The Half-Dead City and other Twisted Tales (Inactive)

Game Master aptinuviel

The second book of the Mummy's Mask Adventure Path

The Archeological Discoveries, or loot.

Panic Level: 16


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Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
"Alright, let's see what those puny creatures got."

Tunar draws out his Lucerne Hammer, a small smile painting his face in excitement, while moving to the front of the group. Prepared to attack any that get in reach. Readied Action to attack any that enter my reach.

Conditional Attacks:

All with Power Attack. I also have Combat Reflexes if any move through the Lucerne's Reach. Doing Bludgeoning (if it matters).
Readied Attack: 1d20 + 7 - 1 + 1 ⇒ (9) + 7 - 1 + 1 = 16
Possible AoO 1: 1d20 + 7 - 1 + 1 ⇒ (16) + 7 - 1 + 1 = 23
Possible AoO 2: 1d20 + 7 - 1 + 1 ⇒ (3) + 7 - 1 + 1 = 10
Damage 1: 1d12 + 6 + 3 + 1 ⇒ (6) + 6 + 3 + 1 = 16
Damage 2: 1d12 + 6 + 3 + 1 ⇒ (9) + 6 + 3 + 1 = 19
Damage 3: 1d12 + 6 + 3 + 1 ⇒ (11) + 6 + 3 + 1 = 21


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Round 1 - Initiative 17

Erei will wait just behind the frontline fighters, readying his longspear to attack anyone that comes close.

Longspear: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Active Effects: Flagbearer (+1 morale to attack/damage)


Your surprise round goes off without a hitch. The jackals spring to attack as Leto's arrows blast one apart. The remaining eight leap forward to attack the group. As they draw closer, Almathea tosses acid at one and it crumples. Seven remain and they are now about 30 feet away.

Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
And apparently go last. So, go ahead!


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Round 2, Initiative 13

"Tunar, let's see that hammer at work," Nevai said, as he moved up about ten feet forward, motioning for the large man to stand beside him. "I'll just soften them up for you, and then you can smash them to pieces," said Nevai as he raised his holy symbol and released a pulse of positive energy.

Channel Energy (DC 16, no channel resist): 2d6 + 3 ⇒ (5, 3) + 3 = 11


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Round 2
Init 14

Almathea will cast Disrupt Undead on another jackal.

ranged touch attack: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
damage: 1d6 + 1 ⇒ (1) + 1 = 2


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Round 2, Initiative 22

Tunar keeps his guard at the ready as he moves to join Nevai. "Nice shots, give em some more.

Come on yer little hellions, come get some if you can make it this far."

Same Exact Deal as Last Round.

Conditional Attacks:

Flag-Bearer, Power Attack, Lucerne Hammer, AM SMASH!
Readied Action to Attack: 1d20 + 7 - 1 + 1 ⇒ (8) + 7 - 1 + 1 = 15
Possible AoO 1: 1d20 + 7 - 1 + 1 ⇒ (3) + 7 - 1 + 1 = 10
Possible AoO 2: 1d20 + 7 - 1 + 1 ⇒ (10) + 7 - 1 + 1 = 17
Damage 1: 1d12 + 6 + 3 + 1 ⇒ (10) + 6 + 3 + 1 = 20
Damage 2: 1d12 + 6 + 3 + 1 ⇒ (4) + 6 + 3 + 1 = 14
Damage 3: 1d12 + 6 + 3 + 1 ⇒ (5) + 6 + 3 + 1 = 15


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh, likewise, readies an attack.

MW Alchemical Silver Heavy Mace: 1d20 + 7 ⇒ (1) + 7 = 8, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.


As Nevai's burst of holy power washes over the skeletal jackals they all turn to dust. Standing there still for a moment before the slight breeze slowly breaks the bodies apart, they eventually drift off into the air.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh whistles in appreciation.

"Good job, Nevai! I'm glad we have you, and by extension Horus, with us..."


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Nevai stands for a moment in surprise, before straightening up and patting Tunar on the shoulder. "I too am thankful that Horus finds undead as distasteful as I do. Don't worry buddy, I'm sure there will be monsters inside for you to smash."


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"Speaking of inside, let's get there, shall we?"

Almathea tries to look through the opening before going in, just to make sure there isn't anything standing right there.

1d20 + 11 ⇒ (4) + 11 = 15


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Tunar's mouth hang's slightly open. "What sort of fight was that? You just... You just... See this is why magic is bad, it just takes a perfectly reasonable fight and turns it to ash. Oh well, as you say, I'm sure there will be more to come."

