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


2,051 to 2,100 of 2,647 << first < prev | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | next > last >>

Fort: 1d20 + 21 ⇒ (7) + 21 = 28

Zuberu grunts in pain as the devil's bony stinger is buried in the meat of his brawny shoulder.

Growling in defiance, the musclebound priest fires back with a vengeance.

Swift to activate greyflame.

Flurry: 1d20 + 19 + 1 - 3 ⇒ (9) + 19 + 1 - 3 = 26
Damage: 1d6 + 11 + 6 + 1 + 2d6 + 1d6 ⇒ (3) + 11 + 6 + 1 + (6, 3) + (3) = 33

Flurry: 1d20 + 19 + 1 - 3 ⇒ (4) + 19 + 1 - 3 = 21
Damage: 1d6 + 11 + 6 + 1 + 2d6 + 1d6 ⇒ (6) + 11 + 6 + 1 + (5, 2) + (3) = 34

Iterative: 1d20 + 14 + 1 - 3 ⇒ (11) + 14 + 1 - 3 = 23
Damage: 1d6 + 11 + 6 + 1 + 2d6 + 1d6 ⇒ (6) + 11 + 6 + 1 + (6, 4) + (5) = 39


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])

You're catching up in the damage game, Zub!

The bone devils' fear auras have a range of only 5 feet, so Elmar's okay. He'll subject himself to a few AoOs in order to take on some cultists, as they're favored enemies.

Since every single cultist provoked an AoO from Elmar, and there's a whole lot of them, he's going to actually take those attacks as well

Attack 1: 1d20 + 22 + 1 + 2 ⇒ (10) + 22 + 1 + 2 = 35
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (3) + 7 + 12 + 1 + 2 = 25

Attack 2: 1d20 + 22 + 1 + 2 ⇒ (10) + 22 + 1 + 2 = 35
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (4) + 7 + 12 + 1 + 2 = 26

Attack 3: 1d20 + 22 + 1 + 2 ⇒ (9) + 22 + 1 + 2 = 34
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (7) + 7 + 12 + 1 + 2 = 29

Attack 4: 1d20 + 22 + 1 + 2 ⇒ (12) + 22 + 1 + 2 = 37
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (7) + 7 + 12 + 1 + 2 = 29

Attack 5: 1d20 + 22 + 1 + 2 ⇒ (16) + 22 + 1 + 2 = 41
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (8) + 7 + 12 + 1 + 2 = 30

Attack 6: 1d20 + 22 + 1 + 2 ⇒ (11) + 22 + 1 + 2 = 36
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (2) + 7 + 12 + 1 + 2 = 24

Attack 7: 1d20 + 22 + 1 + 2 ⇒ (8) + 22 + 1 + 2 = 33
Damage: 2d8 + 14 + 24 + 2 + 4 ⇒ (8, 7) + 14 + 24 + 2 + 4 = 59

Attack 8: 1d20 + 22 + 1 + 2 ⇒ (3) + 22 + 1 + 2 = 28
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (4) + 7 + 12 + 1 + 2 = 26

Attack 9: 1d20 + 22 + 1 + 2 ⇒ (17) + 22 + 1 + 2 = 42
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (2) + 7 + 12 + 1 + 2 = 24

Attack 10: 1d20 + 17 + 1 + 2 ⇒ (6) + 17 + 1 + 2 = 26
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (6) + 7 + 12 + 1 + 2 = 28

Attack 11: 1d20 + 12 + 1 + 2 ⇒ (16) + 12 + 1 + 2 = 31
Damage: 1d8 + 7 + 12 + 1 + 2 ⇒ (3) + 7 + 12 + 1 + 2 = 25


You did like three times Zuberu's damage. I don't think he'll be catching up anytime soon.


