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)

Can you spend 2 mythic surges at once?


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius will move out so that he can see the undead. Then if the undead tries to cast a spell Marius will attempt to counter it not by actually countering the spell but by casting shatter on the holy symbol or material component pouch the undead is using.

readied action is to use a mythic surge to cast shatter on any spell component pouch or holy symbol the undead has. Also Blessed recall means that the target will make 2 saves and take the worse result if it is non mythic.


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 mythic mummy in the Eye was doing rolling multiple mythic surge dice -- repeatedly -- to make it's saves, so I assume we can too...

if only one die can be added, at least the first d6 rolled a '6' -- maybe 9+6 = 15 is sufficient to hit that thing's touch AC...


Inner Sanctum

Way i read it there's nothing stopping you from burning all your mythis power at once on surges.. I did some research and couldnt find anything stating you couldn't.. Its a free action to do so by all means..

Ok first things first.. 15 hits it touch AC so 1 mp spent there, but you need to roll vs images..

Image: 1d3 ⇒ 3 and you hit an image so the spell is harmlessly discharged.. It has just 1 image left now..

No need to burn the MP on SR as it has none..

Marius readies an action to target something..

Calla is up, then the Skeley..

Im also asking upfront if yall wanna go down this path of destorying spell comp pouches? I dont normally seek to kill familiars, destroy spellbooks, holy symbols, and pouches, but if yall wanna go down that road I'll throw it into my playbook as well.. Up to yall.. And this isn't a threat or anything as something would have to be smart enough to do that, I just wanted to make it known that if a sunderfest was gonna get started I was gonnaplay too lol..


Inner Sanctum

I figured you would have taken Inspired Spell Marius.. Gives access to the entire cleric spell list, memorized or not.. Much better than Recalled Blessing imo.. We need this one spell but i dont have it memorized today.. Bummer.. Oh yea I can use MP and cast it anyways.. Win..


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

Actually, Surge sez; "Using this ability is an immediate action taken after the result of the original roll is revealed." (emphasis added) -- so I don't think I could have bumped both the attack roll and the SR check: only one swift/immedite per round...

I can see interpreting the sentence under Surge that reads "You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result" as allowing multiple points to be spent on that immediate action, though!.

As for targeting Holy Symbols and Spell Pouches: I may be a little biased in this case -- once Hadjii starts using Wild Shape, his component pouch merges into his form (making it immune to attack). Thus, in a few levels, Hadjii could have a nice advantage with respect to this ruling. That said, I reckon it's kinda part of the game: Paizo included rules for it right there in the CRB. The other casters should vote the other way, of course...


Inner Sanctum

Right on so once per round as an immediate but you can burn as many surge dice as you want.. Im good with that.. And yes i was in no way saying what Marius proposed was illegal.. It's perfectly within in the rules to sunder spell comp pouches, holy symbols etc.. I just wanted to make it known that if yall start looking to do that sorta stuff im gonna start looking to do it too :)..


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Actually looking at it now shatter probably isn't that great, and opening up the sunder can of worms might not be the best idea. If you are willing to allow Marius to change his readied action he would like to actually ready a magic missile spell (using Wild Arcana to cast it) if the zombie tries to cast another spell so that Marius can force it to make a concentration check.

If change is allowed:

Magic missile damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8

EDIT: Spell failure chance 40%: 1d100 ⇒ 62


Inner Sanctum

Thats fine, but are you wearing armor still? If so spell failure check plz..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Calla also sends a simple spell, trying to finish the creature!
"Magic Missile!"
MM: 2d4 + 2 ⇒ (1, 3) + 2 = 6

I'll not be consistent today, so If I'm delaying the party please bot me.


Inner Sanctum

Calla's missile streak forth but instead of striking the creature they hit some sorta invisible barrier around it and disperse..

Spellcraft DC 16:

You think the Shield spell just stopped those..

You may change your readied action spell Marius as you saw saw the magic missiles do nothing..

The creature seeing it's way out numbered and it's defenses are almost gone attmpts to cast a spell again.. Defensively..

1d20 + 15 ⇒ (13) + 15 = 28 vs 21

Spell Craft DC 18:

Fly Spell

Unless it is interupted by Marius the creasture's spell goes off and it takes flight, provoking from everyone.. It has 1 image left btw.. AC is 22.. Ill retcon if Marius stops the spell..


