GM Zoomba's Secluded Tomb Siege (PFS 3-09 & 3-14) (Inactive)

Game Master Zoomba

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Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Heroism on Teja Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

Manny will gladly aid anyone who is an expert at this kind of stuff.

Manny has a +9 Society and a +10 Thievery. He's Trained in Society and is using >Clever Improviser< for Thievery.

Verdant Wheel

"Moonlight" TN Desert Elf (Vourinoi) Desert Tracker / Impressive Student Cloistered Cleric of Ng / Poisoner 14 | ◆◇↺ | Explore @ Search
Stats:
⛨ 33 or 34 shield (hard 20) | ♥️ 174 | Saves (22**/23*/25***) | Resist Fire (7) | Perception (22**) w/ darkvision (spell) & blindfight | Speed 30
☘️ □□ | ✝️ □□□□□ | ⚕ none | Ng (1□□□/2□□□/3□□□, 4□□□/5□□□, 6□□□/7□□□) @ DC 34 | Achaekek (1□□/2□□/3□□, 4□/5□) @ DC 30

...with some reluctance, Moonlight accept aid from his shorter, more physically inclined comrades...

◆◆/◆◆) Disable w/ Patience

Society to Disable (2nd roll) w/ Ageless Patience: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24

◆◆/◆◆) Disable w/ Patience

Society to Disable (3rd roll) w/ Ageless Patience: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28

Envoy's Alliance

1 person marked this as a favorite.
♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Heroism on Teja Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

"Yeah! You got this! Reminds me of this one guy. He knew everything about the neighborhoods around here and their history. He was fascinating, especially during the full moon. You wouldn't believe how much silver he would carry around... Sorry, getting distracted here. The point is..."

The sooner Moonlight finishes up, the sooner Manny stops "aiding" him.

Radiant Oath

CG nonbinary (they/them) Kayal Swashbuckler 7 (gymnast) | HP 99/99 | AC 26 | F+13 R+17 (Evasion) W+11 | Perc+11: Darkvision + Lifesense (imprecise 10ft) | Stealth+13 | Athletics DC 28 | 25ft (Panache: 35ft) | Hero 2/3 | Focus 1/1 | Active Conditions: --

Zenith tries to prevent the pressure plate from activating while Moonlight attempts to deactivate the trap.

Thievery, aid, trained: 1d20 + 12 ⇒ (5) + 12 = 17

They don't seem to help much one way or the other.


The End Awakens | The Day the River Died

[spoiler=GM]MA: 1d20 + 9 ⇒ (1) + 9 = 10

Moonlight's second pass through the chamber again is fruitless, much to the masked mage's chagrin.

Finally however the third time proves the charm, as with an assist from Zenith the kayal's eyes help the Ngian pinpoint a subtle variation in a minor hawk carving in the wall that hides a hidden switch. Pressing it, you hear a faint *click* as the mauls latch into secure place. Trap disabled!

The span now is safe to cross, with the only noise in the room beyond your own now the faint hum of the active Umbral Vise across the way.

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Heroism on Teja Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

Manny is fully confident he was helpful. Strange how Moonlight didn't reciprocate on any of his tales. Oh well.

"So another Umbral Vise, but it's active? Do we shut it off? We're taking it with us, right?"

Verdant Wheel

"Moonlight" TN Desert Elf (Vourinoi) Desert Tracker / Impressive Student Cloistered Cleric of Ng / Poisoner 14 | ◆◇↺ | Explore @ Search
Stats:
⛨ 33 or 34 shield (hard 20) | ♥️ 174 | Saves (22**/23*/25***) | Resist Fire (7) | Perception (22**) w/ darkvision (spell) & blindfight | Speed 30
☘️ □□ | ✝️ □□□□□ | ⚕ none | Ng (1□□□/2□□□/3□□□, 4□□□/5□□□, 6□□□/7□□□) @ DC 34 | Achaekek (1□□/2□□/3□□, 4□/5□) @ DC 30

Shaking his head from Manny's babblry, Moonlight tries to get his head sorted.

He wonders whether the Unbral Vises ought to be left where they are, or collected, and what would be the consequence (in terms of planar anchoring / travel) as an expected result of either outcome...

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Franzine cautiously walks up to the Umbral Vise.
"Let's definitely disable this thing first. I'll carry it if we need to take it. I can just strap it to my back."

Franz has the hefty hauler feat.

Vigilant Seal

1 person marked this as a favorite.
F Human (dromaar) witch 8 | HP 80/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | Active Conditions: none

Ever since the bath room, Itka has been grumpily sulking and trailing behind the group. She's the last to enter this room, and declines to deign to approach the trapped area until it is secured. She spends her time glaring at the statues.

Hmp. If she's such a humble ruler, why is her pyramid designed to be so lethal? Hmp! Her lips twitch in disgust as she ruminates on negative thoughts to pass the time while Moonlight makes himself useful, barely even noticing that he does so without as much self-superior drama as one would expect.


The End Awakens | The Day the River Died

Franzine can with minimal difficulty disconnect pieces of the Vise that seem to cut of its mechanisms from its power source Since you as a party have already found a journal detailing them and made knowledge checks to know how to work them, you can deactivate or use while adjacent to one. Immeadiately, each of you feels that faint tingling sensation that’s been itching at you lessen. All of you now only have weakness to negative damage 6

Further, the strange blackness in the room’s pits seems to disappear They’re still 20-feet deep pits, but seem less weirdly shadowy

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

"It seems we should disable the rest of these things."

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague
Anjo Aroh wrote:
"It seems we should disable the rest of these things."

"Yeah. That strange feeling of dread and tingling sensation in my bones is going away. We should definitely disable each and every one of the Vices."

Vigilant Seal

F Human (dromaar) witch 8 | HP 80/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | Active Conditions: none

"Hmp. Agreed. " Itka mutters from plenty far away. She continues glaring at the statues, half expecting them to attack the party. Hmp. They'll probably wait until the last one is leaving. Better make sure it's not me. With an aggrieved sigh, she hobbles up to join the others, maintaining her wariness.

Perception +10 for an ambush

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Heroism on Teja Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

"Alright, alright. Let's disable these vases. I'd like to keep my soul intact from the forces of darkness."

Manny Aids anyone who is willing to disarm them, and hands Franzine the extra Umbral Vise.

Once that is complete, Manny heads towards the double doors. "Shall we proceed?"


The End Awakens | The Day the River Died

You are able to take out and carefully disable the vise in your pack, and then go and do the same for the one in the natron room. Each time that tingle fades even further until it is only a minor itch. Currently all have a negative energy Weakness of 2 Then returning back across the gallery and past the statues you form up and open the double doors...

A wide stairway leads down to the floor of this massive sandstone chamber. Most of the room ahead is ten feet below the doorway and down the stairs on the map. Directly ahead of you to the north sits an open sarcophagus on a raised dais. Its impressive lid, carved in the form of a human woman, perches precariously on the dais steps. Eight statues of people in priestly garments are arrayed around the room looking up toward the ceiling, which is painted with a planar map of the Great Beyond. Shadows flit around the room, though it’s not clear what, if anything, is casting them. Wings to the west and east hold more sarcophagi.

