GM Pox's "The Mummy's Mask" (Inactive)

Game Master WerePox47

In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories.


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Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii has a WAND of Stoneshape! the huge air elemental will burn a charge to free up the crown, and hand it to Findlay.

I'm guessing the potion of Invisibility has worn off by now...

"Mr McDougal, if you would, could you please cast Invisibilty on me?"


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

Findlay will use a 2nd-level spell slot to blank out the druid/air elemental for the next 140 minutes.


Inner Sanctum

Invis is only 1 min/level not 10/lv.

Ill update in the morning when I get a chance.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

then 14 minutes will just have to do


Inner Sanctum

The water in the middle of the room is only 2' deep, so no swimming is neccessary it does make it difficult terrain. I have moved people on the map coorisponding with your actions above.

When Hadjii removes the warcrown a ghostly creature emerges from the statue.. It does not look happy and it immediately begins a Wail that threatens to take your lifeforce.. At the same time 4 different looking ghost things emmerge from the 4 watery alcoves in the room.

Seperate Know Religion checks to ID..

Everyone needs to make a DC 23 Will save or take 140 negative damage. If you save you instead are sickened for Rounds: 1d6 ⇒ 4.. That was a surprise round, the other ghosts moving from their cyrpts was their actions.

Initiative:

Amarantha: 1d20 + 6 ⇒ (3) + 6 = 9
Canaan: 1d20 + 8 ⇒ (20) + 8 = 28
Findlay: 1d20 + 14 ⇒ (3) + 14 = 17
Hadjii: 1d20 + 6 ⇒ (14) + 6 = 20
Hemket: 1d20 + 14 ⇒ (4) + 14 = 18
Nailah: 1d20 + 15 ⇒ (10) + 15 = 25
Handmaidens: 1d20 + 11 ⇒ (15) + 11 = 26

Init Order:
Canaan
Baddies
Rest of Group

Round 1

Canaan is up..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

Findlay does not have knowledge religion...

Findlay's Will save: 1d20 + 14 ⇒ (11) + 14 = 25


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii's Knowledge:Religion check: 1d20 + 3 ⇒ (19) + 3 = 22
did Hadjii actually succeed on a knowledge check?!?

Hadjii's Will save: 1d20 + 24 ⇒ (5) + 24 = 29


Inner Sanctum

Need two religion checks as the one is different than the other four..

Hadjii thinks the one might be a Banshee, but is not 100% sure.

Close, but no cigar Hadjii..


Inner Sanctum

Hadjii what powers do you have listed for your Mask?


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

also, if Findlay as physically attacked by a creepy, he will use <Archmage:Mirror Dodge> (tier three ability), as an immediate action, to waste that attack -- and bamph himself the full 30', to a place behind Hemket...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

(I've been referring to <this post> for the mask...)

Hadjii's Knowledge:Religion check on ghosts: 1d20 + 3 ⇒ (13) + 3 = 16

Hadjii has been instantly slain by a banshee before! Does that wail sound familiar?

here's Hadjii saying <he would never forget that horrible noise (back in March 2016!)...>


Inner Sanctum

It sounds the same yes..

You are missing some abilities..

Mask Full Abilities..:

Empowered by Hakotep’s ka, the Mask of the Forgotten Pharaoh is a powerful artifact. When worn, the mask occupies both the head and headband magic item slots. After 24 hours, the mask attunes itself to its wearer, granting its wearer a +2 enhancement bonus to one of his mental ability scores (Intelligence, Wisdom, or Charisma). The wearer chooses which ability score is enhanced the first time he puts on the mask. If the mask grants a bonus to Intelligence, it also grants ranks in skills as a headband of vast intelligence: first in Knowledge (nobility), then, as the bonuses increase, in Knowledge (history) and Knowledge (religion). Once the mask is attuned to a wearer, the enhanced ability score cannot be changed unless the mask attunes itself to a new wearer (which takes another 24 hours). In addition, the mask provides its wearer with deathwatch as a constant spell-like ability. The mask cannot be detected by any sort of divination magic, and grants its wearer a constant nondetection effect.

