| Amarantha Van der Griest |
Page Turn
Ama casts a mythic heal on Canaan(225 hp)
Is anyone else hurt?
UMD: 1d20 + 15 ⇒ (5) + 15 = 20
UMD: 1d20 + 15 ⇒ (4) + 15 = 19
UMD: 1d20 + 15 ⇒ (2) + 15 = 17
UMD: 1d20 + 15 ⇒ (14) + 15 = 29
UMD: 1d20 + 15 ⇒ (11) + 15 = 26
UMD: 1d20 + 15 ⇒ (1) + 15 = 16
UMD: 1d20 + 15 ⇒ (19) + 15 = 34
UMD: 1d20 + 15 ⇒ (9) + 15 = 24
UMD: 1d20 + 15 ⇒ (17) + 15 = 32
UMD: 1d20 + 15 ⇒ (18) + 15 = 33
UMD: 1d20 + 15 ⇒ (6) + 15 = 21
| GM Pox |
Amarantha is able to deactivate the attack pyramids.. Somewhere is the distance a bunch of "OH S$#+!!" noises can be heard..
Where to next? Got three other entrances..
| Amarantha Van der Griest |
Ama hits the group with Extended Life Bubble
| Findlay McDougal |
Findlay's UMD checks on the little pyramid would have been:
Findlay's UMD check: 1d20 + 22 ⇒ (19) + 22 = 41
Findlay's UMD check: 1d20 + 22 ⇒ (4) + 22 = 26
Findlay's UMD check: 1d20 + 22 ⇒ (5) + 22 = 27
Findlay's UMD check: 1d20 + 22 ⇒ (13) + 22 = 35
Findlay's UMD check: 1d20 + 22 ⇒ (10) + 22 = 32
Findlay's UMD check: 1d20 + 22 ⇒ (19) + 22 = 41
Findlay's UMD check: 1d20 + 22 ⇒ (10) + 22 = 32
Findlay's UMD check: 1d20 + 22 ⇒ (17) + 22 = 39
Findlay's UMD check: 1d20 + 22 ⇒ (7) + 22 = 29
the next entrance to the right sounds OK to me...
| GM Pox |
Moving around the pyramid to the east, the next entrance is 280 feet up the face of the pyramid. There are stairs, but something tells you the arc lightning playing on the surface will not be kind without protections. Flight could possibly get you there unscathed..
Please notate any buffs spells being cast and upadte headers..
| GM Pox |
We lost Amarantha due to personal issues.. Ill try to find someone to replace i guess.. Seriously thinking we are cursed to get this finished..
| Hemket |
It is up to the casters to decide on what we do now. If they are low we rest. If they have communal resist electricity, it might be a good idea to slather that on. Just being the brute squad, I don't have the tools to help with this.
| Findlay McDougal |
having just arrived this morning -- after a wild ride through several millennia -- Findlay realizes he hasn't rested in over 3,000 years!
although not particularly low on resources, he is quite ready to snooze.
He would be willing to Teleport the party -- but he's not from around here ('here' being 'this age of the world'!), so he's not familiar with anyplace...it might be a little risky...
| Hadjii |
Hadjii could use a recharge: after Findlay studies his immediate surroundings here, The Hadj will cast Grove of Respite, then Transport via Plants, to get us back to Tephu...
| GM Pox |
Back to Tephu it is.. The citizens look oddly amused by the people exiting plants, but whateve's.. There is talk of a flying pyramid that crashed outside the city though..
Back in town feel free to update loot etc.. For super high end stuff ask though.. Also modifying stuff will take days yall don't have so keep that in mind.
| Hadjii |
Hadjii will be spell components for 8 castings of StoneSkin.
before resting, Hadjii will make 10d4 ⇒ (1, 2, 4, 3, 2, 1, 4, 2, 4, 4) = 27 fresh Goodberries...
in the morning, he'll cast StoneSkin on himself, Aramantha, and Hemket -- using Enduring Blessing to make the duration 24 hours on each casting.
| GM Pox |
After teleporting the group back to the pyramid, mark off the spell Findlay, you all stand looking up the eastern face again.. Lightning plays across the surface and you can see an entrance 280' up..
