Quinn, the Investigator |
I have already had my turn up there with the rest of them. Jsur scroll up.
Crowe by Zin |
Crowe won't be large until the end of Andracar's 1 round casting time. I reduced his size back to medium for the moment.
Knowledge (arcana) DC 13: 1d20 + 6 ⇒ (4) + 6 = 10
Crowe can't make sense of this winged creature, but he doesn't seem to think he needs to. He moves away, drawing a flask of alchemist's fire, and wings it at the mummy across the room--in his mind, the real threat--and then awaits the enlargement that Andracar has promised.
Move: 30' drawing alchemist's fire
Standard: attack mummy
Ranged touch, range increment: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Damage, fire: 1d6 ⇒ 1
Andracar, I've left myself a 20' move action away from you.
GM Doom 'n Gloom |
With combat and healing, Crowe still has approximately three (3) minutes of enlarge remaining.
So, Crowe will be large until the end of this encounter for certain. That said, you jumped the gun a bit. I resized you and moved you back.
@Quinn, I see a line on the map, was that your movement? If you move that much, it will provoke an AoO from the sphinx. Did you want to do that? I may also be reading that wrong.
The mummy casually moves forward. Crowe, Oloch and Andracar feel the power coming off him as invisible waves of fear crash against them.
[spoiler-Despair]
All creatures within a 30-foot radius that see a mummy must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. [/spoiler]
BRAWL FOR IT ALL Round 1 & 2 bold may post
Crowe Need DC 16 will save or Paralyzed for: 1d4 ⇒ 3 rounds.
Oloch Need DC 16 will save or Paralyzed for: 1d4 ⇒ 2 rounds.
Andracar Need DC 16 will save or Paralyzed for: 1d4 ⇒ 1 rounds.
Winged Mummy
Quinn
PHARAOH SEKH-PA-MEFER III
DO NOT FORGET, YOU HAVE A +1 MORALE BONUS TO YOUR SAVE FROM BLESS
Quinn, the Investigator |
My apologies, I didn't realise there would be another creature in the way. I will stay where I was...I think im going to need to make that will save then too, since i am in the range... on my next turn!
Jirelle of Drenchport |
Will Save+Bless: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
I'd like to use my re-roll, if that's OK. :)
Will Save+Bless: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
__________
If you'd rather not allow will saves, then Oloch is paralyzed. Otherwise:
Non-Action: 5-foot-step
Swift Action: Fervor-->Divine Favor
Standard Action:
Greatsword+Power Attack+Bless+Divine Favor: 1d20 + 7 - 1 + 1 + 1 ⇒ (19) + 7 - 1 + 1 + 1 = 27
Damage+Power Attack+Divine Favor: 2d6 + 3 + 3 + 1 ⇒ (2, 4) + 3 + 3 + 1 = 13
Crit?: 1d20 + 7 - 1 + 1 + 1 ⇒ (9) + 7 - 1 + 1 + 1 = 17
Damage+Power Attack+Divine Favor: 2d6 + 3 + 3 + 1 ⇒ (4, 4) + 3 + 3 + 1 = 15
Free Action: "Now this is a fight! Thank you, Gorum!"
GM Doom 'n Gloom |
@Quinn - By my math, you were just out of range. If you move, you will need to include a will save.
Oloch steps up. With the power of Gorum infusing his limbs, he lands a tremendous blow against the sphinx.
BRAWL FOR IT ALL Round 1 & 2 bold may post
Crowe Need DC 16 will save or Paralyzed for: 1d4 ⇒ 3 rounds.
Oloch
Andracar Need DC 16 will save or Paralyzed for: 1d4 ⇒ 1 rounds.
Sphinx (-28/??)
Quinn
PHARAOH SEKH-PA-MEFER III
DO NOT FORGET, YOU HAVE A +1 MORALE BONUS TO YOUR SAVE FROM BLESS
Andracar |
Andracar changes target because Crowe appears to be already still enlarged. He never can tell with all these large people. So he casts on Oloch, who can either accept it or choose not to. The enlarged size would likely help with destruction, but it also obviously comes with penalties as well.
