Mummy's Mask Version 1.5 (Inactive)

Game Master DoubleGold

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


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Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

I and my clanky armor are waiting outside.


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)

Since calling people to his side is a standard action and everybody is only a move action away, Kaylor will hold back on using the bracelet, but remind everybody that charging is a single action that can be done in surprise rounds.

Kaylor makes his sword a keen, flaming, fire burst, undead bane weapon for 2 arcane points and surprise attacks the Nightcrawler.

Surprise!: 1d20 + 24 + 2 ⇒ (18) + 24 + 2 = 44
Extra surprise! (Confirm crit): 1d20 + 24 + 2 + 9 ⇒ (19) + 24 + 2 + 9 = 54
Damage: 2d6 + 12 + 12 + 15 + 2d6 + 2d6 + 1d10 ⇒ (6, 1) + 12 + 12 + 15 + (6, 3) + (3, 5) + (4) = 67

Init: 1d20 + 21 ⇒ (15) + 21 = 36


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 makes a single attack.

Arrow: 1d20 + 32 - 4 + 6 + 1 ⇒ (14) + 32 - 4 + 6 + 1 = 49
Damage: 1d8 + 7 + 8 + 6 + 1 ⇒ (3) + 7 + 8 + 6 + 1 = 25


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 bullet fires off a bullet hit: 23 + 1d20 ⇒ 23 + (6) = 29
dmg: 1d8 + 9 ⇒ (6) + 9 = 15
dmg: 1d6 ⇒ 2 fire dmg.


8-07 Map DungeonMaster

we all hit the creature sevaral, but without silver, it resists a lot of the dmg and ends up with only a few scratches. it took a net dmg of 64.

Kaylor init=36
init: 14 + 1d20 ⇒ 14 + (9) = 23 elmar
init: 13 + 1d20 ⇒ 13 + (11) = 24 silver
init: 7 + 1d20 ⇒ 7 + (2) = 9 nahoce
init: 7 + 1d20 ⇒ 7 + (11) = 18 zuberu
init: 2 + 1d20 ⇒ 2 + (7) = 9 monster.

Round 1 heroes are up and are 25 feet from it, Kaylor is on the only one in melee

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 moves up with a message for the worm.

Rest, Great One. Gentle Rest

Touch: 1d20 + 14 ⇒ (3) + 14 = 17

Gentle Rest (Sp):
Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creatures, that creature falls asleep for 1 round instead. Undead creatures touched by you are staggered for (Wis mod) rounds. You can use this ability 3+(Wis mod) times per day.

As I read the description, nothing prevents me from trying it twice in a round if I have multiple attacks. Assuming so,

Sleep, Tired One.

Touch: 1d20 + 9 ⇒ (19) + 9 = 28

Gentle Rest uses remaining either 7/10 or 8/10. Will update char sheet after GM ruling.


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 forgot to mention, but Kaylor's attack bypass the DR/silver because it's a +5 weapon. So the enemy actually took more damage.

Kaylor defensively attacks the undead beast.

Attacks:
Arcane Mark: 1d20 + 24 - 2 + 2 - 4 ⇒ (16) + 24 - 2 + 2 - 4 = 36
To Hit 1: 1d20 + 24 - 2 + 2 - 4 ⇒ (14) + 24 - 2 + 2 - 4 = 34
To Hit 2: 1d20 + 19 - 2 + 2 - 4 ⇒ (17) + 19 - 2 + 2 - 4 = 32
To Hit 3: 1d20 + 14 - 2 + 2 - 4 ⇒ (19) + 14 - 2 + 2 - 4 = 29

Confirm Arcane: 1d20 + 24 - 2 + 2 - 4 + 9 ⇒ (9) + 24 - 2 + 2 - 4 + 9 = 38
Confirm 2: 1d20 + 19 - 2 + 2 - 4 + 9 ⇒ (6) + 19 - 2 + 2 - 4 + 9 = 30
Confirm 3: 1d20 + 14 - 2 + 2 - 4 + 9 ⇒ (10) + 14 - 2 + 2 - 4 + 9 = 29

