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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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)

Everybody forgets us lonely mountain zone people...


Inner Sanctum

Ok so yall make it back to Tephu and but, sell, upgrade.. You have the mummy of Chicisek, Hakotep's top architect..

Give me an Int Check, two Religion checks, an Arcana check, and a Planes check plz..


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)

Int Check: 1d20 + 2 ⇒ (9) + 2 = 11 meh


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arcana 1d20 + 8 ⇒ (11) + 8 = 19


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(Arcana): 1d20 + 9 ⇒ (13) + 9 = 22
Int: 1d20 + 1 ⇒ (6) + 1 = 7


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 intelligence check: 1d20 + 2 ⇒ (1) + 2 = 3

(very funny...very funny...)

Hadjii's Knowledge:Religion check: 1d20 + 3 ⇒ (20) + 3 = 23

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

Hadjii's Knowledge:Arcana check: 1d20 + 3 ⇒ (7) + 3 = 10

(Hadjii knows nothing of aircraft...)


Inner Sanctum

Yea the problem is that Marius was yalls big knowledge guy, so we'll see what Ard rolls before I continue..


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)

He rolled already. Actually I think Calla was also good for those things. Hard to be good at such unless you have access to all knowledge skills and are int based.


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

Or you're a high level bard.


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)

Yeah, that's an even better option. Wonder if Investigator can do that too? Not very familiar with the class.


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

Sort of. Investigator's can, if they are trained in the skill, add 1d6 to any knoweledge check they make, every time they make a check. So, no level based bonus, but a random bonus on the skill check. Bard is strictly better. On the other hand, he can take a special class ability that let's him take 10 at all times on Kn checks, or pay a point to take 20, even in combat or when distracted. So that's strictly better than the Bard (taking 20), but limited times per day.


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

I don't have ranks in much else; could try an int roll.
1d20 ⇒ 18
Since Marius is still nominally a party member, could you bot him for skill rolls?


Inner Sanctum

5d20 ⇒ (14, 17, 12, 15, 9) = 67

With Marius's help some information is remembered/formulated..

Recap + Info:

From your research in the Great Library of Tephu you know that Hakotep’s soul was divided into three pieces—his ba, ib, and ka—and that while his ib and ka were trapped in items (the heart of Hakotep and the Mask of the Forgotten Pharaoh, respectively), his ba was left behind in his body inside his tomb. Your research also has informed you that reuniting the Sky Pharaoh’s divided soul might even return Hakotep to life—indeed, this was the goal of the Cult of the Forgotten Pharaoh.

Having witnessed the departure of Hakotep’s ib from the body of the Forgotten Pharaoh Sphinx you realize that Hakotep’s ib, now freed from its confinement and without a body to inhabit, would have returned to the Sky Pharaoh’s tomb to rejoin with the ba. Indeed, Hadjii can sense that the two pieces have rejoined, and that the pharaoh’s ka, still trapped inside the mask, wants to join them as well.

In addition they realize that rejoining all the fragments of Hakotep’s soul will allow his soul to finally journey into the afterlife, instead of bringing him back to life, thereby ending the threat of the Sky Pharaoh. To do so, they should need only to place the Mask of the Forgotten Pharaoh on Hakotep’s body in his tomb. The problem, of course, is finding Hakotep’s tomb—but hopefully, that’s where the mummy of the tomb’s architect, Chisisek, can help.

I'll give you all a momnet to take in this info while I try to find a replacement. Calla's player has yet to get back to me so..


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Did you just make us roll to remember the plot?


Inner Sanctum

Ths int check was to recall some information yes. The other rolls were for pertenant book 5 info.. The group has a tendency to forget things from experience.. Calla was the note taker I think..


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, so we need to find this Chisisek. Any ideas? "


Inner Sanctum
GM Pox wrote:


As she explodes her body turns to dust, leaving behind her gear.. A trail of screaming mist exits the dust and vanishes.. It seems 3 of you are stone and poor Sheeba got sent to another plane..