Will: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
That rather makes the enlarge discussion moot.
Andracar finally knows fear, and he shakes, but is otherwise immobile.
Crowe by Zin |
Will DC 16: 1d20 + 2 ⇒ (1) + 2 = 3
Crowe... freezes in place. What is this... can't... move...
Jirelle of Drenchport |
[dice=Will DC 16]1d20+2
Crowe... freezes in place. What is this... can't... move...
Crowe, did you already use a re-rol during this adventure? If you do not have a re-roll, I have the ability to confer one upon you.
Quinn, the Investigator |
This does not look good...
If our sorc who is behind me need a will save, so do I!
Will: 1d20 + 4 ⇒ (5) + 4 = 91d20 + 4 + 4 ⇒ (16) + 4 + 4 = 24 — need to beet 16, will use re-roll if I have to!
GM Doom 'n Gloom |
An eagle-like head is cocked sideways as it considers Crowe. His interest belies the fact that this is a new development it has never seen before. Its face comes closer; fetid, rancid breath fills the bloodrager's nostrils. Perhaps it has some sense that the large human is not the immediate threat.
It rears back and rips into the warpriest with beak and talons. The well worn armor deflects most of the blows, but the bite leaves a gash across the half-orc's neck.
Bite: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 2 ⇒ (5) + 2 = 7
Claw: 1d20 + 8 ⇒ (8) + 8 = 161d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 8 ⇒ (2) + 8 = 101d4 + 2 ⇒ (1) + 2 = 3
Crowe Paralyzed for 2 more rounds.
Oloch (23/30 hp)
Andracar Paralyzed for 1 round.
Sphinx (-28/??)
Quinn Reroll used
PHARAOH SEKH-PA-MEFER III
Quinn, the Investigator |
Quinn moves behind his large friend to attack the Sphinx. We should take out this enemy first, it’s already taken a massive hit!
Rapier: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 221d6 + 1 ⇒ (4) + 1 = 5
GM Doom 'n Gloom |
Quinn's blade passes easily into the sphinx.
PHARAOH SEKH-PA-MEFER III seems to grin. He relishes the opportunity to punish those who would defy him. With corrupted legs, he limps toward the doors. He recognizes the dangers of a caster when he sees one. With a massive fist, he lands a savage blow against the gnome.
Melee slam vs Andracar: 1d20 + 14 ⇒ (18) + 14 = 321d8 + 10 ⇒ (6) + 10 = 16 Need a DC 16 Fort save
BRAWL FOR IT ALL Round 3 bold may post
Crowe Paralyzed for 2 more rounds.
Oloch (23/30 hp)
Andracar (14/30 hp) Need a DC 16 Fort save vs Mummy Rot
Sphinx (-33/??)
Quinn Reroll used
PHARAOH SEKH-PA-MEFER III
Jirelle of Drenchport |
Divine Favor, round 2 of 10
Standard Action:
Greatsword+Power Attack+Bless+Divine Favor: 1d20 + 7 - 1 + 1 + 1 ⇒ (15) + 7 - 1 + 1 + 1 = 23
Damage+Power Attack+Divine Favor: 2d6 + 6 + 3 + 1 ⇒ (6, 2) + 6 + 3 + 1 = 18
Free Action:
"Fall, creature! Fall before the pious of Gorum!"
Non-Action:
5-foot-step to setup flank with Quinn.
"Quinn, finish it off, my friend!"
Andracar |
Save: 1d20 + 4 ⇒ (10) + 4 = 14
Reroll Save: 1d20 + 4 + 3 ⇒ (18) + 4 + 3 = 25 Yep, glad I saved that reroll. Mummy Rot is a monkey to get rid of.
