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 will cast Detect Magic before re-entering the room, then he'll put on his best smile and give a friendly wave -- while scanning about to see if there are magic items among the neatly stacked treasures...


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Well done Marius!

The arcanist is relieved the price wasn't so high as the Natron Fang costs, and seizes the opportunity to trade freely! "Humm, hello lady Shardizhad, I'm Calla, a merchant and scholar from the city. We are in process of finding an undead threat to the city, and thus would like to see if you have information on what exactly is happening in the dead city. Can you help us with that?"

Calla will also check what items the dragon has but does't need, so they can trade the other half of the jewerly (aside from the listed there's also A pair of gold and onyx earrings with matching necklace - 350gp), trying to get some profit out of the situation, since they only lost money on keeping it peaceful.
Go Merchant Skills!: 1d20 + 5 ⇒ (19) + 5 = 24


Inner Sanctum

Hadjii you see a good deal of magic items in the area.. There is also stacks of coins, along with gems and jewelry neatly stashed about. Do yall wish a list of art/jewerly stuffs or just the magic?

"A pleasure to meet you Calla. If you must know last time i ventured out of my lair all was quite in the Necropolis. Perhaps it is time to seek my residence elsewhere if the city has be taken by undead. I don't normally dally in the affairs of mortals, it's how we dragon get to be as old as we are.."


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla is only interested in the magic items, since the jewelry and shinies are what the dragon take as worthy, thus she could not profit from that.

"There was some sort of necromantic pulse around the dead city, and we need that quartz to fix a compass that will guide us to the place where it came from, thus finding out what's wrong here."


Inner Sanctum

"I see.. Well then I've aided a worthy cause! Good deed done for the day!" She seems rather happy to have helped in a non-direct way..

She presents you with a list of what items she has that are magical..

List:

+1 Defiant(aberation) Fullplate
+1 Half-Plate
+1 Halberd
+1 Keen Longsword
Ring of Counterspells
Ring of Swimming
Periapt of Health
Acrobat Slippers
Cloak of Fangs
Shield Cloak
Dusty Rose Ioun Stone
Incandescent Blue Sphere Ioun Stone
Bead of Force
Elixur of Truth
Oil of Bless Weapon
Potion of Eagle's Splendor
Potion of Heroism
Scroll of Fly
Wand of Hold Portal(22 charges)

Prices are from the book with a 10% discount if you pay in shinies!


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

whispering to Calla:

"I think those potions, plus the oil and the scroll, are well withing our price range -- we should get all of those things!"


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Logos looks at the available items, and rubs behind his ear. "Given how many undead we keep running into, a wand to lock doors while we run away, or just to hold off half a hoard while we deal with the other half, might be useful..." He offers.


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

"Your call Hadjii. I don't like using those kind of stuff, and I already have a lot of things on my belt, look!" She opens her outer coat, showing you that there are several scrolls and potions hanging from her belt. "But if you want to buy so our group can use, please go ahead."

"That wand might indeed be useful. Are we getting it?" 297 gp on my counts.


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 can spare 100gp for the Oil of Bless weapon -- that's about it on his dime.

He votes in favor of procuring the wand as a party item.


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)

"I see nothing which tempts me. If you think the wand a good idea, then go ahead. "


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius whispers to Hadjii.

"Maybe you should get that Periapt of Health for Sheeba for protection against mummies rot."


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

"That's not hard to make, although I haven't had the time to do any crafting as of late. So let's take the wand!"


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

"Indeed -- I wish I could afford it! Perhaps we will find more shinies, and hopefully the dragon will still be willing to trade then..."


Inner Sanctum

Again sorry for the wait but im really bust this weekend..


Inner Sanctum

Ok so gimme a quick recount of what is bought and how its paid for.. If you use gems/jewelry its at a 10% discount..