1d13 Which unfortuantely for her was the Negative ENergy Plane.. You'll be finding another companion unless you get access to wish spell etc..

The sarcopagus is also in the room..

A magnificent wooden sarcophagus lies atop a stone bier in this chamber. The coffin’s lid is carved in the image of a human man in repose, stone carving tools clutched in his hands. A inlaid cartouche containing hieroglyphs of an owl inside a house is inscribed in carnelian and lapis lazuli on the figure’s brow.

You all recognize the symbol is that of Chisisek, the designer of the flying pyramids.. You also find the Royal Thriae Larva in this room..

My above point proven lol.. Yall already have the body..


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)

Speak with dead?


Inner Sanctum

It certainly looks like a good option..


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 I can talk to the stiff, but I don't expect much in the way of results.


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

Unless Logos's amulet has a power I'm not familiar with, that ability is beyond me.


Inner Sanctum

Yall might have to seek a divine caster for that. At one time you had an item that would do it. Not sure if yall still have it though.

Yall are in Tephu. There are many clerics in this city.


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 Mask of the Forgotten Pharaoh allows Hadjii to cast Speak With Dead as a spell-like ability once per day...

"I believe we should write down a specific list of questions for Mr Chisisek -- then I can nave a meaningful conversation with him!"

simply asking location might not be useful -- Chisisek could respond with landmarks that no longer exist...


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino blinks in surprise as he hears the tale. "...hrm. I do believe I was so caught up in fighting with Kin and you all that I never actually asked about all this... astounding." He purses his lips and begins walking back and forth, hands clasped behind his back. "It... does raise some questions for me, however..."

"First; returning the mask will resurrect the pharaoh... yet reuniting his soul will allow him to pass on? What are we trying to prevent our foes from doing with the mask exactly; some ritual, binding and necromantic? We may wish to know come the final fight..."

"Second; do we know anything of the character of this Chisisek? If he was anything like his master whose tomb he built then he may refuse to answer our questions or deceive us... perhaps merely on the fact that we seek to unseat his master. We might need to find a mage of similar temperament to prevent such suspicion from his long-dead soul."

"Third; and please, I am sure there are many fine answers to this, but I ask as I have not been told any... while his servants have been monstrous and manipulative, do we know anything of the masters' temperament? Is this sky pharaoh known in history as a man of tyranny and disaster?"

Another pace, then a turn to Hadjii.

"Unless perhaps that mask will undo my second question? Perhaps being contacted through the mask of his master might allay suspicions?"


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 have no particular reason to think the Speak With Dead cast via the mask will seem to come from Chisisek's master. Chisisek may or may not sense the presence of his master's ka in the mask nearby..."

"Perhaps we should prepare a few questions to establish the character of the architect and his master, before asking the location of the tomb he built. We may have to act out a scenario that convinces him we are rightful in needing the information about his master's true nature. The play's the thing wherein we shall catch the conscience of the king!"


Inner Sanctum

It found out in the archives that Hakotep was tyranical..

Speaking of the mask I forgot to update some of its powers I think.. It should be +6 Wisdom, Constant deathwatch, the mask grants its wearer immunity to disease, including supernatural diseases such as mummy rot. In addition, the wearer can cast death ward and speak with dead each once per day as a spell-like ability, can cast eyebite once a day, can cast finger of death once per day. Caster level is 17th for all abilities. DC's are 20+spell level.

With that in mind Hadjii can use the mack to ask 8 questions.. Just get me a list.


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)

"Can't hurt to just ask where the tomb is. Not sure there really is a way to tell if he's going to be friendly or not."


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 + 15 ⇒ (19) + 15 = 34

"Ask him for his secret exit, and how to access it from the outside. All those tomb architects had secret exits... too many pharoahs had them sealed in to keep the architecture a secret."

"Ask him if he left details on the traps in the tomb written down anywhere, or if there's a master key."

"Ask him if there are any guardians in the tomb."