Andracar is pummeled, nearly crushed to the floor in that blow. "Oh... that is something I will be feeling for a few days." Still though, he doesn't let it dampen his spirits long. "Fear me, for I am a terrible bringer of FIRE and DEATH!" And with that, he wiggles his fingers and causes sparkly bits to cover his enemy the mummy. Glitterdust, Will Save DC 16
"Look at how ridiculous you look! Ha! I wouldn't be able to face myself if I were covered like that!" He's still holding a rib though, and winces as he laughs.
GM Doom 'n Gloom |
Oloch, just to be clear, which 'creature' are you attacking?
Sparkling motes of light flash around the mummy, then fall upon him and the aged stonework. A soft warm glow settles in the area, nothing more.
Will vs DC 16: 1d20 + 8 ⇒ (15) + 8 = 23
BRAWL FOR IT ALL Round 3 bold may post
Bad guy is up. Just waiting to find out who Oloch attacked as it may make a difference on what happens.
Crowe Paralyzed for 2 more rounds.
Oloch (23/30 hp)
Andracar (14/30 hp)
Sphinx (-33/??)
Quinn Reroll used
PHARAOH SEKH-PA-MEFER III -40 to Stealth checks - 4 rounds remaining
GM Doom 'n Gloom |
With a sickening thud, the upper half of the sphinx falls to the floor. Something akin to a angry hiss comes from the mummy as he turns toward the war priest.
BRAWL FOR IT ALL Round 3 bold may post
Crowe Paralyzed for 2 more rounds.
Oloch (23/30 hp)
Andracar (14/30 hp)
Quinn Reroll used
PHARAOH SEKH-PA-MEFER III -40 to Stealth checks - 4 rounds remaining
Quinn, the Investigator |
Sorry for being boring, but I will delay after the mummy.
GM Doom 'n Gloom |
Desperate for revenge, the pharaoh closes quickly on Oloch. However, his sense of grief combined with thousands of years of inactivity, the mummy's swing is stiff and clumsy despite the rage fueling the blow.
slam vs: 1d20 + 14 ⇒ (1) + 14 = 151d8 + 10 ⇒ (5) + 10 = 15
BRAWL FOR IT ALL Round 4 bold may post
Quinn
Crowe Paralyzed for 1 more round.
Oloch (23/30 hp)
Andracar (14/30 hp)
PHARAOH SEKH-PA-MEFER III -40 to Stealth checks - 3 rounds remaining
Quinn, the Investigator |
Quinn double moves around behind Oloch to give his ally a flank. Nice slip there, Oloch, keep it up! Let’s see it dodge your blows! Pharaoh, shmaraoh. Just and old dude with an attitude!
Quinn litrally double moves around the back side with his full 60 ft of movement. I drew the line in grey poorly, because I’m on my phone.
Crowe by Zin |
Crowe's eyes capture all of the activity going on around him; he struggles against the supernatural bonds that hold him in place, eager to try to help his allies.
The lingering enlarge person will expire at the same time as his paralyzation, is that correct?
Andracar |
The enlarge lasts 4 minutes, I think you have some extra time on it the GM said.
"Am I reduced to this?" Andracar asks, as he wiggles fingers once more, but this time, instead of a funny spell or something to aid... forming from his hands are deadly missiles of force. "How boring!" They launch themselves at the mummy.
Damage: 2d4 + 2 ⇒ (2, 1) + 2 = 5
Jirelle of Drenchport |
Quinn double moves around behind Oloch to give his ally a flank. Nice slip there, Oloch, keep it up! Let’s see it dodge your blows! Pharaoh, shmaraoh. Just and old dude with an attitude!
The warpriest swells with pride at the compliment. "It's because I follow Gorum," he begins arrogantly. Before he nearly trips and impales himself.
Greatsword, Power Attack, Divine Favor, Bless, Flank: 1d20 + 7 - 1 + 1 + 1 + 2 ⇒ (1) + 7 - 1 + 1 + 1 + 2 = 11
(Whoops! What a time for a natural 1! LOL!)
