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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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 would like to note, to Logos, that she can blink away and send the monster to attack Logos again... Bad kitty!


Inner Sanctum

Onward!

Searching 3421 reveals nothing.. The following 2 days yall search 3321 and 3320..

3321 reveals sand while 3320 reveals something slightly more..

Around midday the dunes start to lose altitude and soon you find yourselfs encroaching into salt flats.. you stop to get your bearings and have a drink when suddenly the ground beneath you explodes! You all go flying in different directions and end up prone.. DC 20 Reflex to aovid the prone as your just to dam agile.. IF you fail take 1d6 falling damage as well..

What caused all this ruckess is apparent.. A gargantuan black worm now sticks half way out to the ground.. It hisses at you all and prepares to have its next meal.. It has a stony hide and acid-dripping jaws.Know Arcana

Init:

Sheeba: 1d20 + 2 ⇒ (20) + 2 = 22
Logos: 1d20 + 5 ⇒ (9) + 5 = 14
Calla: 1d20 + 8 ⇒ (1) + 8 = 9
Hadjii: 1d20 + 4 ⇒ (3) + 4 = 7
Hemket: 1d20 + 11 ⇒ (7) + 11 = 18
Marius: 1d20 + 12 ⇒ (10) + 12 = 22
Worm: 1d20 + 7 ⇒ (6) + 7 = 13

Hadjii im not sure if you were flying or w/e.. If you were dont worry about being prone..

No map again sry.. You guys are spread out in a semi-circle around this thing.. Gargantuan is what 8 squares big? Roll 2d10+10 and thats how far away from it you are btw.. It has consderable reach.

Init Order:
Marius
Sheeba
Hemket
Logos
Worm
Calla Hadjii

"Round 1"

FIGHT!

With it already acting in the surprise round its not flat-footed either..


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

Using inexplicable luck on reflex saving throw.

Reflex: 1d20 + 5 + 8 ⇒ (8) + 5 + 8 = 21

How far away: 2d10 + 10 ⇒ (8, 6) + 10 = 24

Marius 5 ft. steps back and casts Blessing of Fervor on his allies.


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

even = flying, odd = standing on ground with party (thus, the odds are against me...)


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)

acrobatics: 1d20 + 17 ⇒ (18) + 17 = 35

distance : 2d10 + 10 ⇒ (2, 6) + 10 = 18

Hemket tumbles through the air, but nimbly lands on his feet and starts launching arrows at the gargantuan beast. He steps back 5' first hoping that gets him clear of its reach. gargantuan is 4x4, colossal is 6x6.

swift action to study
deadly aim, rapid shot for 3, studied target, megabless, fervor for an extra shot
to hit: 1d20 + 17 ⇒ (14) + 17 = 31 damage: 1d8 + 13 ⇒ (6) + 13 = 19
to hit: 1d20 + 17 ⇒ (13) + 17 = 30 damage: 1d8 + 13 ⇒ (3) + 13 = 16
to hit: 1d20 + 17 ⇒ (2) + 17 = 19 damage: 1d8 + 13 ⇒ (8) + 13 = 21
to hit: 1d20 + 17 ⇒ (11) + 17 = 28 damage: 1d8 + 13 ⇒ (6) + 13 = 19
to hit: 1d20 + 12 ⇒ (2) + 12 = 14 damage: 1d8 + 13 ⇒ (1) + 13 = 14


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

Reflex: 1d20 + 9 ⇒ (16) + 9 = 25
Distance: 2d10 + 10 ⇒ (8, 8) + 10 = 26 5 squares, < 70/2 = 35 ft, so acrobatic charge good

Acrobatics to avoid AoO: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18

Logos charges the creature, entering rage as a free action at the end of the charge.

1 MP Ignore PA penalties, 1 MP sudden attack

Attack: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23
Damage: 2d6 + 14 ⇒ (4, 3) + 14 = 21 + Acid: 1d6 ⇒ 3

Attack: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 2d6 + 14 ⇒ (4, 3) + 14 = 21 + Acid: 1d6 ⇒ 1


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

check to see if Hadjii is flying or not: 1d6 ⇒ 4

even -- Hadjii is in the air!

