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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Inner Sanctum

Ghost gets blown away.. I find it interesting you choose to kill them over recasts the control spell..

The ice continues to grow, and nothing happens..

Feel free to fire away at the other one.


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)

to hit: 1d20 + 28 ⇒ (4) + 28 = 32 damage: 2d8 + 48 ⇒ (4, 3) + 48 = 55
to hit: 1d20 + 28 ⇒ (18) + 28 = 46 damage: 2d8 + 48 ⇒ (4, 4) + 48 = 56
to hit: 1d20 + 28 ⇒ (13) + 28 = 41 damage: 1d8 + 24 ⇒ (8) + 24 = 32
to hit: 1d20 + 28 ⇒ (18) + 28 = 46 damage: 1d8 + 24 ⇒ (3) + 24 = 27
to hit: 1d20 + 28 ⇒ (18) + 28 = 46 damage: 1d8 + 24 ⇒ (2) + 24 = 26


Inner Sanctum

It gets blown away..

Ok so the slowly moving ice just just about to reach Hemket and Can's position when a large form bursts from the water to attack!

"Bristling with spiny ridges, coral horns, and needle-sharp teeth, this menacing biped seems to have emerged from some poisoned sea."

Know Planes

Init:

Amarantha: 1d20 + 6 ⇒ (18) + 6 = 24
Canaan: 1d20 + 8 ⇒ (13) + 8 = 21
Findlay: 1d20 + 14 ⇒ (12) + 14 = 26
Hadjii: 1d20 + 6 ⇒ (18) + 6 = 24
Hemket: 1d20 + 14 ⇒ (20) + 14 = 34
Baddie: 1d20 + 9 ⇒ (3) + 9 = 12

Init Order:
Party
Poor Protector of the Realm..

The map is current, only Can and Hemket can see the baddie atm..


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 hears some racket from the other side, mentally transmits a query:

"What the heck is going on over there?"


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 moves a bit

What's all this racket? Can I see it now?

Planes: 1d20 + 17 ⇒ (17) + 17 = 34

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.


Inner Sanctum

The area you went into is solid. You will have to go back where you were before or get out on the ice in order to see it.


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 go with his natural reaction, which is to pincushion anything odd.

activate haste, deadly aim, rapid, etc, the usual stuff
to hit: 1d20 + 29 ⇒ (19) + 29 = 48 damage: 2d8 + 48 ⇒ (1, 5) + 48 = 54
to hit: 1d20 + 29 ⇒ (7) + 29 = 36 damage: 2d8 + 48 ⇒ (2, 8) + 48 = 58
to hit: 1d20 + 29 ⇒ (3) + 29 = 32 damage: 1d8 + 24 ⇒ (5) + 24 = 29
to hit: 1d20 + 29 ⇒ (18) + 29 = 47 damage: 1d8 + 24 ⇒ (6) + 24 = 30
to hit: 1d20 + 29 ⇒ (17) + 29 = 46 damage: 1d8 + 24 ⇒ (7) + 24 = 31
to hit: 1d20 + 29 ⇒ (10) + 29 = 39 damage: 1d8 + 24 ⇒ (2) + 24 = 26

spend a mythic point to add distant barrage
to hit: 1d20 + 34 ⇒ (13) + 34 = 47 damage: 1d8 + 24 ⇒ (5) + 24 = 29


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 reckon Findlay still has an action: he'll cast Fly on himself, and move to where he can see what's up...

everyone hears in their head:

"yuck!"


Inner Sanctum

You can make the planes check Findlay..

Hemket hits with every attack, doing massive damage, however it only seems to piss the thing off as it starts foaming at the mouth and glaring at Hemket with lethal intentions..

Can, Hadjii, and Amarantha still up..

Meanie -247


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 Knowledge:Planes check: 1d20 + 27 ⇒ (17) + 27 = 44

(same questions, in same order Aramantha listed)


Inner Sanctum

The is a Ghawwas Div, although clearly not the average one..

Saves: Fort, Reflex, Will
Resist: Acid, Elec, Cold
Immune: Fire Poison

Thats all you get..


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 drift over, and burn a Mythic Point to try out<Sunbeam> on the new threat...

Hadjii's SR check: 1d20 + 14 ⇒ (7) + 14 = 21

(on the off chance it doesn't have SR, Reflex DC = 28 or take 4d6 ⇒ (4, 2, 6, 1) = 13 damage and become blind)


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

Is there some place Canaan can position himself to intercept the creature from getting to Hamket?


