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

since the Hadj spends a good part of each day as a small air elemental, he's probably in that form now: he'll fly back up to aerial recon altitude (100') and look around for threats. Is the thing or force that attacked the hive still 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)

"Ok, I guess we'll help them, but I don't want to get stung. "


Inner Sanctum

Calla:

These things are Thriae.

Highly spiritual creatures and keepers of the world's greatest secrets, the thriae are a race of female, beelike seers coveted for their powers of divination and prophecy.

They live in a hive and are ruled by the queen..

2 questions..

As Marius approaches he is notcied and before he can make his case he is swarmed by the four bee's.. 4d20 ⇒ (11, 16, 8, 12) = 47 He's hit once for hardly any damage and needs a DC 12 fort save.. The bee's are then taken out by the group.. The Insect people move to attack but Marius's words convince them you are no threat and one of them moves to speak with you.

"Your help woul dbe welcome. Why have you come here strangers?"


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 leaves the talking to Calla and Marius, only opening his mouth if he knows something they don't, which in this case, is unlikely.

All he does is his best at helping with first aid.

Heal, Untrained: 1d20 + 1 ⇒ (17) + 1 = 18

Logos begins bandaging wounds he's sure are not life threatening, leaving the nasty stuff for people with training. He also makes slings for injured arms, and so on. He talks in a low, calming voice as he does, trying to calm down anyone who's in pain.

Diplomacy, Bedside Manner: 1d20 + 5 ⇒ (20) + 5 = 25


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

fort save: 1d20 + 8 ⇒ (1) + 8 = 9

Using defiant luck to reroll the natural 1 on a saving throw.

fort save: 1d20 + 8 ⇒ (20) + 8 = 28

Marius almost feels the debilitating effects of the posion but then he remembers that he is human and therefore amazing.

"We were traveling through the desert on a mission to stop some cultists when we saw smoke rising from here. Wanting to investigate we found this place and decided to help."

Assuming they are let in to help Marius will heal using his magics all the people in dire need of help, and then channel half his uses per day to help out the largest groups of wounded.


Inner Sanctum

After helping to save whatever they could, which wasn't much, you are escorted inside of the hive to its current leader. Upon reaching the main room.

"Lithe and beautiful, this half-bee, half-woman creature wears elaborate makeup and wields an ornate staff."

"I am Zizzira, High Seer. I appreciate your help and I'm sorry our troop attacked you. Everything is on high alert with the attack earlier today."

After describing the attackers its easy to figure out its the cultists who did this.. They were lead by a sorcerer of some kind. She tells you the Queen was killed and the royal larvae was takne..


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 nods. "If we come across the larvae, we'll be sure to return it to you." He offers, before Marius can negotiate a fee for doing so. "Got no truck with kidnappers."


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

Resistances and Spell-like-abilities, or Special abilities if not.

"We will kill that b~+@#!!! Gods can anyone be so freaking moron as she?"


Inner Sanctum

Resist Acid, Mutiple sla's mostly dealing with divination

"A moron indeed.. I greatfully accept your aid in the return of the larvae. If it is not found this hive will die eventually.. The queen is the only fertile being in the colony.. I have attempted to divine the location several times and have determined it is currently northwest of our present location.."

The seer provides you all with a place to sleep for the night and in the morning wishes you good luck..

"I will have a team of our bee's fly you in the direction of the larvae.. A tap to the side will have them land.. They will retunr when you are dropped off.. If you should return the royal larvae i will bestow on you are greatest treasure.." She pulls out a fantastically bejeweled rod and shows it to the group.. With such a breif look the arcanists cant tell what it is, but theres no doubt it radiates strong magic and is most likely a very powerful item indeed..

At this point you all may level to 9th.. Prepares yourselves for a much harder fight than you've seen before. You have been warned :)..

Let me know when your ready for a Bee flight!


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

Before that, Calla thanks the Seer for the information, but she wonders why would someone kidnap the larvae. "What do they have to gain from this? Why did you make a hive in the middle of nowhere?"

Aye, Level 9!


Inner Sanctum

"We generally build our colonies away from civilizations. We are the keepers of knowledge and many ancient pastimes that are not shared with outsideres.. We live out out here on purpose. The only reason i could think for them taking the larvae is to raise it and use it to form a colony beholden to them.."


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

"Hmm... That's reason enough. I really wanted to chat more, but let's get this larvae back first, and then we would like to talk with you for a while."


Inner Sanctum

I assume yall cast your longterm buffs before leaving and short term when you can..

