Risen from the Sands Table 2 (Inactive)

Game Master Krash4031

MAP


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Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

As I said before we entered the last room. I thinking we should rest a bit before proceeding. I am low on resources and there is no time line here, so there is no rush. Marcus looks around to see if anyone else is willing to help set up a camp.

Grand Lodge

Male Aasimar DEAD

Horus nods.

"Okay, let's rest after we search this room."

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31

"Here let me have a look at that gem.

Hmm as I thought. It is a fire elemental gem. We can use it to summon another like it but under our control."

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Darvan nods at Marcus' suggestion. "I would not mind a rest, myself."

Liberty's Edge

Male Human Gamer 12/Game Designer 1

Moving into the eastern room with the boats in it...

Perceptions:

Sidney: 1d20 + 5 ⇒ (7) + 5 = 12
Darvan: 1d20 + 7 ⇒ (16) + 7 = 23
Horus: 1d20 + 4 ⇒ (2) + 4 = 6
Marcus: 1d20 + 8 ⇒ (5) + 8 = 13
Wayne: 1d20 + 7 ⇒ (17) + 7 = 24
Logain: 1d20 + 6 ⇒ (8) + 6 = 14

Stealth: 1d20 ⇒ 16

Darvan and Wayne notice a swarm of Scarabs in the western boat, but are pretty sure that if they ignore them, the insects will also ignore the party.

The pair also notices a pouch with some dust in it hidden in the eastern boat.

Spellcraft DC 26:
The dust is dust of dryness.

After that the party rests...

Will let you guys change spells and such, and decide if you are going to disturb the scarabs. Will continue at your leave. Also, the delays recently were cause by me working towards getting a critical license for my job, and the applications that followed the exam. Now that that is done, there shouldn't be any more delays. We are also very close to the end!

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"There's some bugs over there, mindin' there own business. We should steer clear of 'em."

Grand Lodge

Male Aasimar DEAD

Horus nods.

"Fair enough. If there is one thing that I have learned whilst living in Osirion, it is that disturbing swarms of flesh-eating scarabs is never a good idea!"

Happy to rest, and then tackle whatever is beyond the remaining door.

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

No need to rest for me and have foundPFS scenarios to be 'anti rest'

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

Presumably we will not rest in the scarab room or the room with the elementals. We could rest in the room just before the elementals.

Grand Lodge

Male Aasimar DEAD

Well, this isn't a PFS scenario; it's a Free RPG Day module ;-)

Liberty's Edge

Male Human Gamer 12/Game Designer 1

You rest where ever it is you decided to rest, and are healed and rejuvenated accordingly.

You approach the remaining door.

Cue dramatic music.

You open the door. This sparse room functions as an antechamber for the chamber beyond. Its bare sandstone walls and floor are devoid of decorations and furnishings.

Four burning skeletons and a four-armed skeleton covered in dripping blood guard this chamber and the one beyond it.

Knowledge Religion DC 11:
The burning skeletons are... burning skeletons! They are medium undead with a firey aura that burns those that get too close. They have DR, but you can probably get through it with bludgeoning damage. They are immune to fire, have undead immunities, and are vulnerable to cold.

Knowledge Religion DC 11:
The bloody 4 armed thing is called a mudra. It tend to heal damage through it, which is rough because it also has DR that only a bludgeoning weapon can get through, and has resistance to channeled energy. It also can wield 4 weapons, this one has short swords. Finally, it has undead immunities, and is vulnerable to cold.

Initiatives:

Marcus: 1d20 + 7 ⇒ (5) + 7 = 12
Wayne: 1d20 + 3 ⇒ (8) + 3 = 11
Darvan: 1d20 + 4 ⇒ (14) + 4 = 18
Logain: 1d20 + 2 ⇒ (12) + 2 = 14
Horus: 1d20 + 1 ⇒ (17) + 1 = 18
Sidney: 1d20 + 3 ⇒ (3) + 3 = 6
Burning Skelly 1: 1d20 + 6 ⇒ (18) + 6 = 24
Burning Skelly 2: 1d20 + 6 ⇒ (17) + 6 = 23
Burning Skelly 3: 1d20 + 6 ⇒ (15) + 6 = 21
Burning Skelly 4: 1d20 + 6 ⇒ (18) + 6 = 24
Mudra: 1d20 + 7 ⇒ (14) + 7 = 21

Combat Round 1
Bad Guys
Everyone Else

Less typing...

The burning skeletons move forward as the door creaks open.

The first two attack Darvan and Horus...