Inner Sanctum

Cleric 1: 1d20 + 11 ⇒ (9) + 11 = 20 Remeber yall are flanking when the attack goes off.. Last image gone..
Cleric 2: 1d20 + 9 ⇒ (11) + 9 = 20 miss..
Okhenti: 1d20 + 9 ⇒ (20) + 9 = 29
Okhenti COnfirm: 1d20 + 9 ⇒ (14) + 9 = 23 confirms..

Dam: 3d8 + 15 + 1d6 ⇒ (1, 4, 7) + 15 + (5) = 32


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

Marius' readied Magic Missile damage adds 8 to the DC -- bringing it to 29 I guess that's the Old Way...

creepy must make another concentration check -- DC 19 -- as a result of Marius' readied action:

damage whilst casting:
"If you take damage while trying to cast a spell, you must make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting. If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action)"

in case it takes off anyway (seems likely), here's some AoO checks:

Bandit's bite attack: 1d20 + 6 ⇒ (1) + 6 = 7

augmented hyena's bite attack: 1d20 + 5 ⇒ (9) + 5 = 14

although the formula says 'd20', I believe I am rolling only d10s today...


Inner Sanctum

He would if his shield spell wasn't up.. Thats why i allowed Marius to cast a different spell to interupt, if he had one.. Everyone saw Calla's missiles deflect off and do nothing to the Skele..


Male Human Barbarian 3/Fighter 1 (Perception 8, Init +2, HP 38/45, AC 25, Fort 7, Ref 3, Will 3)

My AoO

AoO attack: 1d20 + 13 ⇒ (18) + 13 = 31
crit confirm: 1d20 + 13 ⇒ (15) + 13 = 28
damage: 1d6 + 9 ⇒ (2) + 9 = 11
crit damage: 1d6 + 9 ⇒ (6) + 9 = 15


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Spellcraft 1: 1d20 + 9 ⇒ (9) + 9 = 18

Spellcraft 2: 1d20 + 9 ⇒ (7) + 9 = 16

Marius seeing that the magic missile won't work instead has a green glow form around his hand as he fires off a shot at the undead caster.

Instead casting the cantrip disrupt undead.

Attack versus touch AC: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 ⇒ 6


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 +15 on it's concentration checks, it cannot fail a DC 16 check -- so it is indeed flying...

Hadjii will scurry out the main door and down the steps, and use a Mythic Power point to cast Produce Flame as a 6th-level caster (the spell has a +5 max though), lobbing a blob of flames up to 120', for a desparate ranged touch attack on that creep (with an extra +2 for being in the sceptre's bless radius)!

Produce Flame attack: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 finally -- a decent roll!

if 25 hits it's touch AC, then 1d6 + 5 ⇒ (4) + 5 = 9 points of damage...


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Spellcraft 1: 1d20 + 12 ⇒ (14) + 12 = 26
Spellcraft 2: 1d20 + 12 ⇒ (3) + 12 = 15

Although Calla does not identify the spell the thing is casting in the first moment, it becomes obvious when it tries to take flight. She sees her allies hacking pieces and sending spells at it, so she waits to see if that's enough, and in case it was not the arcanist tries to finish the show.

Readied Action:
Prepared to happen after Hadjii, Hemket and Marius have acted, if the creature is still standing by then.
"Burning Arc!"
Fire Damage: 6d6 ⇒ (1, 4, 4, 5, 4, 3) = 21 Reflex 19 for half.


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)

assuming the target wasn't already swatted, Hemket will move outside, and then use distant barrage on the flying target (spending a mythic surge).

singe move to indicated spot
1 normal shot, 1 distant barrage shot

normal shot to hit: 1d20 + 11 ⇒ (2) + 11 = 13 miss
distant barrage to hit: 1d20 + 13 ⇒ (9) + 13 = 22 damage: 1d8 + 3 ⇒ (1) + 3 = 4 meh, but at least it ignores DR.


Inner Sanctum

The skeletal spellcaster does indeed take off.. It moves up and over the Jackal, making it about midway with his movement.. It takes hits from everyone and stay up.. However it cannot survive Calla's burning arc and falls slowly, resting on the roof of the Jackal
..

Out of Combat! Well done..

Ill update more when i feel better.. The place is a warzone, and outside you all can hear screams and other unnatural sounds coming from all over the living 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

Hadjii will run, with his hyena and his wolf in tow, towards the closest-sounding racket -- to see if he can save some poor citizens! and Bandit hopes there's zombies: he loves knockin' 'em down and tearin' 'em 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)

"Ok, this doesn't sound good. "

and he follow after Hadji


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3
Hadjii wrote:
and Bandit hopes there's zombies: he loves knockin' 'em down and tearin' 'em up!

