Mummy's Mask Version 1.5 (Inactive)

Game Master DoubleGold

Mummy's Mask with 33.3% more enemies, 10% extra enemy treasure.
Dungeon Map
Awesome Loot


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DungeonMaster

okay they are all bloodied.
round 1
init: 7 + 1d20 ⇒ 7 + (2) = 9 spectres
init: 4 + 1d20 ⇒ 4 + (13) = 17 zub
init: 13 + 1d20 ⇒ 13 + (2) = 15 silver
init: 17 + 1d20 ⇒ 17 + (12) = 29 kaylor
init: 14 + 1d20 ⇒ 14 + (7) = 21 elmar
init: 7 + 1d20 ⇒ 7 + (10) = 17 nahoce.

We are all 5-10 feet from the door, once we step in the door, all the monsters are 10 from the door on the other side. All lined up straight across.

it is incorporeal, so hopefully our channnelers get init.

Edit: also will saves will: 11 + 1d20 ⇒ 11 + (19) = 30 first, able to half zubs stuff, but
will: 11 + 1d20 ⇒ 11 + (7) = 18 2nd. nahoces proves to be too powerful for them. 37 out of 57 damage.

Spectres are last


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)

as a move action, silver opens the door then as a standard fires off an arrow. hit: 18 + 1d20 ⇒ 18 + (6) = 24
dmg: 1d8 + 7 ⇒ (3) + 7 = 10 and dmg: 1d6 ⇒ 5 fire. And almost finishes one of them off.
miss, lower number misses: 1d100 ⇒ 52

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

How about another dose?

Channel Energy, DC21: 7d6 ⇒ (3, 3, 4, 2, 6, 4, 2) = 24


DungeonMaster

will: 11 + 1d20 ⇒ 11 + (20) = 31 1 dead, the other 8 with 49/57 damage

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

Thanks to SB's damage, I get a Channel Energy back from that one that went down (Soul Warden -> Harvest). Yay!

Zub, one more Channel from you ought to do it, save or not.


Zuberu does just that.

Channel (DC 18): 5d6 ⇒ (2, 3, 5, 2, 1) = 13


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 blinks, stunned by the realization that the party just took out a lot of undead creatures without him even needing to act.


DungeonMaster

will: 11 + 1d20 ⇒ 11 + (15) = 26

edit: oh well, I'll roll the rest of the wills to see if any individual ones fail, otherwise they would all live
will: 4d20 ⇒ (5, 19, 15, 17) = 56 add 11 to each

edit 2: then I should have done that for Nahoces roll as well
will: 8d20 ⇒ (12, 3, 17, 5, 8, 18, 20, 15) = 98 add 11 to each.

Edit 3: so 3 failed against nahoce dropping the numbers to 5, then 1 failed against zub, dropping numbers to 4.

okay, so we have elmar and kaylor left and with their attack bonuses, they can't miss that way unless they roll ones. So I'm just going to roll percentages as kaylor would have 3 attacks and elmar would have 4.

misschance: 7d100 ⇒ (16, 100, 38, 26, 87, 52, 72) = 391 yep 4 successes. combat over

okay so after beating the undead heroes can see into the room and get to the boss using an alternate passage, which may be beneficial or detremintal to stealth and with nahoces detect thoughts, it appears to be beneficial.

Ahead heroes see a giant emperor scropion. Do they want to let it pass or kill it? It can't alert anything and entering combat won't alert anything. If you kill it, make your surprise rounds. I'll assume everyone coordinated really and timed it well so our melee people can be in melee during the surprise.


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 like to point out that I also had at least one way of avoiding miss chance entirely...

Kaylor uses his invisibility to silently study the scorpion.

Nature: 1d20 + 20 ⇒ (18) + 20 = 38


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])

Scorpion royalty? That sounds exciting.


Zuberu prods Elmar.

"Gun that beast down. It's in our way."


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])

Single surprise attack: 1d20 + 26 ⇒ (5) + 26 = 31
Damage: 1d8 + 7 + 12 ⇒ (4) + 7 + 12 = 23


DungeonMaster

okay, the room is very similar to the first. and we are in combat. map updated

we all get a surprise round and round 1 to act in

init: 14 + 1d20 ⇒ 14 + (20) = 34 elmar
init: 14 + 1d20 ⇒ 14 + (13) = 27 silver
init: 4 + 1d20 ⇒ 4 + (2) = 6 zub
init: 17 + 1d20 ⇒ 17 + (18) = 35 kaylor
init: 7 + 1d20 ⇒ 7 + (20) = 27 nahoce
init: 1 + 1d20 ⇒ 1 + (16) = 17 scorpion and yes thing is definitely a big creature.

edit: Kaylor's nature this yes I made it one size lower, didn't feel like making the room bigger.


