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's <Scarab of Mummy Defense> eats the curses, with 10 absorbs leftover...the 11 hit points taken exactly matches the 11 temp hit points granted by Aramantha's Feast!

(reminder: Hadjii cast Stoneskin on Aramantha and Hemket first thing this morning -- lasts all day! -- so Aramantha should still have two temp hit points left)

Hadjii will quietly move away, and start a full-round cast of one of his two prepared Summon Nature's Ally 6 spells -- middle of next round, 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5 large air elementals will appear...


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's Fortitude save: 1d20 + 17 ⇒ (19) + 17 = 36

Findlay will Air Walk over to where he can line up a Lightning Bolt on three flyers -- without hitting Canaan -- and blast 'em, using a point from his Arcane Pool to up the Reflex Save DC to 26:

Findlay's caster level check vs south creep's SR: 1d20 + 15 + 4 ⇒ (12) + 15 + 4 = 31
Findlay's caster level check vs middle creep's SR: 1d20 + 15 + 4 ⇒ (17) + 15 + 4 = 36
Findlay's caster level check vs north creep's SR: 1d20 + 15 + 4 ⇒ (3) + 15 + 4 = 22

lightning damage: 10d6 ⇒ (1, 4, 1, 5, 1, 3, 2, 4, 5, 3) = 29

then he'll use a Quickened Magic Missile on the closest (south) one:

Findlay's caster level check vs south creep's SR: 1d20 + 15 + 4 ⇒ (3) + 15 + 4 = 22
Findlay's Potent Surge: 1d8 + 1 ⇒ (1) + 1 = 2
Findlay's Lucky Potent Surge: 1d8 + 1 ⇒ (2) + 1 = 3


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 attack the one to the south since it seems to be adjacent.

He will wait to see if they try to move before he spends another point on cage enemy as it can be done as an immediate action.
power attack, beacon of hope
to hit: 1d20 + 33 ⇒ (17) + 33 = 50 damage: 1d6 + 30 ⇒ (1) + 30 = 31
to hit: 1d20 + 28 ⇒ (10) + 28 = 38 damage: 1d6 + 30 ⇒ (5) + 30 = 35
to hit: 1d20 + 23 ⇒ (20) + 23 = 43 damage: 1d6 + 30 ⇒ (6) + 30 = 36

[ooc]I have a feeling these are immune to criticals, but I don't know that so I will roll anyway.

to hit: 1d20 + 33 ⇒ (10) + 33 = 43 damage: 2d6 + 60 ⇒ (5, 4) + 60 = 69
to hit: 1d20 + 23 ⇒ (20) + 23 = 43 damage: 2d6 + 60 ⇒ (4, 1) + 60 = 65


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 focus fire on the same one as Canaan, firing from concealment.

beacon of hope, rapid for 2 extra, deadly aim, clustered shots, manyshot, point blank shot
to hit: 1d20 + 30 ⇒ (1) + 30 = 31 damage: 2d8 + 50 ⇒ (4, 7) + 50 = 61 sneak: 5d6 ⇒ (1, 1, 2, 2, 5) = 11miss
to hit: 1d20 + 30 ⇒ (13) + 30 = 43 damage: 2d8 + 50 ⇒ (1, 4) + 50 = 55 sneak: 5d6 ⇒ (2, 4, 1, 5, 1) = 13
to hit: 1d20 + 30 ⇒ (18) + 30 = 48 damage: 1d8 + 25 ⇒ (2) + 25 = 27 sneak: 5d6 ⇒ (4, 4, 4, 6, 4) = 22
to hit: 1d20 + 30 ⇒ (12) + 30 = 42 damage: 1d8 + 25 ⇒ (6) + 25 = 31 sneak: 5d6 ⇒ (6, 1, 3, 5, 2) = 17
to hit: 1d20 + 30 ⇒ (18) + 30 = 48 damage: 1d8 + 25 ⇒ (4) + 25 = 29 sneak: 5d6 ⇒ (4, 3, 2, 5, 3) = 17

again, suspect that sneak won't work since they are what they are


Inner Sanctum

Ntm they aren't FF Hemket.

Findlay eats an AoO from movement..

Attack: 1d20 ⇒ 14 hit
Dam: 1d8 + 11 ⇒ (3) + 11 = 14 plus another fort save.

Findlay's lightning bolt hits all three, but he fails to penetrate the SR on north one. You have eldritch breach right? Cause you didnt roll twice. His magic missiles hit the southern one..

