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  1. - Top - End - #391
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    With a sigh Vershab can be heard intoning the words to a spell. About six seconds later a Lantern Archon appears, floating next to the invisible Arcanist.

    Spoiler: Celestial
    Show
    "Honored ally, please fly up to the surface and scout our enemies. Then, once you have valuable intelligence to share, return here and report so that we can better prepare for battle. We do not know how threatening they are, so do be careful!"

  2. - Top - End - #392
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    Farmerbink's Avatar

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    As light floods the tunnel, Turi groans silently. Naturally, one of his limited tricks is wasted, with no one to counter-ambush. He prowls into the awkward, dank foyer, and peers up the well shaft, not entirely sure what he expects to find.

    Spoiler: Turi, pre combat?
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    Spoiler: current stats
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    Turi
    Male N Human Fighter 1 / URogue 6 (Knife master), Level 7, Init +5, HP 56/73, Speed 30
    AC 22, Touch 16, Flat-footed 17, CMD 21, Fort 8, Ref 11, Will 6, CMB +5, Base Attack Bonus 5
    +1 Kukri x2 +12 or +10/+10 (1d4+6, 18-20, x2)
    Cold iron dagger +10 (1d4, 19-20, x2)
    Silver dagger +10 (1d4-1, 19-20, x2)
    Trip attempt +16 (assuming +1 kukri)
    Mistmail (mist form- 20% concealment), Amulet of natural armor, Ring of protection (+5 Armor, +5 Dex, +1 Nat, +1 Def)
    Abilities Str 11, Dex 20, Con 15, Int 11, Wis 14, Cha 8
    Condition +1 dmg when flanking
    +1 AC (23) vs attack with light blades
    sneak stab: 3d8/3d4
    Endurance, die hard // Resiliency: 1/1
    Vanish: 1/2 (CL 6)
    -2 skill checks after failure
    ignore first 5' of difficult terrain
    poisons, potions
    Escape artist R's edge
    invisible ~4 rounds


    Still can't fail the associated acrobatics checks. Moving forward carefully, to try and find some sign of the speaker.
    (1d20+12)[22] perception
    (1d20+35)[44] stealth (counting +20 for invis)

  3. - Top - End - #393
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    In such a total silence that even he can't hear his own steps, Turi tiptoes out the door to peek at the threatening enemy.

    Spoiler: Turi
    Show
    Turi can't fail the DC10 Acrobatics check.

    He looks up the shaft. The light is dim and he can't see very far, maybe 15ft up at most (the Light spell originates from inside the corridor). He can discern four identical-looking people: In dark grey light robes, with gilded wooden funerary masks hiding their features. Each holds a falchion. Two of them hover in the air above the door, ready to strike whoever comes out - but they didn't notice Turi. Two others are hanging off the ladder, ready to jump down. Turi can't be sure, but there seems to be some moving shadows further up the shaft.

  4. - Top - End - #394
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    Farmerbink's Avatar

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    For half a heartbeat, Turi is frozen in place, unable to believe his fortune. He's close enough to reach out and touch one of their enemies- either the speaker or aflunky. As he notes their blades and obvious intention, cold indifference floods his veins. He takes stock of the nearest figure, eyeing him deliberately. With no warning, his blades lash out.

    "Four cultists in the well! One more in the shaft!" His voice rings out loud and clear, shattering the stillness and overpowering the quiet grunts of his target.

    Spoiler: Turi, surprise round
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    Spoiler: current stats
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    Turi
    Male N Human Fighter 1 / URogue 6 (Knife master), Level 7, Init +5, HP 56/73, Speed 30
    AC 22, Touch 16, Flat-footed 17, CMD 21, Fort 8, Ref 11, Will 6, CMB +5, Base Attack Bonus 5
    +1 Kukri x2 +12 or +10/+10 (1d4+6, 18-20, x2)
    Cold iron dagger +10 (1d4, 19-20, x2)
    Silver dagger +10 (1d4-1, 19-20, x2)
    Trip attempt +16 (assuming +1 kukri)
    Mistmail (mist form- 20% concealment), Amulet of natural armor, Ring of protection (+5 Armor, +5 Dex, +1 Nat, +1 Def)
    Abilities Str 11, Dex 20, Con 15, Int 11, Wis 14, Cha 8
    Condition +1 dmg when flanking
    +1 AC (23) vs attack with light blades
    sneak stab: 3d8/3d4
    Endurance, die hard // Resiliency: 1/1
    Vanish: 1/2 (CL 6)
    -2 skill checks after failure
    ignore first 5' of difficult terrain
    poisons, potions
    Escape artist R's edge
    invisible ~4 rounds


    Surprise round:
    (1d20+12)[30] kukri to the business (vs flat-footed AC)
    (1d20+12)[26] crit confirmation (30, x2)
    (1d4+6)[7] damage
    (1d4+6)[8] crit bonus
    (3d8)[19] sneak stab

    (1d20+5)[7] initiative
    If Turi wins initiative, I believe the enemies remain flat-footed, and as such are prone to additional sneak stabs. I will deliver up to two more, prioritizing the same target, or the other would-be ambusher (using the 5-foot step as needed). I'd like to end up in the doorway or a corner, so I can't be flanked (easily).

    If Turi does not win the initiative, I'd like to 1: 5-foot step to not-AoO and vanish again, if possible; or 2: acrobatics through an enemy space back into the "+" corridor (1d20+16)[19].

    (1d20+10)[26] kukri to the business
    (1d20+10)[13] crit confirmation (30, x2)
    (1d4+6)[7] damage
    (1d4+6)[10] crit bonus
    (3d8)[14] sneak stab

    (1d20+10)[22] kukri to the business
    (1d20+10)[29] crit confirmation (30, x2)
    (1d4+6)[8] damage
    (1d4+6)[7] crit bonus
    (3d8)[11] sneak stab

  5. - Top - End - #395
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    "AAARRH!"

    Just as Vershab finishes his casting, a wild cry of surprised agony tears through the well and the corridor. Turi reappears in full sight, right in the entrance, his kukri and forearm covered in blood. No one in the corridor can see his opponent, but whoever it is is likely situated above the young burglar.

    Then, all hell breaks loose in a pandemonium of barked orders, armed men swooping down, and magical incantations.

    Spoiler
    Show
    All right, time for Initiative.

    Turi has a 7.
    Natala (1d20+8)[23]
    Lehasti (and Azkin) (1d20+1)[20]
    Vershab (1d20+12)[32]
    Enemies (1d20+2)[13]

    Reminder about how I prefer to handle initiative:

    The point of this rule is to speed things up in the PbP context. It works like this:
    - Each character has individual initiative, while enemies have initiative as a group (equal to the average of all members).
    - If one party only is aware of their opponents, then that party gets a surprise round.
    - Round 1: The characters with initiative higher than the enemy initiative act; then, the enemies act.
    - Round 2: All characters act; then, the enemies act. Etc.
    This way, we can allow all players to post in any order.

    Round 1 begins. Everyone except Turi can act now.
    Last edited by Gwynfrid; 2019-12-05 at 12:59 PM.

  6. - Top - End - #396
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Spoiler: Vershab Status, Round 1
    Show
    [URL =http://www.myth-weavers.com/sheet.html#id=129623]Vershab Fethi[/URL]
    Male True Neutral Human Blood Arcanist, Level 7, Init 12, HP 51/51, DR 5/- (vs. Nonlethal), Speed 30 ft.
    AC 15, Touch 11, Flat-footed 14, CMD 13, Fort 4, Ref 4, Will 6, CMB +2, Base Attack Bonus 3
    Mage Armor (Extended, 14 Hours)
    Abilities Str 9, Dex 12, Con 12, Int 21, Wis 10, Cha 14
    Condition 4/9 Arcane Reservoir Available
    0/5 Grave Touch Used
    Draak 25/25 HPs
    Invisible 3/5 rounds

    Spoiler: Celestial
    Show
    "Change of plans! Keep the young man in their with the kukris alive at all costs!"

    As the archon streaks towards Turi, its glow turning quite brilliant as it intensifies its innate aura, Vershab begins casting the same spell as a moment ago. "Turi! Get out of there - it is about to become quite sticky and hot!"

    Spoiler: Mechanics
    Show
    The Lantern Archon will move adjacent to Turi and use Aid Another (CL 3) on him, giving him a +1 morale bonus on attack rolls and saves against fear effects, plus (1d8+3)[11] temporary HPs. In addition, its Aura of Menace (DC 13 Will or -2 penalty on attacks, AC, and saves for 24 until they hit the Lantern Archon) will wash over any enemies within 20 ft.

