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

Sorry for the delay folks were trying to wrap up the outage and its been crazy the last few days.. Gonna catch us up now..

A couple of things. Hadjii the wizard fellow is invisible. I put him on the map because Logos can see invis.. I guess i shoulda put a header on him in the map, sry.. So while you can still move and summon your puppies you have no idea there is an enemy there to attack.. There is a visible cultist nearby so if you want to use those rolls on him ill do that?

LOGOS Only:

You have just failed a save vs Dominate Person. A voice in your head tells you too enter the doorway the mage came out of and wait for furhter instructions..

The group see's Logos move off through the doorway..

With a frezy of gnashing teeth Sheeba bites remaining vivisble cultist twice but cannot manage to trip him..

-40

Calla starts to cast a scorhing spell but realizes the target is out of range.. Something else you would like to cast instead?

Marius casts see invis and see the invis cultist as well as a robed wearing individual standing over by the door to the building.. You see him disappear back into the room.

The cultist will be attacking Sheeba this round if no other targets present themselves.. Ill wait till Hadjii decides to do with his puppies and Calla acts before i go with them though..

Logos Only:

You are commanded to follow as he moves by you and into the next room.. He also has you drop your rage..

So currently i need Hadjii retconed puppy actions or other spell cast and Calla's other spell cast or action before i contiue..


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 both parties that thought they could see each other actually couldn't see each other at all! that's kinda funny...

so Hadjii sees no main baddie, and he will indeed try to save Sheeba:

the druid will try to pack in the pack of hyenas so as to get maximum attacks,
while isolating the wolf from at least one baddie...

I guess the pattern is important -- I figure it should be as follows:

1 (north)
2 (cultist)
W 3 4
O 5 6
L (south)
F (cultist)

that seems like a natural layout -- unfortunately, it means the two most ineffective hyenas were the only ones attacking the south cultist...

(at least the one against the wall got hit for certain -- with two nat '20' rolls, and one of those probably confirmed! note that #2 loses flanking, thus only hit AC 18 instead of 20. I hope the AC 23 that hyena #3 rolled is sufficient to hit -- that would mean 2-out-of-3 hyenas bit that guy!)

Hadjii still uses his move to retreat back from the edge, crouching down a bit, hoping no bad guys see him there up on the roof. (He has no idea when the disappearance will wear off.) That means Hadjii doesn't see Logos wander off through that entrance there, however...


Inner Sanctum

The dogs do a good number on the visible cultist, but remains standing.. Weighing his options he attempts to cast a spell..

Conc: 1d20 + 15 ⇒ (16) + 15 = 31 and a fireball erupts starting in front him engulfing the pooches and Sheeba. Hadjii will get hit as well but has cover for +4 to save.. The cultist screams out "FOR THE PHAROAH" and imolates himself as a swfit action.. All those within 5' need reflex save DC 18 or take.. His body erupts in a poof of ashes afterwards.

Fire: 1d6 + 10 ⇒ (3) + 10 = 13

Fireball: 8d6 ⇒ (2, 1, 1, 3, 4, 3, 5, 6) = 25 DC 16 for half.

1d2 ⇒ 1 The other cultist arrives just after and becomes visible with an attack on Sheeba..

1d20 ⇒ 9 and misses..

Ive been forgetting about their imolation feat when they die.. Ill strive to not forget in the future!

Ill say Calla moves up hastily before casting her spell..

1d20 ⇒ 1 fail.. He takes full damage.

-26

HERO's GO!


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

GM:

Considering he specifically ordered Logos to drop his rage, which is something Logos is strongly opposed to doing while enemies are about, does he get another will save?


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 Reflex save: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17

Calla's Fire Resistance spares Hadjii from taking 12 points...

SHEEBA'S Reflex save: 1d20 + 13 ⇒ (11) + 13 = 24 evades entirely!

hyena #1's Reflex save: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 (has 16 hit points left...

hyena #2's Reflex save: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 (has 4 hit points left...)

hyena #3's Reflex save: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 (has 4 hit points left...)

hyena #4's Reflex save: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 (has 4 hit points left...)

hyena #5's Reflex save: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 (has 4 hit points left...)

hyena #6's Reflex save: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 (has 16 hit points left...)