Missiles: 5d4 + 5 ⇒ (2, 2, 3, 1, 1) + 5 = 14

Reflexes: 2d20 ⇒ (9, 5) = 14 fail

Can hits his 3 times and finds his blows don't do as much as they should. They are also immune to crits yes. Still good damage.

Hemket's first arrow finishes the southern one.. His other 3 hit the next in line..

C1
C2
C3 -122

The remaining best attack again..

Vs Amamrantha: 1d20 ⇒ 10 hit
Dam: 1d8 + 11 ⇒ (5) + 11 = 16 plus a fort save

Vs Hemket: 1d20 ⇒ 18 hit
Dam: 1d8 + 11 ⇒ (4) + 11 = 15 plus a fort save

Vs Can: 4d20 ⇒ (8, 9, 19, 4) = 40 all miss, sadface..

Group is up again..


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)

fort save: 1d20 + 18 ⇒ (20) + 18 = 38

and he continues to fire at the same target switch if it drops
beacon of hope, rapid for 2 extra, deadly aim, clustered shots, manyshot, point blank shot
to hit: 1d20 + 30 ⇒ (13) + 30 = 43 damage: 2d8 + 50 ⇒ (2, 1) + 50 = 53
to hit: 1d20 + 30 ⇒ (5) + 30 = 35 damage: 2d8 + 50 ⇒ (6, 3) + 50 = 59
to hit: 1d20 + 30 ⇒ (11) + 30 = 41 damage: 1d8 + 25 ⇒ (1) + 25 = 26
to hit: 1d20 + 30 ⇒ (20) + 30 = 50 damage: 1d8 + 25 ⇒ (5) + 25 = 30
to hit: 1d20 + 30 ⇒ (15) + 30 = 45 damage: 1d8 + 25 ⇒ (8) + 25 = 33


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

Cannan also keeps beating on that on if it isn't down yet, otherwise the other one close by (move 5' and lunge if necessary)

power attack, beacon of hope
to hit: 1d20 + 33 ⇒ (20) + 33 = 53 damage: 1d6 + 30 ⇒ (2) + 30 = 32 bah, crit immune
to hit: 1d20 + 28 ⇒ (10) + 28 = 38 damage: 1d6 + 30 ⇒ (6) + 30 = 36
to hit: 1d20 + 23 ⇒ (10) + 23 = 33 damage: 1d6 + 30 ⇒ (6) + 30 = 36


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

I did indeed forget about Eldritch Breach!

Findlay's Eldritch Breach check for LB on 3rd target: 1d20 + 15 + 4 ⇒ (19) + 15 + 4 = 38

Findlay's Eldritch Breach check for Magic Missile: 1d20 + 15 + 4 ⇒ (6) + 15 + 4 = 25

reckon that's one Mythical Surge I didn't hafta spend...


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 large air elementals spring into being surrounding #3, and all attack:

1st augmented large air elemental's slam attack: 1d20 + 14 ⇒ (7) + 14 = 21
slam damage: 1d8 + 6 ⇒ (4) + 6 = 10

1st augmented large air elemental's other slam attack: 1d20 + 14 ⇒ (17) + 14 = 31
slam damage: 1d8 + 6 ⇒ (7) + 6 = 13

2nd augmented large air elemental's slam attack: 1d20 + 14 ⇒ (1) + 14 = 15 ...

2nd augmented large air elemental's other slam attack: 1d20 + 14 ⇒ (8) + 14 = 22
slam damage: 1d8 + 6 ⇒ (4) + 6 = 10

3rd augmented large air elemental's slam attack: 1d20 + 14 ⇒ (13) + 14 = 27
slam damage: 1d8 + 6 ⇒ (4) + 6 = 10

3rd augmented large air elemental's other slam attack: 1d20 + 14 ⇒ (7) + 14 = 21
slam damage: 1d8 + 6 ⇒ (6) + 6 = 12

4th augmented large air elemental's slam attack: 1d20 + 14 ⇒ (14) + 14 = 28
slam damage: 1d8 + 6 ⇒ (7) + 6 = 13

4th augmented large air elemental's other slam attack: 1d20 + 14 ⇒ (10) + 14 = 24
slam damage: 1d8 + 6 ⇒ (4) + 6 = 10

5th augmented large air elemental's slam attack: 1d20 + 14 ⇒ (16) + 14 = 30
slam damage: 1d8 + 6 ⇒ (4) + 6 = 10

5th augmented large air elemental's other slam attack: 1d20 + 14 ⇒ (5) + 14 = 19 ...


Inner Sanctum

In rapid succession two more are killed by Can and Hemket..