The group sets out on their Giant Bee ride.. It takes an hour or so and you see the landscape take a turn.. You start to rise into some higher elevations and things start to be even more rocky.. you all the sudden come upon a ravine several hundred feet deep..

"The gap in the stone opens suddenly into a narrow gorge crossed by a pair of natural stone arches. To the west, a small pyramid towers over the ravine from its perch atop the cliffs. Below, a columned facade has been hewn from the soft sandstone of the ravine’s northern wall, and though weathered by wind and sand, the carvings were clearly once opulent and intricate. A broad doorway leads inside this structure, while dark openings farther up the facade appear to open into a higher level."

You all see a pair of large figures guarding the area, Know Local and there also seems to be a pair of the formidable cultists stationed with them..

4d20 ⇒ (8, 2, 7, 5) = 22 They all seem to be having an in depth camel racing discussion and do not noitce yalls flying approach.. You may land and do your long term buff unaccosted..

Map is updated.. Chisisek's Tomb


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)

knowledge local: 1d20 + 9 ⇒ (2) + 9 = 11 herp derp


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:Local check: 1d20 + 3 ⇒ (4) + 3 = 7

upon landing, the Hadji will bring out Sheeba's figurine and restore his wolf friend. Then he'll use his new scroll of Stoneskin on her, for 100 minutes of superior protection.

Hadjii will then use a Mythic Point to cast Life Bubble on himself, Sheeba, Calla, Logos, and Marius -- two hours duration for each!


Inner Sanctum

Giants.. Maybe? The two obsidians eyes dont know for sure..

BTW Hadjii its a 4th level spell so it lasts 70 mintues and provides 70 DR adamantine..

1d20 ⇒ 11

The sheela rogue in your group says.. "Those are Desert Giants.. Mean with a scimitar they are."

Btw i added them to the map.. The half elf rogue and elf ranger..

They both draw weapons and prepare for a fight.. They are following yalls lead though..


Inner Sanctum

Are yall going to be including these guys in your spells/abilities etc? I just need to know for rolls etc..

The elf casts gravity bow, longstrider, cat's grace, and barkskin on himself..


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 think I saw the CL=10 on another scroll in my list and erroneously applied it to the new one...thanks for the correction...

The Hadj will use a Mythic Point to cast Mass Feather Step, giving everyone -- including the rescued elf and 1/2-half -- the ability to ignore difficult terrain for the next 110 minutes;

then he'll cast his prepared Communal Resist Energy (electricity) and prepared Communal Spider Climb on everyone -- including our guests -- giving 10 minutes duration for each person.


Inner Sanctum

Well if you wanna use the CL 10 one thats fine i was just saying the one you bought was standard level..

The group prepares with mutiple spells being cast.. Whenever yall are ready you have a surprise 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

Kn(Local): 1d20 + 13 ⇒ (19) + 13 = 32


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)

Just waiting on the casters to be done with the pre-buffing. My plan is to move out to where I can get a shot off (move action) and then use a mythic point to shoot a giant.


Inner Sanctum

These are Desert Giants.. They are immune to fire and wield scimitars with deadly precision.. Nothing else really to list.


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

"Hmph, Desert Giants. Immune to fire, favored weapon is Scimitar. Not very friendly types." Logos looks at them. "Might be worth our time to use ranged attacks to draw them in, then close to melee before they reach the ranged folks. Assuming they are hostile, but I think they're pretty much a nasty bunch..." Assuming they are a nasty bunch and eager to eat bones


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

Hey Hadjii I already cast Resist electricity communal, so you may cast acid or cold if you want.

K.Local: 1d20 + 21 ⇒ (11) + 21 = 32 Any resistances or Spell-like/supernatural abilities?

Calla finishes the debriefing Logos started, and is ready to use their surprise round with lots of power. "Ok, let's go then!"

The arcanist will give the "surprise signal" in the form of a huge freezing ball! "Empowered Frost ball!"
Fireball changed elemental to COLD with versatile, then empowered by rod.
I feel like Elza: 10d6 + 20 ⇒ (5, 6, 5, 5, 3, 2, 3, 6, 5, 1) + 20 = 61 DC 23 reflex for half

Spells - I'm a freaking god::
- False Life Greater 21 HP (Mythic point - 11 hours)
- Defending Bone 50/50 (Mythic point - 11 hours)
- Mage Armor (1st - 9 hours)
- Extended Shield (1st - 18 minutes)
- Extended Mirror Image 5+1 Callas (2nd - 18 minutes)
- Communal Resist Energy (Fire 20) (3rd - 10 minutes each)
- Communal Resist Energy (Lightning 20) (3rd - 10 minutes each)
- Mega Bless
- Communal Spider Climb (10 min - Hadjii)
- Communal Resist Energy (XXX 20) (10 min - Hadjii)
- Communal Feather Step (10 min - Hadjii)
- Communal Life Bubble (2 hours - Hadjii)


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 coordinate with Calla, and the Communal Resist Energy he casts will be vs COLD instead of fire!