Arcane: 2d6 + 24 + 15 + 2d6 + 2d6 + 1d10 ⇒ (1, 1) + 24 + 15 + (5, 1) + (6, 5) + (5) = 63
Damage 1: 1d6 + 12 + 15 + 2d6 + 2d6 ⇒ (2) + 12 + 15 + (3, 1) + (2, 4) = 39
Damage 2: 2d6 + 24 + 15 + 2d6 + 2d6 + 1d10 ⇒ (3, 5) + 24 + 15 + (2, 2) + (2, 2) + (8) = 63
Damage 3: 2d6 + 24 + 15 + 2d6 + 2d6 + 1d10 ⇒ (1, 4) + 24 + 15 + (6, 5) + (1, 2) + (5) = 63

With several swings of his keen blade, Kaylor hits the undead monstrosity with deadly accuracy. Luck is surely with him this day. Seriously, 3/4 were crits

Total Damage (bypasses DR): 63 + 39 + 63 + 63 = 228


8-07 Map DungeonMaster

not even going to worry about rest right now, after reajusting what it took from the surprise round and after kaylors round 1 attack, between, zub, elmar and silver, we would only have to do 5 dmg to it, and to miss every time would be rare, I'm calling it dead.

The creature goes down after heroes surprise it and slash and hack at it. Kaylor surely cutting through some vital organs of the creature as he slashes


8-07 Map DungeonMaster

so my internet went out as I posted the next post

In room 6 we find nothing but treasure after finding a secret door in the room. the perception to spot it is negible, elmar can roll a 1 and still see it.
In room 7 and undectable trap goes off but it doesn't hurt us. I alerts 6 swarms.
Those of us with nature as a skill cannot fail the dc. swarms

all 6 swarms are within 20 feet of the door, the front lined ones are within 15 feet of the door.
init: 21 + 1d20 ⇒ 21 + (1) = 22 kaylor
init: 14 + 1d20 ⇒ 14 + (19) = 33 elmar
init: 13 + 1d20 ⇒ 13 + (5) = 18 silver
init: 7 + 1d20 ⇒ 7 + (4) = 11 zub
init: 7 + 1d20 ⇒ 7 + (2) = 9 nahoce
init: 10 + 1d20 ⇒ 10 + (3) = 13 swarms

Kaylor, elmar and silver are 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])

Realizing that Hellwasp Swarms are immune to weapon damage, Elmar strongly considers climbing into his Bag of Holding.


8-07 Map DungeonMaster

at elmar, if you weapon has any elemental damage properties to it, I'll count that, but that is all you'll be able to do to them.


"Nahoce can you deal with these vermin?"

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

Step aside boys. Finally something that doesn't resist magic.

I and my cruddy initiative have to wait for the swarms to act all swarmy first.


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)

Since Wall of Fire would not be as useful and I'm not sure from the description if he can hit everything with a line of acid, invisible Kaylor moves far out of reach of the swarms.

Remiel does likewise, taking advantage of his flying ability to wind up away from anybody else before using his wand of magic missile (CL7) on whichever swarm is nearest to Nahoçe/Zuberu/Elmar.

Damage: 4d4 + 4 ⇒ (2, 4, 1, 2) + 4 = 13

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

FWIW, my Scarab Shield (remember that?) grants some protection against swarms.

Scarab Shield wrote:
In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder's space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder's space and attack the wielder normally. If the save fails, the swarm instinctively avoids the space occupied by the wielder completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day.

So they have to roll a 4 or better. Take that, swarms!


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])

Nope! Elmar takes a full defense action.

Also Wall of Fire is extremely useful here...


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)

They have resist fire 10 though. Oh wait! I just remembered I have sacred geometry.

Instead of moving, Kaylor concentrates, trying to transform his Wall of Fire into a Wall of Acid.

Sacred Geometry:
Target Numbers: 43, 47, 53

Engineering: 15d6 ⇒ (2, 3, 3, 4, 1, 1, 2, 6, 2, 1, 3, 6, 1, 3, 6) = 44
1: 4
2: 3
3: 4
4: 1
5: 0
6: 3

(6*6 + 6 + 4 + 2 - 1) * 2/2 + (3 + 3 - 3 - 3) * 1 * 1 * 1 = 47
(36 + 11) * 1 + (0) * 1 = 47
47

And he successfully manages to surround the swarm with acid. I'm assuming I probably have enough length to do this, but can't really draw it to confirm without a picture.

Initial Damage: 2d4 ⇒ (3, 4) = 7 +50% = 10
Damage if they walk through it: 2d6 + 15 ⇒ (3, 1) + 15 = 19 +50% = 28


8-07 Map DungeonMaster

yeah, they would all have to move through it one way on the other.

the swarms not knowing any better move through the acid. they all took 38 dmg as they were all clumped together

silver will move out of the room as he is almost useless.

all 6 swarms charge at viable targets.

