WR Mummy's Mask

Game Master wicked_raygun

Loot
Map of Wati
Map Chains of Silver


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catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

Huh, I thought we were outside. Koshu moves in front of the friendlies to the right (moved on the map) and readies an attack on the first hand to come within reach. Can I use my roll from before? The bonus is the same, even though it's only 1 attack.

EDIT:Oh wait, no it isn't - I left out his fe bonus. OK, here goes:

UAS + fe: 1d20 + 9 ⇒ (16) + 9 = 25
dmg: 1d10 + 3 ⇒ (6) + 3 = 9


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

I thought we were too. Because of the fallen stones. And how did we even see the hands?

The last bit of rubble moved, Kwin drew his sword as he made a dash for the approaching hands.

He's not going to wait for them to come to us. Through the doors and onto the steps! DJ, will our foxy friend be Crispy Fried or Original Recipe?

Rapier: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 + 1 + 4 ⇒ (5) + 1 + 4 = 10


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

In her beautiful party dress, there really wasn't a lot that Izra could do to help, but wreathed in shadows, at least she was less of a target. Holding her wand ready in one hand, she slipped up to a position where she could at least be of help to Koshukhep.

She'll move to where I've put her on the map, and cast Cure Moderate Wounds, then hold the charge. If a hand attacks her, she'll try to Touch Attack with the CMW to do damage. If no hand attacks her, she'll just hold the charge, unless Kosh gets seriously hurt, in which case, she'll use it to heal him.

Touch Attack (Readied): 1d20 + 3 ⇒ (13) + 3 = 16
CMW Dmg/Healing: 2d8 + 4 ⇒ (3, 5) + 4 = 12


Eidolon 4 [ HP: 28/28 | AC: 17 | T: 15 | FF: 16 | Fort +4 / Ref +2 / Will +3 | Init +5 / Percept +6 (Darkvision) ]

Sorry, big snowstorm this week took me out for a bit.

Also uninterested in finding what the hands may want, Suri takes a position between Kwin and Koshu, preparing herself for their arrival.


I tried to move everyone's token more or less where they described.

Kwin and Koshukhep both destroy their undead targets.

Round 7

Torin: 1d20 + 2 ⇒ (18) + 2 = 20
Djehuti: 1d20 + 9 ⇒ (9) + 9 = 18
Ahmed: 1d20 + 2 ⇒ (16) + 2 = 18

Crawling Hands: 1d20 + 0 ⇒ (17) + 0 = 17
Izra: 1d20 + 2 ⇒ (13) + 2 = 15
Koshukhep: 1d20 + 3 ⇒ (10) + 3 = 13
Kwin: 1d20 + 6 ⇒ (1) + 6 = 7
Suri: 1d20 + 1 ⇒ (2) + 1 = 3

Bold are up.

GM Only:

crawling hand C; AC 14, HP 9/9
crawling hand D; AC 14, HP 4/9


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Torin moves to the door way and shoots at one of the hands:

Attack: 1d20 + 9 + 1 - 1 ⇒ (8) + 9 + 1 - 1 = 17
Damage?: 1d8 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 = 12


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

Djehuti pulls out a scroll and barks out the words of power, sending a pair of arcane darts at the crawling hand in front.

He'll continue to bring the Flaming Sphere closer and cast Magic Missile (2d4+2) at the closest crawling hand.


Torin stands amidst rubble and lets loose a deadly missile that utterly destroys one of the hands.

Magic Missile: 2d4 + 2 ⇒ (2, 4) + 2 = 8

Djehuti destroys the other hand with his missiles. His flaming sphere finally arrives, but then dissipates a few moments later.

There is approximately 2 rounds for you guys to savor your victory when suddenly...


There is a crush at the north-east corner of the Uncanny Jackal. Something has crashed through the door. Something ancient and terrifying. The Band beholds one of the most feared creatures of Osirion--a mummy.

Keeping Initiative as we begin Round 10.

