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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AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

"I don't quite understand. You say I was trapped in there for 3000 years? I lost track a long time ago it seems. How is Hakotep still alive? Did he find the secret of immortality or did he become undead? Anyway I will gladly join you. Everyone I knew is probably dead for eons and I don't know this land anymore. Besides, there are some things to settle with Hakotep. "

-Posted with Wayfinder


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)

"We're really not sure about Hakotep. I think some cult of his followers has managed to find a way to bring him back from death. Whether or not his is undeath or not, we don't know. "


Inner Sanctum

Need spell craft checks if you wanna figure out about the items.. Also who's taking the other gear? The rings in particular are nice.


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

still dead....


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Spellcraft : 1d20 + 26 ⇒ (8) + 26 = 34

Spellcraft: 1d20 + 26 ⇒ (10) + 26 = 36

Spellcraft: 1d20 + 26 ⇒ (2) + 26 = 28

-Posted with Wayfinder


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)

Were the rings identified?


Inner Sanctum

Everything but the vials and orb were identified.

The two vials are the same thing, and unfortunately Amunet-Ra does not know what they are. The aura is artifact level and it was on the tip of her mind on what they are.

She does however recognize the sphere.

Pharaoh's Key:

The Pharaoh’s Key is a strange-looking device, possibly of Shory origin, about 1 foot in diameter. The device’s primary use is as an activation item to trigger the firing of the Slave Trenches, yet it also grants protection against elemental creatures as long as it is carried in one hand. The bearer gains a +5 deflection bonus to AC and a +5 resistance bonus on all saving throws against attacks made by creatures with the elemental subtype. In addition, while the Pharaoh’s Key is held in one hand, the bearer’s attacks ignore any damage reduction possessed by a creature with the elemental subtype.

It's what yall need to activate the trenches and bring down Hakotep's tomb..

Everyone can graduate to 14th level! You should all be 14th level/5 tier mythic now.


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's first action will be to cast Regenerate on her eye sockets.


Inner Sanctum

Amarantha now has eyes again..


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 now head over to Khuf and hit him with Raise Dead along with 2 Restorations.

I don't have 7K in Diamond Dust, is it alright if i just deduct 7K from my cash. I have 8K.

She will then introduce him to Amunet


Inner Sanctum

If you don't have expensive components or a way to bypass them than no. Im not gonna start down that road where wbl pays for consumables as you need 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)

Just went back to the 2 rings being found on the dead Jinn. There were no rolls made to identify them and their properties were never mentioned.


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:
If you don't have expensive components or a way to bypass them than no. Im not gonna start down that road where wbl pays for consumables as you need them.

Ok no worries.

Folks we need to head to town to pick up some important components to bring our friend Khuf back. I do have a way to get us there quickly


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, let's get that done. "

I think it was mentioned we had time to go back and then return to do whatever stuff we needed to drop the flying pyramid.


Inner Sanctum

Hadjii made rolls and I told you everything but the sphere and the vials, which he did not roll high enough to identify. Amunet was able to identify the sphere, but missed the mark on the vials.


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,

Very good then Ama casts Wind Walk and all of us can head to town, she will then trade in 7K for the proper components and when everyone's ready head on back.

Shall we rest before we bring down the big pyramid


Inner Sanctum

I've highlighted the Jin's gear so hopefully no more confusion is had. Obviously you will need to spend WBL to keep anything other than the sphere. If you ever figure out what the vials are they will be free to keep as well.

GM Pox wrote:
GM Pox wrote:

Currently you have Khufu and Ard dead, as well as two animal companions, which you cannot bring back. And while you do gain another mythic tier, you do not gain another level yet.

A quick search by Hemket reveals a secret compartment in the minature city. Opening it reveals a magic scroll, two magic vials, and a spherical object, with a grip for carrying, about 1' in diameter.

The two vials and the sphere are off the charts magical.

In addition the Jin's sword, armor, and both rings are magical.

GM Pox wrote:

7d20

Hadjii knows the scroll is Greater Planar Binding, but he does not know what the vials or the sphere is.. The Jin's weapons is a large +5 Conductive Falchion, her armor is Celestial armor that has been dulled to look more black, and her rings are Ring of Freedom of Movement and a Ring of Major Energy Resistance(cold).


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, just saw it. You rolled for Hadji, which is why I didn't notice.

"We have 2 good rings, freedom of movement and major cold resistance. I think Khuf should get the freedom of movement once he's breathing again. I don't really know who should get the other. I generally can dodge evocations so it's a bit of a waste on me. "


Inner Sanctum

Yea I rolled for Hadjii to move things along.