If worn by a good character, the mask grants its wearer immunity to disease, including supernatural diseases such as mummy rot. In addition, the wearer can cast death ward and speak with dead each once per day as a spell-like ability.

The Mask of the Forgotten Pharaoh reveals additional powers as its wearer increases in levels. At 7th level, the mask’s enhancement bonus to a mental ability score increases to +4. Also at this level, an evil wearer can cast create undead once per day, and a good wearer can cast eyebite once per day instead. At 11th level, the mask’s enhancement bonus increases to +6, an evil wearer can cast control undead once per day, and a good wearer can cast finger of death once per day. At 15th level, an evil wearer can cast create greater undead once per day, and a good wearer can cast symbol of death once per day

So for you in addition to providing +6 wisdom, it gives you constant deathwatch and nondetection, immunity to supernatural diseases, and can cast once per day death ward, speak with dead, eyebite, finger of death. At 15th level add symbol of death to that. Caster level is 17th for all spells and abilities. DC's for spells uses the wearer ability score..


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

will save: 1d20 + 18 ⇒ (1) + 18 = 19 derp - 140 damage "MEDIC!"

He will move up and engage the one that hurt him so

+3 undead bane (so +5) adamantine scimitar
to hit: 1d20 + 32 ⇒ (14) + 32 = 46 damage: 1d6 + 32 + 2d6 ⇒ (1) + 32 + (5, 1) = 39


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

will save: 1d20 + 12 ⇒ (20) + 12 = 32 pass


Inner Sanctum

Canaan slames the creature but only does half as it is incorporeal..

B -19
H1 -0(+5)
H2 -0(+5)
H3 -0
H4 -0

Random: 1d2 ⇒ 1

Dispite taking a hit the Banshee focuses on Hadjii. She does a swift action to smite him but frowns as it does not work.

Incorp Touch: 1d20 ⇒ 14 hits
Neg Energy Dam: 14d6 ⇒ (2, 4, 6, 5, 1, 3, 6, 6, 1, 3, 5, 4, 1, 3) = 50 Plus a will save DC 23 or cower in fear for Rounds: 1d3 ⇒ 3

Hero's Feast isn't up is it? Deathward would also block this damage, but I don't think it's up.

Two of the Handmaidens move to help thier mistress. Those in melee feel a dark, cold aura come with them..

One attacks Canaan, the other on Hadjii.

Attack Canaan: 1d20 ⇒ 13 hit
Dam: 1d6 + 2 ⇒ (3) + 2 = 5 Plus it drains 1 level..

Attack Hadjii: 1d20 ⇒ 2 hit
Dam: 1d6 + 2 ⇒ (2) + 2 = 4 Plus it drains 1 level..

The other two move towards Amarantha and Hemket.. Once there they attempt to possess you..

Vs Amarantha: 1d20 ⇒ 13 hit
Vs Hemket: 1d20 ⇒ 14 hit

Each of you need a DC 23 Will save to resist the possession.. This is also blocked by pro evil or similiar ability. If you have save bonuses vs necromancy spells those would work as well..

After all that clears up it will be the party's turn followed by Canaan after everyone has gone..

A reminder about negative levels: –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses.

Would also like to note that this is an unmodified encounter. Alot of the stuff yall will encounter in the final pyramid is tough. I suggest you all take nothing lightly..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

will save: 1d20 + 12 ⇒ (2) + 12 = 14

if this is a non mythic source
will save: 1d20 + 12 ⇒ (6) + 12 = 18 moot

this is bad


Inner Sanctum

Indeed it is.. Only Hadjii goes before Hemket, so I will wait till his actions resolve before requiring you to fire at allies.. I will allow Hadjii a perception check vs DC 20 with a -10 to his roll for being distracted to notice the Phantasm merge with Hemket.. If he succeeds on the check he can make a Know Arcana check or Spellcraft check to identify the ability and ways to possibly fix Hemket..

Also a reminder about Sickened for 4 rounds if you make the Wail of the Banshee save: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

you may have forgotten that Hadjii is invisible for 14 minutes...and the mask provides non-detection -- so See Invis and that sort of thing no worky...

the banshee's attack on Hadjii may well have gone to Findlay -- in which case, I refer you to Findlay's "wasted attack" post above, and Findlay is now 15' behind Hemket (via Mirror Dodge)...