Mummy: 1d20 + 0 ⇒ (2) + 0 = 2

Round 10

Torin: 1d20 + 2 ⇒ (18) + 2 = 20
Djehuti: 1d20 + 9 ⇒ (9) + 9 = 18
Ahmed: 1d20 + 2 ⇒ (16) + 2 = 18
Crawling Hands: 1d20 + 0 ⇒ (17) + 0 = 17
Izra: 1d20 + 2 ⇒ (13) + 2 = 15
Koshukhep: 1d20 + 3 ⇒ (10) + 3 = 13
Kwin: 1d20 + 6 ⇒ (1) + 6 = 7
Suri: 1d20 + 1 ⇒ (2) + 1 = 3

Mummy: 1d20 + 0 ⇒ (2) + 0 = 2

Man you guys lucked out. Everyone is up.


The injured women previously trapped under the rubble become paralyzed with fear upon beholding the visage of this undead horror.

Those who get within 30 feet of the mummy must make a DC 16 Will save or be paralyzed for 1d4 rounds. This is a fear effect.


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

Well, crap. DJ's one offensive spell left is a short range one.

Djehuti digs in his scroll bag again and pulls out another one, which he quickly reads off.

Casting Halt Undead, needs to make a Caster Level check to cast a spell higher level than he can cast.

Caster Level check, DC 6: 1d20 + 4 ⇒ (19) + 4 = 23 Successfully casts spell.


Will save DC 14: 1d20 + 8 ⇒ (20) + 8 = 28

The spell fails to halt the Mummy.

Sorry, D.


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Torin appears to be within the fear aura: Will Save: 1d20 + 8 ⇒ (14) + 8 = 22

"They're coming out of the woodwork!"

Torin fires a shot and then backs away from the undead monstrosity:
Pew: 1d20 + 9 + 1 - 1 ⇒ (8) + 9 + 1 - 1 = 17
damage?: 1d8 + 2 + 2 + 1 ⇒ (8) + 2 + 2 + 1 = 13


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

Come on, Google! I'm running the latest version, yet Google Docs hits me with, "This version of Firefox is no longer supported." Sheesh.

At the sound of the crash, Kwin spun 'round and rushed back through the door. "What," he demanded, "is going on here?!" He pointed his rapier at the thing. "Are you my mummy?"

If only he had a gas mask for that line. (That was, by the way, one of the more unnerving episodes for me.)

I'd say this is somewhere angels would fear to tread, so not knowing the risk, Kwin will rush in.

Apparently deciding it in fact was his mummy, Kwin rushed the thing.

Will Save: 1d20 + 1 ⇒ (5) + 1 = 6 Welp.
Paralyzed: 1d4 ⇒ 1 round.

... and suddenly skidded to a halt, trembling.

I'm assuming that would take effect as soon as the aura/field is entered, so I stopped him 30' from the thing. Maybe if no one knows how mummies work, seeing Kwin frozen in fear will clue them in and define the range. Oh, the sacrifices our foolish fox makes!


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

Hearing the commotion inside, Koshukhep hurried toward it... only to halt as he found Kwin trembling before the mummy.

"Honored dead, why do you rise?" he asked, drawing out a potion and quaffing it in case the answer was one he didn't like.

K:religion + fe: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8

K:history + fe: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Can Koshu tell who the mummy is? Not with those rolls. *sigh* Drinking potion of shield of faith. AC is 18, I think.


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

Will there be no end to these abominations? Izra thought, furiously. That thought was followed swiftly by (yet another) brief thought for all of the equipment she's left in her room at the inn.

"I will bring Pharasma's Judgement upon thee," she quietly vowed. Then, a figure of shadow and righteous wrath, she moved to engage the enemy, trusting to her shadows and faith to keep her safe, while searching her brain for what she knew of mummies.