Hadjii's elementals only manage 3 hits on the other one, although there epic DR bypass seems to work well..

Remaining one -36

Findlay and Amarantha are still up in round 2.. Amarantha needs to make 2 fort saves, Findlay needs one..


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's Fortitude save: 1d20 + 17 ⇒ (2) + 17 = 19

now I'll use that surge I didn't use before...

Potent surge: 1d8 + 1 ⇒ (7) + 1 = 8
Lucky Potent surge: 1d8 + 1 ⇒ (2) + 1 = 3

I hope 27 is sufficient!
_________________________________

Findlay will try a regular ol' Magic Missile:

Findlay's caster-level check: 1d20 + 15 + 4 ⇒ (5) + 15 + 4 = 24
Findlay's Eldritch Breach check: 1d20 + 15 + 4 ⇒ (20) + 15 + 4 = 39

Magic Missile damage: 5d4 + 5 ⇒ (4, 1, 3, 4, 4) + 5 = 21

...and a QUICKENED Magic Missile:

Findlay's caster-level check: 1d20 + 15 + 4 ⇒ (11) + 15 + 4 = 30
Findlay's Eldritch Breach check: 1d20 + 15 + 4 ⇒ (2) + 15 + 4 = 21

Magic Missile damage: 5d4 + 5 ⇒ (1, 4, 4, 1, 3) + 5 = 18


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

Fort: 1d20 + 19 ⇒ (8) + 19 = 27
Fort: 1d20 + 19 ⇒ (18) + 19 = 37

Ama seems content to let the beatsticks beat the last one


Inner Sanctum

27 is good..

The last one eats 10 magic missiles and then moves to attack Hemket..

Attack: 1d20 ⇒ 15 hit
Dam: 1d8 + 11 ⇒ (8) + 11 = 19 plus a fort save..

Team is up..

-75


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

1st augmented large air elemental's AoO: 1d20 + 14 ⇒ (11) + 14 = 25
slam damage: 1d8 + 6 ⇒ (5) + 6 = 11

2nd augmented large air elemental's AoO: 1d20 + 14 ⇒ (6) + 14 = 20 ...

3rd augmented large air elemental's AoO: 1d20 + 14 ⇒ (1) + 14 = 15 ...

4th augmented large air elemental's AoO: 1d20 + 14 ⇒ (15) + 14 = 29
slam damage: 1d8 + 6 ⇒ (3) + 6 = 9

5th augmented large air elemental's AoO: 1d20 + 14 ⇒ (7) + 14 = 21 ...
__________________________

on their turn, the air elementals do fly-by attacks:

1st augmented large air elemental's slam: 1d20 + 14 ⇒ (17) + 14 = 31
slam damage: 1d8 + 6 ⇒ (5) + 6 = 11

2nd augmented large air elemental's slam: 1d20 + 14 ⇒ (16) + 14 = 30
slam damage: 1d8 + 6 ⇒ (8) + 6 = 14

3rd augmented large air elemental's slam: 1d20 + 14 ⇒ (4) + 14 = 18 ...

4th augmented large air elemental's slam: 1d20 + 14 ⇒ (19) + 14 = 33
slam damage: 1d8 + 6 ⇒ (4) + 6 = 10

5th augmented large air elemental's slam: 1d20 + 14 ⇒ (19) + 14 = 33
slam damage: 1d8 + 6 ⇒ (4) + 6 = 10


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 just casts another Magic Missile:

Findlay's caster-level check: 1d20 + 15 + 4 ⇒ (18) + 15 + 4 = 37

Magic Missile damage: 5d4 + 5 ⇒ (3, 4, 3, 1, 2) + 5 = 18


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)

fort save: 1d20 + 18 ⇒ (17) + 18 = 35

and they he unloads on it
beacon of hope, rapid for 2 extra, deadly aim, clustered shots, manyshot, point blank shot
to hit: 1d20 + 30 ⇒ (16) + 30 = 46 damage: 2d8 + 50 ⇒ (4, 2) + 50 = 56
to hit: 1d20 + 30 ⇒ (9) + 30 = 39 damage: 2d8 + 50 ⇒ (1, 7) + 50 = 58
to hit: 1d20 + 30 ⇒ (15) + 30 = 45 damage: 1d8 + 25 ⇒ (6) + 25 = 31
to hit: 1d20 + 30 ⇒ (19) + 30 = 49 damage: 1d8 + 25 ⇒ (2) + 25 = 27
to hit: 1d20 + 30 ⇒ (2) + 30 = 32 damage: 1d8 + 25 ⇒ (7) + 25 = 32

confirm: 1d20 + 30 ⇒ (10) + 30 = 40 damage: 2d8 + 50 ⇒ (2, 3) + 50 = 55


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 move over to engage the critter
to hit: 1d20 + 33 ⇒ (1) + 33 = 34 damage: 1d6 + 30 ⇒ (1) + 30 = 31 nevermind


Inner Sanctum

Death in an instance as a barrage to kicks/punchs/missiles/arrows pierce the poor creatures flesh..