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

"Might be worth it to ask him to describe the tomb in detail. If we get one of those spells that transcribes words to paper, we could have a fully detailed description of the tomb and turn that into a map."


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,

.


Inner Sanctum

Amarantha:

For some reason, you decide, you are in Wati. If you are not familiar with the city no matter.. Imagine a medium size city in the desert and upon arrival you can tell it is recovering from a massive war with the undead. Perhaps this is why you are here.. You seek out the temple and meet a man named Ptemenib. He's a cleric of Pharasma and will make sure your abilities are put to good use.. This goes on for a few weeks and things are starting to get better in the city.. I'll fill it in more once the others are up to speed. If you have any input feel free.

The rest of you I need a complete comprehensive list of the questions you wish to ask the mummy? 8 questions. Remember you can use the mask the next day, so just give me 8 questions please..


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

-Are you aware that we possess a mask with Hakotep's soul's ka, and we seek to reunite his soul after it was treacherously split?
-How do we reach Hakotep's tomb?
-What are the tomb's defenses against assault?
-What powers did Hakotep possess in life?
-How do we access your secret exit?
-What are the natures of the tomb's guardians?
-Where can we find details, drawings and the like of the tomb?
-Are there any final wishes of yours we can grant?


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,

DM:
I figure Ama could be here to start a mission, She will happily aid in cleansing the city and it's environs of undead


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)

Questions look fine to me.


Inner Sanctum

After Hadjii uses the mask the mummy corpse comes alive to answer the questions. He does not resist and if fact is very helpful. He seems spiteful of the Pharoah for murdering him etc.. He answers the questions in order.

#1:
"I am aware now. Be wary of that snake of a pharaoh!"

#2:
“Hakotep’s pyramid was my pride and joy, but he made his own changes. He felt my designs lacked cruelty, but he kept the core of my work. His tomb incorporated the same magic his enemies used—the Aeromantic Infandibulum. To ensure his eternal rest was protected from thieves, his favored guards, the Akhumen, were to use the Khepsutanem to send his pyramid into the sky, where it would travel the highest clouds and be forever unreachable by tomb robbers. In the week after his death, the Akhumen slaughtered Hakotep’s greatest generals and entombed them as well so that the Sky Pharaoh would have his armies with him in the afterlife. I realized only too late that he wanted me to join him in the afterlife as well!”

#3:

"The tomb's defenses are to vast to explain them all in the time we have to talk. I will tell you it's greatest defense at the moment is that it cannot be reached, for it resides in the clouds for now. Hakotep’s pyramid is warded against divination and observation, and the sky currents it travels are unknown even to me, yet what was used to send it heavenward can also be used to bring it back. The Khepsutanem is the key. You can use its magic to call back the tomb and bring it to the ground once again. If you can focus the elemental energies of the Khepsutanem’s Sekrepheres on the Aeromantic Infandibulum within Hakotep’s pyramid, you won’t have to reach it—you can bring the tomb back down to earth!”

#4:

"In life Hakotep was a powerful sorcerer, capable of monstrous destrcution. He has reached the penacle of arcane might."

#5:

"We will talk more in detail on that should you succeed in bringing the temple back down to earth. Your quest starts in The Slave Trenches!"

#6:

"See #5"

#7:

"Again see above."

#8:

"I ask that you prevent him from reclaiming his former might. His darkness almost covered Orision entirely. You must stop him from succeeding where he failed before!"

If you haven't already guessed this book is more about getting the pyramid to the ground than it is accessing it. Book 6 will cover questions 5 through 8, but he did provide plenty of information for a second round of speak with dead questions the following day. If you would get those to me I'll try to make in painless so we can press forwards!

Amarantha:

The city has been mostly cleasned at this point. Your basically hanging out till the group is caught up.


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino blinks and drums his hand against a nearby balustrade.

"...'Sky Pharaoh' I think you said? They certainly weren't joking..."