Versus Darvan
Skelly 4 : 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Fire: 1d6 ⇒ 2

[/ooc] Versus Horus[/ooc]
Skelly 2: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Fire: 1d6 ⇒ 3

... but only their blazing auras do any damage!

The party is up! If you are within a red aura at the BEGINNING of your turn, roll 1d6 fire damage.

Grand Lodge

Male Aasimar DEAD

I thought auras only took effect at the start of your turn, not the opponent's turn as well?

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

I think he's just rolling the damage ahead of time.

Wayne will just drink a potion of Mage Armor bolstering himself for when he gets his chance to fight.

Grand Lodge

Male Aasimar DEAD

Fire: 1d6 ⇒ 2

Still smarting from the flames, Horus nonetheless gamely takes a swing at the skeleton in front of him.

MW Cold Iron Nodachi: 1d20 + 6 ⇒ (10) + 6 = 16, for 1d10 + 9 ⇒ (2) + 9 = 11 damage.

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

Sidney enlarges one of his companions if they need the added reach. His wand of magic missiles stands ready.
enlarge anyone?

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Before the door is opened, Darvan draws his cudgel and enchants it, forming a shillelagh.

Fire aura damage: 2d6 ⇒ (2, 1) = 3

The oppressive heat begins affecting him immediately. Knowing it's only a matter of time before he has to retreat, Darvan orders Sahba back.

Free action: Handle Sahba (down)
Handle Animal (Link): 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10

Then, Darvan attempts to overcome his foe, swinging his shillelagh before him, then takes a step back.

Standard action: Attack skeleton
Attack (Shillelagh): 1d20 + 6 ⇒ (14) + 6 = 20
Damage (Shillelagh): 2d6 + 5 ⇒ (1, 1) + 5 = 7

Not an action: 5' step, as indicated on map

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

spellcraft: 1d20 + 12 ⇒ (5) + 12 = 17

I think that because it can hold the charge indefinitely, the hammer is still imbued with electricity correct? If so Logain attacks the nearest creature with it, or casts the spell and does it anyway. Roll20 doesnt work on my mobile so please move me accoardingly

attack: 1d20 + 6 ⇒ (2) + 6 = 8
dmg: 1d12 + 4 + 3d6 ⇒ (8) + 4 + (1, 2, 6) = 21

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

Fire damage: 1d6 ⇒ 5

Knowledge religion: 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge religion: 1d20 + 5 ⇒ (1) + 5 = 6

Marcus takes a swing at the skeleton diagonally from him, then steps back five foot and sheaths his sword. These things are vulnerable to bludgeoning and cold attacks. As you can see, they will burn you if you get to close. Fire will do nothing to them so don’t use it to attack them. Spreading out will help reduce the damage everyone takes from the auras.

Attack (MW) Greatsword: 1d20 + 8 ⇒ (7) + 8 = 15
Damage (MW) Greatsword: 2d6 + 6 ⇒ (1, 4) + 6 = 11

Liberty's Edge

Male Human Gamer 12/Game Designer 1
Horus Neter-iry wrote:
I thought auras only took effect at the start of your turn, not the opponent's turn as well?

Sorry, I misread their stuff... The fire rolls should have been in addition to their melee attack damage. Aura's will damage you on your turn. My mistake.

two of the firey skeletons fall before the parties onslaught!

The other two move forward, both attacking Horus...

Skelly 3, Claw 1: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 2 + 1d6 ⇒ (3) + 2 + (6) = 11
Skelly 3, Claw 2: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d4 + 2 + 1d6 ⇒ (4) + 2 + (2) = 8

Skelly 1, Claw 1: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10
Skelly 1, Claw 2: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 2 + 1d6 ⇒ (1) + 2 + (2) = 5

But none of their attacks strike true. The mudra moves up a bit behind them.

[ooc]The party is up![/dice]

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

Marcus moves up drawing his Morningstar. With a heavy two handed swing, he attacks the skeleton diagonally from him.

Attack Morningstar: 1d20 + 6 ⇒ (19) + 6 = 25
Damage Morningstar: 1d8 + 6 ⇒ (3) + 6 = 9 Bludgeoning and piercing damage!

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne will move into the fray. Not provoking.

He throws a fist at the right skeleton.

Punch!: 1d20 + 3 ⇒ (3) + 3 = 6

1d6 + 2 ⇒ (1) + 2 = 3

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

SidNey smiles as he grows.
Reach of 20' w glaive

att/piercing: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 142d8 + 6 ⇒ (8, 6) + 6 = 20

Grand Lodge

Male Aasimar DEAD

Fire: 1d6 ⇒ 1.

"Oww!"

Despite the flames, Horus continues to hack away at the skeleton in front of him...