As the doors finish their arc open and you take in the grand chamber beyond movement catches your eye. Right by the central sarcophagus stands a desiccated figured wrapped in linen bandages and adorned with priestly bands and amulets. The mummified being raises her head with a small crack and stares at you through empty eye sockets.

{in Ancient Osiriani} More servants of the Dark Desert Lord. Come to stop us, like your forces before or that Pahmet spy. You will fail. I will not be stopped. I will bring my falcon back to me!

As she rasps this her voice rises steadily in anger. At the last word she begins shambling towards you, and you all see three other, bony, figures beginning to move about the room and its wings as well!

GM:
Manny's Initiative: 1d20 + 11 ⇒ (4) + 11 = 15
Itka Biklest's Initiative: 1d20 + 10 ⇒ (6) + 10 = 16
Zenith's Initiative Using Scouting: 1d20 + 10 ⇒ (6) + 10 = 16
Franzine's Initiative: 1d20 + 10 ⇒ (13) + 10 = 23
Hammid's Initiative Using Avoid Notice: 1d20 + 16 ⇒ (19) + 16 = 35
Anjo's Initiative: 1d20 + 18 ⇒ (18) + 18 = 36

K: 1d20 + 20 ⇒ (11) + 20 = 31
R: 1d20 + 9 ⇒ (12) + 9 = 21
B: 1d20 + 9 ⇒ (14) + 9 = 23
G: 1d20 + 9 ⇒ (15) + 9 = 24


The End Awakens | The Day the River Died

Please read after you've completed your first turn:
After your quick flurry of actions, you suddenly feel a strange 'tugging' sensation. There's an odd magic about this room that seems to be pulling you between this plane and the Plnae of Shadow, if only for a moment.

At the end of each of your turns in this room you need to make a DC 21 Will save or find yourself shunted momentarily through the Shadow Plane, in a process similar to shadow walk. If you fail this save, you will reappear 1d6 squares away from your location, in a random direction (roll 1d8, with '1' being striaght 'up' on the map and going clockwise); if you'd end in a solid object or outside area the room, you instead appear in the nearest open space to that that is still in the room. If you crit fail the save you move double the rolled squares in that random direction; if you crit succeed you can choose to move in the direction of your choice instead (though the # of squares you move would still be random even then. You may choose to voluntarily Fail the save if you wish (prior to trying it): if you do you'll then just be shunted the random direction and distance as if you had attempted the save and failed. This movement does not trigger any reactions.

If you move within 30 feet of the mummy:
Just like with the last mummies you've faced, as you near her you feel a sense of utter despair wash over you. But this aura of malaise seems much stronger than the two in the cistern...

First: you are Frightened 1 (and will be for as long as you're within 30 feet of the mummy. This deosn't go down at the end of your turns).
Second, make a DC 26 Will Save (with the Frightened 1 penalty applying). If you fail, you are paralyzed for some number of rounds. The save has the divine, emotion, enchantment, fear, and mental tags

Initiative

Anjo
Hammid

something
Franzine
something
Zenith
Itka
Manny

Moonlight, Itka, Manny:
you notice the mummy mention a Pahmet: one of the still-missing Pathfinder agents is the Pahmet dwarf Tetabu.

Verdant Wheel

"Moonlight" TN Desert Elf (Vourinoi) Desert Tracker / Impressive Student Cloistered Cleric of Ng / Poisoner 14 | ◆◇↺ | Explore @ Search
Stats:
⛨ 33 or 34 shield (hard 20) | ♥️ 174 | Saves (22**/23*/25***) | Resist Fire (7) | Perception (22**) w/ darkvision (spell) & blindfight | Speed 30
☘️ □□ | ✝️ □□□□□ | ⚕ none | Ng (1□□□/2□□□/3□□□, 4□□□/5□□□, 6□□□/7□□□) @ DC 34 | Achaekek (1□□/2□□/3□□, 4□/5□) @ DC 30

”Rahmet I, had you established a dynasty in your own time, you might have succeeded in securing an impressive following, rather than be relegated to an isolated tomb between worlds, worshipped by few to none. It is you that has failed. I and my guardians will hereby conduct your last rites”

As he speaks, Moonlight again holds out his gauntlet - favored weapon of almighty and ever-wandering Ng - aloft, clutching his fingers from outstretched into a balled fist, as if catching an object thrown to him, a swirling wisp of orange divine energy, encapsulated in his grasping hand a moment, now filtering itself through the middle of his forehead, glowing his third eye, which upon enlightening, he layers in the vocalization of a low hum, breathe steady, stern, constant...

↺) Scholarly Recollection
◆) Recall Knowledge vs Mummy Queen
◆◆) ??

GM:

I’d like to determine if the spell Organsight will work against the Mummy Queen?

And/or if she has the ability to inherently See Invisibiliy?

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Anjo sets the closest creature (green) as his prey, casts gravity weapon, and then fires a round of shots at it.

This triggers Monster Hunter - Recall K +10 Religion +1 Adversary Lore Undead. On a crit success +1 to everyone's next attack vs Green.

Hunted Shot 1: 1d20 + 16 ⇒ (18) + 16 = 34 Damage wGW: 2d8 + 7 ⇒ (6, 7) + 7 = 20

Hunted Shot 2: 1d20 + 13 ⇒ (20) + 13 = 33 Damage: 2d8 + 3 ⇒ (4, 2) + 3 = 9

Damage combined for purposes of Resistance

If first is Crit, Deadly and creature is pinned: 1d10 ⇒ 2

2nd Deadly and creature is pinned: 1d10 ⇒ 9

So if the first is not a crit and both hit, that's 47 damage and green is pinned. If the first is a crit, that is 69 damage

Anjo calls out to the frontliners,
"Franzine, do not let it approach the party!"


The End Awakens | The Day the River Died

GM:
MR: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
MR: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
AR: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13

Anjo is unable to properly identify his bony target, though he does notice there seem to be bone 'wings' erupting from its back.

It turns out though that knowing thy enemy isn't necessarily important under certain levels of firepower: the pair of nigh-perfeclty placed arrows crack its bones so hard it collapses into dust!

While this is happening, Moonlight's 3rd eye allows him to realize you are facing a mummy pharaoh!. While not neccessarily an actual pharaoh the naming convention is more due to the complex rituals involved in their creation most commonly being only afforded to rulers these far more powerful mummies retain their intelligence and can buffet their foes with wide attacks using the desert sand itself.

similar to a mummy in many ways (so still weak to fire) but more. Moonlight doesn't think they can see invisibility as a general rule, though organsight wouldn't be effective as the mummification process explicitly removes the vital organs

Initiative

Anjo
Hammid (two actions)
something
Franzine
something
Zenith
Itka
Manny

Verdant Wheel

"Moonlight" TN Desert Elf (Vourinoi) Desert Tracker / Impressive Student Cloistered Cleric of Ng / Poisoner 14 | ◆◇↺ | Explore @ Search
Stats:
⛨ 33 or 34 shield (hard 20) | ♥️ 174 | Saves (22**/23*/25***) | Resist Fire (7) | Perception (22**) w/ darkvision (spell) & blindfight | Speed 30
☘️ □□ | ✝️ □□□□□ | ⚕ none | Ng (1□□□/2□□□/3□□□, 4□□□/5□□□, 6□□□/7□□□) @ DC 34 | Achaekek (1□□/2□□/3□□, 4□/5□) @ DC 30

"Your petty reign, False Pharaoh, mortal in utero, is snuffed here, to be buried in an unmarked tomb, dying a peasant's death!" In an attempt to rouse emotion, Moonlight looks for an opportunity to capitalize on an opening in Rahmet I's defenses!