With the rest of the group's help, Arduino gets to work. He looks up the location of the Slave Trenches on a map. He organizes camels for a trip, or searches for a trade caravan going nearby they can hitch a ride on if possible. He pays for the architect's remains to be carefully exhumed from the immense coffin and re-mummified for travel to take with them to ask questions of later. He sells Chisiek's coffin.

After Marius (presumably) expresses a desire to leave, Arduino gives him a hand-shake and wishes him well. He quietly asks around about a spellcaster replacement of similar power; he doesn't mention his group's aim for fear of accidentally recruiting a cult traitor.

Naturally, if any of these are impossible or rejected by other players, I don't go ahead with them.


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 think he wanted another list of questions because we have more stuff to drag out of the corpse.
1. Where are the slave trenches?
2. What is the Khepsutanem?
3. How do we operate it?
4. What does it look like?
5. What kind of dangers can we expect in the slave trenches?

other suggestions are welcome.


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

6. how can we focus the Sekrepheres' energy on the Infandibulum if we don't know where the tomb is?
7. does the tomb return directly to the Khepsutanem's location when the Sekrepheres are used?
8. if not, where will the tomb return to if we succeed?


Inner Sanctum

Just to sum it all up I'm gonna post all yall need.

Roughly 200 miles up the Crook River from Wati.

The Khepsutanem is just another name for "The Slave Trenches".

"The earthworks I designed for Hakotep to enhance and magnify the effects of the Aeromantic Infandibulum. From there, the Akhumen set Hakotep’s tomb into flight, but had we finished construction, Hakotep could even have pulled down Shory cities from the sky!”

Located at "The Slave Trenches" is the Sekrephere's..

“The Khepsutanem is much more than ditches and mounds of earth. Hundreds of obelisks, each containing a bound elemental spirit, adorn the paths of the Khepsutanem. Among these stand 11 great monuments, each infused with the spirit of a particularly powerful elemental. These 11 monuments are the Sekrepheres, and they must be activated in the proper order between the hours of dawn and noon on a single day to focus their energies upon the Sun Disk plaza, which can in turn call down Hakotep’s tomb."

How does one activate the Sekrespheres?

“Before any of the Sekrepheres can be activated, you must rouse the Khepsutanem from its slumber, for after so long a time, the magic that empowers it has certainly gone dormant. The source of the Sekrepheres’ power is found within a complex on the northern side of the earthworks called the Tekramenet. Once you’ve awakened the Khepsutanem, you must seek out the Chamber of the Sekrepheres within a second complex on the eastern reaches of the trenches, the Sekrephrenet. From there, it is a simple matter of anointing the Sekrephere symbols in the proper order with holy or unholy water.”

In what order must we activate the Sekrepheres to focus the Sun Disk plaza on Hakotep’s Tomb?

“Each of the Sekrepheres is associated with one of the gods of Osirion whose teachings, in one way or another, inf luenced Hakotep’s work at the Khepsutanem. They must be activated in the following order: Horus, Ptah, Isis, Ra, Khepri, Osiris, Sobek, Maat, Sekhmet, Thoth, and finally Set. Once you’ve activated all eleven in this order, the Sun Disk can be used to call down Hakotep’s pyramid.”

How do we activate the Sun Disk once the Sekrepheres are activated?

“You need only to use the Pharaoh’s Key in the central stone of the Sun Disk. Finding the Pharaoh’s Key will be the trick, but it should still lie with a complex called the Akhumemnet near the Sun Disk.”

What dangers can we expect?

“Many are its guardians, but alas, I was involved only in the creation of the earthworks. The contents of the vaults and crypts, as well as the nature of their defenses and guardians, were known only to Hakotep and his most trusted agents, the Akhumen. Their leader, the ageless shaitan warlord Tef-Naju, might still live on as the guardian of the Khepsutanem. If Tef-Naju survives, perhaps you can convince him to help you, although as I recall, his temper is as swift as his patience is sparse.”

As to Hadjii questions, the Sekrepheres will lock on to the pyramid once activated and bring it down. The tomb will return to "The Slave Trenches" as far as I know. I assume that's noted in book 6. We will cross that bridge when we get there!