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 the cultists of the Wolf. He will shift targets to the next if the first goes down (I assume more than one is visible)

deadly aim, rapid for 3, haste, etc
to hit: 1d20 + 20 ⇒ (9) + 20 = 29 damage: 2d8 + 28 ⇒ (3, 8) + 28 = 39
to hit: 1d20 + 20 ⇒ (19) + 20 = 39 damage: 1d8 + 14 ⇒ (7) + 14 = 21
to hit: 1d20 + 20 ⇒ (8) + 20 = 28 damage: 1d8 + 14 ⇒ (1) + 14 = 15
to hit: 1d20 + 20 ⇒ (11) + 20 = 31 damage: 1d8 + 14 ⇒ (3) + 14 = 17
to hit: 1d20 + 15 ⇒ (15) + 15 = 30 damage: 1d8 + 14 ⇒ (8) + 14 = 22

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

which cultist 'sploded? the south one of the north one?

The Hadj uses his 2nd Wild Shape of the day to morph into a wolf (a spider-wolf, so to speak -- as a opposed to a wolf spider): this will help him keep up with Sheeba's move of 50'!

*AND* incidentally hides the Mask of the Forgotten Pharoah (Hadjii forgot about this requirement!)...

Then he scampers up to the edge of the roof, peering over to see how Sheeba is doing...

____

Sheeba's primitive mind can only continue to lash out at the threat before her:

Sheeba's bite attack: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
if AC 26 manages to hit, then 2d6 + 10 + 3 ⇒ (1, 6) + 10 + 3 = 20 points of damage
...*and* Sheeba'S TRIP attempt: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21 vs CMD...

Sheeba's Multi-Attack bite check: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 ...

_______

the two summoned hyenas pathetically snap away as well:

advanced augmented hyena #5's bite attack: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 ...

advanced augmented hyena #6's bite attack: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
if AC xx hits, then 1d4 + 6 + 3 ⇒ (4) + 6 + 3 = 13 points of damage
...*and* hyena's TRIP attempt: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 vs CMD...

but #5 appears to be a complete loser -- the omega of the pack...
______________________

the other 4 hyenas attack whatever they can attack (the north cultist, or the new arrival...):

advanced augmented hyena #1's bite attack: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 ...

advanced augmented hyena #2's bite attack: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
if AC xx hits, then 1d4 + 6 + 3 ⇒ (3) + 6 + 3 = 12 points of damage
...*and* hyena's TRIP attempt: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 vs CMD ...

advanced augmented hyena #3's bite attack: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
if AC xx hits, then 1d4 + 6 + 3 ⇒ (2) + 6 + 3 = 11 points of damage
...*and* hyena's TRIP attempt: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 vs CMD...

advanced augmented hyena #4's bite attack: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
if AC xx hits, then 1d4 + 6 + 3 ⇒ (2) + 6 + 3 = 11 points of damage
...*and* hyena's TRIP attempt: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 vs CMD...


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

looking back over my last post -- accidentally made by some hillbilly, I just noticed -- I suppose I should roll to try and confirm hyena #6's nat '20':

crit confirm check: 1d20 + 7 ⇒ (1) + 7 = 8 hah!


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 approaches and sends another arc to kill the remaining cultists along with the hyenas and Hemket.
"Burning little arc."
Fire Damage to southern: 10d6 ⇒ (5, 3, 4, 2, 5, 5, 1, 6, 3, 1) = 35 DC 21 Reflex
Fire Damage to northern: 5d6 ⇒ (5, 2, 5, 5, 4) = 21 DC 19 Reflex


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)
Quote:
kill the remaining cultists along with the hyenas and Hemket

What did I do wrong? I'm too young to die!


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 suspect that wasn't what she meant to say! the hyenas in particular hope she didn't say what she meant to say!


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

No, wait! I mean, I help kill the remaining cultists that you started! Unless you did something wrong... Well, can I get the gigolo in the range of the burning arc?


Inner Sanctum

LOGOS ONLY:

If you get commanded to attack the group etc than another save will be granted. If someone manages to figure it out and cast proevil on you youll get another. Baring that your a puppet for now.

The one that poofed was the northern one.

1d5 ⇒ 5
1d4 ⇒ 4
1d3 ⇒ 3
1d2 ⇒ 2 weird..

The remaining cultist has images but Hemket makes quick work of them all and leaves his last shot in the back of the cultist..

Between the barrage of dog bites and flaming arcs the remaining guy goes down as well.. All within 5' DC 18 reflex for half.

1d6 + 10 ⇒ (5) + 10 = 15

Out of Combat for now.. Logos has apparently ran off which isn't uncommon. The rest of you are out of combat..