Hadjii's Knowledge:Arcana check: 1d20 + 3 ⇒ (1) + 3 = 4

it appears the dice-rolling algorithm parses my entries, and if it finds the work "Knowledge", it rolls a d4 instead of a d20...


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 suppose I oughta see what happens to Sheeba...

SHEEBA'S Reflex save: 1d20 + 13 ⇒ (20) + 13 = 33

she handily stays afoot!

SHEEBA'S starting distance: 2d10 + 10 ⇒ (3, 10) + 10 = 23

Sheeba can easily charge 23 feet, and she even tries to avoid an AoO as she charges the thing:

SHEEBA'S Acrobatics check: 1d20 + 12 ⇒ (4) + 12 = 16

but rolls crappy and (probably) gets swallowed whole instantly!

just in case she can still attack:

Sheeba's bite attack: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23

according to the dice, Sheeba has chosen to lick the gnarly stone hide of the beast -- perhaps to sample what it might taste like before going for a full-on chomp...

_____________

after the mighty worm's turn (which presumably entails masticating Hadjii's companion), Hadjii will fly to 30' straight up from Sheeba and cast <Thorn Body> on her (combining Share Spells and Faith's Reach)...


Inner Sanctum

Everyone seems to land on their feet.. Marius buffs the party and Hemket goes full auto, hitting 3 times for considerable damage.. His arrows dissolve after hitting the beast though.. Logos charges in and is attacked as he does so.. Huge acid dripping mandibles snap out at him..

MegaChomp: 1d20 ⇒ 20
Confirm: 1d20 ⇒ 11 confirms..

Damage: 8d6 + 28 ⇒ (2, 4, 5, 2, 1, 2, 4, 6) + 28 = 54 Plus DC 23 Poison

OUCH..

Grab: 1d20 ⇒ 16 grabbed..

Logos, ever the mad charger now sits inside the maw on the great beast.. Not swallowed yet..

One of his attacks hit though.. If you make the first poison save you must now make it again for hitting the thing with your claw.. Same DC.. Its skin is coated in noxious poison..

-75

Sheeba charges in and delivers a bite of her own but rakes off the beasts tough hide..

Hadjii has no clue what this thing is.. He moves up and makes his pet Thorny..

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

Distance: 2d10 + 10 ⇒ (5, 7) + 10 = 22 So four squares
Reflex: 1d20 + 6 ⇒ (15) + 6 = 21
K.Arcana: 1d20 + 20 ⇒ (14) + 20 = 34

Landing on her feet, the Arcanist blinks away avoiding close confrontation with the deadly beast since there is now 40 feet between she and the worm. Calla doesn't even care to remind what this monster is. All she wants is to try her new spell, which she does after using her malevolent rod. "Boneshatter!"
Of course it does not have bones, but it also works on exoskeletons, which I assumed it have.
Damage: 8d6 + 12 ⇒ (1, 5, 1, 1, 3, 4, 5, 5) + 12 = 37 DC 25 for half. Exhausted if failed, Fatigued if pass.

Using Dimensional Slide to get out of its reach.
Cast Boneshatter empowered by reservoir to increase DC by 2 and also empowered by rod to do +50% damage.


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

41/96 HP

Fort Save: 1d20 + 11 ⇒ (8) + 11 = 19


Inner Sanctum

I just realized the Worm goes before Calla..

Logos you take 1d4 ⇒ 3 con damage.

Grapple: 1d20 ⇒ 8 maintains on Logos..

With a swift motion the worm swallows Logos whole! This particular creature has the fast swallow ability so this is a free action on its turn..

Logos you take Acid Damage: 2d6 + 18 ⇒ (4, 4) + 18 = 26 as you hang out in it belly juices..

Being mindless the worm strikes out at the closest thing to it, Sheeba!

Power Vital!: 1d20 ⇒ 12 hits righto n the number.. Her AC is 30 right?

Damage: 8d6 + 24 ⇒ (5, 2, 2, 6, 2, 2, 4, 6) + 24 = 53 Plus DC 22 Fort vs Posion
Grapple: 1d20 ⇒ 20 grappled! And down the hole Sheeba goes as well being a Free Action Swallow. I might be wrong on this.. Not sure..

Acid Damage: 2d6 + 18 ⇒ (6, 2) + 18 = 26 for Sheeba as well..