Aramantha did indeed cast Heroes Feast, in <this post>, before we came here.

Hadjii's Perception check: 1d20 + 28 - 10 ⇒ (6) + 28 - 10 = 24

Hadjii's Spellcraft check: 1d20 + 19 ⇒ (8) + 19 = 27

*if* that is sufficient to figure out what happened, Hadjii's voice comes out of the air near the banshee -- announcing:

"Hemket may have been possessed!"

(druids don't get Protection from Evil!)

and Hadjii is likely to cast a spell -- but it might depend on whether he got drained or not, so I'll post his action when I learn whether Invis w/non-detection works or not...


Inner Sanctum

Banshee's have blightsight 60', which will bypass the combo.. I rolled 1d2 because Findlay had yet to anything significant to the Banshee. Canaan damaged it and you broke it's statue hand off and now possess it's crown..

However the Handmaiden does not have an ability to find you so she goes after Findlay, which can then do his poof magic..

So Hadjii takes 50 neg energy damage and needs the DC 23 will save vs fear effect, then he can act..

Hadjii knows the possession is very similar to a magic jar spell. Now that Hemket is possessed Pro Evil will give him another save and dispel evil, or limited wish can break him out. Since you have none of those abilities it might be best to try and contain Hemket before he starts murdering all of you..

I also constantly forget you are a huge air elemental.. Your stats dont reflect that do they?


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

page turn

Religion: 1d20 + 19 ⇒ (1) + 19 = 20...If I have to roll a one i prefer it on this

1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities
3. Special attacks
4. Special defenses
5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity on me even though I beat their initiative.

Will vs. Wail: 1d20 + 24 ⇒ (17) + 24 = 41
Will: 1d20 + 24 ⇒ (6) + 24 = 30

Ama will cast Pro Evil Communal Starting with Hemket.

Ama was also invisible so no handmaiden attack?

Also will this change the negative energy damage]

Alter Channel:
Alter Channel (Su): If you're in the area of an opponent's channel energy ability and the energy type is the opposite of yours, as an immediate action you can expend one use of mythic power to transform the opponent's channeled energy to the opposite type. You can cause the altered energy to either affect the opposite kind of targets (undead or living), or change whether it heals or harms, but not both. Channeled energy that has been changed in this way heals or deals half the normal amount of damage. For example, if an evil cleric attempts to channel negative energy to heal undead, you can expend one use of mythic power to convert that to channeled positive energy that either heals the living or harms undead. You must have the channel energy ability to select this ability.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii's Will save: 1d20 + 24 + 4 - 2 ⇒ (19) + 24 + 4 - 2 = 45

Hadjii's cast defensively check: 1d20 + 25 - 2 ⇒ (3) + 25 - 2 = 26

Hadjii successfully casts his prepared HEAL spell on Canaan -- using Faith's Reach so he doesn't have to move -- restoring 140 hit points to the fighter...

He'll also use the 2nd charge for the day from his Rod o' Quicken Spell, and his swift action, to cast his prepared <Fickle Winds> spell, protecting all party members from arrows (except himself -- he is more than 30' from Findlay).

finally, fly a "5-foot step" straight up, so now he's 10' up.

(selecting actions that won't drop Invisibility)

I don't usually bother changing Hadjii's stats for Elemental Form, since it doesn't effect spellcasting -- and he avoids going into battle!


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

when it finally gets down to Findlay's turn, he will burn a Mythic Point to cast <Control Undead> on the two ghosty-things in the north half of the room -- the caster level is 16, so 32 hit dice worth of control -- throwing in a point from his Arcane Reservoir to bump the Will save DC to 28:

Findlay's caster level check to defeat SR: 1d20 + 16 - 2 ⇒ (20) + 16 - 2 = 34

Findlay's caster level check to defeat SR: 1d20 + 16 - 2 ⇒ (20) + 16 - 2 = 34

if he gains control of one or both, he will direct them to attack the banshee...