Tunar gets over his disgruntlement before continuing on with the group.


I fixed my issues with my mapmaker and there's a map listed under the Campaign Tab now. Make sure to check it out as this place has some weird architecture.

Just inside the entry, two rows of columns lead toward an archway in the north wall. Two smaller passages open to the east and west. The wind has deposited a layer of dust and sand on the floor of this room. The room is illuminated from the light outside.

Knowledge (Engineering) DC 15:
The building appears to be in remarkably good condition for its age, especially compared to the other structures in the necropolis.

Those with lowlight vision can see into the second room to the north. Those with darkvision can see up to the fountain.

---
Space and elevation lend a sense of past grandeur and majesty to this large space. A large, star-shaped fountain with a circular pool in the center sits in the middle of the chamber. When you approach you will see that the bottom of the pool is decorated with a great mosaic eye made from tiny colored tiles, and hieroglyphs are carved into the paving stones ringing the fountain. Two rows of columns support the ceiling overhead, which continues to rise to a domed ceiling in the northern portion of the chamber. At the far end of the hall, you can make out the outline of a massive statue with arms raised overlooks the entire length of the temple from atop a raised dais.

The ceiling in this area is 20 feet high, rising to a 40-foot-high dome above the dais in the north half of the hall giving the impression of a great cathedral.

Ancient Osiriani:
The Ancient Osiriani hieroglyphs ringing the fountain identify it as the “Pool of Protection.”

---

Stealth: 1d20 + 10 + 11 ⇒ (11) + 10 + 11 = 32
Go ahead and roll perception.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"Hmm. Pretty fountain and mosaic, they've weathered well, there's even water still in the fountain. The hieroglyphics ringing the fountain call it the "Pool of Protection"". Protection from what I wonder?"

Almathea will cast Detect Magic and look at the pool, the glyphs and around the room.

perception: 1d20 + 9 ⇒ (6) + 9 = 15


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Perception: 1d20 + 12 ⇒ (5) + 12 = 17.

Not even close ;-)

"...or for whom, for that matter..."

Seeing that the place is not particularly well lit, Setesh reaches into a belt pouch and pulls out what looks like a small flaming coal. After being tossed into the air, it starts orbiting his head, and shedding a decent amount of light.

Just an Ioun Torch.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Perception: 1d20 + 5 ⇒ (11) + 5 = 16

"This was a functioning temple of Nethys at one point. Perhaps the pools waters were once used to perform benedictions and grant a minor protective boon to the worshipers here?

"That's a good idea Setesh... I can't see a thing." With a few quick gestures and a mumbled prayer, Nevai's shield began to glow with a pleasant orange light.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Perception: 1d20 + 7 ⇒ (17) + 7 = 24 Nope

Tunar keeps moving with the group, eyeing the structure with a certain eye of approval, though perhaps not one quite approaching that of the others.. "Thanks for the light" he grunts.


Spellcraft DC 15:
The pool has a faint aura of abjuration and transmutation.

Spellcraft DC 20:
Any spellcaster who drinks water from the pool gains a minor blessing, allowing her to cast one spell of the abjuration school at +1 caster level and with a +1 bonus to the saving throw DC. The effect lasts for 24 hours or until used, and the benefit can be gained only once per day. Water removed from this room loses all magic and becomes ordinary water.

The water of the pool, even at this distance, looks very clean. As you move further into the room with your light, all those with lowlight vision can see most of the main chamber. (Darkvision also extends into most of the room, up to the platform.) If you move further into this room your light illuminates it for the rest of the group.

---
In the main chamber of the cathedral, the ceiling rises to a high dome 40 feet above the main floor. Three flights of short, steep steps climb up to a large platform elevated 5 feet above the floor. At the rear of this platform, a 15-foot-tall statue, half white and half black, stands atop a raised octagonal dais. The top of the main platform is tiled in black marble, while the octagonal dais is a striking white, and the ring that separates them is tiled in red.

Knowledge (religion) DC 10, Almathea:
The statue is clearly a representation of Nethys.

Knowledge (history or religion) DC 20:
In ancient times, they probably only permitted sworn priests and acolytes of Nethys to climb the steps and prostrate themselves before the god’s image. Lay worshipers were almost certainly confined to the main floor of this hall.

