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  1. - Top - End - #781
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    PaladinGuy

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    Default Re: Mummy's Mask (OOC)

    Lehasti's AoO this turn, forgot to roll:
    Attack: (1d20+16)[27]
    CC: (1d20+16)[36] for x2 on 31+
    Damage: (2d6+12)[20] magic slashing plus (1d6)[1] fire
    Crit damage: (2d6+12)[18] magic slashing

    I haven't been rolling for Azkin because it hasn't seemed necessary. I'm hoping that remains the case.

    I also forgot to track Azkin's damage from the initial spell and subsequent healing; his HP has been corrected. He is now 5 down from full.
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  2. - Top - End - #782
    Barbarian in the Playground
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    Default Re: Mummy's Mask (OOC)

    Cal's Reflex save: (1d20+13)[23] vs DC 19 (pit)
    Carrion Crown: Dice | IC-2 | Doc
    Ruins of Azlant: OOC | IC | Doc
    ~~~~~
    Calathon - Mummy's Mask

  3. - Top - End - #783
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    Lots of zombie rolls

    Reflex DC18 (level 2 extract) with +2 (per create pit spell):
    Z13 (1d20+2)[17] (fall damage (3d6)[11])
    Z4 (1d20+2)[14] (fall damage (3d6)[3])
    Z18 (1d20+2)[22] (fall damage (3d6)[11])
    Z15 (1d20+2)[12] (fall damage (3d6)[12])
    Z16 (1d20+2)[4] (fall damage (3d6)[7])
    Z20 (1d20+2)[13] (fall damage (3d6)[14])
    Z19 (1d20+2)[15] (fall damage (3d6)[13])

    Reflex DC19 for half of 9 cold damage
    Z4 (1d20)[8]
    Z18 (1d20)[11]
    Z11 (1d20)[1]
    Z23 (1d20)[3]
    Z27 (1d20)[17]
    Z24 (1d20)[18]
    Z25 (1d20)[12]

  4. - Top - End - #784
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    Vanth Will save vs mummy's Despair power, (1d20+10)[11] or paralyzed [roll]1d4[/rounds]

  5. - Top - End - #785
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    Grr, botched roll (1d4)[3]

  6. - Top - End - #786
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    More botched rolls...

    Z23 (1d20+2)[11]
    Z18 (1d20+2)[3]
    Z27 (1d20+2)[16]
    Z24 (1d20+2)[21]
    Z35 (1d20+2)[3]
    Z45 (1d20+2)[5]
    Z32 (1d20+2)[17]
    Z33 (1d20+2)[9]

  7. - Top - End - #787
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    NecromancerGuy

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    Default Re: Mummy's Mask (OOC)

    Vanth's Will save (reroll) (1d20+10)[17] vs DC 16 or (still) paralyzed.

  8. - Top - End - #788
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    NecromancerGuy

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    Default Re: Mummy's Mask (OOC)

    Vanth's AoO if Nebta-Khufre incurs one: +1 Adamantine Scythe (1d20+16)[20] attack, (1d20+14)[33] (20/x4), (2d4+7)[14] magic slashing damage, (6d4+21)[36] critical strike damage

  9. - Top - End - #789
    Barbarian in the Playground
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    Default Re: Mummy's Mask (OOC)

    Reflex save: (1d20+13)[24]
    Carrion Crown: Dice | IC-2 | Doc
    Ruins of Azlant: OOC | IC | Doc
    ~~~~~
    Calathon - Mummy's Mask

  10. - Top - End - #790
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    Save DC19 vs, 9 cold
    Z11 (1d20)[2]
    Z25 (1d20)[7]
    Z28 (1d20)[17]
    Z42 (1d20)[17]
    Z21 (1d20)[18]

    Based on damage in the previous round, Z11 and Z25 are destroyed.
    Last edited by Gwynfrid; 2017-12-20 at 11:41 PM.

  11. - Top - End - #791
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    Calathon gets in view of the mummies.
    Will DC16 (1d20+4)[18] and Will DC16 (1d20+4)[16], or paralyzed (1d4)[2] rounds
    Last edited by Gwynfrid; 2017-12-20 at 11:42 PM.

  12. - Top - End - #792
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    Forgot 2 saves, DC18 for the pit

    Z21 (1d20+2)[12] (fall damage (3d6)[13])
    Z34 (1d20+2)[3] (fall damage (3d6)[17])

  13. - Top - End - #793
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    Correct me if I'm wrong but I think the following are the Will saves for Draak and Azkin:
    Draak (1d20+5)[22] and (1d20+5)[20] if failed, paralyzed (1d4)[2] rounds
    Azkin (1d20+9)[24] and (1d20+9)[20] if failed, paralyzed (1d4)[3] rounds

  14. - Top - End - #794
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    NecromancerGuy

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    Default Re: Mummy's Mask (OOC)

    That sounds right. Feel free to carry on with your update with that roll for Draak's saving throw.