K:Religion: 1d20 + 13 ⇒ (13) + 13 = 26
K:Arcana: 1d20 + 10 ⇒ (5) + 10 = 15
Will Save: 1d20 + 4 + 4 ⇒ (16) + 4 + 4 = 24

Double Move to get to where I've placed her, as I think we're treating the chairs as Difficult Terrain, yes? Also, the vow is to activate her ability to give herself +4 to any one D20 roll, which she added (unnecessarily)to her Will save. In addition, she's still holding her charge on the CMW (which will, eventually, cure or cause 12hp of damage. :-)

Current AC:18, w/50% Miss Chance


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

I'll throw out Kn checks to try to ID the mummy too, I guess. Next attempt is going to be Control Undead, since he's got nothing left for offense.

Kn:History: 1d20 + 10 ⇒ (13) + 10 = 23
Kn:Religion: 1d20 + 10 ⇒ (9) + 10 = 19

Way to fake us out with the crawling hands, btw, DM. :)


I lowered the DC a bit since Mummy's are legendary here in Osirion.

K. Religion DC 15:

Created to guard the tombs of the honored dead, mummies are ever vigilant for those who would desecrate their sacred ground. They are notoriously strong undead.

Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body’s major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens.

Easily the most feared ability of mummies is their notorious curse: mummy rot. Both a disease and a curse, this affliction proves exceptionally difficult to cure, even for accomplished healers. Part of this blight’s infamy comes from the specifics of its symptoms. While many mummies cause a curse that gradually withers away its victims till nothing but desert sand remains, the affliction itself proves highly variable and unique to many atypical individuals. In each case, the effects prove the same, but the symptoms can be wildly distinctive.


Eidolon 4 [ HP: 28/28 | AC: 17 | T: 15 | FF: 16 | Fort +4 / Ref +2 / Will +3 | Init +5 / Percept +6 (Darkvision) ]

Will: 1d20 + 3 ⇒ (4) + 3 = 7
Paralyze Rounds: 1d4 ⇒ 1

Seeing the Mummy approaching, Suri moves towards it, determined to protect her friends, but freezes in fear as she approaches.


Suli Summoner 4 [ HP: 27/27 | AC: 15 | T: 12 | FF: 13 | Fort +2 / Ref +3 / Will +5 | Init +2 / Percept +8 (Low-Light) ]

Kn Religion: 1d20 + 6 ⇒ (11) + 6 = 17

"Don't let it touch you!" Ahmed calls out, as Suri and the others move closer to the creature. "It's cursed." He adds, as if it needed clarification.

Will: 1d20 + 5 ⇒ (9) + 5 = 14
Paralyze: 1d4 ⇒ 1

Ahmed himself moves closer, flames beginning to emanate from his skin and lick the shackles, but like Suri, finds himself frozen in fear as he gets closer, seeing the grotesque and unnatural appearance of the Mummy up close.


Torin's arrow bounces off the mummy's wraps. And they mummy is seemingly unbothered. The other heroes step up, but are paralyzed by fear. Koshukhep is able to keep his head clear enough to take a potion.

The mummy makes a terrible lunge toward Suri. And she brings her fists down in a powerful slam attack.

Mummy vs. Suri: 1d20 + 14 - 2 + 4 ⇒ (2) + 14 - 2 + 4 = 18; Hit!
Damage (PA): 1d8 + 10 + 6 ⇒ (5) + 10 + 6 = 21

Round 11

Torin: 1d20 + 2 ⇒ (18) + 2 = 20
Djehuti: 1d20 + 9 ⇒ (9) + 9 = 18

Ahmed: 1d20 + 2 ⇒ (16) + 2 = 18
Izra: 1d20 + 2 ⇒ (13) + 2 = 15
Koshukhep: 1d20 + 3 ⇒ (10) + 3 = 13

Kwin: 1d20 + 6 ⇒ (1) + 6 = 7
Suri: 1d20 + 1 ⇒ (2) + 1 = 3
Mummy: 1d20 + 0 ⇒ (2) + 0 = 2

Bold are up. Suri has HP 7/28 hit points. One more hit will drop her way below zero.