Feel free to cast buffs and let me know approach, climbing or flying and how far away..
| Amarantha Van der Griest |
Before leaving Ama casts Heroes Feast
Extended Life Bubble
Pro Energy: Communal(Cold, Fire and Lightning)
Extended Pro Evil:Communal
and Extended Ironskin
All Extended spells are using Divine Metamastery to nullify the 1 level increase
Temp Hp: 1d8 + 8 ⇒ (3) + 8 = 11
| GM Pox |
No climb checks.. You start to close on the pyramid and your hair stands on end.. You are pretty sure some mega lightning is gonna get yea if you go up the stairs, multiple times before you get to the top..
Perhaps a Communal Air Walk would be wiser.. This is me throwing a bone and saving you resources.. Fly up and enter..
| Hadjii |
Hadjii can totally burn a Mythic for that Communal Airwalk thing!
he need not include himself (he'll turn into a huge air elemental!): 170 minutes over the 4 characters makes for 40 minutes each...
| GM Pox |
The group flies up to the entrance, staying away from the lightning on the surface.. Once up there..
The stone staircase leads to a platform jutting from high atop the pyramid’s eastern face. A large, dark block of stone polished to a mirror-like finish blocks entry into the pyramid’s interior. A few dozen golden tiles inlaid in the block of stone surround a symbol of an arrow piercing a cloud, painted in a blue metallic hue. A single hieroglyph is carved into each tile, and a line of smaller hieroglyphs is engraved above the tiles.
The hieroglyphs read “Speak the name of the one to whom this Crypt of Air is dedicated.” The strange blue symbol is that of an erinyes
devil from long ago..
Know Planes or Religion check
Hemket notices a trap on the stone blocks, but in its current configuration he thinks if would be difficult to disarm..
| GM Pox |
The black stone slide back revealing a passageway.. You think you can disarm the trap now. New Map link up
Beyond the platform is a narrow corridor that turns south almost immediately. A thick, greenish-white mist fills the passage, masking its length.
A faint odor of mint and roses comes with the gas..
| Amarantha Van der Griest |
Ama goes invisible and follows the group
| GM Pox |
The team moves in with Air Hadjii squeezing in the back..
1d20 + 2 ⇒ (7) + 2 = 9
As Can gets to the end of the hallway and turns the corner he fails to notice the change in the mists density and quickly inhales a poison.. It would also affect Hemket, but he is immune to inhaled poison so.. No one else has to make a save unless they move up..
Need a Fort save Can..
| Amarantha Van der Griest |
We all have life bubble
| GM Pox |
Well never mind then.. All good.. Moving into the next room you see..
"Stout pillars carved with hieroglyphs support the ceiling of this grand chamber. On raised niches in the north and south walls are statues of winged lions, though the forms are oddly distorted. The walls of the chamber are painted with scenes of smiling peasants harvesting wheat as flocks of crows tear bits of flesh from their bleeding bodies. The entire floor of the hall is painted with a dizzying and confused conglomeration of overlapping arcane writing and symbols in a nauseating mixture of colors. The sound of wind comes from the west, where a balcony overlooks an open area."
The ceiling is 40' and the niches described are 10' below the ceiling..
| Findlay McDougal |
at this point, Findlay will cast <Telepathic Bond> on the gang, followed by Invisiblity on Hadjii
| Hadjii |
Hadjii, now invisible -- and already a big air elemental -- flies along the 40' ceiling (so he is now 35' up)...
he peers into the niches:
Hadjii's Perception check: 1d20 + 29 ⇒ (7) + 29 = 36
| GM Pox |
Feel free to move your tokens to where you are moving..
Spells are casts and Hadjii moves up to look into the niches.. He see's nothing but the statues. Hemket slips into the darkness, but doesn't see anything other than described..
| Findlay McDougal |
Findlay will examine the chaotic mix on the floor:
Findlay's Knowledge:Arcana check: 1d20 + 28 ⇒ (4) + 28 = 32
| Hadjii |
Hadjii will drift forward along the ceiling, looking down at the mess on the floor; he will consider it from a Spellcraft perspective:
Hadjii's Spellcraft check: 1d20 + 20 ⇒ (20) + 20 = 40
then he will examine the next niche...
| GM Pox |
You think they were once some sort of summoning circles, but have long since lost there magics..
1d20 + 28 ⇒ (7) + 28 = 35
Hadjii notices nothing different in the second niche..
| GM Pox |
A few moments after Hadjii looks into the niche the 4 statues spring to life and attack!!