Calla knows this thing is called a Liviathan Deathworm! 4 questions..

Fort: 1d20 ⇒ 8 fails..

Calla hits the thing with a spell that sends cracks down it's shell.. It's in obvious pain

-122 and exhausted..

The group is all up! Need another FOrt save from Logos and Sheeba if she fails..

FOrgot the thorns.. 2d6 + 8 ⇒ (6, 6) + 8 = 20


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)

Ok, another volley.

deadly aim, rapid for 3, blessing of fervor for extra
to hit: 1d20 + 17 ⇒ (7) + 17 = 24 damage: 1d8 + 13 ⇒ (1) + 13 = 14
to hit: 1d20 + 17 ⇒ (16) + 17 = 33 damage: 1d8 + 13 ⇒ (5) + 13 = 18
to hit: 1d20 + 17 ⇒ (4) + 17 = 21 damage: 1d8 + 13 ⇒ (3) + 13 = 16
to hit: 1d20 + 17 ⇒ (12) + 17 = 29 damage: 1d8 + 13 ⇒ (4) + 13 = 17
to hit: 1d20 + 12 ⇒ (10) + 12 = 22 damage: 1d8 + 13 ⇒ (2) + 13 = 15


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

actually, I failed to notice that Marius started Blessing of Fervor in the very first initiative slot (tied with Sheeba -- but has higher init bonus). In a previous discussion, we concluded that a dumb animal would simply try to attack at it's best and avoid getting hurt to the best of it's ability -- not clever enough to choose extra attack or extra movement options -- so animal companions by default take the +2 to hit/+2 AC option from BoF. Thus Sheeba's bite should have hit AC 25 instead of 23 (I doubt that helps), and her AC is currently 32.

on the off chance AC 25 hits where AC 23 failed, then she chomped its stony hide for 2d6 + 10 ⇒ (3, 3) + 10 = 16 points of damage
...*and*, on the off chance it is not immune to trip, might as well check for a nat 20 (I've seen it happen): Sheeba's TRIP attempt: 1d20 + 14 ⇒ (2) + 14 = 16 vs CMD...

Hadjii doesn't go until after the worm, so Thorn Body would not apply damage to the big worm's attacks on Sheeba this round...


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

It has to make two consecutive grapple checks to swallow whole, so it can't grab and swallow on the same turn.

20/80 HP

Logos grins dementedly as he drops down inside the worm, and begins to slash at the thing from inside.

Reminder - AC of worm is 10 + 1/2 Natural Armor only, nothing else, no dex, no armor, no dodge, no luck, etc. Up to GM if any DR applies. HP required to slash out is 1/10 HP. 1 MP for Sudden Attack

PA Slash: 1d20 + 17 ⇒ (11) + 17 = 28
PA Slash: 1d20 + 17 ⇒ (2) + 17 = 19
BoF Slash: 1d20 + 17 ⇒ (12) + 17 = 29
PA Slash, SA 1: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27
PA Slash, SA 2: 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21

Damage: 2d6 + 14 ⇒ (6, 5) + 14 = 25 + Acid: 1d6 ⇒ 6
Damage: 2d6 + 14 ⇒ (6, 1) + 14 = 21 + Acid: 1d6 ⇒ 5
Damage: 2d6 + 14 ⇒ (2, 3) + 14 = 19 + Acid: 1d6 ⇒ 1
Damage: 2d6 + 14 ⇒ (4, 5) + 14 = 23 + Acid: 1d6 ⇒ 3

I think it has indigestion

Fort Save: 1d20 + 11 ⇒ (2) + 11 = 13


Inner Sanctum

Ok Sheeba was missed by the attack and does hit with her previous.. She needs a Fort vs DC 22 or be poisoned for biting it..

Logos Posion: 1d4 ⇒ 1

Logos you were at 41 hp and took 3 con so that would put u at -8 hps for 33 total.. At the start of your round you failed your posion save again and took 1 more con damage losing another 8 hp to put you at 25.. The acid damages you for 26 put you at -1 but you immediately stablize. It appears you do not have Raging VItality so your rage will stop and put you to -17.. If im wrong here let me know..

With the worm exhausted 4 of Hemket's arrows strike home..