Almost forgot...

Suri Fort Save vs. Mummy Rot DC 16: 1d20 + 4 ⇒ (1) + 4 = 5

Yeesh. Mummy rot will set in after a minute.


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

DJ has 4 acids ands 3 alchemists' fires. If he double moves he can get to Torin, Koshu, and Kwin. DM, if he can get adjacent could a PC use a Move action to take an item from him then throw it with their Standard?

Alternatively, if they can't take an item from him as a Move, can he use his Mage Hand gloves to pass out 2 items if he doesn't move?


Yes, they can use move actions to take items from an adjacent character, so long as you use a standard action to pull out the items.


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

Djehuti hustles over to Torin, Koshu, and Kwin, pulling out vials as he goes. "Mummy wrap is vulnerable to fire. Take this alchemists' fire and set it aflame."


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

After what happened to Suri, Koshukhep needed no encouragement. Grabbing a vial, he flung liquid fire at the mummy.

throw: 1d20 + 7 ⇒ (8) + 7 = 15
dmg: 1d6 ⇒ 5


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Torin plunks a couple of arrows at the mummy,

Pew: 1d20 + 8 + 1 - 1 ⇒ (13) + 8 + 1 - 1 = 21
Damage?: 1d8 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7

Pew: 1d20 + 8 + 1 - 1 ⇒ (18) + 8 + 1 - 1 = 26
Damage?: 1d8 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

Seeing the massive damage to Suri, Izra changed her tactics, stepping up just close enough to touch her wounded companion and release the healing energy she'd been holding into Suri's arm.

"Aim at its feet!" She advised Koshu as the catfolk drew back to throw the flask of liquid fire.

5' step to touch Suri, 12hp healing (Standard Action), use Move Action to add +2 to Koshu's attack roll (which makes it a 17)


Looking back, it looks like Izra didn't roll for the mummy despair.

Will Save DC 16: 1d20 + 4 ⇒ (12) + 4 = 16

She's cool. Suri now has HP 19/28.

***

Torin's arrows land but don't seem to do much damage. Certainly nowhere near as much as the flame that hits him a moment later.

Mummy Reflex Save DC 15: 1d20 + 2 ⇒ (11) + 2 = 13

The mummy is flailing, trying to put out the flames. But the flames continue their damage.

Fire Damage: 1d6 ⇒ 6; 9 Damage

Round 12

Torin: 1d20 + 2 ⇒ (18) + 2 = 20
Djehuti: 1d20 + 9 ⇒ (9) + 9 = 18
Ahmed: 1d20 + 2 ⇒ (16) + 2 = 18
Izra: 1d20 + 2 ⇒ (13) + 2 = 15
Koshukhep: 1d20 + 3 ⇒ (10) + 3 = 13
Kwin: 1d20 + 6 ⇒ (1) + 6 = 7
Suri: 1d20 + 1 ⇒ (2) + 1 = 3

Mummy: 1d20 + 0 ⇒ (2) + 0 = 2

Everyone is up, and the mummy is still aflame.

GM Only:

AC 20; HP 40/60


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

"Torin, use the fire instead!" Djehuti holds out a vial to Torin with his left hand as he throws his last vial with his right.

Throw Alchemist's Fire: 1d20 + 5 ⇒ (16) + 5 = 21
Fire Damage: 1d6 ⇒ 3


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

She did roll for it. Post 2166. Will save of 26.

"The feet! Keep its feet aflame!" Izra urged Koshukhep again. She herself stayed out of the undead abomination's range, keeping a close eye on Suri.

MA to give Koshu a +2 to hit again. Stand pat, Ready Action to smack either the mummy or Suri with the CLW wand if appropriate.