MW Cold Iron Nodachi: 1d20 + 6 ⇒ (1) + 6 = 7, for 1d10 + 6 ⇒ (5) + 6 = 11 damage.

...but is distracted (oddly enough) by the fact that he is on fire, and misses.

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

attack: 1d20 + 6 ⇒ (20) + 6 = 26
confirm: 1d20 + 6 ⇒ (8) + 6 = 14

dmg: 1d12 + 4 + 3d6 ⇒ (10) + 4 + (4, 3, 5) = 26
if confirmed extra dmg: 1d12 + 4 + 3d6 ⇒ (1) + 4 + (2, 1, 6) = 14

Logain goes after the Mudra with his lightning cackled lucerne hammer and strikes a telling blow.

(Would charge or flank if poss adding another 2 on thd attack roll but I can't see if that is possible because no access to roll20 atm :()

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Darvan will delay, as needed

Ready action:

If both skeletons get beaten down, Darvan will do the following:

Free action: Handle Sahba (attack)
Handle Animal (Link): 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 11

Move action: NE -> N -> N
Standard action: Attack mudra
Attack (Shillelagh): 1d20 + 6 ⇒ (11) + 6 = 17
Damage (Shillelagh): 2d6 + 5 ⇒ (3, 2) + 5 = 10

Liberty's Edge

Male Human Gamer 12/Game Designer 1

Marcus slaughters one of the burning skeletons. Wayne tries to punch one, but misses. Sidney grows very tall and swipes at the remaining burning skeleton with his glaive, but misses. Horus also misses. Logain almost scores a critical hit, but doesn't confirm it, but nonthe less his attack struck!

He did provoke an AoO on the way by, however...

Claw: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

... but the skeleton was distracted by all of the combatants in front of him and missed. The blow to the mudra however was devastating, and the creature falls to pieces.

Darvan is up!

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Darvan moves around the remaining skeleton, knowing that it already attacked Logain, and swings his shillelagh at it.

Move action: As indicated on map
Standard action: Attack skeleton
Attack (Shillelagh): 1d20 + 6 ⇒ (15) + 6 = 21
Damage (Shillelagh): 2d6 + 5 ⇒ (2, 3) + 5 = 10

Liberty's Edge

Male Human Gamer 12/Game Designer 1

The final skeleton falls to the shillelagh!

Treasure:
The mudra has 4 short swords, and the burnign skeletons each had some leather armor.

Feel free to rest if so desired, but I am going to move forward.

You move through the guard chamber to the next room. Sumptuous hanging silks, plush cushions, and patterned rugs decorate this luxurious chamber. A cool breeze bearing the mingled scent of lotus flowers and perfume wafts through the room. The distant notes of a lively tune plucked out on a lyre are accompanied by the sounds of trickling water, birdsong, and feminine laughter.

Two beautiful women inhabit this room. They greet you warmly and invite you inside, offering you cheese and fruit.

"I am Bastetabi," one of them coos.

"And I am Senenetka," says the other. "Its been so long since you we shared company with someone other than each other. Won't you please come and dine with us?"

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Darvan casts detect magic, trying to determine the extent of the obvious illusions in this area.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Howdy ladies." Wayne says tipping his cap. "Sure as shootin I would." He takes a step towards them....

Grand Lodge

Male Aasimar DEAD

Horus frowns, and stares long and hard at both women.

Detect Evil on both.

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

In transit to the next room, Marcus secures his Morningstar and readies his Greatsword.

While closely observing the two wemon in the room, Marcus stretches his arm out in an attempt to block Wayne. Hold fast my friend, something is off here. How could these two wemon survive in here all this time, and why would they choose to? Marcus concentrates on the two wemon in an attempt to read their aura and determine their motive.

Do these wemon appear human? Detect evil on both of them, then sense motive on everything they say.
Sense motive: 1d20 + 8 ⇒ (14) + 8 = 22

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Yer a killjoy, ya know that?" Wayne says stopping.

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

Sidney transforms into an attractive lizardman.
"They sure are pretty though!"

Liberty's Edge

Male Human Gamer 12/Game Designer 1

Marcus and Horus:
For the first round of detect evil, you detect the presence of evil in this room. Marcus, they do indeed appear to be human.

Darvan:
You detect the presence of magic.

Will Saves
Darvan: 1d20 + 5 ⇒ (18) + 5 = 23
Wayne: 1d20 + 4 ⇒ (20) + 4 = 24
Horus: 1d20 + 4 ⇒ (19) + 4 = 23
Marcus: 1d20 + 5 ⇒ (6) + 5 = 11
Sidney: 1d20 + 4 ⇒ (2) + 4 = 6

The women glare at Marcus. "What are you suggesting? We are simply waiting here for strong men such as yourselves to keep us company!"