"I can bring down Lightning from quite far away -- Logos' plan sounds like a good one!"


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

"You got it!" says the arcanist, and proceeds with her Frostball.


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 casts Shield before everyone attacks, and then pulls a chakram and waits for the initial attack. Once Calla fires her iceball, he flings a Shakram at the giants.

Ranged Chakram: 1d20 + 12 ⇒ (12) + 12 = 24 150 ft range
Damage: 1d6 + 5 ⇒ (6) + 5 = 11


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

from a position behind good cover, at least 200' from the giants, Hadjii uses a Mythic Point (#3 for the day), casting <Lightning Storm> and striking the most magic-user-looking of the two cultists:

first bolt from Call Lightning Storm: 5d6 ⇒ (3, 5, 4, 6, 3) = 21 DC 23 Reflex for half

"Stay, Sheeba!"


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)

Looks to me like people need to check out the map. A lot of what is described doesn't sound possible if people don't move first since we lack line of sight.

Assuming Logos moves into position to throw his chakram, Hemket will move behind him with his move action of the surprise round, and then using a mythic point will shoot a single arrow at a giant.

deadly aim, megabless

to hit: 1d20 + 21 ⇒ (6) + 21 = 27 damage: 1d8 + 14 ⇒ (3) + 14 = 17


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

at airport now -- won't be able to view map for few more hours...


Inner Sanctum

It was pointed out that the map squares are 10' so ive sized everyone accordingly.. The party does indeed have to move out of the crater to get los.. Plz postion urselves to where you would like to be. Sheeba will have to squeeze at 1/2 move through the crevice.

The group exits their hiddy spot and starts delivering the pain..

Reflex: 4d20 ⇒ (3, 6, 20, 1) = 30 The frostball envelops the 4 enemies doing massive damage.. Both giants eat it as well as 1 on the cultists.. The east one saves..

1d2 ⇒ 2 Hadjii hits the least damaged cultist with lightning..

1d20 ⇒ 9 fail..

Henmket fires an arrow at the closest giant and scores a hit.. Logos does the same.

The rogue and ranger both move and fire an arrow/bolt in turn.. Both at the east giant..

1d20 + 14 ⇒ (5) + 14 = 19 miss
1d20 + 14 ⇒ (20) + 14 = 34
1d20 + 14 ⇒ (4) + 14 = 18 no confirm

2d6 + 10 ⇒ (1, 3) + 10 = 14

GM:

WC -61
EC -51
WG -61
EG -90

Init:

Sheeba: 1d20 + 2 ⇒ (16) + 2 = 18
Logos: 1d20 + 5 ⇒ (6) + 5 = 11
Calla: 1d20 + 8 ⇒ (7) + 8 = 15
Hadjii: 1d20 + 4 ⇒ (19) + 4 = 23
Hemket: 1d20 + 11 ⇒ (17) + 11 = 28
Marius: 1d20 + 12 ⇒ (3) + 12 = 15
Rogue: 1d20 + 9 ⇒ (15) + 9 = 24
Ranger: 1d20 + 9 ⇒ (6) + 9 = 15
Giants: 1d20 + 4 ⇒ (20) + 4 = 24
Cultist: 1d20 + 8 ⇒ (13) + 8 = 21

Init Order:
Hemket
Rogue
Giants
Hadjii
Cultist
Sheeba
Marius
Ranger
Calla
Logos

"Round 1"

Hemket is up!

I also need action from Marius for the surprise round..