-182..

THe thing is on its last legs.. Can the group finish it and save their companion?

Sheeba and Marius are up!


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

Actually Logos is a Suli, so he has resistance 5 against acid so he would only take 21 points of damage and be at 4 hp at which point his attacks would go through.


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

I'm also enraged. So, I'm at -4 con total, that's 16 HP total. So 80 + 16 - 16 = 80 HP (until I stop raging). I already lost all the HP from the -3, the additional -1 doesn't reduce me any further. Con loss from -3 and -4 are the same (just like having 13 con and 12 con are the same). So the additional -1 con doesn't have an effect other than ticking off another con point. I have to lose 1 more con before I lose anymore HP. I take off 1 HP of each physical, and 5 pts from the acid. 41 - 21 (acid) = 20 HP. Far from being unconscious. When I do go unconscious, I'll immediately go down another 16 if not healed before then. So all my attacks went off. That means I should have ripped my way out, unless it has more than 1030 hit points. EDIT: ALso, I'm not sure how people are taking 41 and getting 4 when I only took 21 hit points. 41 -21= 20, which is what I put in.


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: 1d20 + 13 + 3 ⇒ (15) + 13 + 3 = 31 (+3 is from Poison-Resitant armor)

Sheeba's bite attack: 1d20 + 13 ⇒ (1) + 13 = 14 ...


Inner Sanctum

You said you were at 41/96.. And then took more con damage and acid damage.. You start with 80 hps, 96 while enraged, which you were.. The -4 con put you back to 80 starting hps.. You took 54 from the bite and 21 acid damage, so while you are still up your at 5hps.. THat said your attacks go off..

Just as you think Logos might have bitten the dust the worms gullet bursts open and out comes a raging brute, with blood and guts flying everywhere.. The act was so ferocious you each consider going on the defensive vs the enraged, almost dead Suli..

The beast falls to the ground dead a moment later.

Out of Combat!

Unfort for Logos that poison is still coursing through his veins.. Calla and Hadjii are up! We'll stay in rounds since the poison is still a threat.. You need 2 consecutive DC 22 saves to fight it off, or magical help of course..


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

Technically I took 53 from the bite, again, DR 1/--.

Fort Save: 1d20 + 9 ⇒ (2) + 9 = 11 $#*$$#($%&
poison: 1d4 ⇒ 1

HP 6 - 8 = -2, -16 = -18/56


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 Hadji flies to a nice, safe place 30' straight up from Logos (well out of reach of that psycho's claws!), and uses a Mythic Point -- and Faith's Reach -- to cast Cure Serious Wounds:

Hadjii's Cure Serious Wounds: 3d8 + 10 ⇒ (8, 6, 4) + 10 = 28

"A very unusual tactic, sir! Getting inside the beast, so you can attack the softer interior, clearly worked very well: my faithful wolf had great difficulty biting those stony scales! Very clever -- well done!"

He then pulls out the wand of Lesser Restoration (it has 5 charges left), and holds it out for someone to take and use on the Bloodrager whilst Hadjii attempts to neutralize the poison;

For the next few rounds, Hadjii then starts using Mythic Points to cast Neutralize Poison over and over, in hope that he might get a good enough roll to cancel this stuff in Logos:

Hadjii's Caster Level Check vs poison DC = 22: 1d20 + 10 ⇒ (7) + 10 = 17

Hadjii's Caster Level Check vs poison DC = 22: 1d20 + 10 ⇒ (3) + 10 = 13

Hadjii's Caster Level Check vs poison DC = 22: 1d20 + 10 ⇒ (19) + 10 = 29

It only takes three tries...


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 Save: 1d20 + 8 ⇒ (2) + 8 = 10
Fort Save: 1d20 + 8 ⇒ (5) + 8 = 13
Fort Save: 1d20 + 6 ⇒ (1) + 6 = 7
Poison: 1d4 ⇒ 1
Poison: 1d4 ⇒ 4
Poison: 1d4 ⇒ 2

-12 Con when Hadkjii finally neutralizes it. -18 + 28 = 10, -16 = -6, -8 = -14. Fortunately the Con damage doesn't affect death thresholds. So Logos collapses again the second time Hadijii tries to neutralize, and then finally ends up with 2 Con. One more round and Logos would have died, even with his bonus's against death. I think Logos is the only person who could have survived those hits and poison loss.