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 believe only two items: Oil of Bless Weapon, and wand of Hold Portal. On the loot sheet, line 23 is an entry that says 'jewelry', and it appears to have not been sold off yet: I imagine that includes some shinies. The two purchases can come from that, and that'll be Hadjii's share of that part of the treasure.

that would be 90gp for the oil, 267 gp for the wand -- for a total of 357gp spent.


Inner Sanctum

The dragon deals with you fairly and bids you farewell.. She invites you back for future trade if you wish..

Ill move it forward in the morn..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Let's put that as a group expense Hadjii. Unless someone disagrees, which is unlikely.

Calla wants nothing else, but she tells that if he wants he may retrieve his precious Cooper-wired quartz from the same place he found it in, in a couple of days, but she asks that in that case he leaves something worth of it in the same place. As that Ring of Counterspells, for instance.


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

the group expense idea makes sense: Hadjii has no intention of applying the oil of Bless Weapon to his own weapon -- he would apply to another's weapon, like he did previously...

Hadjii is very pleased with the dragon's behavior, and promises to keep her hideaway a secret.

For the time being, Sheeba will remain in figurine form.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Logos sees everyone else finishing up, and rises, cracking his back, then his elbows, then his knuckles. He does a few deep bends, flexes his knees and does a few spinning kicks and shadow punches before picking up his backpack. Stifling a yawn, he puts one hand against the side of his head, and pushes sharply, sending cracks from his neck. Moving his neck much less stiffly now, he grins. "Ok, we ready to go after whatever this thing is you're after? Sooner you get it, sooner your boss gives me my payment."


Inner Sanctum

Item in hand the group returns to the surface and Calla gets to fixing it.. Having prior knowledge it only takes her hours: 1d2 ⇒ 2 to fix it this time..

2d100 ⇒ (57, 2) = 59
1d110 ⇒ 47

During the first hour yall see a quartet of Esobok Physcopmops move past the building your in.. It obvious they smell you, but not being undead they dont care for a bite..

After the compass is up and running it shoots a line out across the Necropolis.. It interesects the other line east of yalls location.

Next move?


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)

Next closest part then- assuming it hasn't been visited already, or the one after that.


Inner Sanctum

The closest place is the unnamed X east of yalls position.. As you approach the area..

Market stalls and small shops in various states of decay rise from the worn cobbles of this plaza. Rubble and bits of gnawed bone lie heaped in corners.

You all also notice 5 undead trying their best to beat down the door to the place yall are headed..

Sheeba: 1d20 + 2 ⇒ (13) + 2 = 15
Logos: 1d20 + 2 ⇒ (14) + 2 = 16
Calla: 1d20 + 2 ⇒ (4) + 2 = 6
Hadjii: 1d20 + 2 ⇒ (11) + 2 = 13
Hemket: 1d20 + 7 ⇒ (17) + 7 = 24
Marius: 1d20 + 10 ⇒ (2) + 10 = 12
1d20 + 4 ⇒ (4) + 4 = 8

Init:
Everyone but Calla
Monsters
Calla

Knowledge Religion on em..

PC's GO!


Inner Sanctum

Random Map is updated btw.. Bottom left..


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 step forward 5' and unleash on the westernmost undead.

deadly aim, rapid shot for 2 (at no penalty)
to hit: 1d20 + 11 ⇒ (4) + 11 = 15 miss
to hit: 1d20 + 11 ⇒ (18) + 11 = 29 damage: 1d8 + 8 + 2d6 ⇒ (4) + 8 + (5, 6) = 23
to hit: 1d20 + 6 ⇒ (3) + 6 = 9 miss

since a sneak attack landed, that target is now studied.


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Kn(Religion): 1d20 ⇒ 13 Untrained, 10

Logos moves forward, and casts enlarge person on himself.

He then engages Rage Mode.

+2 to Hit, -2 Dex, -4 AC, +10 Reach, Claws : 3d6+15, Duration 4 minutes


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

K.Religion: 1d20 + 15 ⇒ (19) + 15 = 34

"Careful now! Those are (paste entry on SRD here)!"
Call misses too much time mentioning their traits that she forgets to act before the monsters.