It takes the group a few hours but you arrive at Wati safely..

Report? Shop for upgrades? Get hammered?

You will have to go to Tephu or even a larger city to purchase super high end stuff.. Just let me know.


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)

Mostly just here to get the stiff unstiffed.


Inner Sanctum

I understand, but you all are at 185k wbl now. I doubt everyone has that much gear, so if you wanna buy now's the time before we start the last book!


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 we will hit the big city so we can properly gear up then.


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,

If I may make a suggestion, everyone pick up some 5K diamonds and diamond dust


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Amunet can continuously fly on her own with a speed of 120 feet.

"[/b]Buying some spell ingredients is a very good idea! [b]"

-Posted with Wayfinder


Inner Sanctum

Windwalk travels at 600' per round Amunet. If you choose to use your own it will take you all day plus some to get there.

After arriving at Wati, the group decides it better to move to Tephu it they want access to better gear. Another hour or so of windwalk and you reach the city to make purchases..


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,

What level does this AP take you too?


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)

Since we're going into the last one at 14, I'd bet we cap at 17 (with maybe 18 when it is done, though that is moot). APs always finish at either 15 or 17 (except WotR, which is the oddball).


Inner Sanctum

Ran without mythic you are 18th when you fight the last boss. As is yalls power level is absurdly higher, so prob 16th, possibly 17th before last encounter.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

let's do level 18 :p not that much of a difference probably. In some games I play you also get the class cap ability when you stay single class on the last level in the book, but we don't use mythic.

-Posted with Wayfinder


Inner Sanctum

After gear is bought etc., the group heads back and finds they still have a few hours in which to complete the ritual. Flying up to the Sun's Disk you see.. BTW what did yall do with the two unidentified elixurs?

"A fifty-foot-diameter disk of gray basalt sits at the center of a circular plaza of yellow-orange stone, surrounded by a curving trench. The disk is adorned with faint hieroglyphs, but for the most part its surface seems to have been worn smooth by the elements and the passage of time. Very little sand has gathered upon the disk, as if the wind specifically sought to keep the slab clean."

In the center of the disk you see a small dipression that looks like the Pharaoh's Key would slot into.


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)

Put the key in the slot.

I will leave discovery of the elixirs purpose to those capable.


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

Could we spend some money to have someone with a clue id the elixors before proceeding?


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

first thing in the morning -- before the party travels anywhere -- Hadjii will present the vials once again to Amunet:

"Please try again, ma'am, to determine what these fluids might do..."

(might I recommend using <Identify> this time...)

if the diviner still cannot determine their purpose, then Hadjii plans to ask Hakotep when he sees him...
__________________________

Hadjii is letting Jack have a few days off to recover from his demise: he leaves the big wolf with his friend Rajik in Wati.

before departing, Hadjii will cast an all-day <Stoneskin> (thanks to Enduring Blessing) on himself, as usual.
___________________________

Hadjii takes Air Elemental form -- now that he's 14th level, he's a HUGE air elemental! -- and flies top cover (100' above Hemket) as the slayer crosses the disk to insert the key...


Inner Sanctum

You can certainly pay for Iding in the city. Spellcraft or Craft Alchemy could get it.

Hadjii am I understanding you are leaving Jack in Wati for this last part?

As Hemket places the key the Sun Disk starts to glow and give out a low humming sound. From yalls vantage point you can see the 11 Sekrepheres start to glow brighter and brighter and flash with electricity. The Sun Disk starts to glow brighter and spark as well.

I've linked a new map that we will being using for this. The area inside the circle starts dealing electricity damage to those standing in it.

Assuming the group moves out of the damaging area, they watch as the energies slowly get stronger.

After a couple of minutes however they notice something else. All around the slave trenches the many thousands of bones start to animate into large skeletal creaures. Know Religion They all start to head your direction, wailing and screaming as they come. There are four distinct types of them, one for each of the elements..

You have 3 rounds before the first wave is upon you. It is obvious they are trying to stop the ritual.


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)

Noting the massive horde of critters approaching Hemket asks "I don't suppose anyone has a way for me to fly? I'm really not so good if they pile on top of me.


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

Before departing, Khufu casts barkskin upon himself

"Hemket, we will provide you with cover, engage those that penetrate my barrier...."

Khufu raises his braceleted arms to the sky and calls upon Anubis:

Round 1: Cast Repulsion 80' radius (DC21 Will to resist) - 14 rounds (I don't know how far away they are, but I want a bubble big enough to make them move once before engaging us.