Darvan, Wayne, and Horus:

You see the women for what they truly are. Gore stains their clothes, their skin is rotting and falling off. The wine and fruit they offer are naught but dust and chunks of desiccated flesh.

Knowledge Religion DC 12 for those above only:

These two appear to be zombie lords. Like most undead, they have darkvision. They are resistant to all damage accept slashing. They have channel resistance and undead traits.

Basteabi approaches Sidney with some wine and grapes. "You are a strange one, scaly one. But I am sure you will make wonderful company! Come, dine with us!"

Perception DC 20:
There is a secret door on the northernwall.

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Don't have Knowledge(Religion) trained

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

Darvan gags briefly as his vision pierces the illusion. "Don't believe them, any of you. They are undead." With that, he readies his scimitar against them

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

willsave Logain: 1d20 + 3 ⇒ (6) + 3 = 9
perception: 1d20 + 6 ⇒ (16) + 6 = 22

"You sure? They look fine to me?" Logain says as he clenches his black blade, he trusts his companions word in this.

"By the way, secret door over there."

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Aw shucks, I knew it was too good to be true." Wayne says drawing his gun. "You 'ladies' should get away from the scaly fella."

Grand Lodge

Male Aasimar DEAD

Horus frowns.

"Trust me, effendi, they are definitely undead..."

He then draws his sword, and prepares to attack.

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

Seeing the horror on his friends' face, Sidney tries to fight the ladies, if he can.

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

After the group confirms his concern, Marcus reaches up and embraces the symbol hanging around his neck and speaks a few words to Gorum. Beskyt kombattant.

Marcus casts shield of faith.

Translated (Hallit):
Protect this combatant.

Liberty's Edge

Male Human Gamer 12/Game Designer 1

Initiative:

Marcus: 1d20 + 7 ⇒ (3) + 7 = 10
Wayne: 1d20 + 3 ⇒ (12) + 3 = 15
Darvan: 1d20 + 4 ⇒ (3) + 4 = 7
Logain: 1d20 + 2 ⇒ (19) + 2 = 21
Horus: 1d20 + 1 ⇒ (2) + 1 = 3
Sidney: 1d20 + 3 ⇒ (12) + 3 = 15
Baste: 1d20 + 2 ⇒ (5) + 2 = 7
Sene: 1d20 + 2 ⇒ (20) + 2 = 22

The two women glare at the party. "So be it." they say in unison. The illusion fades away, revealing the two women for what they truly are: walking corpses with barely any of that very attractive flesh that was there but moments before. The food they hold is ash and desicated flesh. The room is empty, save for soem centuries old rotting pillows.

[b]COMBAT ROUND 1[b]
Sene
Logain
Wayne
Sidney
Marcus
Darvan
Baste
Horus

Senenetka moves forward and attack Horus with her slam attack...

Slam: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

... but the paladin nimbly steps out of the way.

Logain, Wayne, Sidney, Marcus, Darvan, go! Also, I probably will not be posting tomorrow, but I shall return Sunday. Also, when is online gameday 3?

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

Sidney claws and bites the closest lady.
3 natural attacks: 1d20 + 6 ⇒ (16) + 6 = 221d4 + 5 ⇒ (3) + 5 = 81d20 + 6 ⇒ (19) + 6 = 251d4 + 5 ⇒ (1) + 5 = 61d20 + 6 ⇒ (17) + 6 = 231d4 + 5 ⇒ (3) + 5 = 8

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

Once reveled Marcus has a better look at the two undead wemon.

Knowledge religion: 1d20 + 5 ⇒ (5) + 5 = 10

[b] These undead don't look

Marcus bears down with a two handed swing, aimed at the rotting corps in front of him.

Attack (MW) Greatsword: 1d20 + 8 ⇒ (18) + 8 = 26
Damage (MW Greatsword: 2d6 + 6 ⇒ (6, 1) + 6 = 13

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne will throw some punches at the undead lady to his left.

Flurry: 1d20 + 2 ⇒ (4) + 2 = 6

Flurry: 1d20 + 2 ⇒ (9) + 2 = 11

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

Logain casts his lighting spell on his black blade again and moves to a flanking position to deliver it.

attack: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
dmg: 1d6 + 4 + 3d6 ⇒ (2) + 4 + (4, 4, 2) = 16

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Darvan orders Sahba to attack the farther of the two...things...while he steps forward and flanks with Wayne.