Inner Sanctum

Hadjii, Heal spell for you is caster level 7, so it's a DC 29 concentration check to cast it defensively.. You could however burn a mythic point to get you there..

1d8 ⇒ 8 assuming you would you pass.. Make sure and mark off a point..

Ok after reading up on Magic Jar/Possession I don't think the thing has access to all of Hemket's feats, and uses it's BAB.. This reduces your lethality by quite a bit. I had no xp with Magic Jar and apprently this is how it works..

The possessed Hemket activates his boots of speed and opens fire on Findlay.. Tick a round off your boots for the day Hemket.

Attacks: 3d20 ⇒ (2, 4, 1) = 7 but all attacks miss due to spell.. Hemket frowns..

Dam invisible people and my memory.. No the Handmaiden would not have attacked you Amarantha..

It flanks with the Banshee on Canaan instead..

Attack: 1d20 ⇒ 12 hit
Dam: 1d6 + 2 ⇒ (1) + 2 = 3 Plus another level drain Canaan for a total of 2 now..

He was at 16 after the wail, lost 10 from the first hit and drian going to 6. So he's at -2 and falls.. Hadjii's Heal spell puts him to 138 with current max hp possible of 146.. He is prone however..

Amarantha casts Pro Evil on Hemket allowing him another save to break out of the possession, with the -2 from sickened.. The only other person she can reach with her movement is Findlay, so he gets pro evil along with herself.

Findlay tries to control two on the handmaidens..

Will: 2d20 ⇒ (7, 5) = 12 both fail and become his slaves, attacking their former master..

Attack: 2d20 ⇒ (2, 20) = 22
Confirm: 1d20 ⇒ 20 one miss, one crits her..
Dam: 2d6 + 4 ⇒ (2, 6) + 4 = 12

B -31
H1 -0(+5) controlled
H2 -0
H3 -0(+5) controlled
H4 -0 possessing Hemket

"Round 2"

Canaan is up, but is currently prone..


Inner Sanctum

Oh btw Hadjii.. The Banshee follows you 5' up when you move.. She has the step up feet lol.. Gonna have to adjust your squares after this fight since you are huge too btw..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will indeed burn a Mythic Point to succeed on his cast defensively check -- and he'll take that roll! thanks, Pox!


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

Canaan will use a mythic point to activate +10 dodge from mythic dodge making his touch AC 28 while he stands up.

He'll then swing at the same target.

power attack, undead bane adamantine scimitar (effectively +5), 2 negative levels
to hit: 1d20 + 32 - 2 ⇒ (20) + 32 - 2 = 50 damage: 1d6 + 32 + 2d6 ⇒ (4) + 32 + (6, 5) = 47
need ghost touch so that crit wouldn't have been wasted


Inner Sanctum

Unfortunately the Banshee is 10' up now.. You can hit the one enemy on the ground though..

Hemket can also make another save to get out


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

will save: 1d20 + 12 ⇒ (10) + 12 = 22 mythic point add 1d8 ⇒ 5 pass


Inner Sanctum

Actually looking at the map Canaan there is no baddie within reach of you so you don't provoke by standing.. With the difficult terrain though you can't attack anything either.

Hemket ejects the phantasm out of his body. It is now adjacent to him..

Baddies turn:

The Banshee seems content in eliminating Hadjii..

Touch: 1d20 ⇒ 10 hit
Neg Energy Dam: 14d6 ⇒ (1, 5, 3, 6, 1, 3, 4, 4, 6, 4, 6, 4, 6, 4) = 57 plus DC 23 will or cower in fear for Rounds: 1d3 ⇒ 2

The one handmaiden engauges Canaan, the other Hemket..

On Canaan: 1d20 ⇒ 14 hit, even if you used the point to bump your touch AC..
Dam: 1d6 + 2 ⇒ (2) + 2 = 4 plus another level drain, 3 now.
On Hemket: 1d20 ⇒ 1 whiff..

Pc's are up except Can.. He can go after them..

B -44
H1 -0(+5) controlled
H2 -0 on Canaan
H3 -0(+5) controlled
H4 -0 on Hemket


Inner Sanctum

The two controlled Handmaidens follow the Banshee and attack it..