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])

Yeah, but half that is my AoOs, which I usually don't take—I'm just making an exception due to the fact that our enemies have a combined hp of about 2-3k


DungeonMaster

okay, so I'll resolve elmars first 6 aoos before his other 5 normal attacks, I'm also botting in Nahoce to go before him so that his 5 normal attacks might not provoke aoos. because his normal attacks will provoke aoos from them.

first thing is first, zub only hits once on his flurry of blows and everything else, but it is a good hit.

nahoce channels channel: 7d6 ⇒ (3, 6, 3, 6, 6, 6, 2) = 32
will: 11 + 1d20 ⇒ 11 + (7) = 18 voices, they all take 32, this brings down one.
will: 15 + 1d20 ⇒ 15 + (10) = 25 that bull, take 16

elmars aoos hit. with his first 4, he kills one. with his other 2 he dmgs one well

as elmar makes his other attacks, only one creature will get an aoo on him. hit: 20 + 1d20 ⇒ 20 + (2) = 22
the first attack, which is attack 7, kills another. and 8, 9, 10, 11 kill another as he drops them just like 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 drop his bow and quickdraw duel guns and fire away at devils. Point blank shot added in

hit: 4d20 ⇒ (20, 12, 10, 1) = 43 add 19, 19, 13, and 7 to each shot vs touch

dmg: 3d8 + 27 ⇒ (7, 1, 8) + 27 = 43 b and p damage, and the fire does not matter, since it is immune.

confirm crit: 1d20 + 19 ⇒ (9) + 19 = 28
dmg: 3d8 + 36 ⇒ (6, 2, 4) + 36 = 48 this kills the one zub was working on. Kaylor is up


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 activates his boots and defensively attacks the cultists, shifting so any extra attacks go towards the bone devil next to him.

Attacks:
To Hit 1: 1d20 + 22 - 2 - 4 + 1 ⇒ (19) + 22 - 2 - 4 + 1 = 36
Arcane Mark: 1d20 + 22 - 2 - 4 + 1 ⇒ (6) + 22 - 2 - 4 + 1 = 23
Haste: 1d20 + 22 - 2 - 4 + 1 ⇒ (5) + 22 - 2 - 4 + 1 = 22
To Hit 2: 1d20 + 17 - 2 - 4 + 1 ⇒ (14) + 17 - 2 - 4 + 1 = 26
Confirm Crit 1: 1d20 + 22 - 2 - 4 + 1 + 9 ⇒ (9) + 22 - 2 - 4 + 1 + 9 = 35

In case any of these end up

Damage 1: 1d6 + 12 + 13 + 1d6 ⇒ (3) + 12 + 13 + (4) = 32
Damage Fire/Cold 1: 2d6 ⇒ (5, 4) = 9
Crit damage: 1d6 + 12 ⇒ (6) + 12 = 18

Damage Arcane: 1d6 + 12 + 13 + 1d6 ⇒ (1) + 12 + 13 + (4) = 30
Damage Fire/Cold Arcane: 2d6 ⇒ (5, 5) = 10

Damage Haste: 1d6 + 12 + 13 + 1d6 ⇒ (4) + 12 + 13 + (2) = 31
Damage Fire/Cold Haste: 2d6 ⇒ (2, 2) = 4

Damage 2: 1d6 + 12 + 13 + 1d6 ⇒ (1) + 12 + 13 + (4) = 30
Damage Fire/Cold 2: 2d6 ⇒ (1, 2) = 3

AC 47 until next round


DungeonMaster

as kaylor takes down the last voice, the gorgon can get through.

it will charge at who elmar, zub, kaylor: 1d3 ⇒ 1

hit: 32 + 1d20 ⇒ 32 + (14) = 46
dmg: 3d8 + 13 ⇒ (6, 8, 6) + 13 = 33

now the bone thingies can unleash their full potential. Each of them have 4 attack with a +14 bonus. 5 of us, 5 of them.

hit: 4d20 ⇒ (17, 16, 14, 7) = 54 vs kaylor need nothing less than nat 20s to hit you. but kaylor is too fast

hit: 4d20 ⇒ (10, 19, 3, 8) = 40 vs elmar need 15s to hit you.
claw: 1d6 + 5 ⇒ (3) + 5 = 8

hit: 4d20 ⇒ (16, 18, 20, 2) = 56 vs zub need 12s to hit you
oouch 2 claw and sting: 2d6 + 10 + 3d4 + 5 ⇒ (4, 3) + 10 + (3, 1, 1) + 5 = 27 and roll anything but a 1 on that fort saving throw or be poisoned

hit: 4d20 ⇒ (9, 13, 7, 12) = 41 vs silver 9s will hit this
bit, claw, sting: 1d8 + 10 + 1d6 + 3d4 + 5 ⇒ (2) + 10 + (5) + (2, 2, 1) + 5 = 27

hit: 4d20 ⇒ (20, 14, 15, 6) = 55 vs nahoce 17s hit her
bite: 1d8 + 5 ⇒ (8) + 5 = 13
confirm zub: 1d20 ⇒ 11
confirm nahoce: 1d20 ⇒ 1

and at the end of the round, they all turn invisible as a quickened spell, though they stayed in the same place, so we have a 50% miss chance, unless we use area effects, or get 64 on perception and don't roll miss chance, as I'm counting their stealth as take 10 as they are pretty stationary until next attack.