Knowledge (engineering) DC 15, Perception DC 25:
There is nothing of immediate value in this area, but the statue and architecture are nevertheless remarkable. The statue is incredibly well sculpted, and unusual in that it appears to have been fabricated from two differently colored types of stone fused together with magic to create one solid statue.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Kn. History: 1d20 + 5 ⇒ (19) + 5 = 24
Kn. Religion: 1d20 + 5 ⇒ (11) + 5 = 16
Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Nevai moved forward with shield aloft to inspect the various iconography about the room. When he noticed the statue, he stayed respectfully at the bottom of the stairs, motioning for Almathea to go ahead and have a look unimpeded, if she desired. "I've heard about these types of tiered cathedrals before, usually when there are different classes of worshippers. Based on my understanding of Nethys's following, I believe normally only magic users would be allowed up the steps to worship before their god's image, while others would pray from down below."


Make sure to look at the map. Going to the base of the steps means moving very far into the building. *I* don't particularly mind, but some of your party mates might be disinclined to move up that far. With that said, make sure to note where your character is moving to in this room.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Just went back to look at the map. I can't even see the statue from where we're coming in, so my actions will happen once we reach the room with the fountain and I can actually see the statue. Until then, I'm letting Setesh and Tunar lead the way, while I hold the light source and observe the interesting religious paraphanalia.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

DC 10 Knowledge (Religion) Auto-Pass taking 10
Knowledge (Religion): 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge (Engineering): 1d20 + 4 ⇒ (19) + 4 = 23

That statue is pretty damned impressive. Someone skilled carved it out of two separate kinds of stones...and someone used magic to fuse it into one object.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Just looking at the map too. Didn't realize how far ahead the fountain is. She wants to go and examine it, but doesn't want to run off too far ahead of the party to go look at it since something else could be in here too.


So, what's the plan?


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Tunar looks around waiting for interests, before picking a random direction. Compass Rose: 1d8 ⇒ 8

He points North West. "How about that way?"
For whatever reason the map isn't currently loading for me, might be an issue on my end. Otherwise I'd give slightly more specific directions (I'm assuming the map is orientated North btw).


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

spellcraft: 1d20 + 10 ⇒ (20) + 10 = 30
history: 1d20 + 11 ⇒ (14) + 11 = 25
eng: 1d20 + 10 ⇒ (6) + 10 = 16

Almathea will go ahead and cautiously make her way to the fountain to examine it more closely. Once done, she will even feel secure enough to take a small drink from the fountain waters.

"It is most amazing that these waters still retain their ancient enchantment to give someone a minor blessing to a spell cast from the abjuration school after so many years. The members of this temple were surely powerful spellcasters."


The map is, indeed, oriented north.

Perception:
Almathea: 1d20 + 11 ⇒ (13) + 11 = 24
Erei: 1d20 + 6 ⇒ (15) + 6 = 21
Leto: 1d20 + 10 ⇒ (13) + 10 = 23
Nevai: 1d20 + 5 ⇒ (20) + 5 = 25
Setesh: 1d20 + 12 ⇒ (13) + 12 = 25
Tunar: 1d20 + 7 ⇒ (18) + 7 = 25

Stealth: 1d20 + 10 ⇒ (20) + 10 = 30

As you enter the large cathedral and take a closer look at the pool of water, a horrible looking thing steps out from behind the massive statue at the end of the hall. Draped in rags and hunched over on goatlike legs, this creature possesses a featureless face, save for a large eye ringed by fangs. Knowledge (planes) would be appropriate.

Roll Initiative!

Initiative: 1d20 + 2 ⇒ (17) + 2 = 19

Surprise Round: Initiative 19

An incorporeal hand flashes out from the creature and touches Erei.
Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Will Save DC 16 or -6 CHA. You have been cursed.

Spellcraft DC 18:
The creature cast Bestow Curse.

The creature is about 60 feet away from the group and appears alone. The stairs leading up to the platform are very steep and considered difficult terrain. It's a five foot set of stairs for those that can't see the map. Anyone that approaches within 30 feet must make a Fortitude Save DC 16.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Initiative: 1d20 + 3 ⇒ (5) + 3 = 8.

"What in the Nine Hells is that!?"


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Initiative: 1d20 + 8 ⇒ (20) + 8 = 28

Obviously it´s not in one of the hells. Hopefully we can send it there, where it belongs!

FoA: 1d20 + 8 ⇒ (12) + 8 = 201d8 + 6 ⇒ (4) + 6 = 10
FoA: 1d20 + 8 ⇒ (6) + 8 = 141d8 + 6 ⇒ (8) + 6 = 14
FoA: 1d20 + 8 ⇒ (7) + 8 = 151d8 + 6 ⇒ (7) + 6 = 13

Suppose PBS range and Flagbearer active.