    Vershab will cast Summon Monster III to bring (1d3)[1] Small Fire Elementals into the alcove below the ladder

  7. - Top - End - #397
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    ClericGuy

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Natala al Akmet, Warsighted Oracle

    As she peers down the corridor, Natala’s eyes narrow as Turi suddenly appears, drenched in blood from above. Whoever he attacked seems to be within his reach ... and likely there was more than one. Perhaps a bit of the noonday sun would give the would-be ambushers pause ...

    Reaching to her connection to the gods of old, she whispers, ”Witness the flashing eyes of glorious Ra - and be awed by the power of his golden chariot ...”

    With a gesture, a miniature image of the sun appears past Turi, flashing brightly, then fading away.

    OOC - Hold spear at the ready, cast burst of radiance. Damage vs evil - (5d4)[15]. DC17 Ref or blinded - (1d4)[3] rounds. If they save, Dazzled - (1d4)[2] rounds. 10’ burst from the center of the ladder area.
    Spoiler: Crunch
    Show
    AC 21 HP 57 Init +8 Move 30
    F +5 R +8 W +8
    Weapon: MW longspear (+8, 1d8+3), Ancestral Weapon (+1 magic weapon of choice from pantheon)
    Spells: (Unl) guidance, detect magic, create water, read magic, detect poison, stabilize, mending, ghost sound, mage hand / (8/8) cure light wounds, unseen servant, ray of sickening, divine favor, remove fear, bless, protection vs evil / (6/7) cure moderate wounds, levitate, minor image, spiritual weapon, burst of radiance, lesser restoration, spear of purity / (4/5) cure serious wounds, heroism, searing light, summon monster 3
    Martial flexibility: 5/6; AW: 6/7: Spirit shield: 6/7; Blessings: 2/2
    Key skills: Diplomacy +12; KS History/Religion +9; Sense Motive +8; Spellcraft +8; Heal +5; Linguistics +5; KS All others +4; Craft Weapons +6
    Effect: Spirit Shield (+6 armor; 1 hr)
    Last edited by Starbin; 2019-12-12 at 10:24 AM.
    Life is ... life. As always bot/cut as necessary.
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!y

  8. - Top - End - #398
    Troll in the Playground
     
    PaladinGuy

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    The sudden scream splitting the darkness, Azkin rest one hand prayerfully on Lehasti's shoulder. "The cleansing light will never fall to darkness!" prays the young cleric. Without a word or a glance back at him, the paladin strides forward to aid Turi.

    Spoiler: Actions
    Show
    Azkin will cast Protection from Evil on Lehasti, and then follow her forward to support Turi as far as they mutually are able.

    Lehasti moves forward in search of hostiles to engage. Should she find one with actions to spare, she will attack:

    Attack: (1d20+12)[13] (including power attack but not flanking)
    CC: (1d20+12)[28] for x2 on 30+
    Damage: (2d4+14)[20] slashing plus (1d6)[4] fire damage
    Crit damage: (2d4+14)[21] slashing plus (1d6)[6] fire damage

    Should she not find one and have actions remaining and nowhere useful to move, she will cast Divine Favor for +2 to attack/damage for 1 minute.

    Spoiler: Lehasti's AoO
    Show
    Attack: (1d20+12)[28] (including power attack but not flanking)
    CC: (1d20+12)[18] for x2 on 30+
    Damage: (2d4+14)[18] slashing plus (1d6)[3] fire damage
    Crit damage: (2d4+14)[19] slashing plus (1d6)[2] fire damage

    Spoiler: Azkin's AoOs
    Show
    Attack: (1d20+5)[21]
    CC: (1d20+5)[16] for x3 on 25
    Damage: (1d8+3)[6] piercing
    Crit damage: (2d8+6)[19] piercing

    Attack: (1d20+5)[25]
    CC: (1d20+5)[9] for x3 on 25
    Damage: (1d8+3)[7] piercing
    Crit damage: (2d8+6)[16] piercing


    Spoiler: Stats
    Show
    Spoiler: Lehasti
    Show
    Lehasti Gesmeha
    F LG Human Paladin, Level 7, Init 1, HP 76/85, Speed 20
    AC 21, Touch 13, Flat-footed 20, CMD 25, Fort 13, Ref 8, Will 9, CMB +12, Base Attack Bonus 7
    +1/Flaming/Flaming Burst, Continual Flame Flaming Puzzle Falchion +1 +14 (2d4+7, 18-20, x2)
    Flail, Heavy +11 (1d10+6, 19-20, x2)
    Spiked Gauntlet +11 (1d4+4, )
    Breastplate +1 (+7 Armor, +1 Dex, +2 Natural, +1 Deflect)
    Abilities Str 20, Dex 12, Con 16, Int 10, Wis 7, Cha 16
    Condition Falchion is Flaming (1d6 fire damage) today.
    Protection From Evil: +2 to Deflection AC and +2 (+1 net) Saves vs Evil enemies
    Azkin
    M NG Human Cleric, Level 5, Init 2, HP 46/49, Speed 30
    AC 17, Touch 12, Flat-footed 15, CMD 17, Fort 8, Ref 5, Will 9, CMB +5, Base Attack Bonus 3
    Longspear 5 (1d8+3, x3)
    Dagger +1 6 (1d4+3, 19-20, x2)
    Scimitar 5 (1d6+2, 18-20, x2)
    Chain Shirt (+4 Armor, +2 Dex, +1 Deflect)
    Abilities Str 14, Dex 14, Con 14, Int 10, Wis 19, Cha 10
    Condition None
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  9. - Top - End - #399
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Spoiler
    Show
    I'm going to need two posts at least to describe this round.

    "I shall diligently do so, young master". Vershab's archon ally's voice is pleasant, but only those who speak the language of the Heavens understand its words. It moves forward, to bolster Turi with a touch of its golden light.

    A much more brutal kind of light comes in when Natala invokes the power of the sun god of old. Dizzying afterimages blur Turi's vision, but several cries of pain around him attest to the power of the newcomer's spell.

    With the halo of Sarenrae's protection, Lehasti moves in, but the sharply sloped descend gives her some difficulty.

    Spoiler: Round 1 - to be continued
    Show


    Saves vs Aura of Menace
    (1d20+5)[24]
    (1d20+5)[18]
    (1d20+5)[19]
    (1d20+5)[25]
    (1d20+5)[12]
    (1d20+5)[25]
    (1d20+7)[12]

    Saves vs Burst of Radiance
    (1d20+5)[7]
    (1d20+5)[23]
    (1d20+5)[9]
    (1d20+5)[18]
    It's not what you would call RAW, but I'm going to rule that the archon is immune to being blinded or dazzled by divine light

    Lehasti's Acrobatics (difficult terrain also applies) (1d20-2)[17]

  10. - Top - End - #400
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Amid the yelps, the flashes, and the smells and noises and lights of magic all around, the clear, sharp voice of the woman rises again, but this time, only those who can speak Ancient Osiriani understand her.

    "Those who kill shall receive the boons of the Sky Pharaoh in life. Those who die trying shall receive even greater boons in death! Attack as per the plan!"

    Two of the masked cultists, disoriented by the blinding light of Ra, fail to obey her, including one who was severely wounded by Turi's attack. He tries to escape by levitating upwards: The young rogue reacts with another kukri strike, although his swing unfortunately is wide. But all the others spring into action in a finely coordinated way. One casts a spell of light dispelling the shadows from the bottom portion of the well. This allows Turi and Lehasti to assess the enemy's numbers: No less than eight humans, all clad in identical red and grey robes with hieroglyphs embroidered in a silvery thread, all with gilded, wooden funerary masks hiding their features. They don't wear any armor, but all wield impeccably sharpened falchions, glistening in the arcane light. Four of them hover in the air above the two companions, while the four others hang on to the ladder - two of these let go, and land, cat-like, in front of Turi and Lehasti, to strike!

    Meanwhile, another cultist also casts a spell, invoking a greenish projectile that misses Turi, while the last one slowly descends towards Lehasti, to slice her shoulder open with an attack from above.

    Spoiler: End of round 1
    Show

    C1 (levitating) is blinded for (1d4)[2] rounds
    C2 (levitating) is dazzled for (1d4)[4] rounds
    C3 (on ladder) is blinded for (1d4)[2] rounds
    C4 (on ladder) is dazzled for (1d4)[4] rounds
    C5 (on ladder) is affected by Aura of Menace

    It takes a double move for Lehasti to arrive next to Turi, so her natural 1 roll is moot.