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 during surprise round will fire hit: 1d20 ⇒ 11 since I can only miss on a 1 with touch.

then during his round, fire fire, fire. hit: 3d20 ⇒ (20, 17, 15) = 52

total dmg: 4d8 ⇒ (4, 7, 5, 6) = 22 b and p fire dmg: 4d6 ⇒ (2, 6, 5, 4) = 17

one crit threat: 1d20 ⇒ 14
extra crit dmg: 3d8 ⇒ (8, 8, 4) = 20

and the shots blow off huge chunks of its shell. I hope nahoce still has silence on. But we have a few rounds before a creature would come to investigate as it would take time to get there and we are in a big dungeon, so even if we are heard, as long as we kill it fast, we can move out of the room and still be stealthy.

creature 82/142 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

26 rounds in two castings of Silence.

Nahoce smashes it with her morningstar.

Surprise: 1d20 + 19 ⇒ (18) + 19 = 37 Damage: 1d8 + 10 + 1d6 ⇒ (7) + 10 + (2) = 19

First round: 1d20 + 19 ⇒ (18) + 19 = 37 Damage: 1d8 + 10 + 1d6 ⇒ (3) + 10 + (5) = 18

Crit Confirm, Surprise: 1d20 + 19 ⇒ (12) + 19 = 31 Damage: 1d8 + 10 ⇒ (8) + 10 = 18

Crit Confirm, Round 1: 1d20 + 19 ⇒ (3) + 19 = 22 Damage: 1d8 + 10 ⇒ (4) + 10 = 14


DungeonMaster

it is dead, but remember that unitelligent creature you detected thoughts on? It was a mummified crodile and now that the scorpion is out of its way, it can move into the room and take its place. It did not know we were there, but that was the creature's intended path.

combat still on and the new creature will act on the scorpions init.

relgion 13


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 finish the scorpion off then, I suppose.

Attack 1: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31
Damage: 2d8 + 14 + 24 + 2 ⇒ (4, 1) + 14 + 24 + 2 = 45

Attack 2: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34
Damage: 1d8 + 7 + 12 + 1 ⇒ (8) + 7 + 12 + 1 = 28

Attack 3: 1d20 + 22 + 1 ⇒ (10) + 22 + 1 = 33
Damage: 1d8 + 7 + 12 + 1 ⇒ (3) + 7 + 12 + 1 = 23

Attack 4: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19
Damage: 1d8 + 7 + 12 + 1 ⇒ (4) + 7 + 12 + 1 = 24

Attack 5: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
Damage: 1d8 + 7 + 12 + 1 ⇒ (6) + 7 + 12 + 1 = 26

Or not...

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 Religion DC is in my auto-success zone.

Elmar wrote:
Elmar will finish the scorpion off then, I suppose.

Scorpion is dead, and unless the mummy croc is significantly bigger than normal, I think your first shot kills it twice over.

Onward?


DungeonMaster

as elmar blasts the crodile into nothingness leaving nothing but a pile of dust, the heroes can safely stealth there way to the pharaoh.

update in a minute

init: 17 + 1d20 ⇒ 17 + (13) = 30 kaylor
init: 14 + 1d20 ⇒ 14 + (8) = 22 silver
init: 14 + 1d20 ⇒ 14 + (14) = 28 elmar
init: 4 + 1d20 ⇒ 4 + (8) = 12 zub
init: 7 + 1d20 ⇒ 7 + (14) = 21 nahoce
init: 6 + 1d20 ⇒ 6 + (18) = 24 hequet
init: 0 + 1d20 ⇒ 0 + (17) = 17 Ninureset religion, dc 23 http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/glabrezu
init: 7 + 1d20 ⇒ 7 + (4) = 11 areshkhesebed
init: 6 + 1d20 ⇒ 6 + (16) = 22 this http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/vrock relgion, dc 19

knowledge local dc 30 for the other 2. No they aren't Cr 20, but few know who they are, plus I have to write it out, so not giving it to you that easy.


DungeonMaster

sweet, silver is now an avatar, anyway, map updated, so go ahead and make your attacks if you beat init, which is elmar and kaylor.