"Ub, I meant to do that."
Crowe by Zin |
Oop, I read minutes as rounds above. Got it now.
GM Doom 'n Gloom |
Quinn sprints around the chamber to catch the mummy in a classic pincer movement, though the war priest is unable to take advantage. Two bolt of magic crash into the abomination, but it hardly takes notice. The Pharoah is no stranger to putting down those who oppose him. Enemies do not stand before him for long. As proof, his fist thunders down on Oloch's shoulder, nearly shattering the half orc's collar bone. The scene is made all the more surreal by the warm, soft glow emanating from the horror before you.
Slam vs Oloch: 1d20 + 14 ⇒ (18) + 14 = 321d8 + 10 ⇒ (8) + 10 = 18 Need a DC 16 Fort save
Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic.
BRAWL FOR IT ALL Round 5 bold may post
Quinn
Crowe Paralyzed (last round.)
Oloch (5/30 hp)
Andracar (14/30 hp)
PHARAOH SEKH-PA-MEFER III {-5/??? hp} -40 to Stealth checks - 2 rounds remaining
Quinn, the Investigator |
Geeez, Oloch, you alright? Can you take another hit? as Quinn readies himself to flank, however he thinks about this for a moment and realises that that might not be the best option.
Quinn quickly searches around for his oil flask and some sting to use as a fuse. He spends his action preparing his makeshift alchemist fire.
Am I allowed to do this? Or do you think I should just throw it onto him and cover him with oil. It is up to the GM to see if it's plausible.
Splash with oil: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 -- touch ac if can't do above action.
GM Doom 'n Gloom |
Assuming that Quinn takes a 5' step back so as not to provoke. How about a Craft Alchemical Item check, DC 20? (Same DC to actually create Alchemist's Fire.
Craft Alchemical Item: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 1d6 ⇒ 6
Splash Damage: 1 = 1
Quinn quickly jury-rigs a fuse and tosses it at the mummy. His dried husk of a body seems to be quite susceptible to this tactic. However, flames lick at Oloch. singeing the war priest.
BRAWL FOR IT ALL Round 5 bold may post
Quinn
Crowe Paralyzed (last round.)
Oloch (5/30 hp)
Andracar (14/30 hp)
PHARAOH SEKH-PA-MEFER III {-14/??? hp} -40 to Stealth checks - 2 rounds remaining
Andracar |
Andracar decides to unleash his actual secret weapon.
Attack: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15 vs Touch
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
"Celestial Angel Blast!" He does a fun little pose which would remind people of anime if such a thing existed in the Golarion universe, and then a blast of celestial light shoots forth from his fingers and tries to burn the very heart of the mummy.
GM Doom 'n Gloom |
The gnome's secret weapon slices through the undead ruler's parchment-like skin.
@Andracar: Does the Celestial Blast count as fire? Just asking for a friend.
BRAWL FOR IT ALL Round 5 bold may post
Quinn
Crowe Paralyzed (last round.)
Oloch (5/30 hp)
Andracar (14/30 hp)
PHARAOH SEKH-PA-MEFER III {-20/??? or -23/???hp} -40 to Stealth checks - 2 rounds remaining
Jirelle of Drenchport |
Fort save: 1d20 + 5 ⇒ (16) + 5 = 21, Whew!
__________
Free Action: Oloch roars, For Gorum!
Standard Action:
Greatsword, Power Attack, Divine Favor, Bless: 1d20 + 7 - 1 + 1 + 1 ⇒ (17) + 7 - 1 + 1 + 1 = 25
Damage, Power Attack, Divine Favor, Bless: 2d6 + 6 + 3 + 1 ⇒ (2, 4) + 6 + 3 + 1 = 16
Swift Action:
Fervor: 1d6 ⇒ 3 I think this puts me at 8 HP now. Woo hoo! :D
Non Action:
5-foot step.