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino readies to travel.


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 that seems to be enough to go on. I'm ready whenever. "


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 buy a dozen potions of 'Hide from Undead' (600gp); he'll aldo buy some fresh berries and complete a few castings of Goodberry

3 castings of Goodberry: 6d4 ⇒ (4, 3, 2, 3, 4, 2) = 18

after a quick shopping trip, Hadjii reports in:

"Jack and I are also ready for a trip to those ancient Khepsutanem! Thank you for rustling up these camels, Mr Poggle -- however, I believe I will provide top-cover, and Jack prefers to lope along his own way..."

he'll take air elemental form (he can now use his wand of Endure Elements without getting it out):

"...does anybody desire a casting of Endure Elements?"

Jack gets one, of course!


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)

"What for? Seems quite pleasant to me. "


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

"Let's get going."


Inner Sanctum

As you all prepare to leave for the Slave Trenches Hadjii recieves a sending message from yalls old pal, Ptemenib in Wati..

“Wati is under attack! A flying pyramid with beams of darkness and airborne undead demands we turn you over as sacrifice! Come quickly! Save us!”

Amaranth:

You awake to a normal day in Wati and go about your normal business. Just after breakfast though you realize a portion of the city has been shaded all the sudden. When you look up you see an odd sight. A flying pyramid is hovering over Wati. It has an immense cartouche of a five-pointed sun on its side. Know History check The shadow cast by the pyramid is unusually dark and cold. You notice a single, obvious entrance to the structure in a 10' by 20' high arch. Currently flying undead minions are coming out and attacking the city, multiple different falvors.. But they stay inside the 500 square foot shadow the pyramid is providing. Know Religion if your curious. It's kinda moot though.

Your pal Ptemenib notifies you that he has contacted a powerful group of adventures and hopefully they will be arriving soon.


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)

"Moving flying targets, sounds like a fun diversion. "

Are we in Wati now? I assume so. Then I go outside and see if I can spy any targets.


Init 7|HP 125/125|Fort 12|Ref 9|Will 15|AC 14, HP151/133|Fort 17|Ref 18|Will 12|AC 38|CMD 30|DR 5/Epic
Buffs:
A:Mage Armor, FLG, SOther, Hero|K:Mage Armor, FLG, SOther
Sheet

Arduino's eyes bug out. "...what?"

I don't think we're in Wati; we headed to the desert to deal with Chisiek's tomb.

Arduino runs to hire a spellcaster to teleport the group to Wati.


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,
DM wrote:

You awake to a normal day in Wati and go about your normal business. Just after breakfast though you realize a portion of the city has been shaded all the sudden. When you look up you see an odd sight. A flying pyramid is hovering over Wati. It has an immense cartouche of a five-pointed sun on its side. Know History check The shadow cast by the pyramid is unusually dark and cold. You notice a single, obvious entrance to the structure in a 10' by 20' high arch. Currently flying undead minions are coming out and attacking the city, multiple different flavors.. But they stay inside the 500 square foot shadow the pyramid is providing. Know Religion if your curious. It's kinda moot though.

Your pal Ptemenib notifies you that he has contacted a powerful group of adventures and hopefully they will be arriving soon.

History: 1d20 + 16 ⇒ (15) + 16 = 31, Religion: 1d20 + 17 ⇒ (11) + 17 = 28

I must say master ptemenib I read up on this fine city and was expecting many wonders...But nothing could have prepared me for this.

Ama will head toward the undead horde, if she can get in their path Ama will cast Consecrate


Inner Sanctum

You are in Tephu.. And with the large animal companions you need a teleport for 7 people.. There's not an 18th level arcane caster in Tephu so another route must be taken.. Wati is only about 10 miles away so there are other spell options for your size of party..


Inner Sanctum

History tells you nothing on the pyramid. You do however identify a few different undead.. You see Greater Shadows, Dread Wraiths, and Geists. You think you would probably die if you attacked alone.

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