Logos shakes his head, coughing up blood. "Wasn't.. the plan.. but it works..." He manages to get out before the poison sends him back down into blackness.


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

although Hadjii presented the wand, Marius would know the Gloves of Restoration he carries are the better option -- all 12 points of Con damage restored in one swell foop...


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

"Good job surviving that! You know, we should study more about the creature, just in case it shows up again." Calla wants to know its weakness, special abilities, special defenses, spell-like abilities.


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 use the gloves of restoration to cure Logos's damage from the creatures posion.

"We might want to keep an eye out in case any more of these creatures attack."


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

"We might want to keep an eye out for treasure! Who knows how many travelers may have been assaulted by this great beast -- and not had Logos along to kill it!"

Hadjii the small air elemental will land, and get down on the ground brushing sand away to get down to a cooler layer, then press his ear to the sand to see if he hears anything notable. He'll also fly around overhead a bit, seeing if he can find evidence of a lair from the air.

Hadjii could turn into a small earth elemental, and glide around under the sand -- but he would be giving up aerial reconnaissance for the rest of the day...


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

Unfortunately, restoring the con doesn't restore the HP as far as I know.


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 take the time to channel multiple times to heal his allies.

Channel 1: 4d6 ⇒ (2, 5, 3, 4) = 14

Channel 2: 4d6 ⇒ (6, 1, 6, 3) = 16

Channel 3: 4d6 ⇒ (5, 1, 6, 2) = 14

Channel 4: 4d6 ⇒ (1, 1, 5, 6) = 13


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

57/80

Logos comes back around, and slowly stands up, brushing at the sticky mucous and blood coated sand coating his body. "Remind me to buy some vermin repellent next time we go into the desert." He says dryly, and eyes Calla. "Prestidigitation? Unless you'd care to smell the blood and guts as they rot in the sun while we walk that is." Logos doesn't seem too concerned about smelling like carrion. Given his upbringing, it wouldn't be the first time. "I hate being swallowed alive... It gets worse every time."


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

"Yeah, that sounds like a good idea." She gives Logos a magic wash!

"I'll also help to look for any loot." Calla starts scanning the place where the beast showed up to check if there is any magic around.


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)

"There's times I really appreciate giving up breathing. That was certainly one of them. Phew. "


Inner Sanctum

The beast has no treasure and this clears the hex for the day..

Just take a look at the Leviathan Deathworm on the Archives of Nethys.. This one was advanced but the abilities were all the same.. Busy at work today so ill update further later..


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

Northwest, to hex 3219


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

On a dark desert desert! Hot wind in my hair!


Inner Sanctum

Just give me days worth of perc and surv and ill tell yall whats up.. If you run into an encounter ill stop it to run it..

3d100 ⇒ (80, 63, 59) = 202


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)

perception: 1d20 + 18 ⇒ (20) + 18 = 38
survival: 1d20 + 13 ⇒ (16) + 13 = 29

perception: 1d20 + 18 ⇒ (4) + 18 = 22
survival: 1d20 + 13 ⇒ (14) + 13 = 27

perception: 1d20 + 18 ⇒ (4) + 18 = 22
survival: 1d20 + 13 ⇒ (16) + 13 = 29

perception: 1d20 + 18 ⇒ (11) + 18 = 29
survival: 1d20 + 13 ⇒ (16) + 13 = 29


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

Perception: 1d20 + 20 ⇒ (17) + 20 = 37
Survival: 1d20 + 6 ⇒ (18) + 6 = 24

Perception: 1d20 + 20 ⇒ (9) + 20 = 29
Survival: 1d20 + 6 ⇒ (12) + 6 = 18

Perception: 1d20 + 20 ⇒ (10) + 20 = 30
Survival: 1d20 + 6 ⇒ (20) + 6 = 26


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

Perception: 1d20 + 12 ⇒ (11) + 12 = 23
Survival: 1d20 + 6 ⇒ (7) + 6 = 13

Perception: 1d20 + 12 ⇒ (17) + 12 = 29
Survival: 1d20 + 6 ⇒ (16) + 6 = 22

Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Survival: 1d20 + 6 ⇒ (4) + 6 = 10

Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Survival: 1d20 + 6 ⇒ (12) + 6 = 18


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

hex 3219:
Hadjii's Perception check: 1d20 + 19 ⇒ (7) + 19 = 26
Hadjii's Survival check: 1d20 + 20 ⇒ (19) + 20 = 39

hex 3218:
Hadjii's Perception check: 1d20 + 19 ⇒ (6) + 19 = 25
Hadjii's Survival check: 1d20 + 20 ⇒ (6) + 20 = 26

hex 3119:
Hadjii's Perception check: 1d20 + 19 ⇒ (3) + 19 = 22
Hadjii's Survival check: 1d20 + 20 ⇒ (9) + 20 = 29

hex 3118:
Hadjii's Perception check: 1d20 + 19 ⇒ (13) + 19 = 32
Hadjii's Survival check: 1d20 + 20 ⇒ (20) + 20 = 40


Inner Sanctum

3219 nothing.. Just more salt flat and hot as hell, which you all dont seem to mind..

3218 is again more salt flat but by late in the day it seems to be moving back into a bit of hilly country.. Yall easily noticed several holes dug into the sides of a huge salt mound..

You also easily noticed clawed footprints everyhwere in the area..

Intentions?


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)

"Might as well check out the holes. Logos probably wants to kill something by now. "


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

False Life Greater: 2d10 + 10 ⇒ (4, 3) + 10 = 17
Mirror Image: 1d4 + 2 ⇒ (3) + 2 = 5

So there are six empowered Callas now. "Ready when you are." She detects magic through the hole, always behind the meat shield.


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

Has the Hadj ever heard of a desert critter that prefers to live in salt mounds?

Hadjii's Knowledge:Nature check: 1d20 + 13 ⇒ (1) + 13 = 14

nope -- the Hadj hasn't heard of much of anything it seems


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

"You volunteering?" He asks Hemket dryly as he casts Enlarge Person, Shield and Mirror Image.

Mirror Image: 1d4 + 2 ⇒ (2) + 2 = 4

Images : 4
AC : 24/13/24
Reach : 10 ft
Claws (PA + Rage) : +16 (2d8+15)


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)

"Never much been a volunteering sort really. "


Inner Sanctum

As the group prepares and closes in on the holes there is a sudden burst of activity as apparently yalls presence was finally noticed.. From the holes a half dozen large lizards emerge hissing..

And by large i mean large for a lizard, their actually medium in size.

This squat, reptilian monster has eight legs, bony spurs jutting from its back, and eyes that glow with pale green fire.

Init:

Sheeba: 1d20 + 2 ⇒ (17) + 2 = 19
Logos: 1d20 + 5 ⇒ (3) + 5 = 8
Calla: 1d20 + 8 ⇒ (9) + 8 = 17
Hadjii: 1d20 + 4 ⇒ (11) + 4 = 15
Hemket: 1d20 + 11 ⇒ (6) + 11 = 17
Marius: 1d20 + 12 ⇒ (7) + 12 = 19
1d20 + 1 ⇒ (14) + 1 = 15

Know Arcana on em

Init Order:
Marius
Sheeba
Hemket
Calla
Hadjii
Beasts
Logos

Everyone but Logos is up!

Yall are 30' away from the beast presently..


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)

Engage the closest.

studied target, rapid for 3, point blank shot, deadly aim, megabless, sneak attack

to hit: 1d20 + 17 ⇒ (19) + 17 = 36 damage: 1d8 + 13 + 2d6 ⇒ (8) + 13 + (3, 2) = 26
to hit: 1d20 + 17 ⇒ (5) + 17 = 22 damage: 1d8 + 13 + 2d6 ⇒ (6) + 13 + (2, 2) = 23
to hit: 1d20 + 17 ⇒ (7) + 17 = 24 damage: 1d8 + 13 + 2d6 ⇒ (8) + 13 + (1, 3) = 25
to hit: 1d20 + 12 ⇒ (3) + 12 = 15 damage: 1d8 + 13 + 2d6 ⇒ (8) + 13 + (3, 3) = 27 miss


Inner Sanctum

Hemket quickly slays one of the beasts!


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 Haste on the group.

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