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

"I'll throw it!" Koshukhep grabbed the last vial and lobbed it at the mummy.

throw + fe + Izra: 1d20 + 7 + 2 + 2 ⇒ (14) + 7 + 2 + 2 = 25 Dangit, I keep forgetting the fe bonus.
dmg + fe: 1d6 + 2 ⇒ (5) + 2 = 7


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

You have Kwin listed as up again, but he's fear-paralyzed for one round, so isn't he still out of commission? I'll go ahead and roll for throwing Alchemist's Fire in case he's not, so as not to slow things further. (Note, it looks like they've all been claimed/thrown, but Kwin has some of his own.)

Alchemist's Fire: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d6 ⇒ 4


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Torin grabs the vial and lobs it;

fling: 1d20 + 5 ⇒ (5) + 5 = 10 poorly.
Damage: 1d6 ⇒ 2

And then the whole building burnt down....


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3

"Dammit, Short Round!"


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

Luckily for Torin and the Uncanny Jackal, DJ only had 3 vials of Alchemist's Fire. DJ threw one, then Koshu and Kwin, so he was out before Torin got around to it. He had flasks of acid left, though.


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Then acid it was. I think Torin should stick with what he does best...


catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

Koshu actually threw 2 of Djehuti's vials, so I guess Kwin threw his own? Man, that mummy has to be lit up like Diwali.


Eidolon 4 [ HP: 28/28 | AC: 17 | T: 15 | FF: 16 | Fort +4 / Ref +2 / Will +3 | Init +5 / Percept +6 (Darkvision) ]

HP: 19/28

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d10 + 3 ⇒ (5) + 3 = 8

The fear Suri felt on approaching the Mummy is broken as it lays into her, shattering several bones. Her mouth dries up for a moment, and she wonders if the end is approaching, but before she can give it too much thought, Izra takes away the pain, mending much of her flesh. Feeling emboldened, Suri takes a swing at the flaming Mummy.


Suli Summoner 4 [ HP: 27/27 | AC: 15 | T: 12 | FF: 13 | Fort +2 / Ref +3 / Will +5 | Init +2 / Percept +8 (Low-Light) ]

Using Energy Strike as a swift action. Rounds Remaining: 3

Ranged Attack vs Touch: 1d20 + 5 ⇒ (4) + 5 = 9
Fire Damage: 1d6 ⇒ 3

Seeing the flames working well against the Mummy, Ahmed pushes his energy against his shackles, bursting his arms into flames and hurling a ball of fire at the Mummified creature. But almost surely missing...


Suri and Ahmed are unable to make any contact with the mummy. But the others fling lob after lob of fire and acid.

Mummy Reflex Save DC 15: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 ⇒ 6; 9 damage

The mummy tries once again to put out the flames, but continues to fail. The mummy is looking grim indeed. That was a its whole action.

Round 13

Torin: 1d20 + 2 ⇒ (18) + 2 = 20
Djehuti: 1d20 + 9 ⇒ (9) + 9 = 18
Ahmed: 1d20 + 2 ⇒ (16) + 2 = 18
Izra: 1d20 + 2 ⇒ (13) + 2 = 15
Koshukhep: 1d20 + 3 ⇒ (10) + 3 = 13
Kwin: 1d20 + 6 ⇒ (1) + 6 = 7
Suri: 1d20 + 1 ⇒ (2) + 1 = 3

Mummy: 1d20 + 0 ⇒ (2) + 0 = 2

Everyone is up. The mummy is not looking great. Also I aware I'm avoiding the splash damage for Suri. But I didn't want to bother with such piddly math. So consider this a freebie.

GM Only:

AC 20; HP 9/60


Eidolon 4 [ HP: 28/28 | AC: 17 | T: 15 | FF: 16 | Fort +4 / Ref +2 / Will +3 | Init +5 / Percept +6 (Darkvision) ]
wicked_raygun wrote:
Also I aware I'm avoiding the splash damage for Suri. But I didn't want to bother with such piddly math. So consider this a freebie.

