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

Findlay warps time and space. Where once Can's sword was in the blob, now it is returned, undamaged.

After doing research nothing ever states that Oozes splitting changes anything from the originals stat lines. I even found a line from Jacobs saying it probably should, but they never found the time to figure the stat changes.. I too don't have the time to take it from gargantuan to large numbers. As an afterthought, I will not being using monsters that split anymore..

Can has his sword and it is his turn to act. As well as Amarantha's..


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

Can, using freedom of movement makes a break for the other doorway. If necessary he'll spend a surge for an extra action if the amount of movement required needs it.


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,

How about I just Wall of stone these things and we move on


Inner Sanctum

The group moves into the tunnel past the Ooze and Amarantha seals the doorway behind them. In front of them lies a stone block. The block is not trapped but the only way it seems to move it is with a couple of handholds.

7d20 ⇒ (10, 15, 4, 3, 14, 19, 14) = 79 It takes Can 7 rounds to lower the block. So you have some time to heal up etc.

You guys are pushing into some of the harder sections of the module. Just an fyi, not sure how resources are. Let me know when you are ready to push into the next room.


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,

I am out of 4th level spells and have one 5th and two 6th left. How far down is Can?


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
Amarantha Van der Griest wrote:
I am out of 4th level spells and have one 5th and two 6th left. How far down is Can?

Both Findlay and The Hadj are pretty tapped — if there is any way to rest (does cleric have <Nap Stack>?), we might avoid a TPK...


Inner Sanctum

Overlook the strongly cramped space atm, you could rest where you are at. The only problem I see is running out of air..


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

I only see 28 damage that he took. We can use recuperation though it won't get all the mythic stuff back. Are we on the clock?


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:
Overlook the strongly cramped space atm, you could rest where you are at. The only problem I see is running out of air..

Well I could do 2 or 3 Extended Life Bubbles to take care of that pesky air problem as long as this is a feasible area to rest


Inner Sanctum

You can rest here cramped up, but rest none the less. The air owuld be an issue, but Life Bubble fixes that. Go ahead and reset stuff etc.


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

if Aramantha cannot cast <Nap Stack>, Findlay will go ahead and use <Limited Wish> to cast it...

(and he'll still have three diamonds left, for further castings of Limited Wish...)


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,

After resting Ama casts Heroes Feast

Temp HP: 1d8 + 8 ⇒ (4) + 8 = 12

Life Bubble on the group

And Nine Lives on our Frontliner Canaan

Never seen that Nap stack spell, it looks pretty cool and useful


Inner Sanctum

Any other buffs before the door is lowered and we continue?


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 does like to have Communal Spider Climb going -- and, of course, StoneSkin on himself (with Enduring Blessing, so it's on all day)...


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

right before the party gets moving, Findlay will fire up Telepathic Bond


Inner Sanctum

As the door opens you enter a large room and see..

Fitfully burning torches flicker in bronze sconces along the walls of this dimly lit chamber, and a long, shallow pool of water runs north to south. The pool continues south under a low archway. The waters seem to twinkle with starlight. To the north, the room widens. Two regal thrones are situated in niches on a raised platform on the north end. Before the platform is a deep green stone sarcophagus. Two green basalt statues depicting tall humanoids with the heads of octopuses flank the sarcophagus. Bizarre, twisting sigils of alien design cover the walls of the chamber.

The ceilings is 30' in the room. Past the archway to the south you cannot see. It is beyond pitch black there.

The only sounds that can be heard is the flickering torches and your breath.


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

before anyone enters the room, Hadjii will cast <Communal Resist Energy> on everyone -- TWICE: once for FIRE resistance, and once for LIGHTNING resistance. . (30 minutes each)

As Canaan moves in, Hadjii will cast <True Seeing> on the mighty fighter! . (15 minutes duration)

does TRUE SIGHT help Can see into the pitch black?


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

remembering the mask's <nondetection> feature, Findlay will cast Invisibility on Hadjii, making the druid utterly undetectable for the next two-and-a-half hours...