Searching the alcoves you find some cash and a periapt of health..

You all feel a breeze blowing from the west..


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 will fire off a Channel to top everyone off.

Channel: 9d6 ⇒ (2, 4, 6, 2, 1, 1, 2, 4, 3) = 25


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 takes point and heads to the west.


Inner Sanctum

Yall move out to the ledge and see..

"A sudden crash of thunder reverberates from above, and a flash of light briefly illuminates a circular shaft, massive in diameter and of indeterminate height, its pale walls made of smooth, unblemished limestone. Clouds roil in the upper reaches of the great chamber, and a chill, unceasing wind howls mournfully."

The shaft is 100' in diameter and 350' high.. Four balconies jut into the room at heights of 60 feet, 150 feet, and 300 feet above the floor of the shaft. The one yall are on is 200' above the floor. There is severe wind blowing out in the shaft.


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

"OK, so what do we do about this? I can activate my fly boots. What about the rest of you? "


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 is a huge air elemental: is he effected by the winds as soon as he arrives?

Hadjii transmits his thoughts:

"I believe it would be wise to study the lightning for a few minutes -- perhaps we can determine the best interval for traffic between the balconies! Also, the breeze seems to discourage aerial travel: my guess is that a good grip on the walls would serve us better than flight..."

after a couple of minutes of observation, Hadjii will cast his prepared Communal Spider Climb, giving all 5 heroes 30 minutes of wall-crawling coolness!

"How about we start out with the balcony above us? We can work our way down from there..."


Inner Sanctum

You do indeed think it would be challenging to fly our there.. The wall climbing seems to work nicely though. The lightning seems to be mostly visual, so you don't think much harm will come of it.

Which balcony do you head to?


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 starts crawling upwards -- 100' up (and 90 degrees counter-clockwise), to the uppermost balcony...


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 follow Findlay since he didn't actually indicate his destination.

The mage has gone suicidal and taken point. This should be interesting. he thinks to himself.


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 also follows up the wall.


Inner Sanctum

The group makes it to the 300' balcony with no issues..

Floating above this polished limestone balcony are roiling storm clouds, dark and forbidding, that occasionally flash with light and let loose an ominous peal of thunder. A huge, dark block of stone fills an archway to the north. The block is covered in carved hieroglyphs, with a sizable indentation in its center.

It's fairly easy to recognize the shape of the indentation on the block.. It looks just like Hadjii's mask..

The hieroglyphs read.. "The Ibis Prince makes clear the path."


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 like you stick the mask in. Seems pretty simple, but let me check. " and he examines it for traps.

perception: 1d20 + 31 + 7 ⇒ (20) + 31 + 7 = 58


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 sends his thoughts around:

"I wonder if I use the mask as a key, if I will have to leave it in the keyhole -- or perhaps the whole thing closes up again when the mask is removed..."

as undetectable as Hadjii is, the pause that follows is palpable

"Perhaps we should try the other balconies first, in case I must leave my mask behind to enter this one!"

the druid is clearly loathe to give up his toy!


Inner Sanctum

Hemket see's no visible traps on the stone entrance..


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)

"Well it is safe, and we can try by putting it in and taking it out to see if it closes again. "


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

"What if it gets stuck! I prefer to try one of the other balconies while I am still certain I have the mask..."

the big, invisible air elemental starts spider-crawling around counterclockwise and down...

"Oh, I suppose you cannot see me: I am crawling down towards the 2nd balcony from the bottom!"


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 joins in with his own thought balloon:

"He may have a point; I suggest we keep the mask hidden until we absolutely must reveal it's presence. Hakotep may become aware of it the moment Hadjii removes it from his face. I prefer we find the Forgotten Pharoah *before* he finds us, if at all possible!"

the arcanist starts crawling down and around as well...


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 allows the paranoid folk to take point once more.


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 also follows.


Inner Sanctum

Coming down to the 150' balcony you see..