Is it possible to add some markers for where we are on the map? The map looks really cool, but i have some problems keeping up who is where somehow. Might be my dumbness though^^


I'd prefer to keep a little abstraction for combat. It's rather time intensive to update that map like that and it loosens up people to do a few things that normally wouldn't work. As noted, you're near the pool and the creature is beside the back edge of the statue. Its 60 feet away, so PBS wouldn't be applicable just based on that. You can easily move 30 feet forward and be within PBS range though. If we didn't abstract it, given you're a ranged character, you'd probably be technically more like 70-80 feet away. But because I'd prefer not to deal with the minutia like that, we'll go with, "you can move to 30 feet." Anyone trying to get into melee with it will have to move 60, with a 5-foot difficult terrain. Nice and simple.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Knowledge (Planes): 1d20 + 10 ⇒ (3) + 10 = 13

Initiative: 1d20 + 4 ⇒ (13) + 4 = 17

Will Save: 1d20 + 4 ⇒ (6) + 4 = 10

Erei coughs, nearly stumbling backward. This is...this is exceptionally not good.

Round 1

Erei will attempt to cast Grease at the top of the stairs, assuming that the creature would have to cross it to get to the group. He will then move up to be within 30 ft of the bottom of the stairs, but will stop outside of the range of the fort save if he is able to.

Active Effects: Flagbearer (+1 morale to attack/damage)


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Tunar stands his mouth slightly gawk for a few moments before he begins to advance towards the creature, half-trotting. He readies his Lucerne Hammer as he begins to 'shout' at the creature.
"You no good half-goat vermin, TRY WIGGLIN THOSE FINGERS AT ME WHY DON"T YOU!"

Double moving 55 feet. Plan to keep at least 10 feet in between me and that to leverage the reach of the hammer.
Fort Save: 1d20 + 7 ⇒ (9) + 7 = 16


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Initiative: 1d20 ⇒ 4

"What the hell is that thing??" Nevai cried as the intangible hand passed through Erei.

Looks like I'll be going after just about everyone.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Init: 1d20 + 6 ⇒ (4) + 6 = 10

planes: 1d20 + 9 ⇒ (6) + 9 = 15

Unless her knowledge of the planes tells her anything different, Almathea sends a couple of magic missiles at the thing.

damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2
Game Master Listener wrote:
I'd prefer to keep a little abstraction for combat. It's rather time intensive to update that map like that and it loosens up people to do a few things that normally wouldn't work. As noted, you're near the pool and the creature is beside the back edge of the statue. Its 60 feet away, so PBS wouldn't be applicable just based on that. You can easily move 30 feet forward and be within PBS range though. If we didn't abstract it, given you're a ranged character, you'd probably be technically more like 70-80 feet away. But because I'd prefer not to deal with the minutia like that, we'll go with, "you can move to 30 feet." Anyone trying to get into melee with it will have to move 60, with a 5-foot difficult terrain. Nice and simple.

In that case, moving 30 feet and only counting the first shot, which then gets +2 to hit from dismissing manyshot.


Leto, I'll need a Fort Save.

Erei:
You think it may be some sort of Div, but you aren't quite sure you've ever heard of this type before.

Almathea:
Aghashes embody the evil eye, a curse granted by merely witnessing these embodiments of ruin and misfortune. Terrifying, haglike beings, aghashes wander deserts of the Material Plane spreading doom with their gazes. These wretched creatures hold nothing sacred, taking particular pleasure in bringing vain and arrogant mortals, particularly spellcasters, to ruin. Ragged and filthy, an aghash moves with a staggering motion. Its hoofed legs bend like those of a goat, giving its emaciated frame an obscene, jerking gait. All divs exhibit some manner of compulsion, and aghashes' is to despise beautiful mortals. If given a choice between attacking two different opponents, an aghash always chooses the most physically becoming foe. Such is their loathing—or, perhaps, jealousy—that an aghash might stalk attractive foes, delighting in afflicting them with curses that sap their Charisma or otherwise undermines their charm. With its spectral hand ability an aghash can deliver curses from a distance, leading some victims to believe they've been afflicted by a disease or cursed by the gods themselves. All the while, the aghash lingers nearby, delighting in the suffering it has caused.

You know that it is resistant to many types of elemental attacks and immune to others. You also know it has a gaze attack. You aren't entirely sure what it does, but if anyone meets its gaze, they'll find out.

Leto's arrow slams into the creature. It shakes and chitters, but quickly recovers.