Create a Diversion (Trained, +2 EA) vs Perception DC: 1d20 + 12 ⇒ (16) + 12 = 28

↺) Scholarly Recollection
◆) Recall Knowledge vs Mummy Pharaoh
◆) Create a Diversion vs Mummy Pharaoh
◆) Strike

Striking Crossbow (Piercing) w/ +2 VS: 1d20 + 14 ⇒ (12) + 14 = 262d8 ⇒ (4, 7) = 11

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague
Hammid wrote:
”I and my guardians will hereby conduct your last rites”

Franzine rolls her eyes.

"As my Thane, I'm sworn to your service. I'll guard you, and all you own, with my life." she says in a sarcastic tone.

Anjo Aroh wrote:

Anjo calls out to the frontliners,

"Franzine, do not let it approach the party!"

"I'll do my best!"

She calls back as she bites her lip and pumps her sword and shield, ready for battle.


The End Awakens | The Day the River Died

Moonlight's insult is loud, but fails to draw the mummy's attention away. Her gaze stays on the cleric as his bolt narrowly misses her.

{In Ancient Osiriani} Setian interlopers. You would mock a bountiful pharaoh? turn loyalty and commitment to a gracious ruler into acts of foolishness? she rasps with increasing anger as she shambles forwards.[/b]

Zenith, Manny, and Franzine:
Just like with the last mummies you've faced, as she nears you you feel a sense of utter despair wash over you. But this aura of malaise seems much stronger than the two in the cistern...

First: you are Frightened 1 (and will be for as long as you're within 30 feet of the mummy. This deosn't go down at the end of your turns).
Second, make a DC 26 Will Save (with the Frightened 1 penalty applying). If you fail, you are paralyzed for some number of rounds. The save has the divine, emotion, enchantment, fear, and mental tags

She then looks up towards you all and opens her mouth. From it an intense blast of superheated snad burst out to race over you flensing and scorching as it does so!

This blast of hot sand deals Slashing damage: 5d6 ⇒ (4, 2, 2, 5, 1) = 14 and Fire damage: 5d6 ⇒ (5, 3, 6, 2, 6) = 22 to each of you. DC 28 Basic reflex save (divine, evocation, fire tags). Itka gets cover (so +2 on the save) due to her position and the awkward angle of the breath blast.
Zenith and Franzine: if you're using your reactions please note on who

Will save: 1d20 + 20 ⇒ (4) + 20 = 24

As she finishes breathing, those of you near the front of the group notice an umbral vise in the western wing of the chamber. Like the others it seems to be having some shadowy energy hovering around it. Suddenly a portion of the faint shadowy stuff races out towards the mummy! It covers her for a moment, but the undead appears to shake it off and the shadows about her fade just as quickly.

Initiative

Anjo, need Reflex save
Moonlight, need Reflex save
mummy

Franzine, frightened 1, need Will save, need Reflex save
something
Zenith, frightened 1, need Will save, need Reflex save
Itka, need Reflex save (with +2 cover bonus)
Manny, frightened 1, need Will save, need Reflex save

Please read after you've finished your first turn in the room:
After your quick flurry of actions, you suddenly feel a strange 'tugging' sensation. There's an odd magic about this room that seems to be pulling you between this plane and the Plnae of Shadow, if only for a moment.

At the end of each of your turns in this room you need to make a DC 21 Will save or find yourself shunted momentarily through the Shadow Plane, in a process similar to shadow walk. If you fail this save, you will reappear 1d6 squares away from your location, in a random direction (roll 1d8, with '1' being striaght 'up' on the map and going clockwise); if you'd end in a solid object or outside area the room, you instead appear in the nearest open space to that that is still in the room. If you crit fail the save you move double the rolled squares in that random direction; if you crit succeed you can choose to move in the direction of your choice instead (though the # of squares you move would still be random even then. You may choose to voluntarily Fail the save if you wish (prior to trying it): if you do you'll then just be shunted the random direction and distance as if you had attempted the save and failed. This movement does not trigger any reactions.

If you get wihtin 30 feet of the mummy:
Just like with the last mummies you've faced, as you near her you feel a sense of utter despair wash over you. But this aura of malaise seems much stronger than the two in the cistern...

First: you are Frightened 1 (and will be for as long as you're within 30 feet of the mummy. This deosn't go down at the end of your turns).
Second, make a DC 26 Will Save (with the Frightened 1 penalty applying). If you fail, you are paralyzed for some number of rounds. The save has the divine, emotion, enchantment, fear, and mental tags. Success or fail, you only need to make the save v paralysis once

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Heroism on Teja Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

Everything is happening so quickly. Manny doesn't even have time to compliment the pharaoh's beauty. Well, former beauty. He has met a few vain vampires before, and a couple of humble ones. It's quite a mix he didn't expect-

Stay alert, Manny!

Will Save: 1d20 + 11 - 1 ⇒ (9) + 11 - 1 = 19

Paralyze doesn't say anything about stopping Reflex Saves, so...?
Reflex Save: 1d20 + 14 - 1 ⇒ (15) + 14 - 1 = 28

Manny's body seizes up as he twists around the sharp sand.

I told you to stay alert.

Manny hopes his facial expression isn't too goofy.

Will Save: 1d20 + 11 - 1 ⇒ (11) + 11 - 1 = 21

Not today, Shadow Plane.

Radiant Oath

CG nonbinary (they/them) Kayal Swashbuckler 7 (gymnast) | HP 99/99 | AC 26 | F+13 R+17 (Evasion) W+11 | Perc+11: Darkvision + Lifesense (imprecise 10ft) | Stealth+13 | Athletics DC 28 | 25ft (Panache: 35ft) | Hero 2/3 | Focus 1/1 | Active Conditions: --

Zenith's Will (E) DC 26: 1d20 + 14 - 1 ⇒ (11) + 14 - 1 = 24 le sigh

Zenith's Reflex (E) DC 28: 1d20 + 12 - 1 ⇒ (4) + 12 - 1 = 15 hero point
Zenith's Reflex (E) DC 28: 1d20 + 12 - 1 ⇒ (10) + 12 - 1 = 21 Fail, 36 dmg

Zenith's fearlessness falters for a split second, but it was all that it took. The mummy's presence overwhelmed them with fear and the duskwalker embarrassedly froze in place. The subsequent blast was met without resistance as Zenith watched themself and their allies get hurt and not being able to protect them. They let out a low grunt which is all they can physically do. Desna...Pharasma... they begin praying to their Gods for anyone that will listen. This must be stopped....

Franzine or Manny- please use my campaign coin to reroll on the will save if you want. Though i didnt want to risk crit failing so no pressure. Otherwise anyone can use it on any save/roll if you think its important enough.