The pharaoh speaks. Work for us and we will offer you true power, wealth and fame beyond your wildest dreams

Edit: I forgot the pharaohs init: 6+10, yeah, its 16.

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

Renounce your treachery, and Pharasma may grant you mercy.

Knowledge Religion, DC23: 1d20 + 12 ⇒ (19) + 12 = 31
Knowledge Religion, DC19: 1d20 + 12 ⇒ (11) + 12 = 23

DC 30 is impossible for me on Local Knowledge.

Both demons can teleport and summon others of their kind. If the larger (the glabrezu) can be subdued, it may be forced to grant a wish to one of us. Both are immune to electricity and poison, and resist spells well. The larger is obviously the more dangerous.

Nahoce's strategy for this fight will be to start with Magic Circle against Evil to keep the demons at bay (stay within 10 feet of her for the benefit), followed by Dismissal on the vrock, then high-level damage spells like Destruction, Hellfire Ray, Cold Ice Strike, etc., on whichever target seems appropriate.


DungeonMaster

oh and by the way, the pharaoh is female. Join us Zuberu, and I can give you more than all of those other women have given you, and on a daily basis too.


Zuberu scoffs.

”I would ask the same of you. Disband your cult and turn away from this foolishness and I may allow you to share in mighty Sobek’s blessings.”


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
Local: 1d20 + 22 ⇒ (1) + 22 = 23
Local: 1d20 + 22 ⇒ (2) + 22 = 24

Remiel
Local: 1d20 + 22 ⇒ (1) + 22 = 23
Local: 1d20 + 22 ⇒ (2) + 22 = 24 ...you're fraking kidding me. Seriously?

Having no intention of sticking around in a group, Kaylor has Remiel cast Protection from Evil on him. Kaylor himself then activates his boots of haste free action, charges up his sword swift action for a +5 keen, frost, flaming, shocking scimitar, casts maximized intensified shocking grasp, and attacks Hequet defensively.

To Hit: 1d20 + 22 + 1 - 4 ⇒ (15) + 22 + 1 - 4 = 34
Confirm crit: 1d20 + 22 + 1 - 4 + 9 ⇒ (1) + 22 + 1 - 4 + 9 = 29 Aww, sad!
Damage: 1d6 + 12 + 12 + 3d6 + 60 ⇒ (3) + 12 + 12 + (3, 1, 5) + 60 = 96

AC 42 until next round


DungeonMaster

elmar still has a turn

and she continues to speak. and you Kaylor. I know you are the paranoid one who trusts noone. Follow me and I can show who to trust around how and how to trust people. You are only doing this because the government officials of Wati and some of the other cities have told you too. Are you sure you trust them? Are you sure they aren't the enemy, paranoid one? We are the true heroes of Wati. I know you seek artifacts for money, thus a true artifact hunter, I can help find them all get your more gold for them than you can ever imagine

and then to Nahoce You love your God, well, guess what, I can teach you how to become a God yourself and you can be in the heavens alongside Phrasma.

then to elmar and silver and I don't know about you yet, quiet ones.

We only seek to eliminate those who are inferior and seek to create perfect beings, what is so wrong with that?


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 rolls his eyes as the ludicrous thought that he could ever trust a bunch of idiots who insisted upon attacking him and his companions, nearly all of whom he now trusts. He then gives a short bark of laughter. Although it's unclear if he's laughing at the idea that he needs even more money or at how the pharaoh continues to show her stupidity by talking about "trust" and then immediately trying to buy his loyalty, thus proving that he could not be trusted if he accepted.

I would also like to point out, Kaylor is probably just as quiet if not more so than SB or Elmar. Remiel's the one who does pretty much all the talking for the duo nowadays. It's not Kaylor's fault that I choose to make his thoughts and motives more apparent by narrating 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])

Elmar smirks. Clearly his reputation for courageousness is so great that of the whole party she cannot think of anything to tempt him with.

The +2 is for favored enemy, subtract 2 from hit and damage if the Pharaoh's not human.