results
1. elmar 41 dmg that round
2. zub 27 dmg that round
3. silver 27 dmg that round
4. nahoce 13 dmg that round

We are still kicking butt, despite having taken that much damage that round. zub is up, then kaylor, elmar, silver, nahoce


Fort: 1d20 + 21 ⇒ (20) + 21 = 41

Zuberu shakes off the poison again and resumes pounding the life from the bony devil that's squared off with him.

Flurry: 1d20 + 19 + 1 - 3 ⇒ (20) + 19 + 1 - 3 = 37
Damage: 1d6 + 11 + 6 + 1 + 2d6 + 1d6 ⇒ (6) + 11 + 6 + 1 + (4, 1) + (3) = 32

Flurry: 1d20 + 19 + 1 - 3 ⇒ (20) + 19 + 1 - 3 = 37
Damage: 1d6 + 11 + 6 + 1 + 2d6 + 1d6 ⇒ (3) + 11 + 6 + 1 + (2, 4) + (4) = 31

Iterative: 1d20 + 14 + 1 - 3 ⇒ (7) + 14 + 1 - 3 = 19
Damage: 1d6 + 11 + 6 + 1 + 2d6 + 1d6 ⇒ (6) + 11 + 6 + 1 + (1, 6) + (1) = 32

Confirming: 1d20 + 19 + 1 - 3 ⇒ (2) + 19 + 1 - 3 = 19
Extra Damage: 1d6 + 11 + 6 + 1 ⇒ (3) + 11 + 6 + 1 = 21

Confirming: 1d20 + 19 + 1 - 3 ⇒ (12) + 19 + 1 - 3 = 29
Extra Damage: 1d6 + 11 + 6 + 1 ⇒ (5) + 11 + 6 + 1 = 23


DungeonMaster

@zub miss chance: 3d100 ⇒ (68, 58, 14) = 140 since you have 3 attacks.

well, that last one would have missed anyway. not enough damage to kill it, but with 2 almost crits, 1 confirmed and 8/10 of its hp gone, from a single person lets see if it just collapses.

con dc 13, 10 for half, 1 for each 10 points above: 5 + 1d20 ⇒ 5 + (2) = 7 and under crushed bones and ribs and can't help but to fall and hits its head hard on the ground, killing it.


If it's that hurt Zuberu will try to finish it with a forceful strike.

With a roar, Zuberu's last blow is accompanied by an explosive uppercut.

Damage: 13d4 ⇒ (3, 4, 4, 2, 3, 4, 2, 2, 2, 4, 4, 3, 2) = 39

Fort 19 for half.


DungeonMaster

either way it is dead, that 2 would have been in place for the fort instead and would have been 14+2=16


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 away at those things with his gun that isn't jammed hit: 23 + 1d20 ⇒ 23 + (15) = 38 vs touch
hit: 18 + 1d20 ⇒ 18 + (19) = 37 vs touch
hit: 13 + 1d20 ⇒ 13 + (19) = 32 vs touch

chance: 3d100 ⇒ (15, 42, 30) = 87 but misses due to guessing where the enemy is.


DungeonMaster

for nahoce, blade barrior sound good about now, since they are not moving and we are not moving, as it hits everyone but us, thus they will be taking damage every round.

dmg: 13d6 ⇒ (2, 4, 6, 3, 1, 5, 6, 3, 2, 3, 2, 4, 4) = 45
reflex: 12 + 1d20 ⇒ 12 + (2) = 14 devils
reflex: 15 + 1d20 ⇒ 15 + (12) = 27 gorgon moves out of the way and will not go near the barrier for quite some time. it won't be able to attack us for a while


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)

Forgot to deal with fear auras last time
Will Kaylor: 1d20 + 14 + 4 ⇒ (13) + 14 + 4 = 31
Will Remiel: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31

Remiel flies backwards, pulls out another scroll of glitterdust, and uses it. Indicated on the map. Those two devils have a DC13 Will save or they're blinded.