2d20 ⇒ (11, 9) = 20 both hit
Dam: 2d6 + 4 ⇒ (4, 5) + 4 = 13


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii's Will save: 1d20 + 24 - 2 ⇒ (7) + 24 - 2 = 29 (no cowering yet...)

Hadjii uses his wand of Cure Moderate Wounds to heal himself up a bit:

Cure Moderate Wounds: 2d8 + 3 ⇒ (5, 7) + 3 = 15

Hadjii also flies up another 5', and waves the crown in the banshee's face as it Steps Up:

"Neener, neener, ne-e-ener -- I have your crow-ownn!"


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Ama casts Ghostbane Dirge: Mass(Will 25)

SR: 1d20 + 14 ⇒ (13) + 14 = 27
SR Eldritch Breach: 1d20 + 14 ⇒ (13) + 14 = 27

Followed by Quickened Channel: 7d6 ⇒ (5, 5, 6, 6, 3, 1, 1) = 27 activating Beacon of Hope and using Hand of Mercy removes the sickened condition from all

Hand of Mercy:
Hand of Mercy (Su): If you have the channel energy ability, you can touch a creature and expend one use of channel energy to remove a condition afflicting that creature. Each time you use this ability, you can choose one of the following conditions: dazed, fatigued, shaken, sickened, or staggered. At 6th tier, you can also choose from among the cursed, exhausted, frightened, and nauseated conditions. At 9th tier, you can also choose from among the blinded, deafened, paralyzed, and stunned conditions.


Inner Sanctum

She follows with a furious look on her face..

Banshee Will: 1d20 ⇒ 19
Hands: 4d20 ⇒ (16, 13, 7, 20) = 56

Only one of the Handmaidens seem affected, although it is the one fighting Canaan..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Hemket will engage the Banshee being a bit riled after being a puppet.

rapid for 2 extra, deadly aim, manyshot, clsutered shot, effectively good aligned, sickened
to hit: 1d20 + 29 - 2 ⇒ (6) + 29 - 2 = 33 damage: 2d8 + 48 ⇒ (6, 7) + 48 = 61
to hit: 1d20 + 29 - 2 ⇒ (5) + 29 - 2 = 32 damage: 2d8 + 48 ⇒ (3, 5) + 48 = 56
to hit: 1d20 + 29 - 2 ⇒ (17) + 29 - 2 = 44 damage: 1d8 + 24 ⇒ (3) + 24 = 27
to hit: 1d20 + 29 - 2 ⇒ (20) + 29 - 2 = 47 damage: 1d8 + 24 ⇒ (7) + 24 = 31
to hit: 1d20 + 29 - 2 ⇒ (3) + 29 - 2 = 30 damage: 1d8 + 24 ⇒ (3) + 24 = 27
to hit: 1d20 + 29 - 2 ⇒ (7) + 29 - 2 = 34 damage: 1d8 + 24 ⇒ (8) + 24 = 32


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

I'm amused by the idea that a banshee is the embodiment of pure anger: can a banshee get even angrier than maximum possible anger?

I'm hoping Hadjii's neenering makes it so mad it can't even see straight (rolls a nat '1' on it's next attack) or goes super-effective (rolls a nat '20') -- and whether it either a) makes a buffoon of itself, or b) sees its crit get negated by Hadjii's Legendary Fortification, it gets even angrier than already 'more angry than maximum possible anger' (from the neener)!!


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

as the round comes to a close, Findlay will go back to basics -- using a 4th-level spell slot to cast his prepared Selective <Fireball>, detonating 10' in front of Hemket -- carefully excluding all his friends (including the two ghost-thingies he is controlling!), using Hadjii's voice (as he calls out "neener-neener-neener) as a guide to exclude Hadjii -- and using an Arcane Reservoir point to bump the save DC by 2:

Findlay's caster-level check to defeat SR of Banshee: 1d20 + 14 + 4 ⇒ (19) + 14 + 4 = 37
Findlay's Eldritch Breach check to defeat SR of Banshee: 1d20 + 14 + 4 ⇒ (19) + 14 + 4 = 37