Attack 1: 1d20 + 22 + 1 + 2 ⇒ (13) + 22 + 1 + 2 = 38
Damage: 2d8 + 14 + 24 + 2 + 4 ⇒ (2, 5) + 14 + 24 + 2 + 4 = 51

Attack 2: 1d20 + 22 + 1 + 2 ⇒ (8) + 22 + 1 + 2 = 33
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (1) + 7 + 12 + 1 + 2 = 23

Attack 3: 1d20 + 22 + 1 + 2 ⇒ (3) + 22 + 1 + 2 = 28
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (5) + 7 + 12 + 1 + 2 = 27

Attack 4: 1d20 + 17 + 1 + 2 ⇒ (8) + 17 + 1 + 2 = 28
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (4) + 7 + 12 + 1 + 2 = 26

Attack 5: 1d20 + 12 + 1 + 2 ⇒ (10) + 12 + 1 + 2 = 25
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (8) + 7 + 12 + 1 + 2 = 30


DungeonMaster

ooh, she screams. as you see arrows in her where they will hurt.
I know what to tempt you with elmar. You like bows and arrows. I can build you the longbow of a lifetime. And with some Arcana and technolody, not to mention exploding arrows this is better. she points to a weapon model on the wall. You see a big robot with a 30 foot long bow and arrows like 10 feet in length. Not to mention these arrows are filled withgunpowder so they explode on impact. You would get inside the head of the robot and control it and it would be just as easy to control as your own body, but this is just a model. But this is just a model, imagine the power if I built you the real thing.

Hequet shifts out of range and uses chain lightning. which hits kaylor and zub dmg: 15d6 ⇒ (1, 1, 1, 6, 1, 5, 3, 2, 2, 6, 5, 4, 5, 1, 4) = 47 lightning damage. Zub takes half, since he is 2ndary target and each of you can take half again, if you make a reflex saving throw dc 20

silver will fire arrows at the pharaoh as well. hit: 21 + 1d20 ⇒ 21 + (6) = 27
hit: 16 + 1d20 ⇒ 16 + (14) = 30
hit: 11 + 1d20 ⇒ 11 + (15) = 26

totaldmg: 3d8 + 21 ⇒ (6, 7, 5) + 21 = 39 fire dmg: 3d6 ⇒ (3, 4, 1) = 8

the vrock will fly over and try to claw kaylor hit: 13 + 1d20 ⇒ 13 + (12) = 25

though he kill the pharaoh on hit 2, so the last one goes to the vrock 12 dmg to it.

Nahoces turn though I don't know the best spells to use when botting here, so I'll let someone else do so.

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

Dismissal on the vrock.

Will save DC 21 or be banished back to hell. (Literally!)

Nahoce has left the building. Have a great week!


DungeonMaster

will: 6 + 1d20 ⇒ 6 + (14) = 20 it holds on for dear life and flaps its wings forward to not get sucked into a porthole that only affect it, but, leaves a caw as it is sucked in.

Ninurset will delay. Zub is up.


Zuberu charges forward and lunges for the huge demon.

”Perhaps you’re worthy of testing my strength!”

Grapple: 1d20 + 28 ⇒ (16) + 28 = 44


DungeonMaster

grappled, now lets see if it can break free. cmb: 21 + 1d20 ⇒ 21 + (6) = 27

the ninurset will shift and make power attacks against kaylor
first the pinsers hit: 16 + 1d20 ⇒ 16 + (7) = 23 hit: 16 + 1d20 ⇒ 16 + (6) = 22
then claws hit: 16 + 1d20 ⇒ 16 + (10) = 26 hit: 16 + 1d20 ⇒ 16 + (9) = 25
then bite hit: 16 + 1d20 ⇒ 16 + (3) = 19

but gets reckless of its attack.

also zub you forgot your reflex saving throw for half damage from the lightning. You already take half of 47, but you could take 1/4 of 47 or none if you have a special ability reflex: 15 + 1d20 ⇒ 15 + (5) = 20 zub made his save, so he took 1/4 of 47, unless you have an ability where if you save you took 0 dmg.

round 2 start


Nope, don't have evasion.


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)

Reflex: 1d20 + 16 ⇒ (6) + 16 = 22

Kaylor smirks at Hequet as he easily dodges her pathetic attempt to rival him in mastery over electricity. He has evasion "Let me show you how it's done," he growls. He then defensively casts shocking grasp and steps up next to her to defensively full attack.