Kaylor for his part, takes advantage of his keen senses to continue to attack the demon next to him.

Attacks:

High = hit, low = miss
To Hit 1: 1d20 + 22 - 2 - 4 + 1 ⇒ (14) + 22 - 2 - 4 + 1 = 31
Miss Chance: 1d100 ⇒ 79

Arcane: 1d20 + 22 - 2 - 4 + 1 ⇒ (11) + 22 - 2 - 4 + 1 = 28
Miss Chance: 1d100 ⇒ 96

Haste: 1d20 + 22 - 2 - 4 + 1 ⇒ (13) + 22 - 2 - 4 + 1 = 30
Miss Chance: 1d100 ⇒ 63

To Hit 2: 1d20 + 17 - 2 - 4 + 1 ⇒ (10) + 17 - 2 - 4 + 1 = 22
Miss Chance: 1d100 ⇒ 30 Re-roll due to blind fight
Miss Chance: 1d100 ⇒ 39

Since he's good aligned and by-passes DR, I'll just lump all the damage together
3 hits: 3d6 + 36 + 39 + 3d6 ⇒ (2, 1, 5) + 36 + 39 + (3, 2, 4) = 92

AC still 47


DungeonMaster

and kaylor makes way of another devil, thus they see one of their own collapse, they don't take kindly to that either, as they stare at kaylor though kaylor can't stare back, because he can't see them.

will: 7 + 1d20 ⇒ 7 + (14) = 21 first bone devil
will: 7 + 1d20 ⇒ 7 + (16) = 23 2nd one.

and elmar still has a turn to kick ass


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)

Well, Kaylor can see two of them because glitterdust. So only one of them is actually still invisible and alive.


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])

Zuberu, you've got pummeling style, right? So if any of your attacks confirm crit, they ALL do.

Also, Elmar almost bought an at-will faerie fire enchantment for his bow... he's kicking himself over that one right now.

Elmar shoots at the nearest devils, again not bothering to worry about AoOs.

Attack 1: 1d20 + 22 + 1 ⇒ (12) + 22 + 1 = 35
Damage: 2d8 + 14 + 24 + 2 ⇒ (5, 8) + 14 + 24 + 2 = 53

Attack 2: 1d20 + 22 + 1 ⇒ (15) + 22 + 1 = 38
Damage: 1d8 + 7 + 12 + 1 ⇒ (3) + 7 + 12 + 1 = 23

Attack 3: 1d20 + 22 + 1 ⇒ (9) + 22 + 1 = 32
Damage: 1d8 + 7 + 12 + 1 ⇒ (5) + 7 + 12 + 1 = 25

Attack 4: 1d20 + 17 + 1 ⇒ (7) + 17 + 1 = 25
Damage: 1d8 + 7 + 12 + 1 ⇒ (2) + 7 + 12 + 1 = 22

Attack 5: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Damage: 1d8 + 7 + 12 + 1 ⇒ (3) + 7 + 12 + 1 = 23


DungeonMaster

chance: 5d100 ⇒ (97, 85, 57, 68, 36) = 343 for elmar and he manages to bring down another and deal massive damage to the other.

The devils can't move much otherwise they won't be able to attack, so they stand and attack, taking damage from the blades
dmg: 13d6 ⇒ (6, 3, 6, 2, 6, 3, 6, 3, 4, 3, 3, 2, 4) = 51
reflexs: 12 + 1d20 ⇒ 12 + (15) = 27 so 25 dmg each 95 and 70 dmg

the will both create a wall of ice on us. everyone but zub make two reflex saving throws, one for each wall, dc 17, just one success for each wall and the walls goes bye-bye.

heroes are up again, and these two are visible


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 1: 1d20 + 17 ⇒ (2) + 17 = 19
Kaylor 2: 1d20 + 17 ⇒ (4) + 17 = 21

Remiel 1: 1d20 + 7 ⇒ (2) + 7 = 9
Remiel 2: 1d20 + 7 ⇒ (13) + 7 = 20

After sending Remiel up 60 ft in the air to safety, Kaylor casts another shocking grasps and moves to attack the gorgon, trusting the rest of the party to deal with the now-visible demons.