GM-Zenith is now paralyzed so wouldn't be able to react based on my understanding. But if I'm incorrect then Zenith would protect Franzine or Manny in that order if both failed will save (or whoever failed the will save if the other passed)-- since i believe Liberating step would allow an additional attempt break free of effects paralyzing them, i.e. a new will save in addition to the resist all 8.

Vigilant Seal

F Human (dromaar) witch 8 | HP 80/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | Active Conditions: none

DC 28 Basic reflex: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
14 slashing + 22 fire = 36 / 2 = 18 damage on a successful save, right?

Verdant Wheel

"Moonlight" TN Desert Elf (Vourinoi) Desert Tracker / Impressive Student Cloistered Cleric of Ng / Poisoner 14 | ◆◇↺ | Explore @ Search
Stats:
⛨ 33 or 34 shield (hard 20) | ♥️ 174 | Saves (22**/23*/25***) | Resist Fire (7) | Perception (22**) w/ darkvision (spell) & blindfight | Speed 30
☘️ □□ | ✝️ □□□□□ | ⚕ none | Ng (1□□□/2□□□/3□□□, 4□□□/5□□□, 6□□□/7□□□) @ DC 34 | Achaekek (1□□/2□□/3□□, 4□/5□) @ DC 30

Basic Reflex (+1 LV) vs 14 Slash and 22 Fire (DC 28): 1d20 + 12 ⇒ (12) + 12 = 24 @ 34 damage ➤ Desert Elf w/ Fire Resistance (2)

Blasted by sand and burned, Moonlight kneels unwillingly before the mighty pharaoh, steeling his resolve to continue...


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The End Awakens | The Day the River Died
Emmanuel Holysmith wrote:
Paralyze doesn't say anything about stopping Reflex Saves, so...?

You are (as weird as it is) correct: you're flat-footed but can still make Reflex saves as normal.

Zenith by redeux wrote:


GM-Zenith is now paralyzed so wouldn't be able to react based on my understanding. But if I'm incorrect then Zenith would protect Franzine or Manny in that order if both failed will save (or whoever failed the will save if the other passed)-- since i believe Liberating step would allow an additional attempt break free of effects paralyzing them, i.e. a new will save in addition to the resist all 8.

An interesting question. After much thought and looking over the text of the Champion's Reactions I am willing to rule that those Reactions could be performed even while paralyzed - there is nothing indicating any verbal prayers or physical actions are required (for your causes at least - paladins' might be a different story) and especially Liberating Step is thematically appropriate in my mind that such a god could grant their power through you in such a context.

So if Franzine fails against the paralysis, when they are then affected by the breath your reaction could ward them and give Franzine another Will save to try and break the paralysis effect on her. (and if she saves on her own, Manny could instead attempt that extra save).

Itka Biklest wrote:
18 damage on a successful save, right?

In total yes, assuming you don't resist either slashing or fire

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

"Eeek! She's so hideous looking it's scary!"
Will, Divine Grace, fright: 1d20 + 12 + 2 - 1 ⇒ (4) + 12 + 2 - 1 = 17
Hero Point that beeotch.
Will, Divine Grace, fright: 1d20 + 12 + 2 - 1 ⇒ (15) + 12 + 2 - 1 = 28

A spray of burning sand envelopes Franzine.
Reflex & Bulwark armor: 1d20 + 9 + 3 ⇒ (20) + 9 + 3 = 32

Gonna wait for update after reading all the ooc stuff about other's reactions.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Anjo attempts to avoid the damage

Reflex w Evasion: 1d20 + 17 ⇒ (5) + 17 = 22


The End Awakens | The Day the River Died

GM:
Z: 1d4 ⇒ 2
M: 1d4 ⇒ 1

So Franzine is not paralyzed! (or even singed at all with that Reflex save).

Manny: Zenith's reaction from the sand breath would both reduce your taken damage to just 3 (14/2-8 slashing is 0; 22/2-8 fire leaves 3) and you can take a bonus Will save vs the paralysis effect.

While most of your party is scoured by the sand, Franzine manages to retain all of her motor functions and braces herself to avoid the hot grit. Meanwhile Zenith's internal prayer sends a bit of divine protection down into Manny's limbs...

Below health is after all save results - Franzine if you'd've used your reaction on someone let me know who

Initiative

Anjo 56/92 HP
Moonlight 22/56 HP
mummy

Franzine, frightened 1
something
Zenith 50/86 HP, frightened 1, paralyzed
Itka 44/62 HP
Manny 82/85 HP, frightened 1, paralyzed
need Will save for chance to break out of paralysis

If you get w/in 30 feet of the mummy:
Just like with the last mummies you've faced, as you near her you feel a sense of utter despair wash over you. But this aura of malaise seems much stronger than the two in the cistern...

First: you are Frightened 1 (and will be for as long as you're within 30 feet of the mummy. This doesn't go down at the end of your turns).
Second, if you have not already, make a DC 26 Will Save (with the Frightened 1 penalty applying). If you fail, you are paralyzed for some number of rounds. The save has the divine, emotion, enchantment, fear, and mental tags. Success or fail, you only need to make the save v paralysis once

If you end your turn in the room:
After your quick flurry of actions, you suddenly feel a strange 'tugging' sensation. There's an odd magic about this room that seems to be pulling you between this plane and the Plane of Shadow, if only for a moment.

At the end of each of your turns in this room you need to make a DC 21 Will save or find yourself shunted momentarily through the Shadow Plane, in a process similar to shadow walk. If you fail this save, you will reappear 1d6 squares away from your location, in a random direction (roll 1d8, with '1' being straight 'up' on the map and going clockwise); if you'd end in a solid object or outside area the room, you instead appear in the nearest open space to that that is still in the room. If you crit fail the save you move double the rolled squares in that random direction; if you crit succeed you can choose to move in the direction of your choice instead (though the # of squares you move would still be random even then. You may choose to voluntarily Fail the save if you wish (prior to trying it): if you do you'll then just be shunted the random direction and distance as if you had attempted the save and failed. This movement does not trigger any reactions. You make this save (and can choose to intentionally fail it) even if paralyzed

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

When the spray of searing sand ends, Franzine comes out of her cowering position and looks at her arms, expecting her skin to be shredded from the bone. In awe, she realizes it's no worse than a minor sunburn.
"Blessed be, Iomedae." she says in thanks for being spared from certain death.

She grits her teeth, holds her sword aloft, and charges the mummy in righteous fury.
"AAARRRRGGGGHHHH!!!"
She brings her sword down with all of her might on the undead pharaoh.
+1 striking longsword: 1d20 + 15 ⇒ (18) + 15 = 33
slashing: 2d8 + 4 ⇒ (1, 8) + 4 = 13
Then brings her sword around with a backhanded slash.
+1 striking longsword & map: 1d20 + 15 - 5 ⇒ (10) + 15 - 5 = 20
slashing: 2d8 + 4 ⇒ (4, 4) + 4 = 12

Franz's Reactions:

↺) Reactive Shield (if attacked and shield not yet raised).
↺) Divine Grace (vs. Incapacitation effect only, 1/day).
↺) Glimpse of Redemption (first ally to trigger).
↺) Shield Block w/ Disarming Block (if 57* or less damage).
*(or 1 less than current sum of hardness + break threshold).