Inner Sanctum

Invis only lasts 1 min/lv. So 16 mins instead.. Still plenty long enough, as long as he takes no offense actions.

Looking south..

The space beyond the archway is dark as a starless night, and the sound of the steady, wet breathing of some colossal beast drifts from the velvety darkness.

His trueseeing does pierce the darkness. He see's the following from where he's at.

Three green basalt statues of misshapen horrors—all writhing tentacles, eyes stalks, and fanged orifices—stand in niches on three walls. You see some sort of painting on the floor but can't tell what it is.

I removed the cover so Can would have an idea of what her see's. Noone else can see past the line.


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

"I don't see anything making that noise. There's just some statues. Looks like I'd have to swim to get in to the south with the pool here. "


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)

perception: 1d20 + 32 + 2 ⇒ (15) + 32 + 2 = 49 to localize where the breathing is coming from.


Inner Sanctum

It's coming from the darkness that you cannot see into.

You think it's possibly more of a scary backdrop than an actual monster..

As far as moving south you can work your way around the water if you wish to go that way, or you can go through it. It doesn't look deep. There is also the area to the north.


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

"Wait here. " Canaan says as he heads south to check out that room with his true vision.

he will try to avoid going into the water.


Inner Sanctum

And we will have to put this on pause till monday. I do not have my notes on the encounter here at home and it's not something I can run without them. I didn't expect there to be an immediate push into the darkness and separation on of the group.


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

with <Communal Spider Climb> running for 50 minutes on Aramantha, Canaan, and Hemket, Canann *could* just run along the ceiling...


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, Canaan would know that, so he'll just move along the wall over the water to check out the south area.


Inner Sanctum

As Can scurries up the wall and towards the darkness you all can hear and loud voice.

“Meet the inhabitants of Oblivion, blasphemers. Experience the Void’s cold embrace!”

Can see's the three green statues start moving towards the group. Unfort with Can's +2 Perc he has 0 chance of seeing the other inhabitant just yet.

Init:

Amarantha: 1d20 + 7 ⇒ (20) + 7 = 27
Canaan: 1d20 + 8 ⇒ (2) + 8 = 10
Findlay: 1d20 + 14 ⇒ (1) + 14 = 15
Hadjii: 1d20 + 8 ⇒ (19) + 8 = 27
Hemket: 1d20 + 16 ⇒ (10) + 16 = 26
Q: 1d20 + 11 ⇒ (16) + 11 = 27
N: 1d20 + 11 ⇒ (10) + 11 = 21

Init Order:
Q
Amarantha, Hadjii, and Hemket
N
Findlay and Can

Some casting can be heard, make spellcraft's if yall wish, and the area you are all stand becomes frigid and dark. Lighting is reduces to darkness, but not magical darkness.

Everyone takes Cold: 5d6 ⇒ (1, 5, 4, 2, 6) = 18 and make a DC 31 Fort or take Dex Dam: 1d6 ⇒ 3 in addition.

Another spell is quickend and black tentacles sprout up around the Hemket, Amarantha, and Findlay. Im assuming Hadjii was flying?

CMB: 1d20 + 23 ⇒ (16) + 23 = 39

Findlay is grappled and I assume Amarnatha is, I can't find her CMD. That is unless yall have something that makes you immune to grappling.

If Not Dam: 1d6 + 4 ⇒ (1) + 4 = 5

Amarantha, Hadjii, and Hemket are up. Can now see's what appears to be a flying mummy chick up towards the ceiling that is doing all the casting.


Inner Sanctum

Just as a little me to you, I would suggest you pull out all the stops here. This is the 2nd hardest encounter you will ever face with these PC's.


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

reflex save: 1d20 ⇒ 14 pass

Canaan will move up the wall and across the ceiling to try to get to the caster. Not sure if I can do that all this round.


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 + 19 ⇒ (4) + 19 = 23 damn, no point in a surge with that roll


Inner Sanctum

It was fort, but you still pass. You take the 18 cold regardless.

Can moves along the ceiling towards the caster, double move, but when he get's to within 10' of her some invisible barrier stops him.

