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

It has DR/Bludg & Adamantine.. It is immune to all magic that allows SR.. In addition heal spells will slow it, neg energy will speed it up and heal it..


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 suddenly realizes bones are tough to break! After all, she has one large Femur spinning around her at this very moment!
"Bludgeoning Adamantine weapons would be appropriate! Freaking Rajik! Healing spells slow it!"

Calla moves a hand horizontally, but waits until the perfect moment to release her spell.

Readied Action:
To happen when the monster gets Chester in its reach: Cast Grease exactly under it! DC 18 or Fall Goliath Fall Fall Goliath!


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

Can Marius channel to harm/slow this construct or no?


Inner Sanctum

SIGH.. The channel will not damage it, but it will slow it yes.. Cheap ass channels always ruining my fun..


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 behind chester and cheap ass channel to slow the golem down.


Inner Sanctum

Still need Hadjii's action i believe..


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 Bull's ST on Bandit:

"Sic 'em, boy!"

then Hadjii moves to keep within 35' of Bandit. His scimitar is still in hand, still has Daylight going (70 minutes).

Bandit runs in for a chomp:

Bandit's bite attack, with ST and Bless: 1d20 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15
if AC 15 somehow hits, then 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 vs CMD

I assume this will provoke an AoO: with the Shield Companion going, Bandit's AC is 25...


Inner Sanctum

It would if it had combat reflexes..

Bandit misses..

The Bone Golem very slowly tears off some of its bones and throws them at Marius..

1d20 ⇒ 7 and hits..

As the bones smack you they form into a small cage that grapples you.. You have the grappled condition.. And before the question is asked, yer you can channel while grappled..

"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)

Hemket will volley arrows at the abomination.

Oh goody, bandit is giving cover in that square
mythic for 3 shots, deadly aim
to hit: 1d20 + 7 ⇒ (18) + 7 = 25 damage: 1d8 + 9 ⇒ (2) + 9 = 11
to hit: 1d20 + 7 ⇒ (13) + 7 = 20 damage: 1d8 + 9 ⇒ (3) + 9 = 12
to hit: 1d20 + 7 ⇒ (3) + 7 = 10 miss

Chester moves up and swing.
power attack
to hit: 1d20 + 16 ⇒ (18) + 16 = 34 damage: 1d6 + 11 ⇒ (5) + 11 = 16
to confirm: 1d20 + 16 ⇒ (12) + 16 = 28 damage: 2d6 + 22 ⇒ (4, 3) + 22 = 29


Inner Sanctum

Bandit wont created cover issues until he's large sized..

2 arrows slam home, but again much of the damage doesn't go through..

The monster swings at Chester as he approaches..

1d20 ⇒ 16 and hits..
1d8 + 6 ⇒ (2) + 6 = 8

Chester's swing connects hard..

Spoiler:

71/120


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 you wait golems, one of these days I will get clustered shot


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 Magic Fang on Bandit, using Faith's Reach so he doesn't have to get any closer:

"Flank 'em, boy"

Bandit moves around for a flank:

BANDIT's Acrobatics check: 1d20 + 11 ⇒ (5) + 11 = 16
but provokes an AoO; the wolf will take his damage and chomp from behind:

Bandit's bite attack, with flank, Bull's ST, Bless, and M.Fang: 1d20 + 7 + 2 + 2 + 2 + 1 ⇒ (11) + 7 + 2 + 2 + 2 + 1 = 25
if AC 25 hits, then 1d6 + 3 + 3 + 1 ⇒ (2) + 3 + 3 + 1 = 9 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 7 + 2 + 2 + 2 + 1 ⇒ (13) + 7 + 2 + 2 + 2 + 1 = 27 vs CMD...


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)

Sorry, overstated the crit damage on Chester. I was thinking falcata for some reason. The additional crit damage should be only 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

Marius will try to break the cage around himself.

attack: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d8 + 1 ⇒ (3) + 1 = 4


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

Cast moves closer and casts Grease exactly under it.
DC 18 or fall prone


Inner Sanctum

Bandit's attack hits but he is unable to bring the big fella down..

Marius your mace bangs off the bone and is unable to do any damage..