What exactly is in the middle of the walkway, please?


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius casts bulls strength on Logos to make him even stronger.


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 places Sheeba's figurine on the ground before him, touches it, and utters the command word to restore her -- in essence summoning the great beast; then he points to the undead:

"Sic 'em, Sheeba! Nixon!"

Sheeba races over and chomps one:

Sheeba's bite attack: 1d20 + 10 ⇒ (14) + 10 = 24
if AC 24 hits, then 2d6 + 9 ⇒ (2, 5) + 9 = 16 points of damage
...*and* Sheeba'S TRIP attempt: 1d20 + 12 ⇒ (3) + 12 = 15 vs CMD...


Inner Sanctum

These be Ghasts! An advanced form of a ghoul.. 3 attacks + paralysis + disease on the bite and have a 15' stench aura, DC 15 to negate sickness..

Those are vendor carts/stalls.. Can be used for partial cover if you wish..

Mega Logos does his thing and moves up.. The pooch strides forwards and takes a massive bit out of one of them and trips it.. But not before 2 arrows strike it in the chest.. The bite kills it outright..

Sheeba needs a DC 15 fort or become sickened..

The 4 remaining Ghasts all attack the closest living thing, which is unfort Sheeba.. 1 gets a full attack, the rest bite..

3d20 ⇒ (9, 20, 7) = 36
3d20 ⇒ (14, 15, 9) = 38
1d20 ⇒ 20 confirmed..

All miss save one and it gets a good claw in..

dam: 2d6 + 6 ⇒ (5, 2) + 6 = 13 +fort DC 15 or paralysis for 1d4 + 1 ⇒ (1) + 1 = 2 rounds..

Calla is up!


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

With Bandit's death all over her mind, Calla attempts to eliminate one of the creatures from the battle!
"I hereby command you! Back away and wait!"
Using Command Undead on the southeastern one. DC 18 Will (if intelligent) or consider us as allies, as the spell.

Bad rolls... Now you can put me on the first group with everyone else, I believe. It doesn't make a difference if I'm acting for round 2 or round 1, does it?


Inner Sanctum

1d20 ⇒ 13 It unfort shrugs off the spell..

So you wanna pass your turn for round 1 and make that your round 2 action at the top?

Regardless the rest of the PC's are up!


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Will: 1d20 + 5 ⇒ (17) + 5 = 22

I keep forgetting I have 70 ft of movement. Oh well, didn't wnat to get too close last round, not while casting

Logos shakes off the stench as if it was nothing, and moves with astonishing rapidity, nearly teleporting across the field and behind the ghasts, moving into a flanking position with Sheeba.

+3 to Hit (Str Boost), -2 Dex (Size), -4 AC (Size + Rage), +10 Reach, Claws : 3d6+16, Duration 3 minutes 54 seconds, +2 to Hit (Flanking), +1d6 Damage (Sneak attack)

PA Attack: 1d20 + 12 + 3 + 2 ⇒ (1) + 12 + 3 + 2 = 18 Swing and a miss!
Damage: 3d6 + 16 + 1d6 ⇒ (3, 3, 1) + 16 + (4) = 27


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 advance another 5' and shoot at the northernmost one (to start).

deadly aim, rapid shot (3 at -2)
to hit: 1d20 + 11 ⇒ (12) + 11 = 23 damage: 1d8 + 8 ⇒ (4) + 8 = 12
to hit: 1d20 + 11 ⇒ (3) + 11 = 14 damage: 1d8 + 8 ⇒ (3) + 8 = 11
to hit: 1d20 + 11 ⇒ (19) + 11 = 30 damage: 1d8 + 8 ⇒ (6) + 8 = 14
to hit: 1d20 + 6 ⇒ (5) + 6 = 11 damage: 1d8 + 8 ⇒ (4) + 8 = 12 miss

If it drops, shift to the next one down


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3
GM Pox wrote:
So you wanna pass your turn for round 1 and make that your round 2 action at the top?