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Heroism on Teja Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

Zenith gives Manny some good luck against the sand...
Will Save: 1d20 + 11 + 2 - 1 ⇒ (13) + 11 + 2 - 1 = 25

But that Mummy is freaky.
Zenith's Campaign Coin: 1d20 + 11 + 2 - 1 ⇒ (15) + 11 + 2 - 1 = 27 Sigh

No, really.


The End Awakens | The Day the River Died
Emmanuel Holysmith wrote:

Zenith gives Manny some good luck against the sand...

[dice=Will Save]1d20 + 11 +2- 1

But that Mummy is freaky.
[dice=Zenith's Campaign Coin]1d20 + 11 +2- 1 Sigh

No, really.

A HAPPY sigh: the paralysis DC is 26! Manny shakes himself loose from the depths of his fear thanks to Desna’s grace!

Franzine in turn strides ahead and brings her nose down upon the mummy. Her first cuts digs into its desiccated flesh (though the second is dodged).

Will post next actions when at home after work - enough stuff going on don’t want to do on phone and mistype

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Heroism on Teja Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

Aha, I had the Reflex Save DC when I made that reroll. Thanks Zenith!

Manny feels something or someone nudge his mind. Not Shylye. Someone else. Someone... bigger. Much more fluttery.

Come on already. No time for daydreaming.

Manny's body responds his commands and he fixes his face immediately. "Hope I didn't have a goofy smile on or something... does anyone know what's up with that last Umbral Vase?"


The End Awakens | The Day the River Died

Franzine end of turn Will save bot: 1d20 + 12 ⇒ (3) + 12 = 15
1d6 ⇒ 6
1d8 ⇒ 8

As Franzine pulls back her sword after her second strike, the shadows flowing around the room's Umbral Vise again surges - this time towards the champion. The rest of you see Frnazine vanish for a split-second only to suddenly reappear to the west of the stairwell.

Franzine:
You feel a tugging sensation that you're not quite able to fight off. In athe blink of an eye the room before you changes: its general shape and size is the same but everything is dark and dim. The ceiling is still adorned with a painted map but the planes depicted seem in a different alignment. The sarcophagus on the raised dais is not positioned shoved hard against the stairwell behind you. What's more, while the Umbral Vise is still sitting and glowing in its same position all of the undead - and your allies - are no longer there! Instead you see figure slumped against a statue towards the east wing. Its head lolls in your direction and you see his face - a dwarven male with a shaved head - start in surprise and ----

Just as abruptly you seem back in the same room you were just in, encroaching mummy and bony figures and your allies and all. But you're standing in a different position!

The two beings of bone finally respond. Despite the flesh being long-since stripped from their bone-y wings they somehow unnaturally are still able to take to the air as they advance. The one in the west wing flies past the Vise and lashes out at Franzine with a set of taloned hands. The champion whips her shield up in response and the first slash bounces off of it but the second digs past her guard for a deep cut!

Talon Strike: 1d20 + 16 ⇒ (9) + 16 = 25 for Slashing: 2d6 + 8 ⇒ (6, 6) + 8 = 20
Talon Strike: 1d20 + 16 - 4 ⇒ (20) + 16 - 4 = 32 for Slashing: 2d6 + 8 ⇒ (3, 1) + 8 = 12

The second moves from the south and arcs around and up the stairs to interpose itself slightly between you and the mummy. It lashes out at Manny with a single strike that the bard is unable to duck away from.

Talon Strike: 1d20 + 16 ⇒ (9) + 16 = 25 for Slashing: 2d6 + 8 ⇒ (3, 3) + 8 = 14

Blue will: 1d20 + 10 ⇒ (15) + 10 = 25
red will: 1d20 + 10 ⇒ (19) + 10 = 29

The Vise flares twice more as shadows streak out towards these undead, but the shadows slip from them quickly as they stay where they are.

Initiative

Anjo 56/92 HP
Moonlight 22/56 HP

mummy 13 damage
Franzine 58/82 HP, frightened 1
blue bone winged creature
red bone winged creature

Zenith 50/86 HP, frightened 1, paralyzed
Itka 44/62 HP
Manny 68/85 HP, frightened 1

If you get w/in 30 feet of the mummy:
Just like with the last mummies you've faced, as you near her you feel a sense of utter despair wash over you. But this aura of malaise seems much stronger than the two in the cistern...

First: you are Frightened 1 (and will be for as long as you're within 30 feet of the mummy. This doesn't go down at the end of your turns).
Second, if you have not already, make a DC 26 Will Save (with the Frightened 1 penalty applying). If you fail, you are paralyzed for some number of rounds. The save has the divine, emotion, enchantment, fear, and mental tags. Success or fail, you only need to make the save v paralysis once

If you end your turn in the room:
After your quick flurry of actions, you suddenly feel a strange 'tugging' sensation. There's an odd magic about this room that seems to be pulling you between this plane and the Plane of Shadow, if only for a moment.

At the end of each of your turns in this room you need to make a DC 21 Will save or find yourself shunted momentarily through the Shadow Plane, in a process similar to shadow walk. If you fail this save, you will reappear 1d6 squares away from your location, in a random direction (roll 1d8, with '1' being straight 'up' on the map and going clockwise); if you'd end in a solid object or outside area the room, you instead appear in the nearest open space to that that is still in the room. If you crit fail the save you move double the rolled squares in that random direction; if you crit succeed you can choose to move in the direction of your choice instead (though the # of squares you move would still be random even then. You may choose to voluntarily Fail the save if you wish (prior to trying it): if you do you'll then just be shunted the random direction and distance as if you had attempted the save and failed. This movement does not trigger any reactions. You make this save (and can choose to intentionally fail it) even if paralyzed

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Heroism on Teja Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

"That Umbral Vise is pretty nasty..." Manny ponders. Then a... undead thing slashes him.

Athletics to Trip vs Reflex DC: 1d20 + 15 + 1 ⇒ (16) + 15 + 1 = 32
"Nnnnnope." He quickly trips the undead fiend.

"Anyway, let's disable that last Umbral Vise."

He casts >Haste< on Moonlight. "You've got the speed boost- don't let us down!"

◆ Trip Red
◆◆ Cast Haste on Moonlight
↺ Opportunist: Manny can make a AoO Reactive Strike against anyone who provokes.

Opportunist:

Silver Whip: 1d20 + 13 ⇒ (8) + 13 = 21
Nonlethal Slashing: 2d4 + 3 ⇒ (4, 4) + 3 = 11
Disrupting: Positive damage vs undead: 1d6 ⇒ 1
>Disrupting<

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Delaying until after Hammod, Itka, and Zenith in case they have some buffs to caste, but posting now.
"I shall focus on the mummy, the rest of you work that thing in front of us."