Round 2: Summon Graven Guardian 10' away leaving a 10x10 gap between Khufu and the guardian for party members to shelter in.
(the guardian and I will threaten all around)

Round 3: Sprinkle granite and diamond dust into the air to cast stoneskin on himself.
Ka stone - Swift Action Righteous might.
Graven Guardian casts Haste upon iteself
Repulsion down to (12/14) rounds

Graven Guardian:

Graven Guardians of Anubis

N large construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
-------------------
Defense
-------------------
AC 31, touch 11, flat-footed 28 (+2 Dex, +20 natural, -1 size)
Hp 124 (15d10+30); fast healing 5
Fort +5, Ref +7, Will +6
DR 10/adamantine; Immune construct traits; SR 25
Weaknesses faith bound
-------------------
Offense
-------------------
Speed 40 ft.
Melee +3 adamantine keen heavy flail +25/+20/+15 (2d8+15+bleed/17-20x2)
Space 10', Reach 10'
Special Attacks bleed 2, rest eternal
Spell-Like Abilities (CL 15th; concentration +0)
1/day—haste (self only)
-------------------
Statistics
-------------------
Str 26, Dex 14, Con —, Int —, Wis 12, Cha 1
Base Atk +15; CMB +24; CMD 34
SQ guardian domains (Death, Repose)
-------------------
Special Abilities
-------------------
Faith Bound (Su) A graven guardian cannot attack any creature that openly wears or displays the holy or unholy
symbol of the deity to which the graven guardian is dedicated unless that creature first attacks the graven guardian.

Rest Eternal (Su)—Damage dealt by the graven guardian resists any magical healing. Attempting to use magical
healing to cure this damage requires a successful caster level check against the guardian's SR. This ability does
not affect natural healing or healing provided by extraordinary abilities.

Death: Bleed (Ex)—The graven guardian's weapon deals 2 points of bleed damage on a hit.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Amunet will cast fly on the earth bound Hemket (which is a mythic fly so it´s 120 feet for 14 minutes), then take to the air herself, looking at the bony spectacle and trying to remember about it.

kn:religion: 1d20 + 22 ⇒ (10) + 22 = 32


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

I could erect a 140 feet long barrier of magical force around the area where we hold the ritual. It should keep them at bay for some time.

Preparing to cast wall of force around the ritual area so the undead or other foes can´t enter from the outside. 14 rounds


M Human Solar Sorcerer-5 |HP 27/27 |AC: 16 FF: 12 Touch: 14 |CMD:12 |F:+3 R:+4 W:+5 |Init:+3 Per:+11 | 6/7 5/5 Little Ra |HP 23/23 | AC:21 FF:15 T:18 | F:+2 R:+5 W:+6 |
Condition::

I don't think it is shapeable into a circle, and if it is that doesn't cover a very big circle, even at just 10' high.

Are the dead things trying to get to us or to somewhere else? I'll adjust the radius of repulsion to larger if it needs to cover something else


Inner Sanctum

I've placed you all on the map, outside the circle where lightning damage is occurring. Feel free to move around. Khufu's repulsion can block the whole top of the hill, but will not last long enough for the ritual to complete.. It will keep the first couple waves at bay though..

Two rounds later two of the creatures appear up the hill..

Amunet knows they are Ossumental's, they have DR bypassed by magic, a breath weapon associated with elemental type, and have special movement depending on type..

The first two you see appear to be an earth and fire type..

Init:

Amarantha: 1d20 + 6 ⇒ (2) + 6 = 8
Khufu: 1d20 + 5 ⇒ (5) + 5 = 10
Amunet: 1d20 + 16 ⇒ (4) + 16 = 20
Hadjii: 1d20 + 6 ⇒ (14) + 6 = 20
Hemket: 1d20 + 14 ⇒ (16) + 14 = 30
Init Baddies: 1d20 + 5 ⇒ (2) + 5 = 7

Init Order:
All of Party
Enemies

Party is up..

2d20 ⇒ (10, 5) = 15


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,

Before departing Ama hits the group with Heroes Feast, Life Bubble and herself with Extended Ironskin

Religion: 1d20 + 19 ⇒ (2) + 19 = 21

Questions:
1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities
3. Special attacks
4. Special defenses
5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity on me even though I beat their initiative.