Shocking Grasp: 1d20 + 22 - 2 - 4 ⇒ (12) + 22 - 2 - 4 = 28 Note that if this misses, the shocking grasp damage is just applied to my next successful attack, so I'll do the damage separately
To Hit 1: 1d20 + 22 - 2 - 4 ⇒ (14) + 22 - 2 - 4 = 30
To Hit 2: 1d20 + 17 - 2 - 4 ⇒ (7) + 17 - 2 - 4 = 18

Shocking grasp (weapon): 1d6 + 12 + 12 + 3d6 ⇒ (5) + 12 + 12 + (6, 5, 6) = 46
Shocking grasp (spell/electricity): 10d6 ⇒ (1, 5, 1, 2, 1, 3, 5, 6, 4, 4) = 32
Damage 1: 1d6 + 12 + 12 + 3d6 ⇒ (2) + 12 + 12 + (4, 6, 4) = 40
Damage 2: 1d6 + 12 + 12 + 3d6 ⇒ (2) + 12 + 12 + (5, 4, 5) = 40

AC41 until next round.


DungeonMaster

and kaylor fries it to smithereens. Also it was an undead, so not a trace of it is left.

elmar silver and nahoce up I or someone can bot her in a few minutes or elmar could do it when he takes his turn as well.


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)

still having arrows left over, silver fires at ninurset hit: 3d20 ⇒ (4, 20, 13) = 37 add 21, 16 and 11

total dmg: 3d8 + 21 ⇒ (2, 6, 4) + 21 = 33 and only one arrow hit for 13, but it might crit

crit: 16 + 1d20 ⇒ 16 + (12) = 28
crit: 2d8 + 6 ⇒ (3, 8) + 6 = 17


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 looks incredulous. "You think I need a special bow to do this?" and fires another bajillion arrows at her.

Attack 1: 1d20 + 22 + 1 + 2 ⇒ (12) + 22 + 1 + 2 = 37
Damage: 2d8 + 14 + 24 + 2 + 4 ⇒ (6, 4) + 14 + 24 + 2 + 4 = 54

Attack 2: 1d20 + 22 + 1 + 2 ⇒ (2) + 22 + 1 + 2 = 27
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (2) + 7 + 12 + 1 + 2 = 24

Attack 3: 1d20 + 22 + 1 + 2 ⇒ (11) + 22 + 1 + 2 = 36
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (4) + 7 + 12 + 1 + 2 = 26

Attack 4: 1d20 + 17 + 1 + 2 ⇒ (20) + 17 + 1 + 2 = 40
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (8) + 7 + 12 + 1 + 2 = 30

Confirm 4: 1d20 + 17 + 1 + 2 ⇒ (8) + 17 + 1 + 2 = 28
Bonus Damage: 2d8 + 14 + 24 + 2 + 4 ⇒ (3, 5) + 14 + 24 + 2 + 4 = 52

Attack 5: 1d20 + 12 + 1 + 2 ⇒ (16) + 12 + 1 + 2 = 31
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (1) + 7 + 12 + 1 + 2 = 23


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)

Based on her instructions, I'll go ahead and bot Nahoçe.

Nahoçe waves her power in divine gestures at the glabrezu. "Begone foul creature! Return to the hell from whence you came!" She glows briefly as she casts Destruction on the beast.

SR: 1d20 + 13 ⇒ (18) + 13 = 31 Success

Fort save DC24. Failure means 130 damage. Success means damage rolled below.
Damage if success: 10d6 ⇒ (1, 3, 2, 2, 4, 4, 4, 5, 1, 1) = 27


DungeonMaster

fort: 18 + 1d20 ⇒ 18 + (19) = 37 try as she might the creatures resists and only gets hurt a little for holding on for dear life. will update elmar when I get back from church.


DungeonMaster

considering the pharaoh is gone, elmar has to fire at the large creature and arrows go flying, and only one bounces off of it, but it still dies, with his last arrow he hits the arkeshkhesbed.

Zub is up.


Zuberu flexes as he viciously wrenches on the demon's neck.

Grapple for Damage: 1d20 + 28 + 5 - 3 ⇒ (7) + 28 + 5 - 3 = 37
Damage (pa, ferocious, strangle, vicious): 1d6 + 11 + 6 + 5 + 3d6 + 2d6 ⇒ (5) + 11 + 6 + 5 + (1, 1, 6) + (1, 6) = 42
Self Damage: 1d6 ⇒ 1

Greater Grapple: 1d20 + 28 + 5 - 3 ⇒ (20) + 28 + 5 - 3 = 50
Damage (pa, strangle, vicious): 1d6 + 11 + 6 + 3d6 + 2d6 ⇒ (4) + 11 + 6 + (3, 4, 3) + (3, 1) = 35
Self Damage: 1d6 ⇒ 2