3 go after Kaylor
3 go after nahoce will: 3d20 ⇒ (5, 7, 15) = 27 yep all 3 swarms do not ignore Nahoce

Kaylor and Nahoce each take dmg: 9d6 ⇒ (2, 6, 4, 5, 1, 3, 4, 5, 1) = 31 I'm Ignoring distraction, you still have to make a fort save dc 20, 3 times, one for each swarm that went after you to avoid poison

Nahoce and zub are up


Zuberu withdraws trusting Nahoce's spells to deal with the demon-wasps.


Nahoce Fort: 1d20 + 12 ⇒ (3) + 12 = 15
Nahoce Fort: 1d20 + 12 ⇒ (9) + 12 = 21
Nahoce Fort: 1d20 + 12 ⇒ (1) + 12 = 13

She fails twice.

Despite the swarms pouring over her, Nahoce conjures a wall of translucent blades to stop the tide of hell-bugs.

Blade Barrier (reflex 23 for half): 15d6 ⇒ (5, 5, 2, 3, 5, 1, 2, 6, 1, 6, 2, 3, 2, 5, 6) = 54


8-07 Map DungeonMaster

yeah, almost forgot and blade barrier was the exact move I would have had her do too.

reflex: 10 + 1d20 ⇒ 10 + (10) = 20 yep and all the swarms fail thus dying.

for now Nahoce takes a penalty to her dex penalty: 1d6 ⇒ 6

but only for a minute. though someone might want to have her channel once or twice since a lot of people are hurt some HP.

actually I'm going to have her channel energy once since she can afford it. she heals everyone channel: 7d6 ⇒ (4, 6, 5, 5, 6, 4, 3) = 33


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 that that's actually 81 damage, thanks to it being an AoE spell.


8-07 Map DungeonMaster

so after the channel, people are feeling refreshed again. Kaylor at full again, Nahoce and zub at full again. Elmar only down by 2. Silver at full again.


"Let's press on", Zuberu suggests after the party's wounds are mended.


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 fast heals 6 hp an hour, so he's back to full.


8-07 Map DungeonMaster

Heroes make it to the Guardian Vault. map has been drawn, start moving yourselves on the map and I'll let you know what happens as you move. When you reach a room where it hasn't been fully drawn out, I will draw the full room underneath, as I didn't haven enough space otherwise squares would run into each other, or I'd spend hours making all squares the same size.

We start at the top


Is this the same day?

Zuberu follows behind brave Kaylor.


8-07 Map DungeonMaster

yes, same day, at the vault is only a few hundred feet away from the last position


Gotcha. We press on!


8-07 Map DungeonMaster

okay, so who wishes, to lead the way, Kaylors pet?


Kaylor’s got god-like AC. He can pretty safely lead the 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])

Elmar will follow behind, since he can spot anything that might sneak up on the party and shoot through his allies without penalty.


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 not really sure what I'm supposed to be doing with the map since it's not really clear where there's stuff and where's there's not. And obviously I don't want to just move in 5ft increments asking if there's anything to be seen yet. So for now I've just moved Kaylor to where there looks like there is something.

Either way, Kaylor will take lead with his stealthy, invisible, high AC-ness

Stealth: 1d20 + 40 ⇒ (8) + 40 = 48
Perception: 1d20 + 24 ⇒ (15) + 24 = 39


8-07 Map DungeonMaster

yes, you make it all the way there, Kaylor disables the traps or gets elmar to disable them along the way. there were 3 dispelling traps and 1 telekinetic enucleation trap.

At the very end you all see a monster.

Surprise rounds go even if you are invisible, it has a strong scent ability, characters can start anywhere they want to in the surprise round before the green line, as it would notice you if you crossed that line, re-position yourselves as you wish. You get one attack, or you can cross the green line if you want during the surprise round


What does this thing look like?


8-07 Map DungeonMaster

A mummified dinosaur, you can tell it is undead.

natured dc 25:
it is a spinosaurus, ac 30, T 20, ff20, 244 hp

religion dc 25:
fort 16, ref 15, will 11, regenartes 5 hp per turn unless cold hits it. Super Vulnerable to cold, ie not 1.5 but double, 15 foot reach, bite 26 attack, 3d8+14 and 2 claws +26 (3d6+14), does have power attack and improve bull rush feats, cmb 34, cmd 46


Zuberu calls on Sobek's might and steps forward to challenge the reptilian abomination. Smite Abomination and trigger greyflame.