Findlay's caster-level check to defeat SR of H2: 1d20 + 14 + 4 ⇒ (9) + 14 + 4 = 27
Findlay's Eldritch Breach check to defeat SR of H2: 1d20 + 14 + 4 ⇒ (20) + 14 + 4 = 38

Findlay's caster-level check to defeat SR of H4: 1d20 + 14 + 4 ⇒ (19) + 14 + 4 = 37
Findlay's Eldritch Breach check to defeat SR of H4: 1d20 + 14 + 4 ⇒ (2) + 14 + 4 = 20
.

selective Fireball damage: 10d6 ⇒ (3, 1, 3, 4, 5, 5, 4, 1, 6, 1) = 33 {Reflex save DC = 26}


Inner Sanctum

You are not sick anymore after Amarantha's channel..

Hemket brings the pain and the massively angry face turns to one of worry as a good chuck of her unlife is taken away..

Reflexes: 3d20 ⇒ (15, 6, 11) = 32 save, fail, fail..
Even though they fail they only take 1/2 damage being incoporeal.. The Banshee saves and takes none after her apparent resistances kick in..

B -161
H1 -0(+5) controlled
H2 -0(+5) on Canaan
H3 -0(+5) controlled
H4 -0 on Hemket

New Round

Canaan is up..


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

Something did just attack him, so he will strike back at that one (map seems to show things adjacent).

power attack, undead bane adamantine scimitar (effectively +5), 2 negative levels
to hit: 1d20 + 32 - 3 ⇒ (17) + 32 - 3 = 46 damage: 1d6 + 32 + 2d6 ⇒ (4) + 32 + (2, 4) = 42
to hit: 1d20 + 27 - 3 ⇒ (11) + 27 - 3 = 35 damage: 1d6 + 32 + 2d6 ⇒ (4) + 32 + (6, 1) = 43
to hit: 1d20 + 22 - 3 ⇒ (2) + 22 - 3 = 21 damage: 1d6 + 32 + 2d6 ⇒ (2) + 32 + (6, 1) = 41

And more wasted crits, <sigh>


Inner Sanctum

What attacked you is now being controled by Findlay. The one you are fighting now just moved to hit you after you stood up..

Not be guarded by it's incorporealness anymore Can does massive damage to the one fighting him.. It shrieks in pain..

Feel free to confirm that crit..


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

improved critical (mythic) so x3 criticals
confirm: 1d20 + 32 - 3 ⇒ (11) + 32 - 3 = 40 damage: 2d6 + 64 ⇒ (5, 3) + 64 = 72 Sorry, missed that ghostbane dirge


Inner Sanctum

In a swift pair of cuts, one handmaiden is slice in twain..

The other attacks Hemket again..

Attack: 1d20 ⇒ 1 but is having a real hard time adjusting back to it's normal body..

The banshee again attacks Hadjii..

Attack: 1d20 ⇒ 18 hits
Dam: 14d6 ⇒ (2, 2, 1, 3, 1, 6, 6, 2, 4, 5, 1, 3, 6, 5) = 47 plus another dc 23 will save..

Pc's are all up again..


Inner Sanctum

The two conrolled ones attack again..

2d20 ⇒ (4, 10) = 14 one misses
Dam: 1d6 + 2 ⇒ (3) + 2 = 5

B -166
H1 -0(+5) controlled
H3 -0(+5) controlled
H4 -0 on Hemket


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Hemket will continue with the Banshee hoping that ending the boss will end the fight

apid for 2 extra, deadly aim, manyshot, clsutered shot, effectively good aligned, haste
to hit: 1d20 + 29 ⇒ (7) + 29 = 36 damage: 2d8 + 48 ⇒ (6, 5) + 48 = 59
to hit: 1d20 + 29 ⇒ (2) + 29 = 31 damage: 2d8 + 48 ⇒ (5, 1) + 48 = 54
to hit: 1d20 + 29 ⇒ (6) + 29 = 35 damage: 1d8 + 24 ⇒ (1) + 24 = 25
to hit: 1d20 + 29 ⇒ (13) + 29 = 42 damage: 1d8 + 24 ⇒ (4) + 24 = 28
to hit: 1d20 + 29 ⇒ (13) + 29 = 42 damage: 1d8 + 24 ⇒ (7) + 24 = 31
to hit: 1d20 + 29 ⇒ (14) + 29 = 43 damage: 1d8 + 24 ⇒ (3) + 24 = 27


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

Unsure on the elevation on the ones 'near' Canaan.