Anjo switches his prey to the mummy and starts a volley of arrows. Triggers Monster Hunter and Recall again +1 on Religion

Hunted Shot 1 vs Mummy: 1d20 + 16 ⇒ (19) + 16 = 35 Damage wGW: 2d8 + 7 ⇒ (7, 4) + 7 = 18
Hunted Shot 2 vs Mummy: 1d20 + 13 ⇒ (7) + 13 = 20 Damage: 2d8 + 3 ⇒ (7, 7) + 3 = 17

Strike 3 vs Mummy: 1d20 + 10 ⇒ (14) + 10 = 24 Damage: 2d8 + 3 ⇒ (4, 6) + 3 = 13

If Crit: 1d10 ⇒ 4

Vigilant Seal

F Human (dromaar) witch 8 | HP 80/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | Active Conditions: none

"Hmp." There's no need to enter the danger room yet. Itka casts Circle of Protection vs. Evil on Zenith, then casts Guidance on Manny.

Everyone within 10 feet of Zenith gets +1 vs. Evil attacks and saves.

◆◆ Cast a spell, ◆ Cast a spell

Radiant Oath

CG nonbinary (they/them) Kayal Swashbuckler 7 (gymnast) | HP 99/99 | AC 26 | F+13 R+17 (Evasion) W+11 | Perc+11: Darkvision + Lifesense (imprecise 10ft) | Stealth+13 | Athletics DC 28 | 25ft (Panache: 35ft) | Hero 2/3 | Focus 1/1 | Active Conditions: --

Zenith continues to stare directly forward, unable to move their eyes or body. Thank you...Protect us... Zenith continues to pray to their Gods. Desna, it has caused despair. Pharasma, Let me balance the cycle.

If considered inside the room
Will save DC 21: 1d20 + 10 ⇒ (12) + 10 = 22

Actions: ◆Pray x3
Reaction ↺ If an enemy damages, grabs, or grapples ally when both the enemy and ally are within 15 feet of Zenith: Liberating Step!

Liberating Step:
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level Resist All 8. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.


The End Awakens | The Day the River Died

botting Manny's Will save EoT: 1d20 + 11 ⇒ (11) + 11 = 22

As Itka provides some protection around the frozen kayal (who resists being transported away), Manny accelerates the masked Moonlight while causing the undead before him to collapse onto the stairs (and also stays where he is)

Initiative

Moonlight 22/56 HP, Quickened 1
Anjo 56/92 HP (actions above, pending Moonlight's turn for resolution)

mummy 13 damage
Franzine 58/82 HP, frightened 1
blue bone winged creature
red bone winged creature, prone
Zenith 50/86 HP, frightened 1, paralyzed, circle of protection around them
Itka 44/62 HP
Manny 68/85 HP, frightened 1, Guidance'd

If you get w/in 30 feet of the mummy:
Just like with the last mummies you've faced, as you near her you feel a sense of utter despair wash over you. But this aura of malaise seems much stronger than the two in the cistern...

First: you are Frightened 1 (and will be for as long as you're within 30 feet of the mummy. This doesn't go down at the end of your turns).
Second, if you have not already, make a DC 26 Will Save (with the Frightened 1 penalty applying). If you fail, you are paralyzed for some number of rounds. The save has the divine, emotion, enchantment, fear, and mental tags. Success or fail, you only need to make the save v paralysis once

If you end your turn in the room:
After your quick flurry of actions, you suddenly feel a strange 'tugging' sensation. There's an odd magic about this room that seems to be pulling you between this plane and the Plane of Shadow, if only for a moment.

At the end of each of your turns in this room you need to make a DC 21 Will save or find yourself shunted momentarily through the Shadow Plane, in a process similar to shadow walk. If you fail this save, you will reappear 1d6 squares away from your location, in a random direction (roll 1d8, with '1' being straight 'up' on the map and going clockwise); if you'd end in a solid object or outside area the room, you instead appear in the nearest open space to that that is still in the room. If you crit fail the save you move double the rolled squares in that random direction; if you crit succeed you can choose to move in the direction of your choice instead (though the # of squares you move would still be random even then. You may choose to voluntarily Fail the save if you wish (prior to trying it): if you do you'll then just be shunted the random direction and distance as if you had attempted the save and failed. This movement does not trigger any reactions. You make this save (and can choose to intentionally fail it) even if paralyzed

Verdant Wheel

"Moonlight" TN Desert Elf (Vourinoi) Desert Tracker / Impressive Student Cloistered Cleric of Ng / Poisoner 14 | ◆◇↺ | Explore @ Search
Stats:
⛨ 33 or 34 shield (hard 20) | ♥️ 174 | Saves (22**/23*/25***) | Resist Fire (7) | Perception (22**) w/ darkvision (spell) & blindfight | Speed 30
☘️ □□ | ✝️ □□□□□ | ⚕ none | Ng (1□□□/2□□□/3□□□, 4□□□/5□□□, 6□□□/7□□□) @ DC 34 | Achaekek (1□□/2□□/3□□, 4□/5□) @ DC 30

Blasted by divine sand, Moonlight clutches his holy weapon - five-fingered gauntlet of the mysterious Ng! - and scoops up a handful of it, and draping it over his body, disappears like a mirage over a shifting dune...

Will Save (Expert, Level Bump) w/ Frightened (-1) w/ Unwavering Mein vs Mummy Fear (divine, emotion, enchantment, fear, and mental) @ DC 26: 1d20 + 13 - 1 ⇒ (2) + 13 - 1 = 14

Unwavering Mein

Spoiler:

Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round.

◆◆) Invisibility
◆) Hasted Stride (first 5 feet NE into the Mummy's aura)
◆) Sneak

...and so Invisible, moves no further than 5 feet north-easterly, before his primordial fear seizes every muscle in his body, and he becomes consumed by paralysis, unable to move, unable to see himself.

Is he even here!?!

If Caught in the Shadow Phase effect:

Will Save (Expert, Level Bump) w/ Frightened (-1) vs Shadow Phase @ DC 21: 1d20 + 13 - 1 ⇒ (6) + 13 - 1 = 181d6 ⇒ 31d8 ⇒ 4


The End Awakens | The Day the River Died

GM:
AR: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
1d4 ⇒ 2

Moonlight vanishes from all of your sight.

Moonlight:
Already frozen in fear and despair, you feel a tugging sensation that you're not quite able to fight off. In the blink of an eye the room before you changes: its general shape and size is the same but everything is dark and dim. The ceiling is still adorned with a painted map but the planes depicted seem in a different alignment. The sarcophagus on the raised dais is not positioned shoved hard against the stairwell behind you. What's more, while the Umbral Vise is still sitting and glowing in its same position all of the undead - and your allies - are no longer there! Instead you notice a figure standing at the entrance to the east wing. A dwarven man with a shaved head, he winces slightly in fear as his eyes fall on you, but then he speaks - in Common Wait, yo-----

Just as abruptly you seem back in the same room you were just in, encroaching mummy and bony figures and your allies and all. But you're standing in a different position! And one much closer to the mummy while still being unable to move!

It's unlikely this is exaclty what Anjo was expecting. but the patient archer focuses on the mummy nonetheless before loosing three quick shots. As the first arrow pierces her wrappings though not a crit he takes in the longspear at her side and notes her gait as that of one not unaccustomed to combat. It has an AoO

Right on cue it seems the mummy lifts and hefts her fine spear in her wrapped arms as she continues to shamble forwards. Moving right past Moonlight and up the bottom few stairs, her stabs out and up at Manny.