    Cultist leader : Inspire Courage
    C1 took the critical surprise attack from Turi and is blind. He goes upwards, but can't avoid provoking an AoO: (1d20+11)[12] damage (1d4+6)[8]+ (3d8)[11]; cc (29+) (1d20+11)[21] cd (1d4+6)[8], if he survives he takes out a potion - miss
    C2 is hovering above Lehasti and attacks her (1d20+10)[16] damage (2d4+11)[17]; cc (28+) (1d20+10)[20] cd (2d4+11)[17] - miss
    C3 doesn't move, drinks a potion
    C4 jumps down (acrobatics DC15 to take no damage (1d20+12)[25], non-lethal damage if failed (1d6)[6]) and attacks Lehasti (1d20+11)[31] damage (2d4+11)[17]; cc (29+) (1d20+11)[19] cd (2d4+11)[16] - hit, not a crit
    C5 jumps down (acrobatics DC15 to take no damage (1d20+12)[29], non-lethal damage if failed (1d6)[5]) and attacks Turi (1d20+10)[23] damage (2d4+11)[16]; cc (28+) (1d20+10)[29] cd (2d4+11)[17] - hit
    C6 stays on the ladder and casts Acid Arrow at Turi, ranged touch (Turi has cover from the other cultist) (1d20+9)[16] acid damage (2d4)[5]; cc(29) (1d20+9)[23] cd (2d4)[2] - miss
    C7 hovers and casts Light
    C8 levitates down 20 feet to hover above C4, attack Lehasti from a higher position (1d20+12)[28] damage (2d4+11)[16]; cc (30+) (1d20+12)[14] cd (2d4+11)[14] - hit

    Lehasti takes 33 damage, Turi takes 16 damage.

    Round 2 begins. All PCs can act, in any order.


    Last edited by Gwynfrid; 2019-12-07 at 11:12 AM.

  11. - Top - End - #401
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    Farmerbink's Avatar

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    "Fine, then. Your way." In the suddenly well-lit well, Turi's blades lash out once more. He doesn't have the benefit of flanking, but plenty of other tricks up his metaphorical sleeves. For just a moment, it looks like he's going to slice at the enemy cultist's flank, but at the last second he lunges low, under his guard, to rip his kukri behind a knee.

    Spoiler: Turi, round 1
    Show
    Spoiler: current stats
    Show
    Turi
    Male N Human Fighter 1 / URogue 6 (Knife master), Level 7, Init +5, HP 40/73, Speed 30
    AC 22, Touch 16, Flat-footed 17, CMD 21, Fort 8, Ref 11, Will 6, CMB +5, Base Attack Bonus 5
    +1 Kukri x2 +12 or +10/+10 (1d4+6, 18-20, x2)
    Cold iron dagger +10 (1d4, 19-20, x2)
    Silver dagger +10 (1d4-1, 19-20, x2)
    Trip attempt +16 (assuming +1 kukri)
    Mistmail (mist form- 20% concealment), Amulet of natural armor, Ring of protection (+5 Armor, +5 Dex, +1 Nat, +1 Def)
    Abilities Str 11, Dex 20, Con 15, Int 11, Wis 14, Cha 8
    Condition +1 dmg when flanking
    +1 AC (23) vs attack with light blades
    sneak stab: 3d8/3d4
    Endurance, die hard // Resiliency: 1/1
    Vanish: 1/2 (CL 6)
    -2 skill checks after failure
    ignore first 5' of difficult terrain
    poisons, potions
    Escape artist R's edge
    invisible ~4 rounds


    Full-round attack, but complicated.
    First attack will be a trip attempt against C5: (1d20+14)[19] vs CMD to prone (includes -2 for TWF).
    If successful, the tripping triggers an AoO from both Turi and Lehasti (per greater trip)
    (1d20+12)[27] AoO
    (1d20+12)[19] CC (30+, x2)
    (1d4+6)[7] dmg
    (1d4+6)[8] crit bonus

    Second attack, hopefully vs prone:
    (1d20+10)[17] AoO
    (1d20+10)[12] CC (28+, x2)
    (1d4+6)[9] dmg
    (1d4+6)[7] crit bonus

    5-foot step back into the “+” hallway, closer to Vershab.

  12. - Top - End - #402
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Spoiler: Vershab Status, Round 2
    Show
    Vershab Fethi
    Male True Neutral Human Blood Arcanist, Level 7, Init 12, HP 51/51, DR 5/- (vs. Nonlethal), Speed 30 ft.
    AC 15, Touch 11, Flat-footed 14, CMD 13, Fort 4, Ref 4, Will 6, CMB +2, Base Attack Bonus 3
    Mage Armor (Extended, 14 Hours)
    Abilities Str 9, Dex 12, Con 12, Int 21, Wis 10, Cha 14
    Condition 4/9 Arcane Reservoir Available
    0/5 Grave Touch Used
    Draak 25/25 HPs
    Invisible 4/5 rounds
    Fly 1/50 rounds
    Lantern Archon 2/7 rounds
    Air Elemental(s) 1/7 rounds

    At the last moment, Vershab changes a word of the spell, and summons (1d3)[1] small cloud-like creatures with dark hollows reminiscent of eyes and a mouth. Unable to effectively speak with them, Vershab leaves them to their own devices and withdraws a wand from the quiver at his side. With a deliberate motion he activates the magic imbued within it and rises slightly off the floor..."Turi, Lehasti - get out of the tunnel! I don't want to catch you with my spells!" snaps Vershab, his voice showing a hint of frustration as he adjusts his plan.

    Spoiler: Celestial
    Show
    "Please keep the paladin alive too!"

    Spoiler: Mechanics
    Show
    All of the air elementals will appear inside the ladder well and activate their whirlwind abilities (Reflex DC 12, 5 ft at the bottom, 10 ft tall, and 20 ft wide at the top) for one round. The elementals will appear spread out to maximize the enemies effected by their abilities. I suspect only the following effects to apply immediately (emphasis mine):

    The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

    Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls.

    If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
    I intend at least one of the whirlwinds to be at ground level, causing the debris cloud.

    The lantern archon will apply Aid to Lehasti, giving her a +1 morale bonus on attack rolls and saves against fear effects, plus (1d8+3)[7] temporary HPs.

    Vershab withdraws his wand of Fly and uses a charge on himself.

  13. - Top - End - #403
    Titan in the Playground
     
    ClericGuy

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Natala al Akmet, Warsighted Oracle

    With the ambush failed, the enemy played their hand. Knowing her skills would be needed, she whispered a prayer to Neith and a bow appeared in her hand. ”These appears to be your cultists - and they’ve just been offered a reward for our deaths.”


    OOC - Summoning an Ancestral Weapon (standard) and gaining Rapid Shot and Reckless Aim (move)
    Spoiler: Crunch
    Show
    AC 21 HP 57 Init +8 Move 30
    F +5 R +8 W +8
    Weapon: MW longspear (+8, 1d8+3), Ancestral Weapon (+1 magic weapon of choice from pantheon)
    Spells: (Unl) guidance, detect magic, create water, read magic, detect poison, stabilize, mending, ghost sound, mage hand / (8/8) cure light wounds, unseen servant, ray of sickening, divine favor, remove fear, bless, protection vs evil / (6/7) cure moderate wounds, levitate, minor image, spiritual weapon, burst of radiance, lesser restoration, spear of purity / (4/5) cure serious wounds, heroism, searing light, summon monster 3
    Martial flexibility: 4/6; AW: 5/7: Spirit shield: 6/7; Blessings: 2/2
    Key skills: Diplomacy +12; KS History/Religion +9; Sense Motive +8; Spellcraft +8; Heal +5; Linguistics +5; KS All others +4; Craft Weapons +6
    Effect: Ancestral Weapon (+1 Comp shortbow; 1 round); Martial flexibility (Rapid Shot, Reckless Aim; 1 round); Spirit Shield (+6 armor; 1 hr)
    Last edited by Starbin; 2019-12-12 at 10:24 AM.
    Life is ... life. As always bot/cut as necessary.
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!y

  14. - Top - End - #404
    Ettin in the Playground
     
    HalflingWizardGirl

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    "I think I'd rather live, Meret!"

    A taunting shout in surprisingly informal Ancient Osiriani rings out from somewhere far higher in the well shaft, occluded by shadows. A second later, an orange feathered arrow flies down from the opposite side of the shaft to the ladder, aimed straight at one of the cultist spellcasters. Before it can begin to scrape its mark, the sparking flask attached to the bolt finally ignites - engulfing the surrounding attackers in flickering orange flame. Above the conflagration, the voice calls out again.

    "Relic Knights! The leader's still hiding! She's wearing a golden mask, and she's not up here! Be ready for an ambush!"