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)

Hmm, forgot my sneak damage on the first hit. Oh well.
Hemket will keep focused on his initial target to try and put him in the ground.

rapid for 3, manyshot, deadly aim, megabless
to hit: 1d20 + 19 ⇒ (5) + 19 = 24 damage: 2d8 + 28 + 6d6 ⇒ (6, 5) + 28 + (1, 3, 1, 5, 1, 6) = 56
to hit: 1d20 + 19 ⇒ (12) + 19 = 31 damage: 1d8 + 14 + 3d6 ⇒ (1) + 14 + (3, 6, 1) = 25
to hit: 1d20 + 19 ⇒ (16) + 19 = 35 damage: 1d8 + 14 + 3d6 ⇒ (2) + 14 + (3, 6, 4) = 29
to hit: 1d20 + 14 ⇒ (7) + 14 = 21 damage: 1d8 + 14 + 3d6 ⇒ (2) + 14 + (1, 5, 6) = 28


Inner Sanctum

Assuming you switch targets after you kill one.. Hemket mows down the poor giant before it even gets to move.. The tommy gun archer then switches to the other and just barely leaves him standing after the barrage..

The rogue then fires at that one..

1d20 + 14 ⇒ (8) + 14 = 22
1d8 + 1 + 5d6 ⇒ (1) + 1 + (4, 6, 6, 6, 4) = 28 Somehow he's still up, but when his turn starts he bleeds 5 and goes down..

Hadjii is up!


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 casts his prepared Atavism on the wolf, giving her an AC of 34
________
when it comes around to Sheeba's turn, she'll move up to a cultist and chomp:

Sheeba's bite attack: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
if AC 21 hits, then 2d6 + 10 + 2 ⇒ (4, 1) + 10 + 2 = 17 points of damage
...*and* Sheeba'S TRIP attempt: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34 vs CMD...


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 good where he is for the surprise round. I'll move him when his init comes up (at the end of the round).


Inner Sanctum

Both Cultists toss a Fireball among the group and then retreat into the building..

Ball 1: 8d6 ⇒ (5, 5, 3, 6, 6, 1, 2, 3) = 31
Ball 2: 8d6 ⇒ (2, 1, 3, 3, 5, 3, 4, 3) = 24

DC 16 for half..

The rest of yall are up and then top of the round..

The ranger and rogue move up with the group but dont take point..


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)

reflex save: 1d20 + 15 ⇒ (9) + 15 = 24
reflex save: 1d20 + 15 ⇒ (20) + 15 = 35

with communal resist energy fire 20 up, I take no 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

Hadjii's Reflex save: 1d20 + 6 ⇒ (10) + 6 = 16

Hadjii's Reflex save: 1d20 + 6 ⇒ (12) + 6 = 18

SHEEBA'S Reflex save: 1d20 + 13 ⇒ (6) + 13 = 19

SHEEBA'S Reflex save: 1d20 + 13 ⇒ (19) + 13 = 32

yeah -- what he said! no damage!

with Atavism going, Sheeba's baser reflexes take over: if they act like prey (moving away), she treats them like prey and gives chase...


Inner Sanctum

Rogue 1: 1d20 + 11 ⇒ (8) + 11 = 19
Rogue 2: 1d20 + 11 ⇒ (1) + 11 = 12

Ranger 1: 1d20 + 9 ⇒ (16) + 9 = 25
Ranger 2: 1d20 + 9 ⇒ (6) + 9 = 15

Both make the 1st and take nothing via evasion.. They eat the other 2..

Ro -24
Ra -24

Ill let the rest catch up before moving forwards..


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)

Weren't they covered by the communal resist fire 20?


Inner Sanctum

I dont think so.. If thats the case let me know and make sure duration is correct..


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 makes a move action (to next to Sheba), drawing another chakram as he moves. Need to know what he sees from that point before I can finish the action for the round.

Reflex: 1d20 + 9 ⇒ (6) + 9 = 15 Mythic: 1d6 ⇒ 1
Reflex: 1d20 + 9 ⇒ (8) + 9 = 17

No 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

reflex save 1: 1d20 + 9 ⇒ (12) + 9 = 21

reflex save 2: 1d20 + 9 ⇒ (16) + 9 = 25

Marius will cast haste on everyone and then begin moving foward.


Inner Sanctum

The party rushes forwards and see the cultists rounding the corner into the other room.. The room looks like..

"Carved sandstone pillars rise to a ceiling covered in hieroglyphs. A large, circular opening in the center of the ceiling leads to a space above."

Logos also see's something larger in the far room..

"This creature looks like a beautiful human woman from the waist up, but below is the body and tail of an immense snake."

The thing casts a spell..

DC 18 SC:

Haste

It then moves up to defend its lair..

PC's are 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

They are covered by the spell and the duration has been included in my last spoiler. 90 minutes total, so 10 minutes each.