  15. - Top - End - #795
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    Last zombie having missed the AoO: 5-ft step and try again (1d20+4)[22]
    And finally, save to not fall (1d20+2)[10]

  16. - Top - End - #796
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    PaladinGuy

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    Default Re: Mummy's Mask (OOC)

    Off chance that Azkin was able to get into a flanking position and get some sneak attacks:

    (1d6)[2]
    (1d6)[6]
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  17. - Top - End - #797
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    Knowledge(Religion) Calathon (1d20+8)[24]
    Knowledge(Religion) Vershab (1d20+17)[35]
    Spellcraft Calathon (1d20+13)[25]

  18. - Top - End - #798
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    Farmerbink's Avatar

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    Default Re: Mummy's Mask (OOC)

    I should have rolled this in IC.

    AoO if the cats continue to come at Turi:
    (1d20+11)[21] kukri
    (1d20+11)[25] CC (29+, x2)
    (1d4+6)[8] dmg
    (1d4+6)[9] crit bonus

  19. - Top - End - #799
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    Climbing esoboks
    (1d20+9)[24]
    (1d20+9)[28]

  20. - Top - End - #800
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    Concentration (1d20+10)[30]

  21. - Top - End - #801
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    botched climb roll (1d20+9)[13]

  22. - Top - End - #802
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    forgot lightning damage for Turi (3d6)[9]

  23. - Top - End - #803
    Barbarian in the Playground
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    Default Re: Mummy's Mask (OOC)

    Acid damage, second round: (just in case it drops the wight) (1d6)[6]

    If it does, then Cal's attack will be directed at NK. If not, then it'll be at the wight. I just want to know what I should write :)
    Carrion Crown: Dice | IC-2 | Doc
    Ruins of Azlant: OOC | IC | Doc
    ~~~~~
    Calathon - Mummy's Mask

  24. - Top - End - #804
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    Default Re: Mummy's Mask (OOC)

    I forgot to roll for the AoO against Lehasti
    (1d20+8)[11] damage (1d8+4)[6] cc(28) (1d20+8)[26] damage (1d8+4)[8]

  25. - Top - End - #805
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    Default Re: Mummy's Mask (OOC)

    The Relic Knights have explored the lost Sepulcher of the Servant, final resting place of Wati's greatest hero, Nefru Shepses, vanquished the minions of the Forgotten Pharaoh cult, brought an end, at a terrible cost, to the necrotic pulse, brought justice to the mad necromancer Nebta-Khufre and recovered the ancient artifact, the Mask of the Forgotten Pharaoh. As a result...

    Spoiler
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    DING!


    Welcome to level 7!

    Please roll your HP as a half-die + half max (example: instead of 1d10, roll 1d5+5, for 1d8, roll 1d4+4), plus Con and other bonuses as appropriate. Please let me know when you have updated your character sheets, so I can review.

    Farmerbink: Please bring Turi straight to level 7.
    JWally R: Please update Azkin to level 5. Feel free to retrain him to be more of a cleric since there will be downtime allowing him to do so. However, I would keep a minimum of one rogue level to reflect his upbringing (and you can keep more rogue levels if you prefer him that way).

  26. - Top - End - #806
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    I'm happy to report that we have completed chapter II of the Mummy's Mask AP - Empty Graves. What's left to do is wrapping up the events in Wati and whatever research and RP you wish to conduct in the aftermath.

    I hope you'll be game to continue the AP with chapter III - Shifting Sands, which will take us beyond the limits of the city of Wati.

    I also understand that there has been a few elements of frustration with the way I've been running this game in recent months. I'm happy to take your feedback and make any adjustments necessary to make sure the game remains equally enjoyable for everybody. Just let me know what you would like to see improved.

    Thanks!

  27. - Top - End - #807
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    PaladinGuy

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    Default Re: Mummy's Mask (OOC)

    1) A lot of my frustrations have been related to dice, which are temperamental, and there seem to have been a few misunderstandings on the parts of the players that contributed to that last encounter being something of a slog. No other concerns spring immediately to mind, and I am happy to continue the game substantially as-is.

