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The Wayfarer's Inn • View topic - The Burial Chamber

The Wayfarer's Inn

Rafe's Place
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 Post subject: Re: The Burial Chamber
PostPosted: Wed Oct 01, 2008 7:54 pm 
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Sir Clarence, I screwed up on that last damage roll and rolled the wrong dice. I resent a new damage roll to you for a score of 5 not including spec.


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 Post subject: Re: The Burial Chamber
PostPosted: Wed Oct 01, 2008 10:32 pm 
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Champion of Ezra
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Ok. As things go, Eilkhan will be pretty useless against Iron Mummies. All she has is a magical blade. If you think I should at least try to attack, I will! Suggestions?

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Brain: The same thing we do every night, Pinky.
Pinky: What's that, Brain?
Brain: Try to take over the world, Pinky!


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 Post subject: Re: The Burial Chamber
PostPosted: Wed Oct 01, 2008 10:54 pm 
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Ivid will curse and send an arrow against the opponents.
Elmo will guard him with his shield so far, should any of the creatures come into melee range...


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 Post subject: Re: The Burial Chamber
PostPosted: Thu Oct 02, 2008 6:42 am 
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Asterion casts Melf's Acid Arrow against the mummy nearest to him: rolled 13 to hit (without the +1) and 4 damage (should inflict 4 damage next round as well).

Gaderon looses 2 Magic Missiles from his wand against the nearest mummy to him (is that ruled as being 1d4+1 each or 3d4+3 each as the wand acts at 6th level?)

Gaderon also shouts, 'No fire! They may be healed by it!'

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What part of "Ph'nglui mglw'nath Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?


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 Post subject: Re: The Burial Chamber
PostPosted: Thu Oct 02, 2008 2:11 pm 
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OOC: I'll send you a combat map after this that you will hopefully find to be useful. I've numbered the mummies 1-12 so it will be easier for you to indicate which one you intend to attack.

Round 1

Much to their dismay, Gaderon and Asterion notice that their spells have no effect at all against the iron mummies, with the magic missiles harmlessly bouncing off and the acid running down the iron body like water without leaving a trace.

Ahi's turning attempt is also failing - the mummies don't react to his holy symbol.

Sol and Kherim attack the mummies that come out of the sarcophagi next to them. Their magical blades are cutting the metal like butter, although Tizona (Sol's flaming sword) only does +1 Damage against them, indicating that these creatures are not undead...
Sol therefore scores 20 points of Damage to mummy #1.
Kherim's three attacks add up to the proud amount of 32 points of damage (including specialization bonus) against mummy #2.

OOC: As to Ivid... Rafe, you said that he fires an arrow at one of the mummies. You're aware that he's able to loose 4 arrows per round, aren't you? I therefore assume that the single one is just a test to see whether the mummies take any damage at all. Since you also didn't say whether Ivid chose a +1 or one of his +2 arrows, I for now assume that it was a +1 arrow. Finally, you didn't use the dice roller, so I'll make the attack rolls for Ivid and Elmo. Hope that's okay for you.

IC: The arrow that Ivid shoots at one of the mummies hits (I rolled a 9), but it does no damage at all and glances off the metal body, luckily remaining intact.

Elmo runs from the entrance towards Ivid and places himself between the bowman and the iron mummy, slashing at it with his battle axe. His first attack misses (rolled a 10) but the second one hits (rolled a 19) and scores 7 points of damage against mummy #7.

Being the daredevil that she is and seeing Kherim's and Sol's blades doing mighty damage against the mummies, Eilkhan decides to give it a try and pulls out her magical short sword. Stepping next to Sol, she attacks the mummy with it - but since the first roll in the list you sent me was a 1, Steve, she unfortunately misses.

OOC: Please state your intentions for round 2. If your character wants to move, you can - if it might be too difficult to explain - also resend me the map and indicate (MS Paint is good for that) the place where you will move to.


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 Post subject: Re: The Burial Chamber
PostPosted: Thu Oct 02, 2008 3:07 pm 
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Sol will continue to attack mummy #1. If by chance he should take out mummy #1 he will shift a few feet to the lower left of his current position on the map to better protect Gaderon and Ahi.

[OOC: First attack roll 9 with damage 12 and second roll to attack 12 with damage of 11. I used a +1 for Tizona's bonus rather than +4...]

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 Post subject: Re: The Burial Chamber
PostPosted: Thu Oct 02, 2008 4:30 pm 
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Hmm, some sort of Magic Resistance, not undead, and more HPs than 32. Wonderful.

Ahi will cast Prayer, to support his comrades (every little bit...) will keep his eye out for anyone who may become injured and in need of healing.

I'm thinking next round I'll bring my rod to bear. If there was just a way to summon a rust monster... :D


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 Post subject: Re: The Burial Chamber
PostPosted: Thu Oct 02, 2008 5:47 pm 
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Kherim gives out a battle cry and cleaves again at the mummy before him as his blade flares to life, illuminated by fiery runes!

OOC: Kherim continues to attack Mummy #2

First to-hit roll is 7 with 8 points damage (not including spec. bonus)

2nd to-hit roll is 18 with 12 in damage (not including Spec bonus)


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 Post subject: Re: The Burial Chamber
PostPosted: Thu Oct 02, 2008 5:52 pm 
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OOC: ANy way of sneaking behind the mummies? Sir C I think Eilkhan has a ring of invisibility, no? Anyways I'l check and post tomight ;)

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Pinky: What you want to do tonight, Brain?
Brain: The same thing we do every night, Pinky.
Pinky: What's that, Brain?
Brain: Try to take over the world, Pinky!


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 Post subject: Re: The Burial Chamber
PostPosted: Thu Oct 02, 2008 5:58 pm 
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