Reflex: 1d20 ⇒ 13 makes it..

No longer slowed the Golem full attacks Chester..

3d20 ⇒ (1, 20, 6) = 27
1d20 ⇒ 10

Confirms the crit.. The others miss

Dam: 2d8 + 12 ⇒ (5, 3) + 12 = 20

Round 3

PC's go..


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 repeat his past effort.

Deadly aim, mythic rapid

to hit: 1d20 + 11 ⇒ (20) + 11 = 31 damage: 1d8 + 10 ⇒ (3) + 10 = 13
to hit: 1d20 + 11 ⇒ (15) + 11 = 26 damage: 1d8 + 10 ⇒ (6) + 10 = 16
to hit: 1d20 + 11 ⇒ (6) + 11 = 17 miss
confirm: 1d20 + 11 ⇒ (15) + 11 = 26 damage: 2d8 + 20 ⇒ (1, 7) + 20 = 28

Chester will swing again.

to hit: 1d20 + 16 ⇒ (17) + 16 = 33 damage: 1d6 + 11 ⇒ (5) + 11 = 16


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 start summoning 1d3 + 1 ⇒ (2) + 1 = 3 advanced augmented jackals to attack the cage on Marius.

"I suggest you keep channeling, my friend -- I'll work on this wretched cage!"

Bandit keeps up his effort:

Bandit's bite attack, with flank, Bull's ST, Bless, and M.Fang: 1d20 + 7 + 2 + 2 + 2 + 1 ⇒ (15) + 7 + 2 + 2 + 2 + 1 = 29
if AC 29 hits, then 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 7 + 2 + 2 + 2 + 1 ⇒ (1) + 7 + 2 + 2 + 2 + 1 = 15 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

Assuming the thing is still alive

Calla tries to think about what can she do in a situation like this, and decides buffing her allies would be the best option. She does so with Chester and Hemket, since they are hurting the thing good!
"Badger's Ferocity!"
Using a mythic point to cast Badger's ferocity, doubling the critical threat range for Hemket and Chester, for as long as I keep concentration.


Inner Sanctum

Forgot to do the cage thing vs Marius..

The Cage attempts to maitain the grapple and do damage..

1d20 ⇒ 13 and does.. Marius takes
1d8 + 6 ⇒ (8) + 6 = 14 damage..

After the barrage the Golem still stands, but only barely..


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

Now that Hadjii is 5th level, summoning canines is a standard action! the jackals go to work on the cage immediately:

advanced augmented jackal's bite attack: 1d20 + 5 ⇒ (12) + 5 = 17
if AC 17 hits, then 1d4 + 7 ⇒ (2) + 7 = 9 points of damage
advanced augmented jackal's bite attack: 1d20 + 5 ⇒ (10) + 5 = 15
if AC 15 hits, then 1d4 + 7 ⇒ (3) + 7 = 10 points of damage
advanced augmented jackal's bite attack: 1d20 + 5 ⇒ (18) + 5 = 23
if AC 23 hits, then 1d4 + 7 ⇒ (2) + 7 = 9 points of damage


Inner Sanctum

Marius channels once more to slow the thing..

The golem attacks Chester once more..

1d20 ⇒ 5 and misses.. dam single digit rolls..

It's then that the double doors open to reveal pit black darkness in the room beyond.. Out of the darkness comes 2 mummies.. 1 advances on Bandit and attacks.. The other moves towards Hadjii..

Slam Bandit: 1d20 ⇒ 10 hit..
Dam: 1d8 + 17 ⇒ (1) + 17 = 18 plus fort save DC 18 to fend off mummy rot..

From somewhere in the darkness some chanting occurs..

1d20 ⇒ 9 What caster level is that daylight at Hadjii?Actually it doesnt matter.. His sla's are much higher caster level than his oracle spells..

Hadjii's daylight goes out on his sword and blackness takes over.. Not supernatural darkness, just normal.. It supernatural in the room though..

Of the 3 Jackals only 1 manages to bite and do any damage to the cage.. It still stands..