Logos:

As you follow the mage through the place you notice a couple of large golems and finally you end up in a chamber where an obvious Lamia Matriarch is waiting.. After the report of intruders the Lamia begins casting some spells.. You are commanded to defend the mage as he flys up into a corner of the room your presently in..

Party Actions? The ranger/rogue make their way over to the others..


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)

"Now where has that madman gotten off to? We'd best be getting after him. "


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

that means hyena 2, 3, and 4 were killed between the fireball and the north guy detonating, and

hyena #1's Reflex save vs exploding cultist: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 still has 3 hit points...

(so the only hyena damage last round was from #6...)

hyena #5 cannot survive any damage from an exploding cultist:

hyena #6's Reflex save vs exploding cultist: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 has 9 hit points left!

so only #1 and #6 remain after the two cultists explode...

oh, and Sheeba was adjacent:

SHEEBA'S Reflex save: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25 evades entirely.
___________________

Hadjii-wolf moves over to Sheeba, and uses up his scroll of CMW CL10:

Cure Moderate Wounds@CL10: 2d8 + 10 ⇒ (5, 7) + 10 = 22

"you barely made it, my friend -- but you are luckier than Bandit so far!"

then he starts sniffing around the ledge, to see if he can pick up the mad bloodrager's scent:

Hadjii's Perception check: 1d20 + 20 + 4 ⇒ (3) + 20 + 4 = 27


Inner Sanctum

You saw the door he entered so its not hard to follow..

A ragged hole gapes in the southern face of the pyramid, leading into the tomb’s dark interior. Piles of rubble and discarded digging tools lie on the ground outside the hole.

After entering..

The narrow tunnel hewed by the cultists slants sharply downward into the heart of the pyramid, ending in a small chamber that is almost startling in its plainness.

Nothing is in the room. It has one door exiting the room.


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

does Hadjii's wolf-nose indicate his crazed associate went through that door?


Inner Sanctum

The door was deff crop dusted recently by a one Logos.. So your in wolf form?

When Marius catches up he converts some spells into healing for Sheeba..

burn 1 mp for recall..

3d8 + 8 ⇒ (2, 4, 2) + 8 = 16
3d8 + 8 ⇒ (2, 8, 2) + 8 = 20

he heals her for 20 and then for

Cure Mod: 2d8 + 6 ⇒ (7, 2) + 6 = 15 He then channels twice hitting the party..

Channel heals: 10d6 ⇒ (6, 2, 6, 1, 2, 4, 6, 5, 4, 3) = 39

Ok Marius so that was 2 channels, 1 2nd level spell converted, and 1 mp for recalled cure serious.


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

that fully heals the wolf. all that healing would have brought Sheeba to 105 hit points, but her max is 103 (at least for a few minutes) -- so two points of wasted healing! that's pretty good precision...

"Sheeba feels much better, Mr Bergan -- thank you!"

Hadjii wild-shaped into wolf form a couple of rounds ago. He smells everything in extreme detail right now!

""What are we feeding that Bloodrager!?! I think perhaps some more roughage in his diet may be in order..."

how long did it take to go from the entrance down the sloped passage to this simple room? the two surviving hyenas had 5 rounds left when combat finished: Hadjii-wolf would have sent 'em running down the passage ahead of the party...


Inner Sanctum

With Marius healing and the movement the puppies are gone.. The group stands in front of a closed door presently..

The rogue moves up and inspects the doorway..

"I see no traps.." She then opens it up into a hallway beyond. Without stepping into the hallway you see a pair of doors at the western end of the hallway..


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 check the door also to make sure.

perception: 1d20 + 21 ⇒ (7) + 21 = 28

He also has trapspotter now so he auto detects traps within 10'.


Inner Sanctum

The door isnt trapped..


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

seeing small rooms and narrow corridors, Hadjii-wolf figures it's time to Carry his Companion in his Polymorphic Pouch again -- he uses one of his scrolls (after that, he has 6 such scrolls left...).

amused by the spider wolf effect, the Hadj spends most of his time walking on the ceiling!


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 open the door and let the rogue proceed. He's not crazy enough to take point.


Inner Sanctum

The rogue moves forwards cautiously.. The ranger follows.. I need a marching order..


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 cover the rear -- and "check six" a lot!


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 guess Hemket will go after the ranger.


Inner Sanctum

Alright the 2 casters will go in the middle.. Remember the squares are 10'..