Suri's also immune to fire (being herself made of fire), which I suspect makes a difference.

HP: 19/28

Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d10 + 3 ⇒ (7) + 3 = 10

Suri swings at the Mummy, trying to catch it off guard, but again cannot land a solid hit against the creature.


Suli Summoner 4 [ HP: 27/27 | AC: 15 | T: 12 | FF: 13 | Fort +2 / Ref +3 / Will +5 | Init +2 / Percept +8 (Low-Light) ]

Rounds of Energy Strike remaining: 2

Ranged Attack vs Touch: 1d20 + 5 ⇒ (9) + 5 = 14
Fire Damage: 1d6 ⇒ 2

Ahmed hurls a second ball of fire at the Mummy, pleased to see that while his initial attack missed, the fire is continuing to damage the creature.


Hill Dwarf Fighter (Siegebreaker, Brawler) 2 AC 20/12/18 / HP : 28/28 / F +6(9) R +2(5) W +2(5) / Init. +2 / Perc. +2 / Sense Motive +2

Torin goes back to ol' reliable:

Arrowed!: 1d20 + 8 + 1 - 1 ⇒ (20) + 8 + 1 - 1 = 28
Confirm?: 1d20 + 8 + 1 - 1 ⇒ (20) + 8 + 1 - 1 = 28
Crit?!: 3d8 + 6 + 3 + 6 ⇒ (4, 3, 6) + 6 + 3 + 6 = 28

Arrowed again!!: 1d20 + 8 + 1 - 1 ⇒ (18) + 8 + 1 - 1 = 26
Damage: 1d8 + 2 + 1 + 2 ⇒ (8) + 2 + 1 + 2 = 13

It's super effective!


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

Man, Torin was really happy to go back to shooting arrows.

Djehuti opens his mouth to let out a silent scream at the mummy.

Ear Piercing Scream, DC 16. He will be right at the edge of close range to miss the mummy's aura but still get off this spell.


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3
Koshukhep wrote:
Koshu actually threw 2 of Djehuti's vials, so I guess Kwin threw his own?

Correct: "(Note, it looks like they've all been claimed/thrown, but Kwin has some of his own.)"

Realizing the fire was having an effect, Kwin retrieved another vial. "Ready... aim.. FIRE!"

Alchemist's Fire: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d6 ⇒ 6
Critical Confirm: 1d20 + 8 ⇒ (9) + 8 = 17
Critical Damage: 1d6 ⇒ 5

Seeing his second vial land perfectly and burst into a ball of flame -- engulfing the thing that had so recently terrified him -- Kwin broke into a happy song and dance.


Male Elf (Osiriani) Wizard 4 [HPs: 31|31 - AC: 15|13|12 - For:+3 | Ref:+4 | Wil:+4 - Per:+5 (Low-light) Init:+9 (Can always act in the surprise round)]

That was an unexpected and awesome link, Kwin. :)


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

With the rest of the group having followed Izra's suggestion, and the mummy surrounded in flame, Izra turned her attention to Suri, tapping her friend and former employer on the shoulder with the magical wand Izra held in her hand.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3 *sigh*

CLW on Suri, and prepare to move back if the flaming mummy comes at her at all.


Male Kitsune Swashbuckler 4
Quick Stats:
HP 32/32 (0 NL) | AC 16; T 16; FF 10 | CMD 21 | Fort +1 | Ref +8 | Will +1 | Init +6 (--2 if drained of panache) | Percept +5 (LLV) | Charmed Life 3/3 | Panache 1/3
Izra Kayal wrote:
CLW on Suri, and prepare to move back if the flaming mummy comes at her at all.

Oops. Yeah, we did kinda turn it into a living... er, undead... mobile fireball, didn't we.


Note to self: Buy more alchemist fire for my PCs.

Between the magic, the acid and the flames, Torin's final volley of arrows into the creature's head seems almost an act of mercy.

You killed the crap out of that mummy. Combat over.

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