If I were a dog, the LAST thing I would want in my life would be having to bite a decomposing, stinking corpse... but that's just me being a dog ^_^

"I've got an idea, but I need I piece of that caster!" She points to the roof. "Pretty please?" Whether someone offers himself to climb up there or not, she will go back inside and checks the status of the place, seeing if anything else was stolen and where the heck did the southern undead (who killed Okhenti) came from. She will keep an eye on the corpses for Loot. $_$

If asked, Calla tells you she may improvise using magic to find the creator of that undead. But she needs a brain, an eye, a skull, a heart, a skull, or any other nice part of it.


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius will begin taking anything that seems important off of the undead caster and he will also head inside and also keep an eye on the loot.


Inner Sanctum

Ok so half of you run off into the city and the other half stay and starting sorting through stuff? And Okhenti wasn't killed, he was fighting out in the street with yall.. Yall can get to the roof easy enough.. The undead didn't have much on him.. Spellbook and spell comp pouch.. No magic.. Yall let me know what your gonna do as a group and ill move us forward.. Remember you saw the Priest get up and leave shortly after the auction started..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Yeah, there's that.

Let the priests deal with that, then. Let's go after them as Hadjii did.


Inner Sanctum

Ok sounds like most of you are wanting to move on ahead and let the npcs sort out the Jackal..

The group heads towards the loudest of the noises close by.. This leads you northwest of the Jackal.. From the looks of it the majority, it not all, of what attacked the Jackal came from this direction. As yall sneak between some buildings you see..

"A cart lies on its side in the alley ahead, though most of its load appears to be firmly in place. A body lies beside it, covered in blood and twisted in death."

You also notice around a dozen zombies milling about the area.. You also notice what appeared to be a ghost float from one building into the next.. Yall have a surprise round here.. I'll go ahead and post init for 1st round..

Know Religion about the unique guy

Init:

Party Init: 1d20 + 5 ⇒ (19) + 5 = 24
Monster: 1d20 + 2 ⇒ (17) + 2 = 19

Init Order:
PC's
Variable Moans

Looks like yall have a standard or move and the get to go again before they do..


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 casts Stone Call, centered 10 feet past the fountain:

Stone Call damage: 2d6 ⇒ (4, 5) = 9

after the rocks and stones batter the zombies, they remain scattered throughout the area for 4 rounds -- the whole area is difficult terrain!

that oughta keep 'em from ganging up on us!

Hadjii's Knowledge:Religion check on the ghost-oid thing: 1d20 + 3 ⇒ (16) + 3 = 19


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 start volleying arrows at zombies.

Mythic rapid shot for 3 at -2. He will start at 2, shot until it drops, then proceed to 9 and 6.
Assuming the bless is up
to hit: 1d20 + 5 ⇒ (10) + 5 = 15 damage: 1d8 + 3 ⇒ (2) + 3 = 5
to hit: 1d20 + 5 ⇒ (16) + 5 = 21 damage: 1d8 + 3 ⇒ (3) + 3 = 6
to hit: 1d20 + 5 ⇒ (13) + 5 = 18 damage: 1d8 + 3 ⇒ (5) + 3 = 8

oh well, DR


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

K.Religion: 1d20 + 10 ⇒ (2) + 10 = 12

Calla two Magic Missiles upon the Ghostly creature, and if it is sucessful she sends two more on round 1!
MM: 2d4 + 2 ⇒ (3, 2) + 2 = 7

MM: 2d4 + 2 ⇒ (2, 2) + 2 = 6


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

K. Religion: 1d20 + 15 ⇒ (8) + 15 = 23

Marius action in the surprise round will be to move closer. His action for round 1 will depend on what he learns about the ghostly figure.


Inner Sanctum

Notice the line about floating from one house to another.. Yall currently do not have LoS to the ghost thing.. You saw it but i went through a wall.. What why I gave know religion on it.. Some of your actions are off as well.. Yall had a surprise round, in which you may make a standard or move action.. Round 1 yall won initiative so you could go again..

Btw the creature looked like this:

This floating, ghostly humanoid wears a cowl, but the face beneath it is a blend of human and animal, radiating hatred and fury. Transparent, canine shapes twine around its legs.

Marius:

It called a Duppy, a spectre like creature formed from the death of a pirate stranded on land.. There not very happy fellows..