Spellcraft DC 18:

He just used a Deeper Darkness to Dispel Hadjii's Daylight


Inner Sanctum

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)

same ol' same ol'

Hemket
to hit: 1d20 + 11 ⇒ (2) + 11 = 13 miss
to hit: 1d20 + 11 ⇒ (11) + 11 = 22 damage: 1d8 + 10 ⇒ (8) + 10 = 18
to hit: 1d20 + 11 ⇒ (8) + 11 = 19 damage: 1d8 + 10 ⇒ (4) + 10 = 14

and Chester

to hit: 1d20 + 16 ⇒ (12) + 16 = 28 damage: 1d6 + 11 ⇒ (5) + 11 = 16

Of course someone doubles my threat range, and I stop rolling in that range like before.


Inner Sanctum

It doesn't matter to you Hemket, but it is dark in the room now.. Need a Miss chance for Chester.. Actually nvm.. Your one arrow that hits kill the Golem.. Chester is now in darkness with no adjacent threat..

Also forgot to have yall roll vs the mummies dispair.. Need 2 will saves from Chester and Bandit.. 1 from teh rest of you.. It is fear based..


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

will save: 1d20 + 13 ⇒ (12) + 13 = 25

with the golem dead does the cage disappear?


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 save: 1d20 + 2 ⇒ (6) + 2 = 8 scared out of his gourd

Chester
will save: 1d20 + 8 ⇒ (12) + 8 = 20
will save: 1d20 + 8 ⇒ (18) + 8 = 26


Inner Sanctum

The bone cage does indeed do away..

Hemket you are paralzed in fear for 1d4 ⇒ 4 rounds.. Just an fyi, Marius scepter bonus would add to the save being fear based..


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)

With that roll, moot point.


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 tries to make out what the casting was:

Hadjii's Spellcraft check: 1d20 + 10 ⇒ (2) + 10 = 12

but must have thought it was a knowledge check...

Half the damage to Bandit goes to Hadjii -- 9 each...

BANDIT's Fortitude save, with +1 from Shield Companion: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20

at least Bandit's still pretty tough!

Hadjii attempts to dispel the Deeper Darkness (rolled for it on Discussion tab); Bandit's action will depend on success or failure of dispel...


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 cast bull's strength on himself and wait to see if the darkness is gone or not before he moves.


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 + 12 ⇒ (12) + 12 = 24
Will save: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21

Not seeing anything ahead, but knowing the others might, makes Calla keeps her concentration on her spell. Maintain Badger's ferocity, as a standard action.


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

missed the bit about despair saves:

HADJII's Will save, w/+2 from Bless: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31

BANDIT's Will save, w/+1 from Shield Companion: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 , 1d4 ⇒ 4
BANDIT's Will save, w/+1 from Shield Companion: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23

ADVANCED AUGMENTED JACKAL #1 Will save, w/+2 from Bless: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11 , 1d4 ⇒ 3
ADVANCED AUGMENTED JACKAL #2 Will save, w/+2 from Bless: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 , 1d4 ⇒ 1

I suppose Bandit will be out of action with despair for a while -- and one of the Jackals (unless DC is 11 or 12?)...


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

A Swallow your fear spell would be awesome, if you can cast it, Marius.


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)

not sure if it is Chester's go yet, but it looks that way. Though since he can't actually see anything, he can't really react to anything. I suppose he will wait till something attacks him and swing back.


Inner Sanctum

Hadjii's Daylight dispels the darkness and yall can see again.. In the far room is a humanoid dressed in dark clothes.. He has black smoke tendrils encircling him.. Now that Chester can see he has something to go on..

Looks like quite a few puppies are paralyzed.. Chester has yet to go and then we'll be in a new 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)

Chester will move over and engage the mummy to the west.

to hit: 1d20 + 16 ⇒ (3) + 16 = 19 damage: 1d6 + 11 ⇒ (6) + 11 = 17 miss probably though


Inner Sanctum

Yea you miss.. The mummy slams at the paralyzed Bandit..

1d20 ⇒ 15 hits..
Damage: 1d8 + 17 ⇒ (6) + 17 = 23 plus DC 18 Mummy Rot

The other attacks Chester..

1d20 ⇒ 5 miss..