They will have a surprise round with no one noticing them. I'll post it in the morning..
| GM Pox |
As Hadjii watches the statue in front of him morphs into..
This thing is a horrid mass of barbed tentacles, glaring eyes, and gnashing teeth, twisting upon itself and reshaping into new forms.
Know Planes
It does not notice the invisible Hadjii though and all 4 move to attack the people below.. Because it's a suprise round they don't get to move and attck however.. They readied themselves by launching into the air..
Amarantha: 1d20 + 7 ⇒ (2) + 7 = 9
Canaan: 1d20 + 8 ⇒ (4) + 8 = 12
Findlay: 1d20 + 14 ⇒ (5) + 14 = 19
Hadjii: 1d20 + 8 ⇒ (9) + 8 = 17
Hemket: 1d20 + 16 ⇒ (2) + 16 = 18
Beasts: 1d20 + 10 ⇒ (13) + 10 = 23
Init Order:
Beasts
Group..
The one in front of Hadjii goes to move but runs into him.. Startled he attacks his space..
Attacks: 4d20 ⇒ (11, 19, 15, 15) = 60 all could hit
Miss: 4d100 ⇒ (24, 78, 18, 56) = 176 two hits
Dam: 2d8 + 22 ⇒ (4, 5) + 22 = 31 apply DR twice
You need to make two fort saves as well Hadjii..
The other three do flyby attacks on the rest of the group minus Hemket. One on each..
Vs Findlay: 1d20 ⇒ 5 hit
Dam: 1d8 + 11 ⇒ (4) + 11 = 15 plus a fort save.
Vs Amarantha: 1d20 ⇒ 13 hit
Dam: 1d8 + 11 ⇒ (8) + 11 = 19 plus a fort save.
Vs Can: 1d20 ⇒ 20 threat
Confirm: 1d20 ⇒ 3 nope
Dam: 1d8 + 11 ⇒ (6) + 11 = 17 plus a fort save.
Can because you have combat reflexes you may make an AoO as it passed you by.. The creatures end up 20' in the air after they pass you..
| Canaan Fodda |
fort save: 1d20 + 16 ⇒ (18) + 16 = 34
AOO: 1d20 + 36 ⇒ (11) + 36 = 47 damage: 1d6 + 22 ⇒ (4) + 22 = 26
and that stops the movement of the creature due to cage enemy (I will spend the mythic point).
Cage Enemy (Ex)
You can pin enemies foolish enough to face you. As an immediate action, you can expend one use of mythic power to hinder opponents until the end of your next turn. When this ability is active, any creature moving out of one of your threatened squares, even when making a 5-foot step or using a form of movement that doesn’t usually provoke attacks of opportunity, provokes an attack of opportunity from you. If your attack of opportunity hits and deals damage, the creature remains in its current space and its movement ends. Alternatively, you can expend one use of mythic power as part of a charge. If the charge attack hits, the target can’t move itself from its space until the beginning of your next turn (though others can move the creature).
Also note that I have 10' reach for the purpose of AOOs, and 4 AOOs per round if any more went near me.
The damage just eats the temp HP from heroes feast (after my DR 6/-).
| Canaan Fodda |
to hit: 1d20 + 36 ⇒ (7) + 36 = 43 damage: 1d6 + 22 ⇒ (1) + 22 = 23
to hit: 1d20 + 36 ⇒ (1) + 36 = 37 damage: 1d6 + 22 ⇒ (3) + 22 = 25 guess I couldn't stop all of em
| Amarantha Van der Griest |
Planes: 1d20 + 18 ⇒ (18) + 18 = 36
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.
Ama is also invisible
| GM Pox |
Normal Invis is no good vs them.. Hadjii has Undetectable on his cloak though so need the fort save Amarantha.
Amarantha knows these are chaos beast, but a more evolved form..
Saves: Fort, Reflex, Will
No elemental resistances
hen they hit you a curse comes with that can make your corporealness unstable.
They have damage reduction and spell resistance.
Can stops two of the baests in thier tracks as they come by.
C1
C2
C3 -16
C4 -18
Party is up..
| Amarantha Van der Griest |
Fort: 1d20 + 19 ⇒ (20) + 19 = 39
Ama channels to activate Beacon of Hope
Channel: 9d6 ⇒ (6, 6, 1, 5, 4, 2, 6, 4, 5) = 39