Free action: Order Sahba to attack
Handle Animal (Link): 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10

Move action: As indicated on map
Standard action: Attack creature
Attack (Scimitar, Flanking): 1d20 + 6 ⇒ (13) + 6 = 19
Damage (Scimitar): 1d6 + 4 ⇒ (4) + 4 = 8

The Exchange

Female Velociraptor Animal Companion (Druid) 4 [ HP 32/32 (4HD) | AC 21/14/17 | Fort +7, Ref +8, Will +2 | Init +4 | Perception +5 (Scent) ]

Sahba rushes to the far side of the room and spies her target. She moves in and tries to take a bite out of the rotted corpse.

Move action: As indicated on map
Standard action: Attack creature
Attack (Bite, Flanking): 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Damage (Bite): 1d6 + 2 ⇒ (2) + 2 = 4

Liberty's Edge

Male Human Gamer 12/Game Designer 1

The onslaught is enough to completely slaughter the two zombie lords. The combat is over. As there is no where else to go, other than out the front door of the pyramid, you open the secret door.

The door opens into a long narrow corridor. At the far end of the corridor, you can see the back of another secret door. You rest if necessary, and then continue through the door.

Huge granite slabs form the peaked roof of this chamber, the walls of which are incised with thousands of tiny hieroglyphs. In the center of the chamber lies an open stone sarcophagus, its granite lid cracked and broken on the floor next to it. A beautifully decorated wooden coffin lies inside, its lid also askew. Four alabaster canopic jars stand like guardians at the foot of the sarcophagus, while various grave goods lie heaped around the walls of chamber.

Knowledge History/Nobility DC 20:
This is the true tomb of Pharaoh Sekh-Pa-Mefer III.

The chamber is filled with grave goods and the wealth of the ancient pharaoh. It could very well represent the single greatest find in modern Osirionology.

The mummy of Sekh-pa-Mefer III waits in his burial chamber for invaders of his tomb -- you. He is accompanied by a couple of strange creatures with falcon's mheads and great wings, with the body of lions.

The pharaoh speaks. "You have invaded my tomb and my resting place. Prostrate yourselves before me, and recognize my godhood. Now!"

Will Saves:

Sahba: 1d20 + 3 ⇒ (14) + 3 = 17
Darvan: 1d20 + 5 ⇒ (3) + 5 = 8
Logain: 1d20 + 4 ⇒ (19) + 4 = 23
Wayne: 1d20 + 4 ⇒ (7) + 4 = 11
Marcus: 1d20 + 5 ⇒ (9) + 5 = 14
Sidney: 1d20 + 4 ⇒ (4) + 4 = 8
Horus: 1d20 + 4 ⇒ (14) + 4 = 18

Darvan, Wayne, Marcus, and Sidney are all paralyzed by fear for Duration: 1d4 ⇒ 4 rounds.

Knowledge Religion DC 15:
The pharaoh is a mummy. He has an aura of despair, which you were affected by upon entering the tomb. It has undead traits, and is vulnerable to fire. It carries a terrible magical curse known as mummy rot.

Knowledge Religion DC 13:
The creatures are hieracosphinxes, but they are undead. And fast. As in fast zombies. They have undead traits, darkvision, and can fly, but clumsily. They are not staggered like normal zombies, and have quick strikes.

Initiatives:

Marcus: 1d20 + 7 ⇒ (2) + 7 = 9
Wayne: 1d20 + 3 ⇒ (8) + 3 = 11
Darvan: 1d20 + 4 ⇒ (18) + 4 = 22
Logain: 1d20 + 2 ⇒ (13) + 2 = 15
Horus: 1d20 + 1 ⇒ (6) + 1 = 7
Sidney: 1d20 + 3 ⇒ (7) + 3 = 10
Pharaoh: 1d20 ⇒ 17
Sphinx1: 1d20 + 3 ⇒ (11) + 3 = 14
Sphinx2: 1d20 + 3 ⇒ (16) + 3 = 19

COMBAT ROUND 1
Darvan
Sphinx2
Pharaoh
Logain
Sphinx1
Wayne
Sidney
Marcus
Horus

Combat hasn't necessarily started, but for ease we will be acting in combat rounds. Speech is a free action, as long as it is fairly short. You have been ordered to bow, and some of you are paralyzed by your fear. What do you do?

Darvan is up!

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

know religion: 1d20 + 5 ⇒ (3) + 5 = 8
I know nothing

"So, erm Horus, I guess it is just you and me. Are you up for this or should we take a knee?" Logain asks Horus when he observes most of his companions paralyzed by fear. Standing at the ready to take a knee himself. The odds are not in their favor at this time.

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