In the back the shadowy figure starts to cast again.. It points at Hadjii and says.. "Go Blind"

Fort save DC 20 or go blind..

Pc's are up!


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

so Bandit's 16 Will save was not sufficient to save vs despair?

Hadjii's Fortitude save: 1d20 + 6 ⇒ (19) + 6 = 25

as a free action, Hadjii puts his hands to his ears and wiggles them back-and-forth:

"Neener-neener-neeeener!"

then he'll cast his prepared Stone Call, targeting the back wall of the room ol' Dark Boy is in.

Stone Call Damage: 2d6 ⇒ (6, 5) = 11

for his move action, he runs out of the room!

there's one Augmented jackal that was not within 30' of either mummy: Hadjii calls that one to his side...


Inner Sanctum

The save is 18 for the paralysis.. Just to clarify, the room has normal lightning atm.. Gaunt Cadaver chose to try and blind Hadjii rather than re-darkness the place..


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

Now that Calla is seeing the mummies he tries to identify them.
K.Religion: 1d20 + 12 ⇒ (14) + 12 = 26

The arcanist draws a scroll and uses it immediately, trying to null the stalker's usefulness!
"Hold Person!"
DC 15 Will Save for the boss or be paralyzed for 5 rounds!

I believe that, as my CL is 5 I don't need to roll to use the scroll, but if I do, here it is. CL: 1d20 + 5 ⇒ (5) + 5 = 10 which is enough.


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

note the edge of Hadjii's Stone Call just barely reached to the mummy on Bandit -- but did not hit Bandit -- so that mummy also takes 11 points...


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

unfortunately Marius has the ability to spontaneously cast arcane spell and just recall divine spells.

Marius will use his protection aura and move closer to Chester.

Currently can't use map so if someone wouldn't mind moving Marius 30 ft. Closer to Chester that would be very nice.


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 moved you a single move towards Chester (assuming activation was a standard).


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

Yes it is a standard action, and thanks Hemket.


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 thought I had already posted this: does Bandit have to save vs mummy rot every time the same mummy hits? In case I do, here it is...

BANDIT's Fortitude save vs mummy rot: 1d20 + 8 ⇒ (16) + 8 = 24

Half the damage on Bandit goes to Hadjii, so 12 on Bandit, 11 on Hadjii...


Inner Sanctum

He does indeed need a save every hit.. Well until he fails one..

Gaunt takes the stone call damage, as does the mummy..

1d20 ⇒ 20 but Gaunt shrugs of the hold person..

Chester attack on mummy: 1d20 + 16 ⇒ (10) + 16 = 26 and hits..
1d6 + 11 ⇒ (3) + 11 = 14 The mummy takes less than he should..

The Bad Guys go again..

On Bandit: 1d20 ⇒ 18 hit, poor bandit.. Yall keep up with your paralysis rounds..
On Chester: 1d20 ⇒ 3 miss

Bandit Damage: 1d8 + 17 ⇒ (5) + 17 = 22

Gaunt casts again.. Hoping to catch someone more weak minded..

Pointing a finger at Chester he says.. Go Blind!

DC 20 Fort from Chester or go blind..

PC's are up!


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 Hadj will try to identify the spell as it is being cast, hoping to counterspell:

Hadjii's Spellcraft check: 1d20 + 10 ⇒ (4) + 10 = 14

nope...


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)

Chester fort: 1d20 + 12 ⇒ (20) + 12 = 32

and he will attack the mummy again.

to hit: 1d20 + 16 ⇒ (16) + 16 = 32 damage: 1d6 + 11 ⇒ (3) + 11 = 14


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

ok -- home from work...

damage splits between between Bandit and Hadjii, 11 each -- but then Hadjii broke the spell by moving too far...

BANDIT's Fortitude save, w/+1 from Shield Companion: 1d20 + 8 ⇒ (7) + 8 = 15

well, that's the end of that wolf...

Hadjii will pull the wand of Cure Serious Wounds, and apply to himself:

CSW: 2d8 + 3 ⇒ (6, 6) + 3 = 15

one of the advance augmented jackals recovers from his despair, and attacks the source of that despair:

jackal's attack roll: 1d20 ⇒ 1

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