Attacks:
Shocking Grasp: 1d20 + 22 - 2 - 4 + 1 ⇒ (6) + 22 - 2 - 4 + 1 = 23 Even if this misses, the shocking grasp damage applies to the next blow that hits
To Hit 1: 1d20 + 22 - 2 - 4 + 1 ⇒ (11) + 22 - 2 - 4 + 1 = 28
Haste: 1d20 + 22 - 2 - 4 + 1 ⇒ (9) + 22 - 2 - 4 + 1 = 26
To Hit 2: 1d20 + 17 - 2 - 4 + 1 ⇒ (19) + 17 - 2 - 4 + 1 = 31
Confirm 2: 1d20 + 17 - 2 - 4 + 1 + 9 ⇒ (6) + 17 - 2 - 4 + 1 + 9 = 27

Damage Shocking (weapon only): 1d6 + 12 + 13 + 3d6 ⇒ (1) + 12 + 13 + (1, 6, 1) = 34
Damage Shocking (spell): 10d6 ⇒ (5, 6, 6, 1, 3, 1, 2, 6, 2, 6) = 38
Damage 1: 1d6 + 12 + 13 + 3d6 ⇒ (6) + 12 + 13 + (4, 4, 4) = 43
Damage Haste: 1d6 + 12 + 13 + 3d6 ⇒ (4) + 12 + 13 + (5, 4, 6) = 44
Damage 2: 1d6 + 12 + 13 + 3d6 ⇒ (1) + 12 + 13 + (2, 1, 3) = 32
Crit 2: 1d6 + 12 ⇒ (4) + 12 = 16


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])

Reflex 1: 1d20 + 18 ⇒ (2) + 18 = 20
Reflex 2: 1d20 + 18 ⇒ (6) + 18 = 24


DungeonMaster

yeah, the gorgon never thought to say far away, so it is dead.

the things are screwed, if if we all miss, because they stand and attack us.

dmg: 13d6 ⇒ (1, 3, 1, 5, 5, 6, 1, 6, 4, 5, 6, 4, 5) = 52 so even if we all miss, they would take at least 26 damage this round from blades by standing and attacking. killing at least one, and the other would need to take only 9 damage.

combat over. Would anyone like to do anything before lowering down the pyramid which takes 5 minutes and going in?

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's wands of CLW and CCW are available to any needing healing. Roll 'em up yourself and let me know how many charges of each you used.

Nahoce was down 13 HP, I believe.

CLW (wand): 1d8 + 1 ⇒ (2) + 1 = 3
CLW (wand): 1d8 + 1 ⇒ (1) + 1 = 2
CLW (wand): 1d8 + 1 ⇒ (5) + 1 = 6

3 charges of CLW used (11 left, but lots of 1st level memorized spells I can burn, also). Thanks for botting me during my absence, well done.

Prior to entering the pyramid, Nahoce will use her innate Detect Undead ability and Detect Thoughts spell to try to determine the number, type, and surface thoughts of any opponents within 60 feet of the entrance.


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 uses his wand of infernal healing to top himself up before using his ring to turn invisible again.

He idly scratches his chin (not that anyone can see this) before saying, "If we just fly people up there, we're more likely to have the element of surprise on our side; I would imagine bringing the pyramid down will alert all its inhabitants." He then glances at the fallen hoard of monsters. "But then, we may not need surprise."

Nahoçe, in case you missed it, you got 64,841.38 gold that you can spend on whatever you want.

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, Kaylor, I did catch that. Nothing I'm itching for at this point and I don't have time IRL to shop at the moment. BTW I do have flight ability after purchasing a Headband of Aerial Agility after the last economic windfall.


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 item-induced fast healing lets him recover 144 health/day (more than his maximum), so I generally figure it's not worth healing him unless he's dropped below half.

"I'd be down f'r flying. Err, up f'r flying."

Also, Elmar is invisible to all undead creatures.


DungeonMaster

people all fly up there with their carpets.

Kaylor turns invisible.

scouts ahead. At the tomb entrance, A dark opening yawns at the pyramids base, providing access to a long tunnel heading deep into the tobmb.