The rogue leads the way very carefully..

1d20 ⇒ 15

Midway down the hall the rogue stops abruptly.. "The next step is a pressure plate for some trap.. Im gonna try to disarm it. Yall best wait back in the room.." She gives everyone time to clear and then gives it a go.

1d20 ⇒ 7 A pleasant disarming click happens and she turns and smiles..

Her frown quickly disappears as teh door next to her flies open revealing a large creature weilding a mean looking heavy flail..

Know Arcana

It takes a single swing at her..

1d20 ⇒ 3 and hits..
2d6 + 14 ⇒ (5, 4) + 14 = 23

She grunts as it smashes her a good one..

Init:

Calla: 1d20 + 8 ⇒ (1) + 8 = 9
Hadjii: 1d20 + 4 ⇒ (13) + 4 = 17
Hemket: 1d20 + 11 ⇒ (12) + 11 = 23
Marius: 1d20 + 12 ⇒ (8) + 12 = 20
Rogue: 1d20 + 9 ⇒ (9) + 9 = 18
Ranger: 1d20 + 9 ⇒ (8) + 9 = 17
Thing: 1d20 + 1 ⇒ (10) + 1 = 11

Order:
Hemket
Marius
Rogue
Ranger
Hadjii
Thing
Calla

Everyone is up but Calla.. you cant see the thing in your current position and if you move to the hall it has soft cover..

The rogue attacks once and then attmpts to tumble back up the hall..

1d20 + 15 ⇒ (8) + 15 = 23 but misses
Acro: 1d20 + 17 ⇒ (1) + 17 = 18

The thing smashes at her again..

1d20 ⇒ 9
2d6 + 14 ⇒ (1, 6) + 14 = 21

R -44

The ranger moves in and fires a shot

1d20 + 17 - 2 ⇒ (5) + 17 - 2 = 20 and misses as well..


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 move into the hallway , study the target, and take a shot.

Improved precise shot means no cover.

deadly aim, point blank shot,
to hit: 1d20 + 23 ⇒ (6) + 23 = 29 damage: 1d8 + 15 ⇒ (3) + 15 = 18


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 mightiest druid in the party will scurry along the ceiling into the hall, stopping above and behind the ranger, and zot that thing in the doorway with lightning:

5d6 ⇒ (2, 1, 2, 4, 6) = 15 (Reflex DC=23 for half)


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. Arcana: 1d20 + 18 ⇒ (3) + 18 = 21

Marius will try and determine the creatures special defenses and special weaknesses and any spell like abilities it has before acting.


Inner Sanctum

Stone Golem.. You know it is immune to all magic that grants SR although a stone to mud of stone to flesh will weaken it..

Hemket hits with his arrows but does significantly less damage than he should have..

Hadjii's lightning fizzles on the beast..

The golem steps out of the hallway and swings at the only thing in reach, Hadjii..

1d20 ⇒ 3 hit
Dam: 2d6 + 14 ⇒ (3, 4) + 14 = 21

Calla is up.. Ill post her action later im kinda busy atm..


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.Arcana: 1d20 + 21 ⇒ (12) + 21 = 33 Any information missing?

"Stone Golem!" Yes, she shouts the obvious. "I need a hand!" And immediately a Spectral Hand shows up beside her so she could reach and disable the construct next round.

By any chance can I make the Spectral Hand Disruptive?

Spells:
- Defending Bone 50/50 (Mythic point - 11 hours)
- Mage Armor (1st - 9 hours)
- Extended Shield (1st - 18 minutes)
- Extended Mirror Image 2+1 Callas (2nd - 18 minutes)
- Communal Resist Energy (Fire 20) (3rd - 10 minutes each)
- Communal Resist Energy (Lightning 20) (3rd - 10 minutes each)
- Mega Bless
- Communal Spider Climb (10 min - Hadjii)
- Communal Resist Energy (XXX 20) (10 min - Hadjii)
- Communal Feather Step (10 min - Hadjii)
- Communal Life Bubble (2 hours - Hadjii)
- Spectral Hand (11 minutes) HP: 1d4 ⇒ 4


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

"Cast stone to mud or stone to flesh on it if you can."

Marius then will channel to heal his allies.