You may ask 1 question..

Calla your missiles could hit zombies on the surprise and round 1.. Pick some numbers plz or chose another action as the incorp isn't an attack option atm..

Hemket you still have a surprise round action..

Hadjii you still have a round 1 action..

Chester you still have surprise and 1st round actions..

Also i assumed yall healed up after the Jackal... That right?


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 take a single shot at a zombie (2)

to hit: 1d20 + 7 ⇒ (20) + 7 = 27 damage: 1d8 + 3 ⇒ (8) + 3 = 11
to confirm: 1d20 + 7 ⇒ (10) + 7 = 17 damage: 2d8 + 6 ⇒ (2, 2) + 6 = 10


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

for his 1st-round action, Hadjii will pull a scroll of Feather Step, and cast it on Bandit; then he points at #9:

"Sic 'em!"

Bandit will race out and attack the zombie Hadjii pointed to:

Bandit's bite attack: 1d20 + 6 ⇒ (16) + 6 = 22
if AC 22 hits, then 1d6 + 3 ⇒ (6) + 3 = 9 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 6 ⇒ (17) + 6 = 23 vs CMD...


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Well, I'm full of Hit points. Since I can't see the ghost I'll change my actions, as follows:

Surprise Round
Calla will move closer to the battlefield, getting a better view of the monsters.

Round 1
She shots a ray of multiple colors at zombie #2!
"Disrupt Undead!"
Touch Ray: 1d20 + 6 ⇒ (1) + 6 = 7! Damage: 1d6 ⇒ 3


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

When you say question do you mean that I can ask one thing about the creatures abilities? If so then Marius would like to see if he remembers any weakness that the Duppy has.

Round 1

Marius will move forward and prepare an attack in case one of the zombies comes near.

Readied attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


Inner Sanctum

Thats what i mean yes..

Yall cant see the Incorp because it floated from one house to the next.. The only reason yall saw it was because it crossed the alley..

Marius:

It has these weaknesses..

Resurrection Vulnerability (Su) A raise dead or similar spell cast on a duppy destroys it (Will negates). Using the spell in this way does not require a material component.

Sunlight Powerlessness (Ex) If the creature is in sunlight (but not in an area of daylight or similar spells), it cannot attack and is staggered.

Still needing Chester's actions for Surprise and Round 1.. Ill bot him if he hasn't acted by tm morn..


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 never really checks on weekends, you might as well bot him now.


Inner Sanctum

Chester moved up to #2 with his surprise and will attack it with his 1st round..

1d20 + 13 ⇒ (13) + 13 = 26
1d6 + 9 ⇒ (5) + 9 = 14 and deals a heavy blow..

Hemket and Bandit tag team #9 to pieces..

Calla Misses, Marius moves up only to see #2 die to Chesters heavy swing..

The undead go now..

Yall see the Incorp float out of the building scowl at you.. It makes a long howling noise and beside Marius pops into existance what appears to be a trio of spectral hounds.. They attack him immediately, as a single unit..

1d20 ⇒ 20
Confirm: 1d20 ⇒ 17
Damage: 4d6 + 6 ⇒ (6, 6, 2, 2) + 6 = 22

Dont worry about it: 1d4 + 3 ⇒ (1) + 3 = 4

Spellcraft DC 22:

This was something very similar to a Mage's Sword spell the thing just did..

The zombie's plod forwards, but only 3 are able to make it through the difficult terrain and attack this round.. 2 on Bandit, 1 on Chester

Bandit: 2d20 ⇒ (7, 14) = 21
Chester: 1d20 ⇒ 12 But all miss..

Round 2

Pc's are 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)

5' step forward. Move action to study incorporeal undead.

Single shot at ghosty thing.

to hit: 1d20 + 10 ⇒ (4) + 10 = 14 ? damage: 1d8 + 4 ⇒ (2) + 4 = 6/2


Male Human Barbarian 3/Fighter 1 (Perception 8, Init +2, HP 38/45, AC 25, Fort 7, Ref 3, Will 3)

Seeing a zombie right in front of him, Chester will take a swing at #3.

attack: 1d20 + 13 ⇒ (10) + 13 = 23
damage: 1d6 + 9 ⇒ (2) + 9 = 11


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Spellcraft: 1d20 + 13 ⇒ (13) + 13 = 26

Calla moves closer to get in range of her most powerful spell, although she will be open to attacks, and burns a mythic point to cast a spell with her Wild Arcana, creating another freaking arc of flame that leaves a smell of smoked rotten flesh in the air.
"Buuuuuuuuuuuurning Arc!"
Damage to Ghost: 8d6 ⇒ (6, 6, 2, 5, 5, 3, 3, 2) = 32 Reflex 19 for half
Damage to #5: 4d6 ⇒ (3, 2, 2, 5) = 12 Reflex 17 for half
Damage to #11: 2d6 ⇒ (3, 2) = 5 Reflex 15 for half


Inner Sanctum

I assume that knowledge check was supposed to be a spellcraft check as thats what you needed to id the hounds.. Read the spoiler above, then the spell.. Its not the same thing as the spell but acts like it etc..


