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Old 03-07-2015, 06:47 PM   #442
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Initiative. We need this. 2 vs 5, we are faster. Whew! Tolvar adds Magic Missile for 2d4+2 damage. 2 and 4. That’s 8 damage. It also takes 2d4 from the second turn of Acid. 1 and 3. 4 damage. 12 more damage from the GMom. Pashtun rolls a 12 and hits for 7 damage. Locinda rolls a 3 and misses. Alzar adds 15 on a staff charge that is not saved.

And then the Greater Mummy does what high level clerics across the world have been doing for a very long time. It casts Heal on itself. It is fully healed. The Earth Elemental sees Pashtun as the threat and punches. Pashtun is 0 with the AC so it needs a 9. It rolls a 14 and hits for 4d8 – 8, 2, 4, 6. 20 Damage.

Pashtun - 25/45

Now we have done nothing but force the G Mom to cast a few high level spells, and we’ve burnt through some of our best things. Alzar used his dues ex machine, the pot of invulnerability already.

Just have to slug this through.

They win init. The Earth Elemental rolls a 5 and misses Pashtun. The GMom casts Prayer. This gives himself and his Elemental a +1 to attack, damage and saves, and -1 to Alzar’s party.

Alzar has no obvious answer. He grabs something he never hoped to use. The Wand of Wonder. He grabs it and fires off a charge at the Mummy. Let’s grab some dice to see what random effect occurs:

He rolls….38. Ironic. That’s a lightning bolt, as per the wand. So, here’s a 6d6 lightning bolt for ya. 2, 2, 3, 5, 2, 3. Not great rolls. He fails his save and takes the full 17. Pashtun rolls a 5 too and misses (he needs a 10 to hit now). Locinda (who now needs an 11) rolls a 12 and hits for …5 plus 5, so 5 damage after halved. Tolvar moves over and casts Burning Hands on both enemies for 1d3 plus 8 damage. 11 damage (no save for Burning Hands).

11 + 17 +5 – 33

GMom 27/60
Earth Elemental – 37/48

They roll for init. Alzar’s 3 vs their2….uh oh. Alzar uses the Ring of Quick Action to go first anyway. It’s not easy, but if he can shoot the Mummy with the staff for 2 charges and 4d12, and it fails its save, it might die before it can likely heal itself. It may hit and not even deal 27, or it may do so and the Greater Mummy makes the save. It’s a long shot.

Alzar uses two more charges. It just had 2 left. 8 and 2, 9 and 3. Not enough. 22 damage total;. Save? It makes it, just 11 damage to the Mummy. But it doesn’t have another Heal spell and casts Cure Critical Wounds instead for 24 damage healed. The Earth Elemental, needing just an 8 to smash Pashtun, rolls a 13 and hits, take 13 more.

Meanwhile the rest of the team attacks. Pashtun needs that 10 and…gets a 17 and hits for…8 damage. Locinda need an 11 and rolls…10. Would have been a hit save for the Prayer spell. Tolvar casts Shocking Grasp for 1d8+4 damage. It’s his last spell other than Invisibility. 6 +4. Ten more damage.

GMOM 22/60
Pashtun – 12/45
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