    Spoiler
    Show
    Okay, Volatile Arrow from Sunset's vantage point half way up the well. She's at 100ft above ground level, thanks to her climb speed, braced against the wall thanks to a knotted rope and her grapple. Gwyn ruled volatile arrow to be subject to the full Bomb rules, so that's splash damage of 6 to everyone within 5 feet of C3, reflex save for half (If I'm reading the map right, that should catch multiple cultists but not Turi and Lehasti) I'm not sure if a miss works with regular splash weapon miss rules (IE bounces) or just 'everyone only gets splash damage'. Eh. Pretty sure the Cultist is gonna be flatfooted, considering Sunset's supposed to be on their side.

    (d20+14)[32] Attack against C3
    (5d6)[17] Fire + (1d8+3)[8] Piercing
    Last edited by Inspector Valin; 2019-12-08 at 09:15 AM.

  15. - Top - End - #405
    Troll in the Playground
     
    PaladinGuy

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    From his position near the center of the crossed hallways, Azkin begins to step toward his brother and his mistress before very nearly losing his footing on the sloped, rubbled surface. After a few tense moments spent gathering his balance, the cleric raises his palms skyward and shouts another prayer: "Dawnflower, illumine the path for your faithful!!"

    Spoiler: Actions
    Show
    Failed Acrobatics check in OOC, so Azkin stays on I10 and casts Bless

    Spoiler: Azkin's AoOs
    Show
    I realized that Azkin has Combat Reflexes, so he gets as many as 3 AoOs.

    Attack: (1d20+6)[16]
    CC: (1d20+6)[23] for x2 on 26
    Damage: (1d8+3)[10] piercing
    Crit damage: (2d8+6)[13] piercing

    Attack: (1d20+6)[8]
    CC: (1d20+6)[12] for x2 on 26
    Damage: (1d8+3)[9] piercing
    Crit damage: (2d8+6)[13] piercing

    Attack: (1d20+6)[14]
    CC: (1d20+6)[16] for x2 on 26
    Damage: (1d8+3)[9] piercing
    Crit damage: (2d8+6)[14] piercing
    Spoiler: Stats
    Show
    Azkin
    M NG Human Cleric, Level 5, Init 2, HP 46/49, Speed 30
    AC 17, Touch 12, Flat-footed 15, CMD 17, Fort 8, Ref 5, Will 9, CMB +6, Base Attack Bonus 3
    Longspear 5 (1d8+3, x3)
    Dagger +1 6 (1d4+3, 19-20, x2)
    Scimitar 5 (1d6+2, 18-20, x2)
    Chain Shirt (+4 Armor, +2 Dex, +1 Deflect)
    Abilities Str 14, Dex 14, Con 14, Int 10, Wis 19, Cha 10
    Condition Bless: 49 rds, +1 (morale) to attacks, saves vs fear



    Lehasti cries out in pain from the pair of heavy blows. Her eyes, narrowed in pain and anger, dart to her side where Turi's nimble steps easily handle the treacherous footing. For a heartbeat, relief registers on the paladin's face. Closing her eyes for a moment, she murmurs a prayer; in the next moment, the paladin suddenly glides backward, matching Turi's movement with grace and speed that would seem impossible for a warrior in such armor. Safely out of their attackers' reach, she grips the handle of her flaming falchion with both hands holding upward as though presenting it to the sun. With a sudden shimmer, the blade's edge seems to gleam even more sharply than before. Adopting a stance of readiness, she calls out to the foes in the well's shaft, "Think ye that we are such easy prey? Come, fiends, and be delivered to whatever foul god you wish!"

    Spoiler: Actions
    Show
    Swift: Cast Grace to avoid AoOs on movement
    Move: Move 5ft backwards (parity with Turi) and out of the well shaft proper. (Acrobatics check rolled in OOC; succeeded for half speed)
    Standard: Activate Divine Bond to give her weapon the Keen ability, doubling the range for critical threats to 15+.

    Spoiler: AoO
    Show
    Attack: (1d20+14)[16] (includes Power Attack)
    CC: (1d20+14)[28] for x2 on 30+
    Damage: (2d4+15)[21] slashing plus (1d6)[4] flaming
    Crit damage: (2d4+15)[19] slashing plus (1d10)[6] flaming
    Spoiler: Stats
    Show
    Lehasti Gesmeha
    F LG Human Paladin, Level 7, Init 1, HP 43/85, Speed 20
    AC 21, Touch 13, Flat-footed 20, CMD 25, Fort 13, Ref 8, Will 9, CMB +14, Base Attack Bonus 7
    +1/Flaming/Flaming Burst, Continual Flame Flaming Puzzle Falchion +1 +14 (2d4+7, 18-20, x2)
    Flail, Heavy +11 (1d10+6, 19-20, x2)
    Spiked Gauntlet +11 (1d4+4, )
    Breastplate +1 (+7 Armor, +1 Dex, +2 Natural, +1 Deflect)
    Abilities Str 20, Dex 12, Con 16, Int 10, Wis 7, Cha 16
    Condition Falchion is Flaming (1d6 fire damage) today.
    Protection From Evil: +2 to Deflection AC and +2 (+1 net) Saves vs Evil enemies
    Divine Favor: +1 (luck) to Attack/Damage, 9 rds remaining
    Bless: +1 (morale) to Attack, 49 rds remaining
    Last edited by JWallyR; 2019-12-09 at 05:15 PM.
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  16. - Top - End - #406
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Cries of surprise and shock echo through the well, dominated by the leader woman's fury: "Those who betray shall receive their just reward too, both in this life and the next! Those above, go after her! Those below, stay on plan!"

    The voice goes lower, and more mystical. Two cultists move up, one on the ladder another one levitating and pulling himself up the wall with ease. Sunset can see the light moving up towards her, but not quite reaching her level yet.

    Down below, cultists are not only burned by the rain of fire, but now caught in a furious miniature hurricane, while several are still blind from Natala's spell. This allows Turi and Lehasti to step back, but two of the remaining cultists are still in a position to react, and they press forward with fanatical vigor. Turi dodges the attack, but the servant of the Dawnflower takes a powerful hit to the side of her head that nearly severs her ear and leaves a flow of blood gushing all over her. Meanwhile, Azkin stumbles and rolls all the way down, to end up at his mentor's feet.

    Spoiler: end of round 2
    Show

    Azkin: He makes it to I10 with no problem in round 1, but in round 2 he falls as he's trying to get closer to Lehasti and Turi. So, he comes down all the way to the bottom and is prone. He can still cast Bless, though.

    Turi:
    - C5 resisted the trip attempt
    - Remember that the corridor remains difficult terrain. You automatically succeed the DC10 Acrobatics check to move at half speed, and if you make DC15 you can move your full speed. But you can't take a 5-ft step in there. For this round, we'll say you made a move instead of your second attack. This triggers AoOs from C4 and C5, however.
    C4 (1d20+11)[18] damage (2d4+11)[15]; cc (29+) (1d20+11)[13] damage (2d4+11)[15] - miss
    C5 (1d20+10)[12] damage (2d4+11)[19]; cc (28+) (1d20+10)[25] damage (2d4+11)[17] - miss
    Turi's Nimble Moves feat takes care of the issue.

    C1 (levitating) is blinded
    C2 (levitating) is dazzled
    C3 (on ladder) is blinded
    C4 is dazzled and caught in the whirlwind (he can't move, and is concealed by the flying dust)
    C5 is affected by Aura of Menace
    C8 is also caught in the whirlwind
    C3 was hit by Sunset's Volatile Arrow. If I'm not mistaken, bomb damage is (4d6)[10] (and 8 for the arrow) - corrected, total damage with flaming bow and Int bonus was 17, while splash damage was 6
    C6 took splash damage, Refl (1d20+5)[24]
    C8 took splash damage, Refl (1d20+5)[10]

    C1 drinks his potion and stays where he is, hoping for the blindness to pass (2d8+3)[11]
    C2 lands to attack Lehasti (1d20+11)[29] damage (2d4+11)[19]; cc (29+) (1d20+11)[28] damage (2d4+11)[16] - critical hit!
    C3 waits it out, he had a potion last round (2d8+3)[8]
    C4 is stuck and can't do anything useful
    C5 moves forward to attack Turi (1d20+10)[15] damage (2d4+11)[16]; cc (28+) (1d20+10)[22] damage (2d4+11)[15] - miss
    C6 climbs the ladder at quarter speed
    C7 clambers at half speed along the wall, helped by the effect of Levitate
    C8 is stuck and can't do anything useful
    Cultist leader: From the sound of it, she's casting something, but she's still not visible.