Upon arrival she will be invisible

Heroes Feast HP: 1d8 + 7 ⇒ (4) + 7 = 11

Ama will act like a cleric and go last


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

Jack will indeed miss out on this part: he's down two levels after the Raise Animal Companion. If we are not done in a couple of days, Hadjii will fetch the wolf (although I agree with others in various forums that animal companions -- which are great at lower-level and pretty good at mid-level -- tend to be much less useful at higher levels...)

upon seeing the bony things headed our way, Hadjii will begin casting one of his two prepared Summon Nature's Ally VI spells, bringing forth 1d4 + 2 ⇒ (2) + 2 = 4 augmented medium air elementals at the beginning of the 2nd round. He'll have them fly towards the stony-looking skeleton.

for his 2nd-round action, Hadjii will fly so that he is 270' in front of the stony-looking skeleton, and use a Mythic Point to cast <Wall of Thorns> centered 10' in front of the stony-looking skeleton -- sixteen 10' cubes, so a 40' by 40' square; Hadjii places the square such that it must go through 30' of thorns to go forward, or just 10' to go back away from us (or just 20' if it moves perpendicular to the path straight for us)...

then he sends the air elementals to attack that one from above:

1st augmented medium air elemental's slam attack: 1d20 + 11 ⇒ (20) + 11 = 31
crit confirm check: 1d20 + 11 ⇒ (8) + 11 = 19
damage: 1d6 + 9 ⇒ (6) + 9 = 15

2nd augmented medium air elemental's slam attack: 1d20 + 11 ⇒ (14) + 11 = 25 ...
3rd augmented medium air elemental's slam attack: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21 ...
4th augmented medium air elemental's slam attack: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 ...


Inner Sanctum

Amunet casts fly on Hemket and debates on casting a wall of force. With Khufu's spell doing the same thing she decides to wait till her spell is needed.. You may take another action if you wish.

Everyone else gets in position with Hadjii attempting to block the Earth Ossumental with a Wall of Thorns while sending his air brigade to attack it. Two attacks land home..

1d6 + 9 ⇒ (1) + 9 = 10

Earth -25
Fire -0

Everyone but Hadjii is still up in Round 1..


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Mh thanks. Might cast gravity bow on Hemkets bow then. If that´s possible. ALso some questions: Is the map accurate? I thought we are encircled, but on the map it looks as there are two kind of entry ways to where we are and hold the ritual. This is of importance for my next decision.


Inner Sanctum

Gravity Bow is personal only. The module did not provide a map for this so I found one that suited. You guys are on top of a massive hill.. The center circle is the Sun Disk and is currently sparking with electricity. There are indeed multiple ways in which the undead can come at you, but currently Khufu's Repulsion is covering the whole top. If you are flying more than 30' up you can see a second wave of 4 undead coming.. They will be here is 30 seconds or so..


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)

Waiting to see if I get a haste before I start shooting.


AC 29/27/21 | hp 90 | F+11*, R+14*, W+8* | Defensive Abilities evasion; Immune sleep, disease | Weaknesses light sensitivity Init +10 | Senses darkvision 60 ft., low-light vision; Perception +15 (14 on vision-based Perception checks.) Pic 1 | Pic 2 |

Amunet will then cast haste on everyone in the last round.

She will first wait and watch how everyone else deals with the undead to see wether more magic interference is necessary or not.


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 Channels, hitting everyone with Beacon of Hope


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 open up on the undead critters (assuming he has line of sight from his current location, if not, he flies up till he does). He will engage the closest (or start at his right) and shift as they drop.

many shot, clustered shot, haste, deadly aim, rapid for 2 extra, Beacon of Hope,
to hit: 1d20 + 28 ⇒ (9) + 28 = 37 damage: 2d8 + 46 ⇒ (8, 5) + 46 = 59
to hit: 1d20 + 28 ⇒ (14) + 28 = 42 damage: 2d8 + 46 ⇒ (4, 4) + 46 = 54
to hit: 1d20 + 28 ⇒ (18) + 28 = 46 damage: 1d8 + 23 ⇒ (7) + 23 = 30
to hit: 1d20 + 28 ⇒ (9) + 28 = 37 damage: 1d8 + 23 ⇒ (4) + 23 = 27
to hit: 1d20 + 28 ⇒ (4) + 28 = 32 damage: 1d8 + 23 ⇒ (4) + 23 = 27
to hit: 1d20 + 28 ⇒ (3) + 28 = 31 damage: 1d8 + 23 ⇒ (6) + 23 = 29


Inner Sanctum

A barrage of death welcomes the firey undead. The after effects leave it dead again..

Earth -25

Khufu still up, he has no current target though.

The earth undead guy borrows into the ground, provoking from the 4 elementals and pops back up just 5' away from the Pharoah's Key.. It's obvious it's only mission is to remove that key..

Now Khufu has a target..

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