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 will "think out" what he knows:

"I believe this thing is completely immune to fire, and poison! Also, probably somewhat hardened against acid, lightning, and cold..."


Inner Sanctum

Looking at the map no Can. You can move adjacent, but your pretty sure the spear it carries can hit Hemket regardless..

Hadjii's spell deflects off the creatures magic resistance and fizzles.


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

Is the ice next to the creature still there so he can move up and attack?


Inner Sanctum

The Ice is creeping up behind the creature currently. He surfaced to fight when it starting the get into the nook. He has 5 rounds before he will either have to dive or leave the water. It apears that Can will have to swim or fly to fight for the next few rounds..


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 activate her Winged Boots and have a looksie


Inner Sanctum

You see the creature, your roll is worth 1 question.

Can is still up..


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

He will move next to Hemket and hold. Nothing much else he can do.


Inner Sanctum

The baddie attacks Hemket with the fury of the seven seas.. Four spear attacks, a bite, and sting..

Attacks: 6d20 ⇒ (1, 2, 6, 18, 18, 13) = 58 all hit but first..
Dam: 8d6 + 189 ⇒ (5, 2, 3, 2, 3, 6, 2, 2) + 189 = 214 plus a fort save DC 30 or take Str Dam: 1d6 ⇒ 4

Despite missing with it's first attack the Div drops Hemket in 1 round, with only his mythicness saving him from outright dying. He's at -25 and stable, but with poison saves still. Also I had your max hp at 183, not 189. Am I missing something?

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)

I merely go with what Hero Lab says, I'm too lazy to calculate myself.


Inner Sanctum

Lol, I figured as much.. 10+13*6=88 + Con 4*14=56 + FCB 14 + Mythic 25 = 183. I thought I was missing 6 hp from somewhere.


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 see the creature, your roll is worth 1 question

I was going to ask about special attacks but after seeing what it did to our archer I believe I have my answer..

Ama flies over invisibly and hits Hemket with Heal(150 hp) using Faiths Reach

Ranged Touch: 1d20 + 12 ⇒ (14) + 12 = 26


Inner Sanctum

You only have to make a ranged touch if it is offensive Amarantha.

Hemket is healed 150hps but is still prone, so he's at 119 by my count. His poison is cured, but he still needs to roll for the intial damage. A fort save.

Everyone else is still 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 + 16 ⇒ (18) + 16 = 34


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 will use a 1st-level slot for Magic Missile, and a 5th-level slot for Quickened Magic Missile:

Findlay's first SR check: 1d20 + 14 + 4 ⇒ (18) + 14 + 4 = 36
Findlay's 2nd SR check: 1d20 + 14 + 4 ⇒ (16) + 14 + 4 = 34

Magic Missile damage: 10d4 + 10 ⇒ (2, 3, 4, 2, 3, 1, 1, 4, 4, 4) + 10 = 38


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 cast one of his two prepared Flame Strikes:

Hadjii's SR check: 1d20 + 14 ⇒ (12) + 14 = 26

on the off chance that defeats SR:

Flame Strike damage: 14d6 ⇒ (6, 5, 4, 4, 5, 6, 1, 4, 6, 3, 5, 6, 3, 6) = 64

it ignores the fire portion, but takes 16 divine damage (or 32 divine if it fails DC 28 Reflex save)...


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 is still limited by the broken ice and can't do much. He waits, grumbling.


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 play dead since standing will just get him hit and he won't be able to attack.

bluff: 1d20 + 18 + 3 ⇒ (20) + 18 + 3 = 41


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 would guess the huge gouts of blood made Hemket's demise look pretty credible...


Inner Sanctum

Except that 70% of his wounds just closed.. Lucky for you it has no ranks in sense motive..

Both Findlay's and Hadjii magics hit the fiend.. It roars in anger..

Reflex: 1d20 ⇒ 2 fail, uses Eater of Magic
Reflex: 1d20 ⇒ 12 save, takes none after evasion, does take MM damage though.

-270

Angry and still up..

The creature attacks Can..

Attacks: 6d20 ⇒ (11, 18, 17, 1, 7, 15) = 69 vs AC 47 3 hits..
Dam: 6d6 + 135 ⇒ (4, 5, 6, 3, 3, 2) + 135 = 158

It moves 5' down into the water after, so while you all can still see the creature it will have cover this round.