"You are an affront to the Raging Torrent. I will remove your stain from the world!" he roars.


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, of course, hates mummies. But he'll throw down an Abundant Ammunition during the surprise round, for old times' sake.


Elmar are you planning on erasing this guy? If so I'll save my spell.


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)

If Zuberu wants to have a Dino wrestling match, Kaylor's cool with sitting back and mocking the dino.


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, Elmar just has a habit of one-shotting mummies with lucky crits. He's got 40 charges left in his wand of abundant ammo, and a single attack in the surprise round isn't as satisfying as hitting with all five attacks, so he's fine with whatever plan.


I thought Elmar might let Zuberu have this one.


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])

Sure—go for it!

Edit to earlier action: Elmar uses the bonus round to cast Barkskin on Zuberu, giving him +4 to AC, then prepares to stand back and let the brawny man suplex a dinosaur.


8-07 Map DungeonMaster

silver will quickdraw his bow and fire hit: 22 + 1d20 ⇒ 22 + (1) = 23
dmg: 1d8 + 7 + 1d6 ⇒ (5) + 7 + (2) = 14 2nd 1d6 is fire.

I'll have Nahoce cast barrier blade so the dino has to walk into it. dmg: 15d6 ⇒ (4, 3, 1, 4, 5, 2, 2, 5, 1, 4, 2, 5, 5, 1, 4) = 48 x2 as he has to pass through it twice.

reflex: 15 + 1d20 ⇒ 15 + (6) = 21 to half this.

the this is hurting as it took 96 from Nahoce and 14 from silver for 110 damage. after it moves 10 feet forward to get through the barrier.

Round 1
init: 6 + 1d20 ⇒ 6 + (4) = 10 dino
init: 14 + 1d20 ⇒ 14 + (2) = 16 elmar
init: 7 + 1d20 ⇒ 7 + (14) = 21 zub
init: 21 + 1d20 ⇒ 21 + (7) = 28 kaylor
init: 7 + 1d20 ⇒ 7 + (10) = 17 nahoce
init: 13 + 1d20 ⇒ 13 + (1) = 14

everyone before the dino


Zuberu thunders forward and swells with Sobek’s power. ”Stand back! I will crush this monster.”

Righteous Might!

Everyone else should delay. =)


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 decides to give Zuberu a bit of cover, and chooses to fight defensively while firing off a volley of Trip Arrows.

No damage, but the mummysaurus trips on a natural 20: 5d20 ⇒ (2, 8, 19, 14, 8) = 51

Ah well, worth a shot


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)

SB actually missed since he rolled a nat 1

Kaylor turns visible and spends his time pretending to be a dinosaur while Remiel kicks his ass while making manly, Zuberu-like poses.

He's going to spend his time far away from the dino while generally mocking it.


8-07 Map DungeonMaster

oh right, didn't see that nat 1, so yeah, he has 96 total damage, not 110

silver will delay

okay zub, dino coming at you, go ahead and make your cmb roll and whatever else you do.

It barely reaches you after passing through the blades on its turn and it is unable to do anything else after reaching you.

okay zub do your thing, you want to take this thing on solo, go ahead, just try to wrestle a giantic dino I had to move you both forward, because it had to pass through some blades, just remember it takes up 6 squares and you take up 4.


Zuberu lunges for the giant mummified beast. Grabbing it in a tight hold, his gargantuan muscles swell with power as he wrenches on its neck.

Activate Eaglesoul.

Grapple (righteous might, eaglesoul, smite): 1d20 + 29 + 4 + 2 + 3 ⇒ (10) + 29 + 4 + 2 + 3 = 48
Grapple - Move: 1d20 + 29 + 4 + 2 + 3 ⇒ (10) + 29 + 4 + 2 + 3 = 48
Damage plus Strangle: 1d8 + 13 + 2d6 + 3 + 2 + 16 + 3d6 + 1 + 1d6 ⇒ (6) + 13 + (2, 4) + 3 + 2 + 16 + (2, 3, 2) + 1 + (3) = 57
Self Damage: 1d6 ⇒ 2

If it tries to break free Zuberu's CMD is 58. If it attacks in the grapple his AC is 31 with DR 10.


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])

Can you strangle that which does not breathe?

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