Strike: 1d20 + 21 ⇒ (20) + 21 = 41 for Piercing: 2d8 + 11 ⇒ (4, 4) + 11 = 19

The stab HURTS, sand as the blade goes in the bard feel a rotting effect seep from the wound. Will assume Zenith uses their reaction here to reduce that by 8. Manny you can Step too if you wish

Manny I need a DC 26 Fort save v Mummy Rot (curse, disease, divine, necromancy). Being in Zenith's circle of protection gives you a +1 to that save
Anjo and Itka I need DC 26 Will saves vs the paralysis effect now that you're in its aura. the circle of protection around Zenith encompasses you to give +1 to your saves here (aura, divine, emotion, enchantment, fear, incapacitation, mental)

Mummy Will: 1d20 + 20 ⇒ (19) + 20 = 39 It stays where it is

Initiative

Moonlight 22/56 HP, Quickened 1, paralyzed, invisible (and with that shunting currently Undetected by all of you)
Anjo 56/92 HP,
need Will save v paralysis
mummy 31 damage
Franzine 58/82 HP, frightened 1
blue bone winged creature
red bone winged creature, prone
Zenith 50/86 HP, frightened 1, paralyzed, circle of protection around them
Itka 44/62 HP,
need Will save v paralysis
Manny 38/85 HP, frightened 1, Guidance'd, need Fort save v Mummy Rot

If you get w/in 30 feet of the mummy:
Just like with the last mummies you've faced, as you near her you feel a sense of utter despair wash over you. But this aura of malaise seems much stronger than the two in the cistern...

First: you are Frightened 1 (and will be for as long as you're within 30 feet of the mummy. This doesn't go down at the end of your turns).
Second, if you have not already, make a DC 26 Will Save (with the Frightened 1 penalty applying). If you fail, you are paralyzed for some number of rounds. The save has the divine, emotion, enchantment, fear, and mental tags. Success or fail, you only need to make the save v paralysis once

If you end your turn in the room:
After your quick flurry of actions, you suddenly feel a strange 'tugging' sensation. There's an odd magic about this room that seems to be pulling you between this plane and the Plane of Shadow, if only for a moment.

At the end of each of your turns in this room you need to make a DC 21 Will save or find yourself shunted momentarily through the Shadow Plane, in a process similar to shadow walk. If you fail this save, you will reappear 1d6 squares away from your location, in a random direction (roll 1d8, with '1' being straight 'up' on the map and going clockwise); if you'd end in a solid object or outside area the room, you instead appear in the nearest open space to that that is still in the room. If you crit fail the save you move double the rolled squares in that random direction; if you crit succeed you can choose to move in the direction of your choice instead (though the # of squares you move would still be random even then. You may choose to voluntarily Fail the save if you wish (prior to trying it): if you do you'll then just be shunted the random direction and distance as if you had attempted the save and failed. This movement does not trigger any reactions. You make this save (and can choose to intentionally fail it) even if paralyzed

Vigilant Seal

F Human (dromaar) witch 8 | HP 80/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | Active Conditions: none

DC 26 Will saves vs paralysis: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Franzine glances about in slight shock, wondering what the hell just happened.
"What in the Nine Hells was that!?! How'd I get over here!?!"
And then she's suddenly hit hard by a bony winged creature.
"Ouch! You worthless pile of...!!!" she shouts, spitting blood in its face.

She goes full-on attack mode...
+1 striking longsword: 1d20 + 15 ⇒ (7) + 15 = 22
slashing: 2d8 + 4 ⇒ (2, 7) + 4 = 13
Then thrusts her shield into its rib cage...
+1 striking shield boss & map: 1d20 + 15 - 5 ⇒ (10) + 15 - 5 = 20
bash: 2d6 + 4 ⇒ (2, 6) + 4 = 12
And returns with a backhanded smash into its skull...
+1 striking shield boss & map: 1d20 + 15 - 10 ⇒ (1) + 15 - 10 = 6
bash: 2d6 + 4 ⇒ (2, 4) + 4 = 10

Will DC 21 vs. Shunted: 1d20 + 12 ⇒ (14) + 12 = 26

Franz's Reactions:

↺) Reactive Shield (if attacked and shield not yet raised).
↺) Divine Grace (vs. Incapacitation effect only, 1/day).
↺) Glimpse of Redemption (first ally to trigger).
↺) Shield Block w/Disarming Block (if 57* or less damage).
*(or 1 less than current sum of hardness + break threshold).


The End Awakens | The Day the River Died

Franzine strikes out thrice, but frightened as she is only the first swing connects (and even that seems less effective than normal as the blade find it hard to cut only bone and no flesh.

In response it slashes right back.

Talon: 1d20 + 16 ⇒ (3) + 16 = 19 for Slashing: 2d6 + 8 ⇒ (4, 2) + 8 = 14
Talon: 1d20 + 16 - 4 ⇒ (11) + 16 - 4 = 23 for Slashing: 2d6 + 8 ⇒ (1, 3) + 8 = 12
Talon: 1d20 + 16 - 8 ⇒ (3) + 16 - 8 = 11 for Slashing: 2d6 + 8 ⇒ (3, 4) + 8 = 15
Will: 1d20 + 10 ⇒ (9) + 10 = 19
1d6 ⇒ 1
1d8 ⇒ 4

But all three strikes are easily parried by Frnazine. Then it's enveloped by shadow and vanishes from sight! Though you hear movement from down the west wing

The prone undead before Manny attempts to stand - being whipped for its trouble. It then - despite clearly and visibly lacking lungs - emit an unearthly, bone-chilling scream that seems to echo in your very heads!

Everyone needs a DC 26 Basic Will Save vs Mental damage: 4d10 ⇒ (2, 8, 2, 4) = 16 (auditory, concentrate, emotion, fear, mental)

Will: 1d20 + 10 ⇒ (18) + 10 = 28 This one then remains where it is on the stairs.

Initiative
If w/in 30 feet of mummy, you're Frightened 1 until you're not w'in 30 feet of her

Moonlight 22/56 HP, Quickened 1, paralyzed, invisible (and with that shunting currently Undetected by all of you), need Will save
Anjo 56/92 HP, need Will save v paralysis, need Will save v scream

mummy 31 damage
Franzine 58/82 HP, frightened 1, need Will save
blue bone winged creature 8 damage
red bone winged creature 7 damage

Zenith 50/86 HP, frightened 1, paralyzed, circle of protection around them, need Will save
Itka 44/62 HP, frightened 1, need Will save
Manny 38/85 HP, frightened 1, Guidance'd, need Fort save v Mummy Rot, need Will save v scream

If you end your turn in the room:
After your quick flurry of actions, you suddenly feel a strange 'tugging' sensation. There's an odd magic about this room that seems to be pulling you between this plane and the Plane of Shadow, if only for a moment.