Party is up 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 flies away to a safe distance and casts Debilitating Portent(Will 27)

SR 1: 1d20 + 14 ⇒ (11) + 14 = 25
SR 2: 1d20 + 14 ⇒ (16) + 14 = 30


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 will try Glitterdust:

Findlays CL check to defeat SR: 1d20 + 14 + 4 ⇒ (15) + 14 + 4 = 33
Findlays Eldritch Breach check: 1d20 + 14 + 4 ⇒ (6) + 14 + 4 = 24

using a point from his Arcane Pool to bump the Will Save DC to 23...


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 Sunbeam spell is still going, so he'll try another beam:

Hadjii's CL check to defeat SR: 1d20 + 14 ⇒ (17) + 14 = 31

if it fails it's DC 28 Reflex Save:

Sunbeam damage: 4d6 ⇒ (5, 1, 6, 1) = 13, and blinded


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 grab his bow and stand up. that's all he can do this round.


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 has DR 6/- so he sits at 16 HP right now. If attacked again, he will use a mythic point to increase his AC by 10 from mythic dodge.


Inner Sanctum

You could use absorb blow as well if you wish..

Amarantha puts a nasty curse on the fiend, while Findlay attempts to blind it.. As well does Hadjii.

Will vs Dust: 1d20 ⇒ 11 save
Reflex: 1d20 ⇒ 20 save with evasion

You all see the fiend disappear into the depths and moments later the water starts to rise spilling over the ice.. You have a round of actions before the water will completely fill the room and spill out into the hallway..


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 will try to grab the pyramid and fly out:

Findlay's ST check: 1d20 ⇒ 3

although he fails to snag it, he flies out anyway...


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 try to grab the little pyramid and fly out:

Hadjii's ST check: 1d20 + 2 ⇒ (19) + 2 = 21

the Hadj has Fly-by Attack -- so he can fly over, use his action, and continue his move


Inner Sanctum

Hadjii's tiny arms miraculously pull the pyramid from it's perch.. He and Findlay both clear the chamber and are in the hallway..


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

Is there still a boat near Hemket and Canaan? Is the way out to the east?


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 waits to see if Canaan and Hemket can get out, if so she follows if not she will use Faith's Reach to Full Heal(150hp) Canaan


Inner Sanctum

The boatmen are still outside the room yes..


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

Hemket and Canaan will make for the boats.


Inner Sanctum

While some go flying others head to the boats as the water quickly rises.. Before you know it you are being chased by a column of water and are riding waves out of the complex.. The boatmen seem to behaving a good time..

Once you come crashing outside you see the Div again, waiting with his spear.. He is obviously not raging and gives the group a nod before vanishing in defeat..

Yall have obtained the first key, you can make spellcraft check on the pyramid.. You all level to 15th too btw..


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 sniff at it:

Hadjii's Spellcraft check: 1d20 + 20 ⇒ (4) + 20 = 24

the others can hear him thinking:

"I think it's just a big d4..."

then he swirls around Findlay, teasing him on the mental airways and waving the new toy:

"Hey Findlay -- I just got the coolest magic thingy so far! If you cast Invisibility on me again, I'll let you touch it for a second or two..."


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 will burn a 2nd-level spell slot to make the big elemental invisible, and put his hand out patiently; when Hadjii drops the pyramid in his palm, he'll give it a hard look:

Findlay's Spellcraft check: 1d20 + 28 ⇒ (4) + 28 = 32

or not...

since it may be important, Findlay will Surge on it:

Findlay's potent surge: 1d8 + 1 ⇒ (2) + 1 = 3
Findlay's Lucky potent surge: 1d8 + 1 ⇒ (7) + 1 = 8

I hope a 40 is good enough!


Inner Sanctum

Indeed it is, I'll give info in the morning.. Finish leveling and decide if yall are slepping etc..


Inner Sanctum

This is a Control Pyramid. What it does is transmit power from the Aeromantic Infandibulum inside Hakotep’s great pyramid to the smaller flying attack pyramids, enabling the general in each crypt to command four of the attack pyramids. You will need one pyramid from each entrances to activate the inner sanctum door to appraoch Hakotep. You can also attempt to sever the power to the attack pyramids, like the one yall fought over Wati, by making a series of UMD checks or Disable Device checks.. This would cause all 4 of the attack pyramids associtated with the control pyramid to plummet..

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