Forward he can see a hieroglyphic message formed from thousands of tiny, vibrantly colored feathers runs across the top of magnificient mural on the north wall of this corridor. The mural depicts a line of Ancient Osiriani warriors and leaders all peering skyward, as if to read the message writ in plumage in the heavens above. elmar easily spots and disables a killing box trap. The hereos come to a hallway. The go right. to make things easier, since there is nothing this way.

They go to the unitended exit. The floor of this hall is tiled in highly polished mosaics of the sun surrounded by hieroglphys. More mosaics curl up along the walls towards the ceiling. Elmar finds and disables the unintended exit trap.

Hereos then go the other way to the left and come to another hallway. They have another choice right and left. to make things easier, we will say you went left first.

This room is called the antechamber of supplication and there is a life-sized stone statue of a resplendent Osirian woman dressed in lamellar armor with a khopesh at her side, her hands resting at her hips, stands at the far end of this otherwise empty chamber. Heroes easily id the statue with a laughable religion check and know that destorying it will reduce the evil Isatemkhebets power and they destroy it in no time.

Hereos exit the room and go down the hallway called serpents path. The pathway curves and represents a serpent with 3 missing teeth.
they also find a fang key the fang key changes the direction of the path as it can go 3 different ways. do heroes want the easy stuff or the hard stuff first? For those wanting to know the in-game time, 2.5 minutes since you've been in the pyramid.

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

Hard stuff first.


DungeonMaster

okay, no one else spoke up so hard stuff first. You all do not turn the path and go north west as it curves that way.

As you come to an intersection, there is a north path, a south west and one going west.

You all go north first and find nothing in this room but easily disable the tar tomb trap. There was a black pudding in here as well, but you can all see it is clearly dead.

heal 15:
someone was here before you and killed it, whether or not these were heroic adventures or killed off by evil adventures for whatever reason you have no clue, but the black puddings themselves were evil

The hereos all go south they find an animus that will make copies of us.
those who id it, get a surprise round.

arcana 25:
This thing will start animating evil duplicates of us with all of our powers and whatnot, but only one of us can be activate at a time. It runs out of power when all of our duplicates of us have been destroyed. If you destroy the animus, 20 HP, all of our duplicates animate at once, but with half of their max HP. Any duplicate activate while this thing is destroyed must make a fort dc 25 or die instantly. Takes 64 slashing damage on a save.

init: 21 + 1d20 ⇒ 21 + (8) = 29 kaylor
init: 21 + 1d20 ⇒ 21 + (20) = 41 evil kaylor
init: 14 + 1d20 ⇒ 14 + (2) = 16 silver
init: 7 + 1d20 ⇒ 7 + (18) = 25 nahoce
init: 14 + 1d20 ⇒ 14 + (17) = 31 elmar
init: 11 + 1d20 ⇒ 11 + (4) = 15 zub

if you go before evil kaylor or act in surprise round, then he will still be in the animus when it is your turn. You can ready an action, or outright destroy the animus, though I recommend you id it for further details before you make any rash decisions or let someone id it and tell you.

does anyone know what the challenge rating of a level 13 pc is? Not sure if cr of a pc is higher than the level or not.


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: 1d20 + 20 ⇒ (13) + 20 = 33

Questions (if we don't know the answer to these questions in character, just say so):
1) Do they have all our things in addition to having all our abilities?
2) If we have buff spells on ourselves, I assume those didn't get duplicated? I pretty much always have defending bone cast on myself since it's duration is currently 13 hours.
3) How is spell casting duplicated? Do they have the same spells prepared as we do? What if we've cast some spells? Are they also missing those spells?

Everybody hears a laugh in their head. Welp, good luck hitting this guy. There's then a squeak which you suspect may be the result of a sharp nudge from the invisible Kaylor. There can be only one duplicate at a time unless we destroy the animus. If we do that, all the duplicates will come alive, but with half of their max HP. And any duplicate active when the animus is destroyed might die instantly.

I'll post an action once I make sure my character sheet is fully up to date and any questions that we know get answered.


DungeonMaster

1. yes and you know this.
2. if you buff yourself, it does not buff your duplicate
3. You don't know the answer to this
4. also others will to have id this as well to get surprise, because it will take about 1.5 seconds for people who id to explain and .5 seconds for those who find out to process what they just heard and another second to react, thus not getting surprise if you can't id it yourself.

silver arcana arcana: 13 + 1d20 ⇒ 13 + (9) = 22 and if he beats the dc, he will ready his gun for evil kaylor to appear.

does kaylor wish to ready an action or attack the animus? You can be in melee if you want.