At the end of each of your turns in this room you need to make a DC 21 Will save or find yourself shunted momentarily through the Shadow Plane, in a process similar to shadow walk. If you fail this save, you will reappear 1d6 squares away from your location, in a random direction (roll 1d8, with '1' being straight 'up' on the map and going clockwise); if you'd end in a solid object or outside area the room, you instead appear in the nearest open space to that that is still in the room. If you crit fail the save you move double the rolled squares in that random direction; if you crit succeed you can choose to move in the direction of your choice instead (though the # of squares you move would still be random even then. You may choose to voluntarily Fail the save if you wish (prior to trying it): if you do you'll then just be shunted the random direction and distance as if you had attempted the save and failed. This movement does not trigger any reactions. You make this save (and can choose to intentionally fail it) even if paralyzed

Envoy's Alliance

♥️ 107 | AC 27 | Saves 15/16/15|Focus Points ☑ | PFS# 133608-2001 | Heroism on Teja Male Human Bard (Level 9) | | ☘️ 1 | Spells DC 26 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

"Hey, Pharaoh Lady. Er, Rahmet I. I see you're approaching me. You're not exactly my type, with the desiccated flesh and all. But we could send you to the Boneyard real quick, ya know?"

Manny's attempts at flattery end with a spear to the gut.

Fort Save: 1d20 + 13 - 1 ⇒ (17) + 13 - 1 = 29

"I'll be honest. This isn't the worst way I've ever been rejected. I guess we'll do this the hard way- one second." Manny takes the Opportunity to whip the Red bony thing before it screams at him.

"HEY! No screaming!" Manny wishes he could >Counter perform<, but he reacted already to it standing up.

Will Save: 1d20 + 11 - 1 ⇒ (8) + 11 - 1 = 18 Failure, I should be down to 22 HP.

"Okay, that's a nasty headache. I gotta heal or I'm Mummy Chow."

Despite Anjo's warning, Manny realizes he has little choice: He has to provoke the Mummy's Wrath. He begins casting >Soothe<...

If he survives, the magic restores 4d10 + 16 ⇒ (4, 8, 4, 6) + 16 = 38 hit points.

Silver Whip: 1d20 + 13 ⇒ (8) + 13 = 21
Nonlethal Slashing: 2d4 + 3 ⇒ (4, 1) + 3 = 8
Disruptive: Positive Damage vs Undead: 1d6 ⇒ 6

He lashes out at the Red bony thing, hoping to destroy it.

Will Save: 1d20 + 11 - 1 ⇒ (17) + 11 - 1 = 27

◇ Fort Save vs Mummy Rot, Success
◇ Will Save vs Red Scream, Failure
◆◆ Cast >Soothe< on Manny, provokes AoO from Pharaoh Rahmet I.
◆ Strike Red
◇ Will Save vs Shadow Plane, Success

Verdant Wheel

"Moonlight" TN Desert Elf (Vourinoi) Desert Tracker / Impressive Student Cloistered Cleric of Ng / Poisoner 14 | ◆◇↺ | Explore @ Search
Stats:
⛨ 33 or 34 shield (hard 20) | ♥️ 174 | Saves (22**/23*/25***) | Resist Fire (7) | Perception (22**) w/ darkvision (spell) & blindfight | Speed 30
☘️ □□ | ✝️ □□□□□ | ⚕ none | Ng (1□□□/2□□□/3□□□, 4□□□/5□□□, 6□□□/7□□□) @ DC 34 | Achaekek (1□□/2□□/3□□, 4□/5□) @ DC 30

Basic Will (Expert, Level Bump) w/ Frightened (-1) vs 16 mental (DC 26): 1d20 + 13 - 1 ⇒ (9) + 13 - 1 = 21

Mortal terror and existential dread consuming our shady hero, Hammid fears death for the first time in his long life - his inability to observe even his own body compounding his inability to use it to express movement in the physical realm - the scream of death confuses him further, accelerating his spiraling panic!

He loses faith that he is, in fact, alive, surrendering instead to the sinking feeling of total oblivion!

Will Save (Expert, Level Bump) w/ Frightened (-1) vs Shadow Phase (DC 21): 1d20 + 13 - 1 ⇒ (4) + 13 - 1 = 161d6 ⇒ 21d8 ⇒ 5

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Will save vs Paralyze: 1d20 + 14 - 1 + 1 ⇒ (10) + 14 - 1 + 1 = 24

Will save vs Mental Damage: 1d20 + 14 + 1 - 1 ⇒ (17) + 14 + 1 - 1 = 31


The End Awakens | The Day the River Died

Manny: you would have had a free Step option from Zenith using their reaction on you. Would you like to have used that to move 5 feet back before your turn began? (Pro: you're not in range of the mummy's spear; Con: you'd be level with Zneith and not directly btw them and the mummy). Let me know if you'd've Stepped or stayed before I roll any AoO

Anjo freezes up for a moment, but as the unnatural scream washes through his mind he sees celestial butterfly wings enveloping him. It not only fully shields the archer from the reduced from the save damage, but lights one last spark against his fear.

Will assume Zenith uses their reaction on the now-paralyzed you, so you get one more chance to Will Save v the Paralysis

Meanwhile Moonlight is mentally shook.

Moonlight:
You find yourself covered in shadow and the room looks that gloomy different way once more. Unable to move your head you can't see but can hear movement from behind you and the same voice from before saying Back! You 'finders? Is the dog and the mum-

Against in an instant you're back in the 'first room', again in a different place. But at least now you find yourself able to move again. Paralysis expired after that turn

Also Zenith finds themselves able to move once more You're no longer paralyzed; further explanation in Discussion thread

Initiative
If w/in 30 feet of mummy, you're Frightened 1 until you're not w'in 30 feet of her

Moonlight 6/56 HP, Quickened 1, invisible
Anjo 56/92 HP, frightened 1 need bonus Will save v paralysis
mummy 31 damage
Franzine 58/82 HP, frightened 1, need Will save
blue bone winged creature 8 damage
red bone winged creature 7 damage

Zenith 50/86 HP, frightened 1, circle of protection around them, need Will save
Itka 44/62 HP, frightened 1, need Will save

Manny 22/85 HP, frightened 1, Actions posted, pending confirmation of position before resolving

Verdant Wheel

"Moonlight" TN Desert Elf (Vourinoi) Desert Tracker / Impressive Student Cloistered Cleric of Ng / Poisoner 14 | ◆◇↺ | Explore @ Search
Stats:
⛨ 33 or 34 shield (hard 20) | ♥️ 174 | Saves (22**/23*/25***) | Resist Fire (7) | Perception (22**) w/ darkvision (spell) & blindfight | Speed 30
☘️ □□ | ✝️ □□□□□ | ⚕ none | Ng (1□□□/2□□□/3□□□, 4□□□/5□□□, 6□□□/7□□□) @ DC 34 | Achaekek (1□□/2□□/3□□, 4□/5□) @ DC 30

...and just before all goes dark, our shady hero remembers his training, and focusing on his breath, begins exhaling slowly and thoroughly, the years of developing an (elven) Unwavering Mein edifying his consciousness back into the Ivory Tower he built mud brick by mud brick.

Feeling his limbs again, he clenches his gauntleted fist, mentally saying a short prayer to Ng, lest his errant vocalization give away his position.

What could the dwarven man on the Bright Side of the Shadow be trying to convey!?...

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