Channel: 5d6 ⇒ (4, 2, 2, 3, 3) = 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

Hadjii will take a 5-foot step back along the ceiling, and use Totemic Summons to swap out his prepared Flame Strike and spontaneously cast Summon Nature's Ally IV as a standard action -- bringing forth 1d4 + 2 ⇒ (3) + 2 = 5 sacrificial Augmented hyenas -- 4 to put in front of this terrible foe, and one behind (to set up flanking)...

for his move action, he'll stick his snout into the polymorphic pouch, and pull out his potion of Bear's Endurance; his unseen servant will pop the cork, so Hadjii can slurp it next round (he carefully considers how to drink it upside-down).

the front 2 hyenas snap pathetically at the impervious thing:

augmented hyena's bite attack: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
if AC 23 hits, then 1d4 + 6 ⇒ (1) + 6 = 7 points of damage
...*and* hyena's TRIP attempt: 1d20 + 5 ⇒ (8) + 5 = 13 vs CMD...

augmented hyena's bite attack: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 ...

and the one behind, too:

augmented hyena's bite attack: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 ...


Inner Sanctum

Consideringt he hand delivers touch spells no it itself cannot be disruptive. Now a spell cast through it can be..

The rogue pulls a potion a drinks it..

3d8 + 3 ⇒ (6, 8, 3) + 3 = 20

While the ranger fires a volley at the thing..

1d20 + 16 ⇒ (13) + 16 = 29
1d20 + 16 ⇒ (14) + 16 = 30
1d20 + 11 ⇒ (10) + 11 = 21

2 hits.

4d6 + 20 ⇒ (4, 1, 6, 5) + 20 = 36
2d6 + 10 ⇒ (3, 3) + 10 = 16 for decent damage..

-30

Just look at its stat block Calla, that roll would get it all i think.

Rogue -10

Hemket is up!

Logos:

The serpent finishes up casting this round and pulls a wicked looking Fauchard and readies for the intruders..


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)

Time to unload on the golem.

Imagine haste has expired by now
deadly aim, rapid for 3, megabless, clustered shots, etc
to hit: 1d20 + 20 ⇒ (1) + 20 = 21 damage: 2d8 + 34 ⇒ (1, 6) + 34 = 41 miss
to hit: 1d20 + 20 ⇒ (11) + 20 = 31 damage: 1d8 + 17 ⇒ (1) + 17 = 18
to hit: 1d20 + 20 ⇒ (15) + 20 = 35 damage: 1d8 + 17 ⇒ (4) + 17 = 21
to hit: 1d20 + 15 ⇒ (5) + 15 = 20 damage: 1d8 + 17 ⇒ (3) + 17 = 20


Inner Sanctum

2 hits for good damge via clustered shots..

-59

The non-intelligent brute attacks the fodder..

3d20 ⇒ (11, 19, 11) = 41 all hits
Dam 1: 2d6 + 14 ⇒ (2, 2) + 14 = 18
Dam 2: 2d6 + 14 ⇒ (2, 5) + 14 = 21
Dam 3: 2d6 + 14 ⇒ (5, 1) + 14 = 20

Not sure how many hps the pups have.. It swings at the same till it dies. Then to the next.

The ranger fires away again..

3d20 ⇒ (11, 11, 3) = 25 2 hits again..
4d6 + 20 ⇒ (1, 6, 3, 3) + 20 = 33
2d6 + 10 ⇒ (4, 1) + 10 = 15

-67

Yall 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)

More arrows.

same stuff
to hit: 1d20 + 20 ⇒ (5) + 20 = 25 damage: 2d8 + 34 ⇒ (8, 7) + 34 = 49
to hit: 1d20 + 20 ⇒ (10) + 20 = 30 damage: 1d8 + 17 ⇒ (7) + 17 = 24
to hit: 1d20 + 20 ⇒ (8) + 20 = 28 damage: 1d8 + 17 ⇒ (1) + 17 = 18
to hit: 1d20 + 15 ⇒ (14) + 15 = 29 damage: 1d8 + 17 ⇒ (6) + 17 = 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 augemented hyenas have 24 hitpoints each (but AC is only 14 ...) -- so it took two blows to fell one hyena, and the other stands strong (with 4 hp left)!

according to initiative order, Hadjii and his pack go last, right before the baddie -- so the attacks below might benefit from any cool debuffs that may have been done to the hyper-active statue by the other three casters that go before the Hadj...

Hadjii back up 10' along the ceiling, then 10' along and down the wall, and down onto the floor to stand next to the rogue there. Then his Unseen Servant helps him drink his potion of Bear's Endurance -- with no spilling or mess.

one of the expendable carnivore steps up where one fell, and the three of them lick at the stone surface of the fiend with all their pack fury:

augmented hyena's bite attack: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 ...

augmented hyena's bite attack: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 ...