Hemket starts to feel his limbs freeze up.. 18 dam and 3 dex dam, not drain.

Hemket's action?


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 delay since he can't see any target (the darkness is still there right?).


Inner Sanctum

It is, but with your limb stiffing you get the feeling it would be a bad idea not to move soon.

A spellcraft check from the mage will probably tell you why..


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,

Oh yeah, I'm grappled

Fort: 1d20 + 19 ⇒ (17) + 19 = 36

Con Check: 1d20 + 29 ⇒ (4) + 29 = 33 Surge: 1d8 ⇒ 6

If that passes Ama casts Freedom of Movement on herself and then do a Quickened Channel to trigger Beacon of Hope. She will then move to avoid the nasty dex drain

If not she will channel Quickened Channel: 9d6 ⇒ (3, 6, 3, 4, 1, 4, 3, 6, 3) = 33 to trigger Beacon of Hope


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

good assumption on Hadjii flying, Pox -- although I don't see my post about wild-shaping, I did indeed previously mark off a wild-shape to be a huge air elemental, and I know I deliberately did not reduce the size of Hadjii's token...

Hadjii's Fortitude save: 1d20 + 16 ⇒ (14) + 16 = 30 -- surge that,
Potent Surge: 1d8 + 1 ⇒ (3) + 1 = 4
Lucky Surge: 1d8 + 1 ⇒ (3) + 1 = 4
so Hadjii succeeds and loses no DX!

He tries to determine what effect is making those tentacles:

Hadjii's Spellcraft check: 1d20 + 21 ⇒ (14) + 21 = 35

and will attempt to dispel it, using a Mythic Point to cast Dispel Magic as an 18th level caster (via Inspired Spell) :

Hadjii's Spellcraft check: 1d20 + 21 ⇒ (16) + 21 = 37

then he flies over the pool for a better look, and uses his Rod of Quicken Spell to cast one of his two prepared Summon Nature's Ally VII:
he promptly brings 1d4 + 2 ⇒ (2) + 2 = 4 augmented large air elementals into play


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)

Still waiting for information on what was done to me. As I don't have spellcraft, I do have to wait for someone to clue me in before I do something or I am metagaming a bit much for comfort.


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

elementals have darkvision: they see four targets and four of them, so they split up evenly:

(going from left to right)

1st augmented medium air elemental's slam attack: 1d20 + 11 ⇒ (6) + 11 = 17

2nd augmented medium air elemental's slam attack: 1d20 + 11 ⇒ (1) + 11 = 12

3rd augmented medium air elemental's slam attack: 1d20 + 11 ⇒ (12) + 11 = 23
on the off chance that hits, slam damage: 1d6 + 7 ⇒ (4) + 7 = 11

4th augmented medium air elemental's slam attack: 1d20 + 11 ⇒ (16) + 11 = 27
just in case that hits, slam damage: 1d6 + 7 ⇒ (5) + 7 = 12

_

each augmented elemental has AC=23, and 88 hit points...


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)

Is this darkness penetrable by darkvision or not?


Inner Sanctum

Amarantha is able to cast her freedom of movement spell, she cannot however move and channel. Quicken Channel is a move action not a swift. Amarantha still has a swift action after she moves if she wishes..

Hadjii recognizes the spells casts is Polar Midnight and Black Tentacles. The first is a high level spell that does cold/dex dam and will freeze you into a block of ice if you dont move every round you are in it. It lasts a long time. The 2nd grapples and does a bit of damage, but makes the 1st spell that much more deadly.

Hadjii feel free to roll your own dispels. Hadjii summons 4 elementals but without line of sight it's a guessing game to find enemies. Not sure what their perception mod is.

The darkness is considered deeper darkness so darkvision does not work. The only person that see's whats going on so far is Can.

Hemket is still up as well.

Init Order:
Q
Amarantha, Hadjii, and Hemket
N
Findlay and Can


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 knowing he's in a bad place, but still can't see threats, moves back out into the hallway.