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])

If they've got PC-level gear, they're CR their level or +1, I forget which.

Also, Elmar can't possibly beat that arcana.

P.S. What type are the animus/copies? (If they're constructs or undead, it affects whether or not it's worth casting instant enemy).


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)

Ok, I believe my character sheet is up to date. The main things to note are that you're probably not going to be able to use his FF AC, his AC is 39 vs adamantine weapons, he takes no damage on a successful reflex save, his CMD is 41, and he has fire, cold, and electricity resistance 5.

Remiel uses his wand of shield on Kaylor as Kaylor casts maximized, intensified shocking grasp and prepares to hit his clone as soon at it exits, activating his boots as he does so. Free action, standard action, and a readied free action to deliver the attack

AC 32 Touch Attack: 1d20 + 16 + 3 + 1 ⇒ (14) + 16 + 3 + 1 = 34 +3 for metal armor, +1 from haste
Damage: 60 - 5 = 55 Energy resistance taken into account
Evil Kaylor: 72/127

As he waits, a smile starts to pull at the corner of his lips. Finally, a challenge. He feels his blood begin to race as he wonders if his clone will live up his full potential and provide a good fight or if the technology is flawed and will fail to duplicate his prowess in combat. The slight smile then turns into a full on grin as he realizes that he will get to decimate a Silver Bullet clone.

Good Kaylor: AC 48, Touch 33, Adamantine 44


Recognizing the look of exhileration that comes with finding a worthy challenge on his friend's devilish features, Zuberu crosses his massive arms over his chest and keeps his distance.

Zubueru's going to leave this one to Kaylor. How often does one get such a chance to show their stuff.

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

Heal: 1d20 + 11 ⇒ (5) + 11 = 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

Nahoce smiles quietly and casts her old standby, Blessing of Fervor.


DungeonMaster

since it is now evil kaylors turn, and people know their counterparts well, they can bot them if they want, I'll trust people not intentionally make their other selves do stupid things, unless the good character does stupid things as they do copy our personalities slightly. At elmar, I'm counting these things as magical beasts, also we know who is who, because the evil ones have a different head, it could be a wolf, bear, lion, goat, etc.

Evil Kaylor is up, what is he doing? this room is pretty big and pretty square, so I just added evil kaylor to the existing map and moved everyone to the wall.


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)

Evil Kaylor AKA Rolyak

Well, this is potentially going to be a rather deadly fight then.

Also, if I'm the one botting him, then I kind of need to know the answer to the spells question. I'll keep it OOC knowledge though. At the very least, I'm going to assume he has all the spells I had at the beginning of the fight.

Another question: Does he have my memories/knowledge about members of the party?

Smiling evilly, the tiefling doppleganger makes a few gestures and completely disappears. DC23 concentration check, with a +21, he take a -1 on attacks for a +1 to concentrate to auto-succeed.

Kaylor with his +22 spellcraft auto-makes the DC19 identify

Everybody hears a voice in their heads. Kaylor says some very nasty words that are a good indication he should wash his mouth out. And that Rolyak just cast greater invisibility

Rolyak Stealth: 1d20 + 20 + 20 ⇒ (11) + 20 + 20 = 51

I believe everybody now gets their action. Which for Nahoce is blessing of fervor unless she chooses to change it. I'll do normal Kaylor's action later in a different post.

12 rounds invisibly remaining


So we're fighting just evil Kaylor or a whole evil party at once?


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])

One at a time

Perception: 1d20 + 33 ⇒ (15) + 33 = 48

Elmar searches the room, but can't quite figure out where evil Kaylor has gone.

Guess it's time to let the cat out of the bag (literally?)

Elmar's had an Animal Companion for quite some time now—a majestic desert wolf, who he's kept inside a hosteling shield inside his efficient quiver. And the thing's got scent.