Reflex Fireball 1: 1d20 + 7 ⇒ (2) + 7 = 9
Reflex Fireball 1: 1d20 + 7 ⇒ (13) + 7 = 20
Calla takes one fireball to the face, just to know how does it feel like now that shes attuned to the fire plane. It does hurt a little bit, but not.

Knowledge Arcane?: 1d20 + 21 ⇒ (14) + 21 = 35 If it's something else just decrease the number. I want to know special abilities, spell-like abilities, immunities and resistances.

Calla moves a bit, and she was about to release one of her new spells, but the prospect of enveloping the remaining cultists AND the new boss with some nice magic ball was too tempting to pass out. So she repeated the previous procedures:
"Acid Ball, you losers!"
Empowered Acid Ball: 10d6 + 16 ⇒ (5, 4, 1, 4, 1, 1, 5, 5, 4, 3) + 16 = 49 DC 23 reflex for half. I can hit all three of them! If the monster has any kind of resistance immunity I'll change the element to something other than acid.

Active Spells:
- False Life Greater 21 HP (Mythic point - 11 hours)
- Defending Bone 50/50 (Mythic point - 11 hours)
- Mage Armor (1st - 9 hours)
- Extended Shield (1st - 18 minutes)
- Extended Mirror Image 5+1 Callas (2nd - 18 minutes)
- Communal Resist Energy (Fire 20) (3rd - 10 minutes each)
- Communal Resist Energy (Lightning 20) (3rd - 10 minutes each)
- Mega Bless
- Communal Spider Climb (10 min - Hadjii)
- Communal Resist Energy (XXX 20) (10 min - Hadjii)
- Communal Feather Step (10 min - Hadjii)
- Communal Life Bubble (2 hours - Hadjii)


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)

Swift action to study the critter. 5' step towards it.

Then load her up with arrows
haste, megabless, deadly aim, rapid for 3, point blank, manyshot
to hit: 1d20 + 20 ⇒ (13) + 20 = 33 damage: 2d8 + 30 ⇒ (4, 2) + 30 = 36
to hit: 1d20 + 20 ⇒ (8) + 20 = 28 damage: 1d8 + 15 ⇒ (3) + 15 = 18
to hit: 1d20 + 20 ⇒ (10) + 20 = 30 damage: 1d8 + 15 ⇒ (3) + 15 = 18
to hit: 1d20 + 20 ⇒ (16) + 20 = 36 damage: 1d8 + 15 ⇒ (2) + 15 = 17
to hit: 1d20 + 15 ⇒ (13) + 15 = 28 damage: 1d8 + 15 ⇒ (4) + 15 = 19


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 moves down to see the cultists and this new enemy in the cave. Wondering how in the hell these cultists keep getting monsters on their side Marius decides that killing a cultist may be better than attack the large snake lady, so he casts lightning ray at the cultist to the right.

Casting scorching ray changed to lightning damage at the cultist to the right.
Attack versus touch AC: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 4d6 + 1 ⇒ (6, 6, 6, 6) + 1 = 25 Electric Damage

Marius's Spells:

False Life 16 Temporary hitpoints (6 hours)
Defending bone DR 5/Bludgeoning 30/30 hp (6 hours)

Protection from Energy Fire on Marius (60 minutes) (27/60)
Bulls' Strength on Logos (6 minutes)
Owl's Wisdom on Logos (6 minutes)
Wrathful Mantle on Sheeba (+2 on saving throws) (6 minutes)
Mega Bless


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

Uhm, Logos had a half action left after he moved (standard action). Does that get done away with?


Inner Sanctum

Remember that the squares are 10' so your fireball cant hit em all.. You know this is a Lamia Matriarch. It has slas, immune to mind affecting and has SR. It was Know Nature so u only got 3 questions.

Go ahead and make your other half move Logos.. i wasnt trying to skip u.


Inner Sanctum

2d20 ⇒ (11, 15) = 26 Calla bypasses the SR.. The fireball gets the Lamia and the left cultist.

2d20 ⇒ (16, 16) = 32 both save.. The cultist is looking real bad but stay up..

Marius hits the other and he doesnt like it either.. Nice max damage btw!

GM:

C1 -85
C2 -76

Hemket unloads on the Lamia and leaves it just barely standing..

Need Logos's half action plus this round and Hadjii/Sheeba.

The Ranger and Rogue both fire at the Lamia but suffer considerable cover pen..

4d20 ⇒ (9, 5, 9, 16) = 39 Only the rogue manages a hit.
1d8 + 1 ⇒ (6) + 1 = 7

But its enough and the Lamia goes down.. I wonder if im ever going to get to attack..

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