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 dispel works it way from highest to lowest:
Hadjii's Caster Level Check vs Polar Midnight: 1d20 + 18 ⇒ (6) + 18 = 24

Hadjii's Caster Level Check vs Black Tentacles: 1d20 + 18 ⇒ (10) + 18 = 28

guessing the fiend's caster level is greater than 13, he'll surge the Caster Level Check:
Potent Surge: 1d8 + 1 ⇒ (3) + 1 = 4
Lucky Surge: 1d8 + 1 ⇒ (4) + 1 = 5

so Polar Midnight only drops if her caster level is less than 19 (if Black Tentacles is still there, Hadjii really gets worried!)


Inner Sanctum

Assuming you are using Greater Dispel for the area since thats the only way I see to dispel effects in place. In which case you only get one spell, not both.

Hadjii weaves a dispel and the Polar Midnight goes away. the tentacles are still grabbing around though.

I'll wait to see if Amarantha wants to use a quicken spell before I move on.

Could use your bow's 1/day ability that never gets used..


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 elementals wouldn't venture into the darkness if they cannot see (flying blind is very dangerous!), so they line up 10' from the edge, and get ready to strike anything emerging from the dark...

also: I cheated, using the Rod of Quicken Spell on Summon Nature's Ally VII -- it only works on up to 6th level! So I scratch off one prepared SNA VI instead, and only got 1d3 + 1 ⇒ (2) + 1 = 3 elementals...
_______________________

if using a Mythic Point and has access to 6th-level spells, it's reasonable to assume Greater Dispel Magic -- why would one go for the lower one when using a Mythic point?

the way <Greater Dispel Magic> reads, I think Hadjii can do a targeted dispel on up to 4 spells he has identified. I believe the spells don't even have to be in the same area -- the way it reads to me, it should play like 4 separate Dispel Magics (the caster could even dispel one spell to the north, one to the south, one to the east, and one to the west of his/her position)


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)

Remind me of the 1/day ability


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 ⇒ (7) + 17 = 24 -- surge that,

Potent Surge: 1d8 + 1 ⇒ (6) + 1 = 7
Lucky Surge: 1d8 + 1 ⇒ (2) + 1 = 3
so Findlay also (barely) succeeds, and loses no DX!


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 just noticed I applied Findlay's Potent/Surge Lucky Surge ability to Hadjii -- the druid does not have that! the surge on his saving throw would succeed no matter what, but the surge on the caster level check was only a 3 -- thus, Hadjii only dispels Polar Midnight if her caster level is 16 or less, and the tentacles are gone if her caster level is 20 or less...


Inner Sanctum

Targeted dispels cannot remove area of effect spells. Thats what the Area Dispel version of Greater Dispel Magic does. You can name certain area spells and get them, but only if your caster level is higher than the DC.

Hadjii succeeds in dispeling the Black Tentacles, but not the Polar Midnight. It's still very cold and dark.

Something else to note inside the radius circle of the spell those without darkvision cannot see either.

The bow has the following use abilities per day. CL 15th

3/day Penetrating Strike - As a free action your next attack will bypass any DR or Hardness.
1/day Aspect of the Wolf

I see now though your belt negates the use ability. Woulda been better used earlier on I guess lol..


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, at best scent might pinpoint the enemy location, but I have to close to 30' for that.


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:
Amarantha is able to cast her freedom of movement spell, she cannot however move and channel. Quicken Channel is a move action not a swift.Amarantha still has a swift action after she moves if she wishes..

Hmm...No I will move as polar midnight sucks, I am having issues moving my icon. Could you move me into the room, Thanks


Inner Sanctum

You could have moved and still quickened a spell with Quicken Spell Feat if you wanted, but ok..

Amarantha moves out of the Polar Midnight.

Other nasties turn.. Three of these fly at you Can.

This semi-transparent mass of convulsively roiling tentacles and whiplike tendrils hovers in the air, giving off an aura of dark, alien menace.

You feel you mind trying to be taken over. Make 3 will saves, DC 22.

Init Order:
Q
Amarantha, Hadjii, and Hemket
N
Findlay and Can

Findlay is up and depending on saves Can as well.

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