If there is one in reach, he will engage it.

if there is not, he will move over and attack the one on Hemket
to hit: 1d20 + 32 ⇒ (9) + 32 = 41 damage: 1d6 + 32 + 2d6 ⇒ (3) + 32 + (5, 1) = 41
to hit: 1d20 + 27 ⇒ (3) + 27 = 30 damage: 1d6 + 32 + 2d6 ⇒ (4) + 32 + (2, 3) = 41
to hit: 1d20 + 22 ⇒ (10) + 22 = 32 damage: 1d6 + 32 + 2d6 ⇒ (4) + 32 + (6, 1) = 43


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

Sorry, I shoud have updated my status line, Hadjii already healed me for 140. Now I'm only down due to level drain.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii's Will save: 1d20 + 24 ⇒ (15) + 24 = 39 (still not cowering)

Hadjii will snicker teasingly at the pathetic banshee:
"You should really just learn to chill when people take your stuff...you're attacking the wrong person! I'm not killing you at all!"

and, hoping to make the hyper-angry fiend explode from apoplexy, he'll remark snidely and loudly:
"Hay, gang! I think this loser is going to explode from apoplexy!"

then he'll fly another 5'-step up -- leading the shrill creepy a little farther away from it's actual killer -- and apply another charge from his wand o' Cure Moderate Wounds:
Cure Moderate Wounds: 2d8 + 3 ⇒ (4, 7) + 3 = 14

.

(it is true, Aramantha -- Hadjii fixed Canaan first thing; Hadjii could use a Cure Serious Wounds...if only you could see him! Nondetection makes that impossible though...)


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

the following only applies if the banshee is still around when Findlay's turn finally comes around, near the end of the round...

Findlay will try a Magic Missile on the banshee:

Findlay's caster-level check to defeat banshee's SR: 1d20 + 14 + 4 ⇒ (7) + 14 + 4 = 25
Findlay's Eldritch Breach check to defeat banshee's SR: 1d20 + 14 + 4 ⇒ (1) + 14 + 4 = 19

on the remote chance banshee's SR is 25 or less:
Magic Missile damage: 5d4 + 5 ⇒ (4, 2, 2, 3, 1) + 5 = 17

________________
on the off chance Magic Missile actually effected banshee, Findlay will use a 5th-level spell slot to cast his prepared QUICKENED Magic Missile on the banshee:

Findlay's caster-level check to defeat banshee's SR: 1d20 + 14 + 4 ⇒ (11) + 14 + 4 = 29
Findlay's Eldritch Breach check to defeat banshee's SR: 1d20 + 14 + 4 ⇒ (10) + 14 + 4 = 28

Magic Missile damage: 5d4 + 5 ⇒ (2, 3, 4, 4, 2) + 5 = 20


Inner Sanctum

The first two arrows slam into the pissed off ex-lady causing her body to disperse.. She looks at Hadjii one last time, flipping him the bird..

"I'll get you next time Gaadddggeett..."

She then explodes in a pile of goo all over Hadjii..

Should have made it clearer but the two red outlined ones are being controlled atm.. They are also 15' in the air.

Hemket your other attacks go at the one on you I presume..

Can moves over and attacks the one on Hemket, dealing a serious blow..

I assume the undead are directed to attack the last one..

Attacks: 2d20 ⇒ (17, 20) = 37
confirm: 1d20 ⇒ 6
Dam: 3d6 + 6 ⇒ (6, 2, 1) + 6 = 15

Finlay hits it with missiles as well.. It's up after the first set of missiles, use the quickened one?

H1 -0(+5) controlled
H3 -0(+5) controlled
H4 -109 on Hemket

Amarantha is up..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

Findlay will indeed direct his new ghostly pals to attack the last foe -- as you have done, Pox (Findlay beams with misguided pride when one crits) -- and he'll use his Quickened Magic Missile on it as well...

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