get Help: You're serious right. Good luck with that. It might work, but being level 10 we're the probably the best they've got right now.

Ignore the Problem: And I thought we were all heroes.


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)

Personally, I would prefer it if you didn't try to lay out problems like a multiple choice test. It makes me want to completely ignore what you've said and try something else regardless of how bad that something else might be.

Also, are the rocs attacking human settlements or travelers or what? And we do actually appear to be near their nest/how do we know they have a kid in there?


Zuberu retires for the night, disappointed that none of their opponents were worthy to face him.

Elmar's good at handle animal. Let him work it out with them.


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 don't think I'm that good. I suggest casting Fly on Zuberu and letting him tackle one of them out of the sky while we knock the other unconscious with bludgeoning arrows and Web spells.


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 fine with casting Fly on Zuberu; I feel bad he didn't get to melee last time. I can also web one if people want. Although right now, Kaylor personally wants to do option X and sneak into their nest.... He can cast stuff on people before he goes though.


Heh, don't worry about it. Go ahead and gun the birds down. I'm confident than something someday will survive long enough to get into melee.


DungeonMaster

these things are attacking travelers who just were in the wrong place at the wrong time, they didn't try to provoke these things at all. You could try things I didn't mention, but I'm sure I mentioned every possible thing you could 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])

Well, I don't know if Zuberu has enough Knowledge (nature) to seduce a Roc while polymorphed. I do want to see him grapple one of these things out of the air, though, if we can hit him with an Enlarge Person and Fly. Elmar shooting things has become a tired cliche.


Heh. You made an optimized archer. It's the tired cliche you signed up for!


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])

Someone told me Rangers were actually good in Pathfinder. I had to see it for myself.


DungeonMaster

At Kaylor: if you want to sneak into the nest roll stealth. Yes you are in plain sight and their is nothing to hide behind, but the Rocs are watching so many people right now, they are distracted by everything else. You do get you're full stealth bonus with no penalties, remember. You can cast whatever buffs you need to before doing so, although if you spend one any rounds casting buffs, they will try to attack as you stand still casting them or at least move towards you since you need to be stealthing the full round. Or if you just want to run for the nest, that can work too as they are not blocking your characters intended/optimized path. The nest is 30 feet north and 20 feet up. DC 13 to climb up the steep hill to the nest. If you choose to cast fly, then you can move in a straight line. A squared plus B square equals c squared, so 36 feet.

At elmar you're nature is a bad idea, unless you roll high, you're handle animal is a lot better.

Any if combat is decided, here is the rest of the init
and remember, they had a init of 18.
init: 14 + 1d20 ⇒ 14 + (5) = 19 elmar
init: 17 + 1d20 ⇒ 17 + (10) = 27 kaylor
init: 13 + 1d20 ⇒ 13 + (6) = 19 silver
init: 7 + 1d20 ⇒ 7 + (5) = 12 nahoce
init: 11 + 1d20 ⇒ 11 + (4) = 15 avelloran
init: 4 + 1d20 ⇒ 4 + (7) = 11 zub


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])

No, I don't think you're understanding. Handle Animal usually has no effect on non-domesticated animals; I'd have to use wild empathy, which is only a +7, and that's not really going to cut it.


Elmar just gun these things down so we can get on with the story.


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)
DoubleGold wrote:
I'm sure I mentioned every possible thing you could do.

No. Those are not the only possible things we could try. Those are just the most obvious. And I personally would prefer to brainstorm solutions with the rest of the group to being given a multiple choice problem.

Also, Kaylor has a ring of invisibility now, so he's going to be spending most of his time invisible.

"How about you guys come up with a distraction while I go rescue that boy? If you want any spells cast, speak now. But I'll leave Remiel with all of you, so we can remain in contact. If need be, he can fly to me and then deliver any spell you need cast." After casting whatever the rest of the party wants/needs, Kaylor oh so sneakily makes his way to the base of the cliff.

Stealth: 1d20 + 19 + 20 ⇒ (4) + 19 + 20 = 43

He then tries to climb the cliff face.

Climb Attempt 1: 1d20 + 4 ⇒ (6) + 4 = 10
Climb Attempt 2: 1d20 + 4 ⇒ (11) + 4 = 15

Luckily, no one can see him falter some.


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's distraction will be, in that case, to immediately open fire. He'll be using bludgeoning arrows to deal nonlethal damage, since he's not sure if these things are endangered.

Attack 1: 1d20 + 21 - 4 ⇒ (16) + 21 - 4 = 33 (adamantine)
Damage: 2d8 + 14 + 12 ⇒ (7, 6) + 14 + 12 = 39 (nonlethal)

Attack 2: 1d20 + 21 - 4 ⇒ (14) + 21 - 4 = 31 (adamantine)
Damage: 1d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16 (nonlethal)

Attack 3: 1d20 + 21 - 4 ⇒ (12) + 21 - 4 = 29 (adamantine)
Damage: 1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 (nonlethal)

Attack 4: 1d20 + 16 - 4 ⇒ (7) + 16 - 4 = 19 (adamantine)
Damage: 1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17 (nonlethal)

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 creates a cacophanous Sound Burst in the roc nest.