    2) Lehasti's HP die roll: (1d5+8)[12]
    Azkin's HP die roll: (1d4+6)[8]

    As Lehasti will be taking Leadership for her 7th level feat, Azkin is going to be tweaked in keeping with a stronger mechanical tie to Lehasti's leadership and being a conduit for the divine power of Sarenrae. Full updates to Lehasti and Azkin alike pending.
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  28. - Top - End - #808
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    Default Re: Mummy's Mask (OOC)

    Since Turi was a hair behind, I need two of these:
    (1d4)[2]
    (1d4)[3]
    (both + 4 for half the HD, and Con bonus of +2. Haven't decided favored class bonuses yet)

  29. - Top - End - #809
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    NecromancerGuy

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    Default Re: Mummy's Mask (OOC)

    I'll try to respond in as organized a fashion as I can:

    HP roll: (1d3)[2] +3 + 1 (CON) +1 (Favored Class Bonus) = 7

    1. I will certainly be up for playing Chapter 3.

    2. Regarding how the game is going, I suspect handling choices and combat-related questions in a timely manner will continue to be a challenge. It is in the nature of Play-by-Post, but the first round of combat with NK is a good example - we know something went wrong but didn't realize it until several rounds later. Around the table this might not be insurmountable, but with PbP it is even worse since it takes so long for rounds to occur. Since I don't have a specific suggestion right now I will just ask that we keep looking at these situations and trying to make them work out well.

    Otherwise, the idea of preparing for combat has worked better in the last several months. It is hard work getting it all organized, but once done it seemed to go well (except for NK using Dispel Magic). Competent enemies will continue to be a challenge, and since BBEGs tend to be higher level it will be hard to prevent their counters and/or escapes. We are going to be challenged, but it would behoove us as players to consider the likely intelligence of our enemies and how tactical they are likely to be in their thinking.

    The concern is the rocket-tag that is coming - PFS scenarios are notoriously not optimized. Should we be expecting particularly challenging encounters in the future, or were the challenges here to ensure that the PCs that we wanted to write-out died?

  30. - Top - End - #810
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    Gwynfrid's Avatar

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    Default Re: Mummy's Mask (OOC)

    Quote Originally Posted by DarkOne7141981 View Post
    1. I will certainly be up for playing Chapter 3.
    Great! Looking forward to it.

    Quote Originally Posted by DarkOne7141981 View Post
    2. Regarding how the game is going, I suspect handling choices and combat-related questions in a timely manner will continue to be a challenge. It is in the nature of Play-by-Post, but the first round of combat with NK is a good example - we know something went wrong but didn't realize it until several rounds later. Around the table this might not be insurmountable, but with PbP it is even worse since it takes so long for rounds to occur. Since I don't have a specific suggestion right now I will just ask that we keep looking at these situations and trying to make them work out well.
    Very true. I apologize again for the hiccup in round 1 of this recent fight, it did have a significant impact. Still, I think recapping the whole round would have been a worse option.

    Quote Originally Posted by DarkOne7141981 View Post
    Otherwise, the idea of preparing for combat has worked better in the last several months. It is hard work getting it all organized, but once done it seemed to go well (except for NK using Dispel Magic). Competent enemies will continue to be a challenge, and since BBEGs tend to be higher level it will be hard to prevent their counters and/or escapes. We are going to be challenged, but it would behoove us as players to consider the likely intelligence of our enemies and how tactical they are likely to be in their thinking.
    So. Very. True. In the last fight your preparation was excellent, but some tactical choices once combat had begun were questionable. On my side, playing the chapter's biggest antagonist to the very best of his considerable abilities and intelligence was only natural.

    Quote Originally Posted by DarkOne7141981 View Post
    The concern is the rocket-tag that is coming - PFS scenarios are notoriously not optimized. Should we be expecting particularly challenging encounters in the future, or were the challenges here to ensure that the PCs that we wanted to write-out died?
    I had to look the term up, but yes, valid question. First off - I have been trying to balance the encounters to the group's power so that each one is at least mildly challenging. If an encounter is of negligible challenge, I tend to skip it or to group it with another one. This is meant to speed up the pace. IRL, a minor encounter doesn't waste a lot of time but in PbP it usually will. So, you get only the hardest encounters, or encounters that have been merged and therefore have become harder than written in the AP. On the other hand, the number of encounters is cut somewhere between 30 and 50%. I'm also handwaving random encounters for the same reason (not a fan of random encounters anyway).

    Another reason to beef up the encounters is that the group is based on 25PB, well over what the AP expects.

    Regarding the characters who died - this was planned. When Menedes' player bowed out, I didn't want the character to stay around and take space. The easiest and most dramatic way to do this was to unleash the Velriana revenant on him. I adjusted the encounter a little bit to make sure he wouldn't survive.

    In Grekka's case, we had agreed with Bink long ago that he wanted to change to a new character, and the best way to fix that was for her to die. I simply decided to focus the mummies' attacks on her, and to make her fail her save.

    In the future, I have no plan to continue with such extra-aggressive tactics, unless there is a reason why a character need to be removed. Of course this would have to be agreed with the player beforehand.

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