Mechanically that's what it is, yes. Makes it easier for us to act (since no one needs to wait for me).


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3
Logos The Mad wrote:
I keep forgetting I have 70 ft of movement. Oh well, didn't wnat to get too close last round, not while casting

I usually forget that too, but Enlarge Person is a full-round spell ^_^


Inner Sanctum

The stench is a Fort save sorry.. You make it regardless..

Hemket hits twice, but the Ghast stands..


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1
Calla Voni wrote:
Logos The Mad wrote:
I keep forgetting I have 70 ft of movement. Oh well, didn't wnat to get too close last round, not while casting
I usually forget that too, but Enlarge Person is a full-round spell ^_^

Well, there we go then, I only moved 20 the first round for stratego.


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

SHEEBA'S Fortitude save vs sickened: 1d20 + 10 ⇒ (5) + 10 = 15
SHEEBA'S Fortitude save vs paralysis: 1d20 + 10 ⇒ (18) + 10 = 28

Hadjii takes half / Sheeba takes half of the 13 points of damage; Hadjii uses one of the 3 remaingin charges from his wand o' CLW;

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Sheeba chomps the one that she has flanking on (in the middle):

Sheeba's bite attack: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30, for 2d6 + 9 ⇒ (3, 3) + 9 = 15 points of damage
...*and* Sheeba'S TRIP attempt: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 vs CMD...

EDIT: Sheeba moved beyond 40' from Hadjii, breaking the Shield Companion spell, so she takes all the damage. Instead of using wand, Hadjii spontaneously swaps Stone Call for Summon Nature's Ally II, and gets 1d3 + 1 ⇒ (2) + 1 = 3 augmented jackals. They all race in for a bite:

augmented jackal #1's (LF) Fortitude save: 1d20 + 6 ⇒ (8) + 6 = 14 ...promptly gets sick for 1d4 + 1 ⇒ (1) + 1 = 2 rounds

augmented jackal #2's (RF) Fortitude save: 1d20 + 6 ⇒ (16) + 6 = 22
augmented jackal's bite attack: 1d20 + 4 ⇒ (1) + 4 = 5

augmented jackal #3's (UDLF) Fortitude save: 1d20 + 6 ⇒ (6) + 6 = 12 ...promptly gets sick for 1d4 + 1 ⇒ (1) + 1 = 2 rounds

the jackals have AC 13, and 13 hit points...


Inner Sanctum

Sheeba bites the Ghast and trips it..

Hadjii's pack hounds finish off the one Hemket shot..

Marius is up!

FYI Hadjii, the stench just makes them sickened, not nauseated.. They can still attack but at a -2 hit/dam.


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

oh.

Well then, two attacks from the ones that missed their saves, on prone target:

LF augmented jackal's bite attack: 1d20 + 4 + 4 - 2 ⇒ (8) + 4 + 4 - 2 = 14
in the unlikely case AC 14 hits, then 1d4 + 4 - 2 ⇒ (1) + 4 - 2 = 3 points of damage

UDLF augmented jackal's bite attack: 1d20 + 4 + 4 - 2 ⇒ (15) + 4 + 4 - 2 = 21
if AC 21 hits, then 1d4 + 4 - 2 ⇒ (1) + 4 - 2 = 3 points of damage


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius will cast magic missile at the ghast sheeba tripped.

damage: 2d4 + 2 ⇒ (2, 2) + 2 = 6


Inner Sanctum

The Ghast takes it all and somehow barely survives..

They all attack again..

2 on the pooch..

6d20 ⇒ (13, 6, 12, 17, 4, 2) = 54 1 hit..
3d20 ⇒ (14, 10, 8) = 32 all 3 hit..