    Lehasti takes 35 damage.

    In the map below, the lighter yellow is dim light, the deeper yellow is bright light. The whole corridor is in bright light from Lehasti and Vershab.

    Last edited by Gwynfrid; 2019-12-11 at 10:35 AM.

  17. - Top - End - #407
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    HalflingWizardGirl

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    The shadowy figure perched above the group almost guffaws at the pair approaching her. She raises a fist, cheering them on with a rawkus, obnoxious laugh; this time in modern Osiriani. "C'mon, you can go faster than that! A lit up, slow moving target in a confined space?"

    In an instant, her hand is pulled back and bow is raised. Three glinting fire arrows fly down at the illuminated figure, as within the shadows Sunset grins. "Too easy."

    Spoiler
    Show
    Full Attack on C7 - activating Rapid Shot. On the off chance I down 'em, switching to C6 - Sunset's Darkvision makes the light level irrelevant. Remember that climbing creatures lose Dex to AC! (Which toootally won't bite me if they get closer )

    (d20+12)[31] Attack - (d20+12)[28] Crit Confirm. (d6)[5] Fire and (d8+3)[4] Piercing
    (d20+12)[31] Attack - (d20+12)[20] Crit Confirm. (d6)[3] Fire and (d8+3)[9] Piercing
    (d20+7)[21] Attack - (d20+7)[20] Crit Confirm. (d6)[3] Fire and (d8+3)[10] Piercing
    Last edited by Inspector Valin; 2019-12-11 at 10:36 AM.

  18. - Top - End - #408
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    NecromancerGuy

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Spoiler: Vershab Status, Round 3
    Show
    Vershab Fethi
    Male True Neutral Human Blood Arcanist, Level 7, Init 12, HP 51/51, DR 5/- (vs. Nonlethal), Speed 30 ft.
    AC 15, Touch 11, Flat-footed 14, CMD 13, Fort 4, Ref 4, Will 6, CMB +2, Base Attack Bonus 3
    Mage Armor (Extended, 14 Hours)
    Abilities Str 9, Dex 12, Con 12, Int 21, Wis 10, Cha 14
    Condition 3/9 Arcane Reservoir Available
    0/5 Grave Touch Used
    Draak 25/25 HPs
    Invisible 5/5 rounds
    Fly 2/50 rounds
    Lantern Archon 3/7 rounds
    Air Elemental(s) 2/7 rounds

    "Everyone, get out of there now! Things are about to get sticky! If you can get back to us we can heal you and give you enchantments to help!" Vershab says. "We may have a new ally up the shaft, but until things are under control a bit better we cannot be sure...Now pull back!"

    Spoiler: Celestial
    Show
    "Oh! Keep aiding the paladin - she looks gravely injured!"

    Spoiler: Mechanics
    Show
    Delay Vershab's actions until after Turi, Lehasti, and Azkin have a chance to try and move. Regardless of their success or not, though, Vershab will cast and move before the enemies...

    Vershab uses one point of his Arcane Reservoir (to increase the DC) and cast Web (Reflex Save DC 18) centered about eye-level (5-ft up) at D-E/9-10. With the 20-ft radius this effects 5 levels of the ladder-shaft (one below eye level and four above) and will reach out all the way to the "H" column. He will then fly to J10.

    The Lantern Archon will apply Aid to Lehasti again, this time for (1d8+3)[7] temporary HPs and then fly back to float above Vershab at J10.

    The small air elemental will start another whirlwind Reflex save DC 12 in the same spot (if able) or attack C2 (flanking) if not: slam (1d20+8)[10] attack, (1d20+8)[21] (20/x2), (1d4+1)[5] damage, (1d4+1)[4] critical strike damage

  19. - Top - End - #409
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Turi lithely avoids his rivals blade as he slowly cedes ground up the steep ramp. "You don't quite easy. I'll give you that," he mutters, as his blades lash out, trying for the same ploy again.

    Spoiler: Turi, round 2
    Show
    Spoiler: current stats
    Show
    Turi
    Male N Human Fighter 1 / URogue 6 (Knife master), Level 7, Init +5, HP 40/73, Speed 30
    AC 22, Touch 16, Flat-footed 17, CMD 21, Fort 8, Ref 11, Will 6, CMB +5, Base Attack Bonus 5
    +1 Kukri x2 +12 or +10/+10 (1d4+6, 18-20, x2)
    Cold iron dagger +10 (1d4, 19-20, x2)
    Silver dagger +10 (1d4-1, 19-20, x2)
    Trip attempt +16 (assuming +1 kukri)
    Mistmail (mist form- 20% concealment), Amulet of natural armor, Ring of protection (+5 Armor, +5 Dex, +1 Nat, +1 Def)
    Abilities Str 11, Dex 20, Con 15, Int 11, Wis 14, Cha 8
    Condition +1 dmg when flanking
    +1 AC (23) vs attack with light blades
    sneak stab: 3d8/3d4
    Endurance, die hard // Resiliency: 1/1
    Vanish: 1/2 (CL 6)
    -2 skill checks after failure
    ignore first 5' of difficult terrain
    poisons, potions
    Escape artist R's edge
    invisible ~4 rounds


    Essentially the same as last round: Question: would high ground apply bonuses to the attacks? I have not included them, so add 1 to each, if appropriate.

    First attack will be a trip attempt against C5: (1d20+14)[19] vs CMD to prone (includes -2 for TWF).
    If successful, the tripping triggers an AoO from both Turi and Lehasti (per greater trip)
    (1d20+12)[27] AoO
    (1d20+12)[27] CC (30+, x2)
    (1d4+6)[10] dmg
    (1d4+6)[9] crit bonus

    Second attack, hopefully vs prone:
    (1d20+10)[15] AoO
    (1d20+10)[21] CC (30+, x2)
    (1d4+6)[10] dmg
    (1d4+6)[10] crit bonus

    5-foot step back closer to Vershab.

  20. - Top - End - #410
    Titan in the Playground
     
    ClericGuy

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Natala al Akmet, Warsighted Oracle

    She hears the shout from above and consternation ensuing. Shortly after, explosions rock the shaft as well as more screams. To Vershab’s assessment, she mutters, ”Agreed - there are sounds of dissension but it is better sorted out afterwards.”

    Seeing the scholar cast a mass of rapidly expanding webs into the shaft, Natala smiles fiercely and draws back her bow. ”Let Neith’s stings show you the error of your choices!” he bow sings as two arrows fly towards the cultists.

    OOC - Rapid Shot w/Ancestral Weapon (+1 magic comp shortbow (+2 Str)) vs C2 (Point Blank Shot, Precise Shot, Reckless Aim)
    Attack 1 - (1d20+11)[19], Damage - (1d6+4)[8]
    Attack 2 - (1d20+11)[30], Damage - (1d6+4)[6]

    Spoiler: Crunch
    Show
    AC 21 HP 57 Init +8 Move 30
    F +5 R +8 W +8
    Weapon: MW longspear (+8, 1d8+3), Ancestral Weapon (+1 magic weapon of choice from pantheon)
    Spells: (Unl) guidance, detect magic, create water, read magic, detect poison, stabilize, mending, ghost sound, mage hand / (8/8) cure light wounds, unseen servant, ray of sickening, divine favor, remove fear, bless, protection vs evil / (6/7) cure moderate wounds, levitate, minor image, spiritual weapon, burst of radiance, lesser restoration, spear of purity / (4/5) cure serious wounds, heroism, searing light, summon monster 3
    Martial flexibility: 4/6; AW: 5/7: Spirit shield: 6/7; Blessings: 2/2
    Key skills: Diplomacy +12; KS History/Religion +9; Sense Motive +8; Spellcraft +8; Heal +5; Linguistics +5; KS All others +4; Craft Weapons +6
    Effect: Ancestral Weapon (+1 Comp shortbow; 2 round); Martial flexibility (Rapid Shot, Reckless Aim; 2 round); Spirit Shield (+6 armor; 1 hr)
    Life is ... life. As always bot/cut as necessary.
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!y

  21. - Top - End - #411
    Troll in the Playground
     
    PaladinGuy

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Gasping in shock and pain, Lehasti reels from the heavy blow. She grits her teeth and looks plaintively toward the sky for a moment; the bleeding near her ear slows, but she raises her blade in a warding fashion at the figure before her.

    Spoiler: Actions
    Show
    Swift action: Lay on Hands for (3d6)[12] healing.
    Standard action: Total Defense for +4 (Dodge) to AC.