Sonic: 1d8 ⇒ 4

Fortitude DC 17 or stunned 1 round.


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 as well attack since elmar did. He quickdraws his gun, move forward 10 feet, and fires twice.

hit: 19 + 1d20 ⇒ 19 + (6) = 25 vs touch
hit: 14 + 1d20 ⇒ 14 + (1) = 15 vs touch

dmg: 1d8 + 9 ⇒ (4) + 9 = 13 b and p dmg: 1d8 ⇒ 5 fire
dmg: 1d8 + 9 ⇒ (1) + 9 = 10 b and p dmg: 1d8 ⇒ 3 fire

so 18 dmg.


DungeonMaster

fort: 13 + 1d20 ⇒ 13 + (14) = 27
fort: 13 + 1d20 ⇒ 13 + (4) = 17

okay, one will fly over silver and hurt elmar, the other will go for silver.

the injured one 8/120 HP talon: 18 + 1d20 ⇒ 18 + (3) = 21 vs elmar and not a hit.
the almost full health one talon: 18 + 1d20 ⇒ 18 + (13) = 31 vs silver. silver takes dmg: 2d6 + 9 ⇒ (5, 1) + 9 = 15


DungeonMaster

Oh right, Avelloran and Zub are up

then round 2
silver, elmar and then Kaylor if he wants to join the battle.


How far away do they end up?

Zuberu menaces the giant birds.


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])

Alright, here's some more bludgeoning arrows. Zuberu, after these things are tied up I can throw down Speak with Animals, and you can cast tongues on me or something to intimidate them into not attacking any more travelers.

Attack 1: 1d20 + 21 - 4 ⇒ (14) + 21 - 4 = 31 (adamantine)
Damage: 2d8 + 14 + 12 ⇒ (7, 1) + 14 + 12 = 34 (nonlethal)

Attack 2: 1d20 + 21 - 4 ⇒ (20) + 21 - 4 = 37 (adamantine)
Damage: 1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21 (nonlethal)

Attack 2 (confirm): 1d20 + 21 - 4 ⇒ (2) + 21 - 4 = 19 (adamantine)
Bonus Crit Damage: 2d8 + 14 + 12 ⇒ (6, 5) + 14 + 12 = 37 (nonlethal)

Attack 3: 1d20 + 21 - 4 ⇒ (14) + 21 - 4 = 31 (adamantine)
Damage: 1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 (nonlethal)

Attack 4: 1d20 + 16 - 4 ⇒ (10) + 16 - 4 = 22 (adamantine)
Damage: 1d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14 (nonlethal)


DungeonMaster

at zub the closest one still standing is 20 feet from you and the rest of the part, but 10 feet in front of silver. Almost forgot about their reach, since I know you are a melee character.

since avelloran has been inactive for about 48 hours, bot. magic missile: 5d4 + 5 ⇒ (3, 2, 1, 2, 1) + 5 = 14 and he also empowers spell for 50% more damage per missile. He knocks out the first one with 2 missiles and deals 10 dmg to the other one. it now has 14 dmg

then zub does something, it was mostly likely something awesome. we don't know yet, he is still deciding and can still act. But our characters saw it, for purposes of round order timeline

then elmar hits the remaining one for enough to knock it out.

Combat over. Kaylor does recover the baby human who was mistaken as one of their own, he wasn't food, the Rocs actually thought it was one of theirs, and the nest has 2 eggs in it. Silver will have to repair his gun after the misfire, which he does at his next rest.

The baby has been recovered, the Rocs are unconscious, there are 2 unhatched eggs and several people are hurt but no one is dead. Is there anything else people want to do at this scene before moving onto Day 3 of exploration?


I figured they were out of range. I was just curious how out of 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])

Well, thanks to our ability to speak to animals, I'm guessing we were able to explain the whole miscommunication. Maybe Zuberu can use his massive charisma to explain to the humans that they should stay away from the rocs and leave these majestic creatures alone?


DungeonMaster

yeah, sure we'll leave them alone, but we are still in pain, fyi.

None of them have any weapons on them except for one with a masterwork longsword and masterwork hellknight plate armor, they weren't attacking the Rocs, they were just in the wrong place and got attacked. They are just travelers and aren't here to fight, but have one in the party who can fight just in-case.

If anyone tries a sense motive or tries to ask them further questions, you can sense they are true to their word, will not destroy these things, and did not try to provoke them in the first place, nor did they realize they were there as they weren't in their nest at first, but came seemingly out of nowhere.


Zuberu rolls his eyes.

"You should be more careful where you tread", the brawny priest chides the travelers. "The desert is an unforgiving place. One misstep and you could end up in a pit of vipers!"

"And you", he explains to the rocs even though they can't understand him. "Show some grace. Not all who trespass mean you or your young harm."


DungeonMaster

okay don't heal us as they shake their fist and complain. some cleric you are. 1 channel energy will do as they see your symbol.

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