Not sure if you're okay with grapples critting but just in case:

Confirming: 1d20 + 28 + 5 - 3 ⇒ (2) + 28 + 5 - 3 = 32
Extra Damage: 1d6 + 11 + 6 ⇒ (2) + 11 + 6 = 19

Rapid Grapple: 1d20 + 28 + 5 - 3 ⇒ (10) + 28 + 5 - 3 = 40
Damage (pa, strangle, vicious): 1d6 + 11 + 6 + 3d6 + 2d6 ⇒ (2) + 11 + 6 + (5, 3, 6) + (3, 5) = 41
Self Damage: 1d6 ⇒ 5


DungeonMaster

as zub, destroys the last enemy, the pharaohs, ib escapes. The ib is an intangible thing. The ib goes through the dungeon, destroying all evil things. The ghost paladin is laid to rest and the woman is returned to her home.

As you all exit the dungeon, a phantom figure of Hakotep appears. Thank you for doing that, with that, I am now complete. Ha, ha, ha, ha ha. Ha, ha, ha, ha, ha. It feels like ocarina of time, placing the 3 stones gets you the mastersword, but also makes Ganon more powerful.

end of book 4, divide up last of loot

also
armband

bronze sentinel

amulet

falcon crown

sphinx

scimitar

whip


DungeonMaster

okay, so we all rest and get our spells back.

okay so you are all told by ptemib to go back to Wati, that is where Hakotep is and he is working some slave trenches. Hakotep is trying to gain power over shory magic, but isn't quite there yet. He has access to elemenal magic now, which he needs to complete his project. You all find out however that Hakotep isn't as complete as he thinks he is. He is immortal, but as long as he reamins immortal, his power is also limited. He must be made mortal again by placing "the Mask" in his tomb. Normally the project would take Hakotep years, but he speed up the process by sacrificing lives, thus breaking the space-time continum in his favor. Regardless if this meant innocent lives or those working for him, he was going to accomplish this eventually. In addition Hakotep has created a flying pyramid in Wati, though you can all easily get there.

Eventually you all summon Chisisek as told to do so and he gives you info. you are suppose to ask questions him here, but I'm not sure if I told the story well enough up to this point for you all to know which questions to ask, plus a game done over the course of a couple of months people tend to forget.

You all ask him the right questions.

Where is Hakotep's tomb?
"Hakoteps's pyramid was my pride and joy, but he made his own changes. He felt my designs lacked cruelty, but he kept the core of my work. His tomb incorporated the same magic his enemies used--the Aeromantic Infandibulum. To ensure his eternal rest was protected from thieves, his favored guards, the Akhumen, were to use the Khepsutanem to send his pyramid into the sky, where it would travel the highest clouds and be forever and be forever unreachable by tomb robbers. In the week after his death, the Akhumen slaughtered Hakoteps greatest generals and entombed them as well so that the Sky Pharaoh would have his armies with him in the afterlife. I realize only too late that he wanted me to join him in the afterlife as well."

What is Khepsutanem? "The earthworks I designed for Hakotep to enhance and magnify the effects of the Aeromantic Infandibulum. From there, the Akhumen set Hakoteps's tomb into flight, but had we finished construction, Hakotep could even have pulled down Shory cities from the sky!"

How can we reach the Hakotep's tomb?
"Hakotep's pyramid is warded against divination and observation, and the sky currents it travels are unknown even to me, yet what was used to send it heavenward can also be used to bring it back. The Khepsutanem is the key. You can use its magic to call back the tomb and bring it to the ground once again. If you can focus the elemental energies of the Khepsutanem's Sekrepheres on the Aeromantic Infandibulum within Hakotep's pyramid, you won't have to reach it--you can bring the tomb back down to earth."

What is a Sekrephere? "The Khepsutanem is much more than ditches and mounds of earth. Hundreds of obelisks, each containing a bound elemental spirit, adorn the paths of the Khepsutanem. Among these stand 11 great momuments, each infused with the spirit of a particularly powerful elemental. These 11 monuments are the Sekrepheres, and they must be activated in the proper order between the hours of dawn and noon on a single day to focus their energies upon the Sun Disk plaza, which can in turn call down Hakotep's tomb.