    Spoiler: Stats
    Show
    Lehasti Gesmeha
    F LG Human Paladin, Level 7, Init 1, HP 37/85, Speed 20
    AC 25, Touch 17, Flat-footed 20, CMD 29, Fort 13, Ref 8, Will 9, CMB +14, Base Attack Bonus 7
    +1/Flaming/Flaming Burst, Continual Flame Flaming Puzzle Falchion +1 +14 (2d4+7, 18-20, x2)
    Flail, Heavy +11 (1d10+6, 19-20, x2)
    Spiked Gauntlet +11 (1d4+4, )
    Breastplate +1 (+7 Armor, +1 Dex, +2 Natural, +1 Deflect)
    Abilities Str 20, Dex 12, Con 16, Int 10, Wis 7, Cha 16
    Condition Falchion is Flaming (1d6 fire damage) today.
    Protection From Evil: +2 to Deflection AC and +2 (+1 net) Saves vs Evil enemies
    Divine Favor: +1 (luck) to Attack/Damage, 8 rds remaining
    Bless: +1 (morale) to Attack, 48 rds remaining


    Azkin looks up to his reeling mistress, and from his seated position cries out a desperate prayer. "Healing light, restore your servant!" He reaches up as though to steady the paladin, and her resolve seems to firm under his ministration. The cleric then begins to scramble to his feet once more.

    Spoiler: Actions
    Show
    Standard: Convert Resist Energy to Cure Moderate Wounds, healing Lehasti for: (2d8+5)[10] health.
    Move action: Attempt (?) to stand. Acrobatics: (1d20)[2] if necessary.

    Spoiler: AoOs
    Show
    Attack: (1d20+5)[10]
    CC: (1d20+5)[20] for x2 on 25
    Damage: (1d8+3)[5] piercing
    Crit damage: (2d8+6)[14] piercing

    Attack: (1d20+5)[8]
    CC: (1d20+5)[20] for x2 on 25
    Damage: (1d8+3)[11] piercing
    Crit damage: (2d8+6)[14] piercing

    Attack: (1d20+5)[25]
    CC: (1d20+5)[19] for x2 on 25
    Damage: (1d8+3)[9] piercing
    Crit damage: (2d8+6)[16] piercing
    Spoiler: Stats
    Show
    Azkin
    M NG Human Cleric, Level 5, Init 2, HP 46/49, Speed 30
    AC 17, Touch 12, Flat-footed 15, CMD 17, Fort 8, Ref 5, Will 9, CMB +6, Base Attack Bonus 3
    Longspear 5 (1d8+3, x3)
    Dagger +1 6 (1d4+3, 19-20, x2)
    Scimitar 5 (1d6+2, 18-20, x2)
    Chain Shirt (+4 Armor, +2 Dex, +1 Deflect)
    Abilities Str 14, Dex 14, Con 14, Int 10, Wis 19, Cha 10
    Condition Bless: 48 rds, +1 (morale) to attacks, saves vs fear
    Last edited by JWallyR; 2019-12-13 at 03:29 PM.
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  22. - Top - End - #412
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    A great, gooey mass of webbing fills half the corridor and the bottom portion of the well, catching friend and foe alike. In the eerie lights created by several spells, the combatants look like so many strange insects caught in some impossibly large spider's trap.

    Spoiler: round 2 saving throws
    Show

    Everyone gets to roll Refl DC18!

    C1 (1d20+5)[8]
    C2 (1d20+5)[18]
    C3 (1d20+5)[21]
    C4 (1d20+5)[15]
    C5 (1d20+5)[16]
    C8 (1d20+5)[19]
    Air elemental (1d20+6)[25]
    Archon (1d20+3)[13]
    Lehasti (1d20+8)[13]
    Turi (1d20+11)[13]
    Azkin (1d20+5)[24]

    I may need a while to write the second post.
    Last edited by Gwynfrid; 2019-12-14 at 07:25 AM.

  23. - Top - End - #413
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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Coming from the shadows, Sunset’s three arrows of flame pierce the climbing cultist, wounding him grievously. But she knows enough of the group’s fanaticism to expect him to continue his ascent, and she isn’t disappointed. The light moves up, dispelling the shadows around her. The masked man in robes stops as he sees her. He points a finger and mutters a few malevolent words of power, sending a bolt of green liquid at his tormentor.

    But it is from below that comes a bigger threat now. Suddenly, in a puff of acrid smoke, a small gorilla appears out of nowhere, its four limbs braced against the wall. Its fur is pitch dark with red streaks, and Sunset notices an unsettling detail: It wears a mask on its face, a typical type of funerary mask that only belongs on human bodies, made of some sort of black metal. It immediately starts to climb towards her, at a remarkable speed for an animal of its size, and it quickly overtakes the cultists.

    It isn’t so clear what’s going on inside the sticky webs, but there is movement, arcane words are spoken, with various degrees of success. Turi's attempt at tripping his opponent is fruitless, while one of Natala's arrows pierces a cultist's shoulder, the other bouncing off some invisible protection. Amidst all of this, the imperious voice of the cultist leader cuts through: “Do not falter, honored brothers. Their magic and their arrows are nothing in the face of the wrath of the Sky Pharaoh!”

    Spoiler: end of round 3
    Show
    Azkin can stand up without having to roll, and he makes his save.
    Turi and the archon are grappled by the webs. So is Lehasti, but she has a flaming weapon in hand, so she can free herself and move without any trouble. The air elemental isn’t, but it will need a combat maneuver or escape artist check to move.

    C1 (levitating) is no longer blinded, but he’s grappled
    C2 (levitating) is dazzled, not grappled
    C3 (on ladder) is no longer blinded, and not grappled
    C4 is dazzled and grappled
    C5 is affected by Aura of Menace, and grappled
    C8 is not grappled
    All of them are in the webbed area, however…

    C1 makes a combat maneuver attempt to free himself (1d20+9)[10] and, if successful, another one to move (1d20+9)[15] - fail
    C2 makes a Concentration check to cast defensively, DC19 (1d20+5)[10]. If successful, he breathes fire for (4d6)[19] fire damage (Refl DC14 for half) - fail
    - Lehasti, save (1d20+8)[20]
    - Azkin, save (1d20+5)[13]
    - the archon, save (1d20+3)[13]
    C3 casts a spell, but doesn’t move
    C4 attacks the elemental (1d20+9)[11] damage (2d4+11)[19]; cc(27+) (1d20+9)[19] damage (2d4+11)[16] - miss
    C5 makes a Concentration check to cast defensively while grappled (applying the grappled DC which is worse), DC20 (1d20+5)[12]. If successful, he breathes fire for (4d6)[6] fire damage (Refl DC14 for half) - fail
    - Turi, save (1d20+11)[15]
    - Azkin, save (1d20+5)[20]
    - the archon, save (1d20+3)[9]
    C6 climbs
    C7 climbs up, and then casts Acid Arrow 20% miss chance in dim light (1d100)[74] attack (1d20+9)[23] acid damage (2d4)[2]; cc(29) (1d20+9)[21] damage (2d4)[8] - hit
    C8 makes a combat maneuver attempt to free himself (1d20+9)[22] - success
    The cultist leader summons a fiendish ape that appears on the ladder and starts climbing. She then uses Inspire Courage.

    Sunset takes 2 damage. I'll add the map tomorrow.

    Round 4 begins

    Last edited by Gwynfrid; 2019-12-14 at 12:21 PM.

  24. - Top - End - #414
    Ettin in the Playground
     
    HalflingWizardGirl

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Sunset grits her teeth as the acid washes over her. Could've been far worse, but stung like nothing else. She glares down at the cultist, and is about to fire an arrow of her own back at him when the great lumbering ape blunders into view - obscuring the rest of the tunnel and snarling up at her with inhuman eyes. Even Sunset can't help shudder a little at that

    Thankfully, the creature's bulk obscures her from the figures below. Thus at her former commanders exhortation, Sunset is happily able to call out again. "You say that, Meret! When you're having to break out the hell monkies, seems like things aren't going well."

    Chuckling, the archer notches another arrow, the point sparking as it sails straight towards the hefty gorilla. "What about you, Relic Knights? You think she's full of it?"

    Spoiler: OOC
    Show
    Full Round Attack, Rapid Shot at Point Blank Range. Ape first, if Sunset downs it by some miracle, switching to C7 - also just now in point blank range, conveniently!

    (d20+13)[18] Attack (d6)[5] Fire damage plus (d8+4)[5] piercing.
    (d20+13)[29] Attack (d6)[1] Fire damage plus (d8+4)[9] piercing.
    (d20+8)[23] Attack (d6)[5] Fire damage plus (d8+4)[8] piercing.