Pooch Dam: 1d6 + 3 ⇒ (3) + 3 = 6 + fort dc 15 vs paralsis and fort dc 15 vs disease
Logos Dam: 3d6 + 9 ⇒ (6, 2, 1) + 9 = 18 + 3 fort dc 15 vs paralysis and +1 fort dc 15 vs disease

Paralysis is 1d4+1 rounds, doesn't stack so take the higher if you fail multiple

Pc's are up!


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)

Targeting the northernmost Ghast.

deadly aim, rapid shot for 3 at -2

to hit: 1d20 + 11 ⇒ (13) + 11 = 24 damage: 1d8 + 8 ⇒ (8) + 8 = 16
to hit: 1d20 + 11 ⇒ (5) + 11 = 16 damage: 1d8 + 8 ⇒ (1) + 8 = 9
to hit: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 1d8 + 8 ⇒ (4) + 8 = 12
to hit: 1d20 + 6 ⇒ (14) + 6 = 20 damage: 1d8 + 8 ⇒ (5) + 8 = 13

He will shift to the other target on the pooch if one drops.


Inner Sanctum

The first shot kills it.. The other 3 arrows take down another..


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

SHEEBA'S Fortitude save vs paralysis: 1d20 + 10 ⇒ (13) + 10 = 23
SHEEBA'S Fortitude save vs disease: 1d20 + 10 ⇒ (1) + 10 = 11

Hadjii will move up a bit, and cast his prepared CLW on Sheeba from 30' away (using Faith's Reach):

1d8 + 5 ⇒ (8) + 5 = 13

Sheeba will continue her attack:

Sheeba's bite attack: 1d20 + 10 ⇒ (15) + 10 = 25
for 2d6 + 9 ⇒ (3, 2) + 9 = 14 points of damage
...*and* Sheeba'S TRIP attempt: 1d20 + 12 ⇒ (1) + 12 = 13 vs CMD...

and 3 jackals will keep up their assault on the closest one to them:

augmented jackal's bite attack: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8 ...

augmented jackal's bite attack: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
if AC xx hits, then 1d4 + 4 - 2 ⇒ (4) + 4 - 2 = 6 points of damage

augmented jackal's bite attack: 1d20 + 4 ⇒ (13) + 4 = 17
if AC xx hits, then 1d4 + 4 ⇒ (4) + 4 = 8 points of damage


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 guess I oughta try and confirm that crit...

crit confirm check: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
if AC 19 confirms, then an additional 1d4 + 4 - 2 ⇒ (1) + 4 - 2 = 3 points of damage

good doggie!

I'm working swingshifts (2pm-10:30pm MDT) all this week, so my afternoon/evening posts are hurried affiars when I'm on a break...


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

With only one monster remaining, Calla takes a look around, checking if they have any other threats.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius will try and cast a scorching ray at the ghast still standing.

Attack versus touch ac: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
Damage: 4d6 ⇒ (1, 5, 6, 6) = 18


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Fort: 1d20 + 10 ⇒ (16) + 10 = 26
Fort: 1d20 + 10 ⇒ (6) + 10 = 16
Fort: 1d20 + 10 + 1d6 ⇒ (3) + 10 + (2) = 15 Surge
Fort: 1d20 + 10 ⇒ (13) + 10 = 23

+3 to Hit (Str Boost), -2 Dex (Size), -4 AC (Size + Rage), +10 Reach, Claws : 3d6+16, Duration 3 minutes 48 seconds, +2 to Hit (Flanking), +1d6 Damage (Sneak attack), +2 Con

Adjust 5 ft.

PA Attack: 1d20 + 12 + 3 ⇒ (7) + 12 + 3 = 22
Damage: 3d6 + 16 ⇒ (1, 1, 2) + 16 = 20
PA Attack: 1d20 + 12 + 3 ⇒ (18) + 12 + 3 = 33
Damage: 3d6 + 16 ⇒ (1, 2, 2) + 16 = 21

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