Crowe! Snap out of it. For the glory of battle, come flank with me!
__________
GM: if Oloch drops below 0, but not to -13 or -14 (or more), then he will use Orc Ferocity to stay up for one more round. I feel like we're close with this combat. And with Crowe coming back, things are looking up!
GM Doom 'n Gloom |
Oloch's blade leaves another deep gash on the mummy before stepping back. As a reward, he feels a small drop of Gorum's power flow through his veins. Only his ears hear a deep sotto voice, 'Just enough to let a warrior earn victory on his own.'
Refusing to be baited, the mummy turns on the investigator instead. A fist swiftly causes the rib cage to shatter. The blow causes Quinn to swoon as he nearly looses consciousness.
Slam vs : 1d20 + 14 ⇒ (15) + 14 = 291d8 + 10 ⇒ (6) + 10 = 16
@Quinn, Need a DC 16 Fort save vs Mummy Rot
Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic.
However, the sight is enough to slap the bloodrager back to action. He shakes off the chains of magical fear...
BRAWL FOR IT ALL Round 5 bold may post
Quinn (0/20 hp STAGGERED) Need a DC 16 Fort save vs Mummy Rot
Crowe
Oloch (8/30 hp)
Andracar (14/30 hp)
PHARAOH SEKH-PA-MEFER III {-36/???} -40 to Stealth checks - 1 rounds remaining
Quinn, the Investigator |
Sorry, but didn’t I only take 16 points of damage?
GM Doom 'n Gloom |
Whoops. My mistake. That's what I get from posting in a hurry from work. You are at 4 hp and NOT staggered.
Crowe by Zin |
Having been paralyzed with unnatural fear, and forced to watch his friends be beaten and abused, as soon as Crowe's muscles start responding to his mind again, he overloads them with rage and launces into action. Reaching out to the aether as he lunges forward at the mummy, his weapon begins to crackle with electricity as he brings it around in a massive overhand strike.
Free: enter bloodrage
Swift: activate elemental strike (electricity)
5' step
Standard: attack mummy
+1 earthbreaker, enlarge person, bloodrage, power attack, flank: 1d20 + 6 + 1 + 2 - 1 + 2 ⇒ (10) + 6 + 1 + 2 - 1 + 2 = 20
Damage, B, large, enlarge person, bloodrage, power attack: 3d6 + 6 + 1 + 4 + 3 ⇒ (6, 5, 2) + 6 + 1 + 4 + 3 = 27 + Damage, electricity: 1d6 ⇒ 6
GM Doom 'n Gloom |
The bloodrager, incensed at being held like a mere pawn, finally acts. He steps behind the mummy, pulling his earthbreaker back for a tremendous blow. As he whips it forward, the chamber goes silent in anticipation. Hopes rise as the blunted head travels in a deadly arc. However, it soon becomes clear that in his rage, Crowe miscalculated. The blow will miss it's mark. Eyes wide with desperate fear, Quinn realizes what is happening. In a near futile gamble, he feints to his right. The monstrosity takes a step to compensate, right into the deadly path of Crowe's weapon.
In nearly an instant, it is all over. The head of Pharoah Sehk-Pa-Mefer the Third suddenly plummets into his own chest cavity in a violent shower of sparks. With nary a sound, the walking corpse slowly dissolves, becoming no more than a pile of softly glowing dust. In a few breaths, the glow fades and the long dead ruler is nothing more than a memory.
FIGHT FRIGGEN' OVER!!!
Well timed, and worth the wait. However, you needed the flank to hit him.
Quinn Fort vs DC 16 {+2 uses of Inspiration}: 1d20 + 3 + 1d6 ⇒ (18) + 3 + (6) = 27
Well done team! Chronicles to follow.
Quinn, the Investigator |
That last fight was a rush. A mummy for this tier is really tough, good rolls everyone! I hope to game with everyone soon. Thank you GM, I really enjoyed the game!