  25. - Top - End - #415
    Titan in the Playground
     
    ClericGuy

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Natala al Akmet, Warsighted Oracle

    Natala’s eyes narrow as one of her arrows deflects off of the cultist. ”These fanatics are well-prepared and draped in spells for battle. Scholar, do you possess the skill to dispel and enchantments?”

    As she made to fire two more arrows, she notices the cautious stance the Knight assumes. Frowning at the slanted floor, Natala sighs and moves forward carefully. Once she is close enough, she calls upon the old gods to close some of Lehasti’s wounds. ”Osiris and Neith have need of your blade yet ...”

    OOC - Move 1/2 speed to H10, Acrobatics - (1d20+4)[18], cast cure serious wounds on Lehasti CSW - (3d8+7)[19]
    Spoiler: Crunch
    Show
    AC 21 HP 57 Init +8 Move 30
    F +5 R +8 W +8
    Weapon: MW longspear (+8, 1d8+3), Ancestral Weapon (+1 magic weapon of choice from pantheon)
    Spells: (Unl) guidance, detect magic, create water, read magic, detect poison, stabilize, mending, ghost sound, mage hand / (8/8) cure light wounds, unseen servant, ray of sickening, divine favor, remove fear, bless, protection vs evil / (6/7) cure moderate wounds, levitate, minor image, spiritual weapon, burst of radiance, lesser restoration, spear of purity / (3/5) cure serious wounds, heroism, searing light, summon monster 3
    Martial flexibility: 4/6; AW: 5/7: Spirit shield: 6/7; Blessings: 2/2
    Key skills: Diplomacy +12; KS History/Religion +9; Sense Motive +8; Spellcraft +8; Heal +5; Linguistics +5; KS All others +4; Craft Weapons +6
    Effect: Ancestral Weapon (+1 Comp shortbow; 3 round); Martial flexibility (Rapid Shot, Reckless Aim; 3 round); Spirit Shield (+6 armor; 1 hr); Bless (+1 attack/save vs fear, minutes)
    Last edited by Starbin; 2019-12-14 at 04:27 PM.
    Life is ... life. As always bot/cut as necessary.
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!y

  26. - Top - End - #416
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Spoiler: Vershab Status, Round 4
    Show
    Vershab Fethi
    Male True Neutral Human Blood Arcanist, Level 7, Init 12, HP 51/51, DR 5/- (vs. Nonlethal), Speed 30 ft.
    AC 15, Touch 11, Flat-footed 14, CMD 13, Fort 4, Ref 4, Will 6, CMB +2, Base Attack Bonus 3
    Mage Armor (Extended, 14 Hours)
    Abilities Str 9, Dex 12, Con 12, Int 21, Wis 10, Cha 14
    Condition 3/9 Arcane Reservoir Available
    0/5 Grave Touch Used
    Draak 25/25 HPs
    Fly 3/50 rounds
    Lantern Archon 4/7 rounds
    Air Elemental(s) 3/7 rounds

    As Vershab reappears, his brief invisibility spent, he responds, "I certainly do possess such skill, but am running out of arcane strength - about this point I see stars and flashes of light anytime I try advanced spells. It would be entertaining if it weren't so inconvenient...However, I have other magic to assist - let's start with making you fly." With a touch on her shoulder the arcanist activates his wand again, and Natala's feet seem to float up off the sloped floor. Then the robed scholar floats down to the edge of the netting to help Azkin to his feet.

    Spoiler: Celestial
    Show
    "Can you please teleport up to whomever is helping us up in the tunnel? See if you can confirm their good intentions and aid them in surviving this ambush..."

    Spoiler: Mechanics
    Show
    Vershab activates his wand of Fly on Natala (50 rounds), takes a 5-ft step (since he flies), and uses a move action to help Azkin stand (similar to lifting a heavy object - a move action according to the chart).

    The Lantern Archon, using its knowledge of the shaft from when it was at the door to it during round 1, will use Greater Teleport to about the level of Sunset (who it might have seen with Darkvision and/or low-light vision). There it will observe her actions before doing more next round.

    The small air elemental attacks C5, flanking with Turi: Slam (1d20+8)[25] attack, (1d20+8)[14] (20/x2), (1d4+1)[5] damage, (1d4+1)[4] critical strike damage

  27. - Top - End - #417
    Titan in the Playground
     
    Farmerbink's Avatar

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    Texas, again!
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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Despite the warning, Turi fails to avoid the sticky webs that magically appear surrounding him. With a grimace, he begins wriggling similarly to his strategy against the golem.

    Spoiler: Turi, round 3
    Show
    Spoiler: current stats
    Show
    Turi
    Male N Human Fighter 1 / URogue 6 (Knife master), Level 7, Init +5, HP 40/73, Speed 30
    AC 22, Touch 16, Flat-footed 17, CMD 21, Fort 8, Ref 11, Will 6, CMB +5, Base Attack Bonus 5
    +1 Kukri x2 +12 or +10/+10 (1d4+6, 18-20, x2)
    Cold iron dagger +10 (1d4, 19-20, x2)
    Silver dagger +10 (1d4-1, 19-20, x2)
    Trip attempt +16 (assuming +1 kukri)
    Mistmail (mist form- 20% concealment), Amulet of natural armor, Ring of protection (+5 Armor, +5 Dex, +1 Nat, +1 Def)
    Abilities Str 11, Dex 20, Con 15, Int 11, Wis 14, Cha 8
    Condition +1 dmg when flanking
    +1 AC (23) vs attack with light blades
    sneak stab: 3d8/3d4
    Endurance, die hard // Resiliency: 1/1
    Vanish: 1/2 (CL 6)
    -2 skill checks after failure
    ignore first 5' of difficult terrain
    poisons, potions
    Escape artist R's edge
    invisible ~4 rounds


    (1d20+11)[16] escape artist to break out (DC 18) (move action 'kuz rogue)
    If successful, attack C5 (with, I think his penalties for being grappled)
    (1d20+12)[26] attack
    (1d20+12)[15] CC (30+)
    (1d4+6)[9] dmg
    (1d4+6)[10] crit bonus

    If failed, try again: (1d20+11)[31]

  28. - Top - End - #418
    Troll in the Playground
     
    PaladinGuy

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Azkin give Vershab a tense smile and a quick nod in appreciation of the help to his feet. With a quick, appraising look at the state of his mistress, he lays one hand firmly on her shoulder. "Dawnflower, let your glory burn bright through your servant!" rings his prayer through the tumult.

    Spoiler: Actions
    Show
    Cast Heroism on Lehasti; 50 minute duration.
    Spoiler: AoOs
    Show
    Attack: (1d20+5)[22]
    CC: (1d20+5)[22] for x2 on 25
    Damage: (1d8+3)[9] piercing
    Crit damage: (2d8+6)[16] piercing

    Attack: (1d20+5)[13]
    CC: (1d20+5)[9] for x2 on 25
    Damage: (1d8+3)[7] piercing
    Crit damage: (2d8+6)[12] piercing

    Attack: (1d20+5)[17]
    CC: (1d20+5)[9] for x2 on 25
    Damage: (1d8+3)[6] piercing
    Crit damage: (2d8+6)[10] piercing
    Spoiler: Stats
    Show
    Azkin
    M NG Human Cleric, Level 5, Init 2, HP 46/49, Speed 30
    AC 17, Touch 12, Flat-footed 15, CMD 17, Fort 8, Ref 5, Will 9, CMB +6, Base Attack Bonus 3
    Longspear 5 (1d8+3, x3)
    Dagger +1 6 (1d4+3, 19-20, x2)
    Scimitar 5 (1d6+2, 18-20, x2)
    Chain Shirt (+4 Armor, +2 Dex, +1 Deflect)
    Abilities Str 14, Dex 14, Con 14, Int 10, Wis 19, Cha 10
    Condition Bless: 47 rds, +1 (morale) to attacks, saves vs fear


    As healing and power flow into her body from her assorted allies, the tension on Lehasti's face eases, and the paladin stands tall and resolute. "Your strikes are as waves that break upon the rock, and yet the rock stands. Ever shall it be to the servants of darkness!" As her voice rises in a confident denouncement, the paladin's blade suddenly flashes toward the cultist before her!

    Spoiler: Actions
    Show
    Swift action to Lay on Hands for: (3d6)[6] healing.
    Full-Round Power Attack against C5, continuing to C2 if C5 is downed.