Animal Companion (Charger) 10 (HP 85/85 | AC 38 T 12 FF 35 | Fort 11 Ref 10 Will 4 | Percp 13 [low-light vision, scent])

As Elmar bends down, pulls a shield out of his magic quiver, and says a few words, a gigantic wolf springs forth, one that the rest of the party has likely never seen before. At a command, it runs towards Evil Kaylor, stopping next to whatever square the invisible villain is in and barking to signify his approximate location.


DungeonMaster

evil kaylor knows all the spells you do, he has the option to have prepared a different set of spells that you did however. Evil Kaylor knows everything that Kaylor would know about us, except our personalities. He does not know, silver is somewhat of a loose cannon, or that zub gets all the ladies.


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 quickdraw his gun while aiming hit: 23 + 1d20 ⇒ 23 + (7) = 30
hit: 18 + 1d20 ⇒ 18 + (7) = 25
hit: 13 + 1d20 ⇒ 13 + (3) = 16 these are bullets, so vs touch

miss chance: 3d100 ⇒ (88, 2, 15) = 105 each above 50 is not affected by the miss chance.

dmg: 1d8 + 9 ⇒ (2) + 9 = 11
dmg: 1d8 + 9 ⇒ (6) + 9 = 15
dmg: 1d8 + 9 ⇒ (6) + 9 = 15

don't know all of kaylors resistances, but the gun has flaming and corrusive properties

dmg: 3d6 ⇒ (5, 5, 2) = 12 fire, one d6 from each bullet
dmg: 3d6 ⇒ (4, 5, 2) = 11 acid, one d6 from each bullet

and silver misses every time even though he knew exactly where to aim. evil kaylors touch is 32?

edit: blessing of favor, one more attack. hit: 23 + 1d20 ⇒ 23 + (17) = 40
dmg: 1d8 + 9 ⇒ (1) + 9 = 10
fire: 1d6 ⇒ 6
acid: 1d6 ⇒ 5


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])

Don't forget, SB, there's still a 50% concealment miss chance. Also, Elmar gets +2 to Perception from favored terrain, which means he only fell 1 point short.


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)

Elmar: You should actually place your animal companion on the map.

And actually, his touch AC is currently 33 since he used his boots of haste. 10 + 7 Dex + 9 Int (Kensai's Uncanny Defense) + 5 deflection (ring of protection) + 1 insight (ioun stone) + 1 dodge (haste). You also need to roll a miss chance for the fervor attack.

Regular Kaylor also uses his boots of haste to move, casting another intensified maximized shocking grasp.
AC33: 1d20 + 22 + 1 + 3 + 2 ⇒ (2) + 22 + 1 + 3 + 2 = 30 Miss

Remiel, knowing that this battle will be a touch one, moves up to Zuberu and tags him with his wand. Zuberu now has fast healing 1 for 1 minute


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)

miss: 1d100 ⇒ 98

sweet so he really did do 10 b and p to kaylor. and 6 fire and 5 acid which that part probably does not matter.


DungeonMaster

oh right, zub still has a turn, unless he is taking total defense. Then Evil Kaylor is on deck.


Zub's delaying.


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)

Rolyak

Evil Kaylor smiles coldly and casts another spell. Instantly a flaming sphere surrounds the party.

Damage for Elmar, Zuberu, Remiel, and SB
Fire: 1d4 ⇒ 2

Damage for Kaylor, Nahoçe, and Sanidine.
Fire: 2d4 ⇒ (1, 1) = 2

If you move through the fire, you take 2d6+13 damage

Stealth: 1d20 + 20 + 20 ⇒ (9) + 20 + 20 = 49

Not sure if scent ignores the total concealment part of invisibility. If it does, Rolyak provokes from Sanidine. Although she/he'd be attacking through the wall of fire.

HP: 56/127, AC 43, T 33
11 rounds invisibility
8 rounds haste


Animal Companion (Charger) 10 (HP 85/85 | AC 38 T 12 FF 35 | Fort 11 Ref 10 Will 4 | Percp 13 [low-light vision, scent])

Scent does not negate concealment.

Perception: 1d20 + 33 + 2 ⇒ (9) + 33 + 2 = 44

Reflex (Elmar): 1d20 + 18 ⇒ (15) + 18 = 33
Reflex (Sanidine): 1d20 + 10 ⇒ (2) + 10 = 12

Elmar once again misses Kaylor, and lacking anything better to do, moves towards the Animus and casts Named Bullet on one of his arrows.

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