Loot | Arcanist 10 / Archmage 3 | 8+1 Callas | HP 91/91 | DR 50/50 | AC16(12) | T 12 | FF 10 | CMD 15 | Fort +8 | Ref +7 | Will +10 | Init +9 | Perc +14 | 1st 8/9 | 2nd 3/6 | 3rd 5/6 | 4th 6/6 | 5th 4/4 | Res. 7/13 | MP 05/11 | Emp 3/3 | Ver 4/4 | Ext 3/3 | Sel 3/3 | Bou 3/3

Weird... I didn't see that spoiler... It does not state its Hit points, so I guess it cannot be harmed by Magic Missiles? It should, at least...


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

Hadji pulls out his scroll of Magic Stone, and casts it on a few of his sling bullets; he'll 5' step in behind Hemket...

Bandit takes a 5' step to position himself between zombie #8 and Calla (he's been ordered to protect her more than once in the past!), snapping at it as he moves:

Bandit's bite attack: 1d20 + 6 ⇒ (3) + 6 = 9
in the unlikely event that AC 9 hits, then 1d6 + 3 ⇒ (2) + 3 = 5 points of damage
...*and* Bandit's unlikely TRIP attempt: 1d20 + 6 ⇒ (10) + 6 = 16 vs CMD...


Male Human
Current Magic Effects:
false life 0 temp, mega bless +2 to attacks, Resist energy 20
Cleric 3/Wizard 3/Mystic Theurge 5 Hierophant/Archmage 4 0 temp 84/84 HP | AC 16; T11; FF16 | CMD 15 | Fort +13; Ref +10; Will +24 | Perc +29 (+31) | Init +13

Marius backs away from the hounds and heals himself.

5 ft. step back and turn shatter into a cmw.

CMW: 2d8 + 3 ⇒ (3, 6) + 3 = 12


Inner Sanctum

Hemket fires an arrow at the ghost thing, but misses..

Chester takes a hack at #3 and takes it's head off.

Calla hits the ghost with a burning arc..

Reflex: 1d20 ⇒ 10 its makes it and takes 1/4 damage

The arc peels off to hit #5 and #11

2d20 ⇒ (10, 14) = 24 #5 goes down in a heap, #11 is still up..

Mage's Sword can only be damaged by a few things.. It states those things in the spell description.. Just to clarify, the dogs are a lesser form of mage's sword, the the ghost thing..

Hadjii casts a spell and Bandit fails to bite anything..

Marius steps back and heals..


Inner Sanctum

The undead attack again..

The ghost thing sinks into the ground and out of sight..

The zombies try to bash skulls..

1 on Marius.

1d20 ⇒ 16 smack
1d6 + 6 ⇒ (6) + 6 = 12

2 on Chester..

2d20 ⇒ (18, 8) = 26 misses.. Bad when an 18 misses..

5 on poor Bandit..

5d20 ⇒ (11, 12, 7, 9, 3) = 42 And he just bobs and weave's and doesn't even get touched.. My zombies just suck..

The dogs chase Marius into the corner as well.. Sorry dude.. That ghost thing does not like clerics..

1d20 ⇒ 6 But they surprisingly miss..

"Round 3" 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)

Hemket will try to clear out some zombies.

Mythic rapid shot at -2 for 3
start on zombie 4, then 3 if it goes down

to hit: 1d20 + 10 ⇒ (19) + 10 = 29 damage: 1d8 + 4 ⇒ (7) + 4 = 11
to hit: 1d20 + 10 ⇒ (8) + 10 = 18 damage: 1d8 + 4 ⇒ (2) + 4 = 6
to hit: 1d20 + 10 ⇒ (13) + 10 = 23 damage: 1d8 + 4 ⇒ (1) + 4 = 5


Inner Sanctum

Zombie #4 is taken out..

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