Round 1: Initiative 19

The creature cackles and points at Nevai, directing its spectral hand to attack.

attack: 1d20 + 10 ⇒ (20) + 10 = 30
Will Save DC 16 or -6 CHA. You have also been cursed!


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Fort Save: 1d20 + 5 ⇒ (17) + 5 = 22


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

[ooc=Round 1, Initiative 4[/dice]

Will: 1d20 + 7 ⇒ (18) + 7 = 25

"Don't let that vile thing touch you, it will corrupt your soul." Nevai huffed as he jogged forward twenty feet and took a quick shot with his crossbow.

Crossbow: 1d20 + 3 ⇒ (1) + 3 = 4, Damage: 1d8 + 1 ⇒ (6) + 1 = 7


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Round 1, Initiative 8:

"Okay!"

Setesh then hangs back, to allow the people who specialise at ranged combat to do their thing.


Almost forgot!

Spellcraft DC 18:
The creature again cast Bestow Curse and directed the spectral hand to attack Nevai.

Tunar moves up close enough to threaten the creature and Almathea's missiles slam into it. Nevai's bolt goes wild and a pool of grease is at the top of the stairs.

Leto has an action before it gets to go.

Round 2: Initiative 19

The creature realizes that it cannot back up and hisses at Tunar. The air in the cathedral grows hot and the wind starts to howl. Suddenly sand bursts out from the creature and floods the entire room.

1d4 ⇒ 2
Visibility has been reduced to 10 feet.

I'll need a Fort Save from anyone within 10 feet of the creature. This includes people that have made the save before.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Leto comes to a halt in a safe distance from the creature, looking for a clear line to shoot and unleashes a volley of arrows at it again.

FoA: 1d20 + 9 + 1 + 1 - 1 - 2 ⇒ (13) + 9 + 1 + 1 - 1 - 2 = 211d8 + 2 + 2 + 1 + 1 ⇒ (4) + 2 + 2 + 1 + 1 = 10
FoA: 1d20 + 9 + 1 + 1 - 1 - 2 ⇒ (5) + 9 + 1 + 1 - 1 - 2 = 131d8 + 2 + 2 + 1 + 1 ⇒ (6) + 2 + 2 + 1 + 1 = 12
FoA: 1d20 + 9 + 1 + 1 - 1 - 2 ⇒ (9) + 9 + 1 + 1 - 1 - 2 = 171d8 + 2 + 2 + 1 + 1 ⇒ (2) + 2 + 2 + 1 + 1 = 8

Don´t worry Nevai, i´ll keep my distance! You allright?


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Round 2, Initiative 12
Tunar sputters and gags as the sand surrounds him.
Fort: 1d20 + 7 ⇒ (3) + 7 = 10
Still good or is this some bad business?


Tunar, you are stunned for one round as you look deeply into the creature's maw. On future rounds you may attempt to avert your gaze so that doesn't happen again.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Round 2
Init 10

Almathea raises up her crossbow and sends a bolt towards the creature.

attack: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Round 2, Init 4

Nevai jogged forward another twenty feet and reloaded his crossbow. "Tunar, you ok in there?" he shouted into the swirling sands.

Fortitude: 1d20 + 5 ⇒ (16) + 5 = 21


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Round 2 - Initiative 17

Erei tries his best to stay away from the various effects hammering his party members. I can't really see to help you...

He will then start to sing Inspire Courage.

Active effects: Inspire Courage (+1), Flagbearer (+1 morale to attack/damage for those that can see)


Tunar, you are stunned for one round by the gaze of the creature.

Round 3: Initiative 19

The creature looks wounded, but undaunted. It points at Tunar and cortles as the spectral hand flies out of the sandstorm towards the man.

Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Will Save DC 16 or -4 penalty on attack rolls, saves, ability checks, and skill checks. You have also been cursed!


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Round 3, Init 4

Nevai took aim and fired his crossbow again.

Crossbow: 1d20 + 4 ⇒ (7) + 4 = 11, Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Disgusted with his horrible aim, he held his crossbow with his shield hand and drew his sword and jogged forward just barely reaching Tunar.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Round 3 - Initiative 17

Perhaps this is a prank to show us the evils of tomb robbing.

Erei, still unable to see from the sand will take the Total Defense action just in case something flies at him. He will continue to sing.

Active effects: Inspire Courage (+1), Flagbearer (+1 morale to attack/damage for those that can see)


Note that visibility within the room is now down to 10 feet because of the sandstorm.

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