"The floor of this balconied chamber is painted with a goldenhued hieroglyph of a wasp. To the west three basalt statues depict insect-headed humanoids clad in priestly vestments and carrying ritual vessels on chains. The walls are painted with scenes of harvest, though the laboring peasants are being set upon by swarms of insects. On the south wall is a block of dark stone, a single cartouche of gold set in its surface. Three yellow gems in ebony settings are embedded in the surface of the cartouche."

The cartouche on the stone block bears the name Netheshuun.

Know History check

Hemket does not detect any traps on the stone block..


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)

"Block looks clean. "


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 takes a closer look:

Findlay's Knowledge:History check: 1d20 + 28 ⇒ (5) + 28 = 33

and he'll surge that check:

Findlay's Potent Mythic Surge: 1d8 + 1 ⇒ (2) + 1 = 3
Findlay's Lucky Potent Mythic Surge: 1d8 + 1 ⇒ (1) + 1 = 2


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)

Wow, that's a lucky surge right there.


Inner Sanctum

Findlay recalls that a Netheshuun is not a name, per se, but rather an epithet given to a servant who somehow betrayed the trust of his master.


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

"Perhaps this betrayer can become an ally of ours -- like Amunet-Ra was, after we freed her and healed her madness. Even though she was only with us for a day, she aided us well..."


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

"I wonder if these three gems serve as some kind of combo lock..."

Findlay casts [u]Detect Magic[/u], and looks hard at the yellow-and-onyx gems:

Findlay's Knowledge:Arcana check: 1d20 + 28 ⇒ (7) + 28 = 35

would a Spellcraft check be more apropos here? or maybe UMD?


Inner Sanctum

You are pretty sure the gems and the cartouche have something to do with opeing the door. UMD will not help.

Int Check


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's INT check: 1d20 + 9 ⇒ (13) + 9 = 22

Findlay's Potent Surge: 1d8 + 1 ⇒ (7) + 1 = 8
Findlay's Lucky Potent Surge: 1d8 + 1 ⇒ (7) + 1 = 8


Inner Sanctum

He is certain that opening the door involves touching the cartouche, he is also sure there will be repercussions from doing so..


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 emits his recommendation mentally:

"Hey Hadjii, I think we need a guest to open these doors..."

Then he moves back out onto the balcony:

"I'll just be right over here!"


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 give the others a moment to clear the area; then he takes a round, and uses his first Mythic Point for the day, to bring forth 1d4 + 2 ⇒ (3) + 2 = 5 augmented large air elementals; he then directs one of them to press all three yellow gems simultaneously...

(the other 4 are swirling around the ceiling)


Inner Sanctum

The elemental presses on the cartouche and you all here a loud buzzing coming from the statues in the room.. Shortly after 3 swarms come billowing out of their mouths. Know Planes

One stays and let's Hemket enjoy it, the other two swarms move to Can/Ele and Findlay/Amarantha.

Hemket Damage: 3d6 ⇒ (1, 6, 5) = 12 plus 2 fort saves, one save is poison if yall have bonuses for that etc. The other is vs Nasueated..

Can: 3d6 ⇒ (2, 4, 1) = 7 plus 2 forts
Ele: 3d6 ⇒ (6, 3, 6) = 15 plus 2 forts

Findlay: 3d6 ⇒ (6, 4, 3) = 13 plus 2 forts
Amarantha: 3d6 ⇒ (3, 4, 5) = 12 plus 2 forts

Init:

Amarantha: 1d20 + 7 ⇒ (16) + 7 = 23
Canaan: 1d20 + 8 ⇒ (11) + 8 = 19
Findlay: 1d20 + 14 ⇒ (14) + 14 = 28
Hadjii: 1d20 + 8 ⇒ (16) + 8 = 24
Hemket: 1d20 + 16 ⇒ (5) + 16 = 21
Swarms: 1d20 + 12 ⇒ (18) + 12 = 30

Init Order:

Swarms
Group

Unfortunately the bugs go first and hit the group again..

Hemket Damage: 3d6 ⇒ (5, 4, 5) = 14 plus 2 forts
Can: 3d6 ⇒ (5, 5, 3) = 13 plus 2 forts
Ele: 3d6 ⇒ (4, 3, 5) = 12 plus 2 forts
Findlay: 3d6 ⇒ (1, 1, 1) = 3 plus 2 forts
Amarantha: 3d6 ⇒ (4, 1, 4) = 9 plus 2 forts

Party is 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)

fort save: 1d20 + 18 ⇒ (8) + 18 = 26
fort save: 1d20 + 18 ⇒ (1) + 18 = 19 puking.

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