(the one with only 4 hit points left is barely able to stand, let alone attack!)

augmented hyena's bite attack: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
if AC 22 hits, then 1d4 + 6 ⇒ (3) + 6 = 9 points of damage
...*and* hyena's TRIP attempt: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 vs CMD...


Male Human HP (135/157/179)
Stats:
AC/Touch/Flat 30/18/30 | Fort/Ref/Will +16/+12/+8 | Init +6 | CMB/CMD 16/34 | MP 11
Skills:
Acrobatics 15, Climb 9, Diplomacy 8, Esc Artist 7, Handle Animal 6, Intimidate 13, Kn(Arcana) 9, Perception 20, Ride 7, Sense Motive 7, Spellcraft 10, Stealth 7, Survival 5, Swim 9, UMD 13
Bloodrager 8/Brawler 1/Dragon D 1

Travelling today, bot me if needed.


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 changes her mind in a heartbeat, and instead of disabling it, she will choose a lesser, yet powerful spell against this pitiful creature!
"Grease!" DC 21 or Fall Goliath, Fall Fall Goliath!

Spells:
- Defending Bone 50/50 (Mythic point - 11 hours)
- Mage Armor (1st - 9 hours)
- Extended Shield (1st - 18 minutes)
- Extended Mirror Image 2+1 Callas (2nd - 18 minutes)
- Communal Resist Energy (Fire 20) (3rd - 10 minutes each)
- Communal Resist Energy (Lightning 20) (3rd - 10 minutes each)
- Mega Bless
- Communal Spider Climb (10 min - Hadjii)
- Communal Resist Energy (XXX 20) (10 min - Hadjii)
- Communal Feather Step (10 min - Hadjii)
- Communal Life Bubble (2 hours - Hadjii)
- Spectral Hand 4hps (11 minutes)


Inner Sanctum

1d20 ⇒ 12 fail..

The golem slips on the grease and falls, but not before Hemket slams 3 more arrows into its stoney hide..

It flails about on the ground at the pups..

3d20 ⇒ (16, 20, 15) = 51 and kills 2 more before the grop mos it down.. It had 4 hps remaining so..

All is quite in the hall again.. The rogue would be grateful for a couple cure light wand taps..


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

"Greater Infernal Healing!" Calla imbues the rogue with the ability to self-heal himself, so she would heal while they kept moving.
Fast Healing 4 for 10 rounds. Mythic Point.

"We cannot lose time! Logos must be in danger! Keep looking!"
She also cancels the grease so they could move forward.


Inner Sanctum

Openign the next door you see..

"Hieroglyphs depicting the life of a master craftsman decorate the walls of this chamber. A large stone sarcophagus fills the center of the room, but its lid lies on the floor next to it, and the cavity inside is empty."

The hieroglyphs on the walls detail the public life and works of the acclaimed architect and master tomb builder Chisisek, the greatest of his generation. The hieroglyphs make no mention of the final years of Chisisek’s life, however, with no references to the construction of Hakotep’s tomb or of Chisisek’s work with Shory technology.

Yall know its custom for the treasure room to be seperate from the burial chamber and the secret door is easy enough to find with a couple minutes of searching..

If you wish to cast spells before she opens the door nows the time. Just remember you have no clue whats beyond i just didnt wanna skip ahead without giving the chance to cast something if you wanted to..

Sliding the door open slowly the rogue steps through.. As she starts down the hall a streak of lightning lashes out striking her in the chest and then arcs off to those behind..

Spellcraft DC 21:

Chain Lt..

Primary: 12d6 ⇒ (5, 5, 1, 5, 3, 2, 3, 6, 6, 3, 1, 2) = 42
Secondaries: 12d6 ⇒ (1, 3, 4, 6, 1, 6, 2, 1, 1, 3, 6, 2) = 36 This is all of yall, DC is 28 for 1/2

1d20 ⇒ 3 poor rogue.. The elec resist saves her some but it still hurts..