    Attack: (1d20+15)[18]
    CC: (1d20+15)[30] for x2 on 33+
    Damage: (2d4+15)[23] slashing plus (1d6)[5] fire damage
    Crit damage: (2d4+15)[18] slashing

    Attack: (1d20+10)[13]
    CC: (1d20+10)[12] for x2 on 28+
    Damage: (2d4+15)[21] slashing plus (1d6)[4] fire damage
    Crit damage: (2d4+15)[17] slashing

    Spoiler: AoO
    Show
    Attack: (1d20+15)[25]
    CC: (1d20+15)[32] for x2 on 33+
    Damage: (2d4+15)[20] slashing plus (1d6)[2] fire damage
    Crit damage: (2d4+15)[22] slashing
    Spoiler: Stats
    Show
    Lehasti Gesmeha
    F LG Human Paladin, Level 7, Init 1, HP 62/85, Speed 20
    AC 25, Touch 17, Flat-footed 20, CMD 29, Fort 15, Ref 10, Will 11, CMB +15, Base Attack Bonus 7
    +1/Flaming/Flaming Burst, Continual Flame Flaming Puzzle Falchion +1 +14 (2d4+7, 18-20, x2)
    Flail, Heavy +11 (1d10+6, 19-20, x2)
    Spiked Gauntlet +11 (1d4+4, )
    Breastplate +1 (+7 Armor, +1 Dex, +2 Natural, +1 Deflect)
    Abilities Str 20, Dex 12, Con 16, Int 10, Wis 7, Cha 16
    Condition Falchion is Flaming (1d6 fire damage) today.
    Heroism: +2 (morale) attack (net +1 with Bless) saves and skills, 499 rds remaining
    Protection From Evil: +2 (Deflection) AC and +2 resistance (+1 net) Saves vs Evil enemies, 46 rds remaining
    Divine Favor: +1 (luck) to Attack/Damage, 7 rds remaining
    Bless: +1 (morale) to Attack, 47 rds remaining
    Last edited by JWallyR; 2019-12-17 at 01:03 PM.
    Lehasti Gesmeha and Azkin for Mummy's Mask
    Morevek for Wrath of the Righteous
    Janstina Silentall for Age of Worms

  29. - Top - End - #419
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: Mummy's Mask - Shifting Sands [IC]

    Out of nowhere, a ball of light appears in the well, and flies up to get near Sunset. Most amazingly, it speaks! There is no apparent mouth, but there are words coming out of the thing. Unfortunately, the turncoat ex-cultist doesn't have the first idea of what they mean. The language is sweet to the ear, but that doesn't make it intelligible. Sunset vaguely remembers hearing something about heavenly creatures using the "celestial" tongue.

    "Good morning, Sir or Madam. You appear to stand in firm opposition towards my young master's enemies. However, I note that you wear what seems to be their distinctive insignia. May I request your view of what your involvement in this matter is, and inquire about your ulterior intentions?".

    While she tries to think about what to say to the creature, Sunset doesn't allow herself to get distracted. Should she make that mistake, the remaining acid burning deeper into her skin would serve as a sharp reminder of the danger she's in. Wincing, she promptly fires three more arrows into the rapidly approaching gorilla, but this doesn't slow it down, as its thick hide appears impervious to fire. It catches up with her and brutally grabs her by the neck!

    Meanwhile, in the corridor deep down, Natala deliberately walks into the webbing, in order to deliver urgent succor to the wounded paladin, whose flaming falchion sets fire to the webs around her - but the Dune Walker decides that the minor ensuing pain is worth bearing, to keep the powerful woman warrior standing a little longer. The flying arcanist comes over to help her with a spell of flight, and to give a hand to Azkin as he gets back on his feet to cast a helpful spell over his mentor, while Turi manages to wriggle free of the webs, and Lehasti hits the entangled cultist with a mighty swing of her big falchion just as the air elemental buffets her opponent from the other side.

    The cultist leader, the one that got called out under the name "Meret", continues her exhortation: “No weakness shall gain sway over you, brothers! Let the magical gifts of the Sky Pharaoh power you to victory!”

    Indeed, Lehasti and Turi see that their opponents briefly touch their facial masks, then each makes a new guarded attempt at invoking a spell, while behind in the webs, there seems to be more spellcasting going on. The two cultists, whether emboldened or desperate, complete their incantations, and both in unison breathe a gout of fire over the entire group!

    Spoiler: end of round 4
    Show

    Sunset: Another round of acid damage (2d4)[7]
    Azkin can stand up without having to roll, and cast.
    Lehasti's falchion frees her and sets fire to the web in adjacent squares, plus the one where C5 is as she hits him. Turi is free of the webs, so he won't take damage.
    I don't think I rolled a combat maneuver for Azkin when he got into the web: DC18 (1d20+6)[22] - success
    Combat maneuver for Natala DC18 (1d20+6)[17], if failed, she gets grappled and the web burns her for (2d4)[6] damage - ouch
    C1 (levitating) is grappled
    C2 (levitating) is dazzled, not grappled (no damage from burning webs)
    C3 (on ladder) is not grappled
    C4 is dazzled and grappled
    C5 is no longer affected by Aura of Menace, but was caught in the burning web: (2d4)[5] damage
    C7 is in the Aura of Menace, DC13 Will (1d20+5)[8] - fail
    C8 is not grappled
    The gorilla is in the Aura of Menace, DC13 Will (1d20+2)[7] - fail
    C1 makes a combat maneuver attempt to free himself (1d20+9)[28] and, if successful, another one to move (1d20+9)[20] - success
    C2 makes a Concentration check to cast defensively, DC19 (1d20+5)[23]. If successful, he breathes fire for (4d6)[14] fire damage (Refl DC14 for half - success
    - Lehasti, Refl (1d20+10)[13] - fail, full damage
    - Azkin, Refl (1d20+5)[21] - success, half damage
    - Natala, Refl (1d20+8)[9] - fail, full damage
    - Vershab, Refl (1d20+4)[11] - fail, full damage
    C3 casts a spell
    C4 attacks the elemental (1d20+11)[17] damage (2d4+11)[17] ; cc(29+) (1d20+11)[22] cd (2d4+11)[18] - elemental destroyed
    C5 (no longer grappled) makes a Concentration check to cast defensively, DC19 (1d20+5)[24]. If successful, he breathes fire for (4d6)[18] fire damage (Refl DC14 for half) - success
    - Turi, Refl (1d20+11)[24] - success, no damage
    - Azkin, Refl (1d20+5)[16] - success, half damage
    - Natala, Refl (1d20+8)[16] - success, half damage
    - Vershab, Refl (1d20+4)[16] - success, half damage
    C6 climbs
    C7 drinks a potion (2d8+3)[12]
    C8 : if the elemental wasn't killed by his colleague, attack it (1d20+11)[24] damage (2d4+11)[17] ; cc(29+) (1d20+11)[22] cd (2d4+11)[15] - otherwise, climb down, don't get stuck in the web (1d20+11)[13]; if stuck, get unstuck (1d20+11)[22]; if not stuck cast Acid Arrow at Lehasti , ranged touch (+4 AC from cover) (1d20+11)[29] damage (2d4)[7] ; cc(31) (1d20+11)[25] cd (2d4)[8] - failure then success, no longer grappled, but couldn't cast
    Gorilla: Grapple attempt (1d20+9)[29] (minus 2 if affected by Aura of Menace) - success
    The cultist leader continues to Inspire Courage.

    Total damage taken:
    Sunset: 7 + she's grappled by a fiendish gorilla!
    Natala: 29
    Lehasti: 14
    Azkin: 16
    Versahb: 23
    Turi: 0

    Looks like the site I use to create an embed-able image is down. So, here's a link to the map instead: https://photos.app.goo.gl/LPFVng6zzrBCu8RG9

    Last edited by Gwynfrid; 2019-12-18 at 05:39 AM.

  30. - Top - End - #420
    Ettin in the Playground
     
    HalflingWizardGirl

    Join Date
    Aug 2013

    Default Re: Mummy's Mask - Shifting Sands [IC]

    Ironically, Sunset's time with the cult has left her more accustomed to talking while in pain than perhaps most would expect. Thus, while she winces at the stinging acid, she does indeed focus more on the new arrival than perhaps she should, tilting her head to regard it quizzically. "You okay, Sparky? The fight got you scared, so you want to come where it's safe?"

    The sound of the gorilla brings Sunset back to reality with a jolt. Her arrows do nothing as the beast gets closer, wrapping its enormous hand around her throat. "Arrgh! Stupid... Monkey!" the former cultist wheezes, holding onto the rope as tight as she can while kicking off against the menacing new arrival.

    Spoiler
    Show
    Okay, this guy is strong for a summoned creature. Unless there are mods I'm missing. I don't think Sunset has an option other than trying to break the grapple. So this is a Combat Maneuver roll against his CMD?

    (d20+9)[23]

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