How do we activate the Sekrepheres? "Before any of the Sekrepheres can be activted, you must rouse the Khepsutanem from its slumber, for after so long a time, the magic that empowers it goes dormant. The source of the Sekrepheres' power is found within the complex on the northern side of the earthworks called the Tekramenent. Once you've awakened the Khepsutanem, you must seek out the Chamber of the Sekrepheres within a 2nd complex on the eastern reaches of the trences, the Sekrephrenet. From there, it is a simple matter of anointing the Sekrephere symbols in the proper order with holy or unholy water.

In what order must we activate the Sekrepheres to focus the Sun Disk plaza on Hakotep's Tomb. Activate the godly symbols in this order Horus, Ptah, Isis, Ra, Khepri, Osiris, Sobek, Maat, Sekhmet, Thoth and finally Set, 11 gods.

How do we activated the Sun Disk once the Sekrepheres are activated? You need only to use the pharaohs key in the central stone of the Sun disk. Finding the pharaohs key will be the trick, but it should still lie with a complex called the Akhumememnet near the Sun Disk."

And the slave trenches? Oh yes, I was involved in the creation of it partially, tricked into it. Only Hakotep and his most trust agents the Akhumen know its secrets, find what they know and extract info. from them. The leader Tef-Naju has lots of info, interrogate him, make him your friend, detect thoughts on him or anything else you have to do to get the info from him.

Now what? Kick ass and destroy Hakoteps and his leaders, careful as you destroy his leaders he gains power, but they too must be destroyed. Oh and the upcoming things are mostly vulnerable to acid

Heroes get the pyramid which is currently 500 feet off the ground, but enemies jump down safely, which some magical help.

init: 9 + 1d20 ⇒ 9 + (6) = 15 6 voices of the sun. Undead, vulnerable to acid
init: 6 + 1d20 ⇒ 6 + (9) = 15 Kor-ahn-tuk, mummified gorgon, dr of 5, vulnerable to acid.
init: 9 + 1d20 ⇒ 9 + (6) = 15 some bone, 6 of these, thing dc 19 planes to id http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/bone
init: 14 + 1d20 ⇒ 14 + (7) = 21 elmar
init: 14 + 1d20 ⇒ 14 + (13) = 27 silver
init: 17 + 1d20 ⇒ 17 + (9) = 26 kaylor
init: 4 + 1d20 ⇒ 4 + (7) = 11 zub
init: 7 + 1d20 ⇒ 7 + (13) = 20 nahoce

map update going off the map requires a climb check dc 15 because of the way the sand is and is 15 feet high. Once of the map though, you are free to move around off the map.

kaylor, silver, elmar and nahoces bot is up.


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])

Was debating buying a flying carpet, but if it's only 500 feet up Kaylor and I can fly long enough to carry the party up to the pyramid when we need to.

Elmar will aim for the mummified gorgon first, then take on voices of the sun with any remaining shots.

Attack 1: 1d20 + 22 + 1 + 6 ⇒ (16) + 22 + 1 + 6 = 45
Damage: 2d8 + 14 + 24 + 2 + 12 ⇒ (3, 6) + 14 + 24 + 2 + 12 = 61

Attack 2: 1d20 + 22 + 1 + 6 ⇒ (8) + 22 + 1 + 6 = 37
Damage: 1d8 + 7 + 12 + 1 + 6 ⇒ (8) + 7 + 12 + 1 + 6 = 34

Attack 3: 1d20 + 22 + 1 + 6 ⇒ (4) + 22 + 1 + 6 = 33
Damage: 1d8 + 7 + 12 + 1 + 6 ⇒ (5) + 7 + 12 + 1 + 6 = 31

Attack 4: 1d20 + 17 + 1 + 6 ⇒ (12) + 17 + 1 + 6 = 36
Damage: 1d8 + 7 + 12 + 1 + 6 ⇒ (5) + 7 + 12 + 1 + 6 = 31

Attack 5: 1d20 + 12 + 1 + 6 ⇒ (2) + 12 + 1 + 6 = 21
Damage: 1d8 + 7 + 12 + 1 + 6 ⇒ (4) + 7 + 12 + 1 + 6 = 30


DungeonMaster

the pyramid will come back down to you all following the chisiseks directions, which I'm going to assume you all do, so it will happen after this fight automatically, your in-characters just didn't have time, they were ambushed in a way.


DungeonMaster

in case anyone is wondering the gorgon is still alive, in case anyone would be waiting for me to tell them that.