R -22

Init:

Calla: 1d20 + 8 ⇒ (19) + 8 = 27
Hadjii: 1d20 + 4 ⇒ (8) + 4 = 12
Hemket: 1d20 + 11 ⇒ (5) + 11 = 16
Marius: 1d20 + 12 ⇒ (6) + 12 = 18
Rogue: 1d20 + 9 ⇒ (15) + 9 = 24
Ranger: 1d20 + 9 ⇒ (14) + 9 = 23
BBEG: 1d20 + 13 ⇒ (13) + 13 = 26
Sorc: 1d20 + 3 ⇒ (5) + 3 = 8
Logos: 1d20 + 5 ⇒ (16) + 5 = 21

Order:
Calla
BBEG
Rogue
Ranger
Evil Logos
Marius
Hemket
Hadjii
Sorc

The sorc and Logos are not visible to the group yet but the upfronts do see a snake lady as the caster of the lt bolt.. Its an obvious Lamia Matriarch.. Its weilding a Fauchard and useing the corner as soft corver..

Calla is up! You must move your peoples to get Los..


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)

reflex save: 1d20 + 15 ⇒ (5) + 15 = 20 "Ow!"


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 + 21 ⇒ (15) + 21 = 36
Reflex: 1d20 + 7 ⇒ (19) + 7 = 26 Unless I'm wrong, the DC scales down for each target Pox. Doesn't it? If so, it's possible I pass.

Calla rises to the challenge and gives a mean look at the Lamia Matriarch. Disruptive Accursed Glare with reservoir to increase DC by 2. DC 25 Will Save. The disruptive is a metamagic feat linked separately.

Spells:
- Defending Bone 50/50 (Mythic point - 11 hours)
- Mage Armor (1st - 9 hours)
- Extended Shield (1st - 18 minutes)
- Extended Mirror Image 2+1 Callas (2nd - 18 minutes)
- Communal Resist Energy (Fire 20) (3rd - 10 minutes each)
- Communal Resist Energy (Lightning 20) (3rd - 10 minutes each)
- Mega Bless
- Communal Spider Climb (10 min - Hadjii)
- Communal Resist Energy (XXX 20) (10 min - Hadjii)
- Communal Feather Step (10 min - Hadjii)
- Communal Life Bubble (2 hours - Hadjii)
- Spectral Hand 4hps (11 minutes)


Inner Sanctum

Its just a static -2 to secondary bolts.. It doesn't decrease by 2 each time it arcs.. Yalls DC was 28, the Rogue's was 30.

Calla SR: 2d20 ⇒ (8, 19) = 27 pass

Will: 1d20 ⇒ 15 pass.. She shrugs off the spell.

In return she weaves another destructive bolt of lightning except this time you all notice her weave a bit a extra good stuff into it and it comes out green instead of blue.. Use of a mythic point was just witnessed..

It strike the Rogue first again and then arcs among the group.. DC 28 for yall again..

Prim: 12d6 ⇒ (1, 3, 4, 2, 5, 4, 4, 5, 3, 3, 2, 4) = 40
Sec: 12d6 ⇒ (1, 4, 1, 2, 2, 3, 4, 3, 6, 5, 3, 1) = 35 Acid Damage this time..

1d20 ⇒ 18 the rogue evades this time, which i forgot to roll for the ranger..
2d20 ⇒ (10, 3) = 13 double fail, took 16 and now 35

Rogue -22
Ranger -51

Rest of the group is up!


Inner Sanctum

Th rogue moves into the room and attempts to roll through the snakes defenses..

Acro: 1d20 + 17 ⇒ (10) + 17 = 27 but fails..

AoO: 1d20 ⇒ 17 Instead of damage the rogue is simply stopped in her tracks.. In return the rogue takes a poke at her.

1d20 ⇒ 7 miss

Ranger fires aways but is saddened when all of the his arrows are dispersed by some sort of wind blocking the doorway into the room..

You all hear someone in the back say.. "Defend Jamjiah!" To which you see Logos moves to attack the rogue.. This grants Logos another will save..

Will+Surge: 1d20 + 5 + 1d6 ⇒ (15) + 5 + (4) = 24 and he makes it!

Logos has control of his body again and act accordingly..


Inner Sanctum

He roars and turns on the sorcerer that had his mind controled!..

Attacks: 3d20 ⇒ (20, 17, 15) = 52 burning another mp.. Yikes..
Confirm: 1d20 ⇒ 14

Dam vs FF Poor Mage: 2d6 + 17 + 1d6 ⇒ (4, 4) + 17 + (5) = 30

Forgot he was blinking..

3d100 ⇒ (27, 98, 1) = 126 well that sucks.. What would been death is now mot so much..

Mage -30

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