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 at the voice with his bow hit: 3d20 ⇒ (12, 2, 10) = 24 add 21, 16, 11
dmg: 3d8 + 21 ⇒ (8, 4, 7) + 21 = 40 piercing
fire: 3d6 ⇒ (1, 6, 5) = 12 fire

and only the first one hits, the other arrows bounce off, barely sinking into the thigh. 11 dmg after dr.


DungeonMaster

nahoce would probably channel energy with all these undead. channel: 7d6 ⇒ (2, 1, 5, 2, 3, 5, 5) = 23 to all undead

will: 11 + 1d20 ⇒ 11 + (2) = 13 voices
will: 15 + 1d20 ⇒ 15 + (15) = 30 gorgon

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)

For future reference, Kaylor got a dueling spiked gauntlet, so his init is now +21. Kaylor also autopasses the planes check

Those creatures in the back are bone devils. They're immune to fire and poison and resistant to acide, cold, and spells. They can teleport, create illusions, and turn invisible. The sting on their tail is also poisonous. They also have a fear aura, so stick close to Nahoçe.

As Remiel's telepathic voice fades away, Kaylor steps forward, charging his weapon with an arcane point and casting shocking grasp on the nearest sun cultist. Weapon is now keen, shocking, flaming, frost. As he does so, he returns to being visible.

To Hit: 1d20 + 22 + 2 ⇒ (3) + 22 + 2 = 27 Since apparently being invisible gives a +2 to hit in addition to being vs ff AC
Damage: 1d6 + 12 + 13 + 3d6 + 10d6 ⇒ (5) + 12 + 13 + (1, 5, 2) + (6, 3, 5, 5, 1, 3, 1, 4, 5, 5) = 76

Also, in case it comes up with the bone devils, Kaylor has uncanny dodge and blind fight


DungeonMaster

first the cultists, 3 of them shift, the other 3 move.

so 3 with full attacks, and each gets 3 attacks, so 9 attack total from those 3 as they swing with a +1 Khopesh. they have to roll a 20 to hit Kaylor, but they don't know that, they just know he is the awesome melee one that almost killed one of their own. hit: 9d20 ⇒ (20, 14, 5, 4, 18, 2, 18, 18, 19) = 118

the other 3 surround have to move around, first one aiming at kaylro hit: 20 + 1d20 ⇒ 20 + (1) = 21
the other 2 now, first one on silver hit: 1d20 + 20 ⇒ (20) + 20 = 40 and now elmar hit: 1d20 + 20 ⇒ (13) + 20 = 33

the 6 bone devils will fly over to whoever they can reach. and they have a 10 foot reach
this now means the gorgon can't get to us, so just positions himself better.

bite: 14 + 1d20 ⇒ 14 + (3) = 17 vs silver
bite: 14 + 1d20 ⇒ 14 + (20) = 34 vs silver
bite: 14 + 1d20 ⇒ 14 + (13) = 27 vs elmar
bite: 14 + 1d20 ⇒ 14 + (2) = 16 vs nahoce
bite: 14 + 1d20 ⇒ 14 + (1) = 15 vs silver
bite: 14 + 1d20 ⇒ 14 + (9) = 23 vs zub

okay so attack resolves, though must of these undead humanoids have trouble, one manages to hit kaylor
confirm crit: 1d20 ⇒ 6
dmg: 1d8 + 8 ⇒ (4) + 8 = 12 slashing dmg

silver gets hit by one and confirm crit: 1d20 + 20 ⇒ (2) + 20 = 22
dmg: 1d8 + 8 ⇒ (8) + 8 = 16

elmar gets hit once dmg: 1d8 + 8 ⇒ (1) + 8 = 9

one bone devil sinks his teeth into silvers neck confirm crit: 1d20 + 14 ⇒ (19) + 14 = 33 dmg: 1d8 + 5 ⇒ (4) + 5 = 9

and one into elmars neck dmg: 1d8 + 5 ⇒ (3) + 5 = 8

and the last one will sting zub dmg: 3d4 + 5 ⇒ (2, 2, 4) + 5 = 13 and zub must make a fort save dc 20 for this round and the next not to take str dmg.

oh that crit on silver confirmed. crit dmg: 1d8 + 5 ⇒ (1) + 5 = 6

round results
1. Kaylor: 12 slashing dmg
2. Silver: 31 dmg
3. Elmar: 8 dmg
4. zub 13 dmg and make a fort save dc 20

Zub is up for round 2
then
silver, kaylor, elmar, nahoce

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