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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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'll assume the blobby things are not worshipers of Asmodeus. (roll twice take better save)
will save: 1d20 + 18 ⇒ (2) + 18 = 20 will save: 1d20 + 18 ⇒ (7) + 18 = 25 pass

will save: 1d20 + 18 ⇒ (11) + 18 = 29 will save: 1d20 + 18 ⇒ (7) + 18 = 25 pass

will save: 1d20 + 18 ⇒ (3) + 18 = 21 will save: 1d20 + 18 ⇒ (2) + 18 = 20 surge-> pass

Since we're in 3d at the moment, I'm a bit fuzzy about what I'm adjacent to.


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 would know he failed to dispel the Polar Midnight, so he would not end his move inside the effect...


Inner Sanctum

I was assuming Hadjii would have told the group the ill effects of not moving while in the polar midnight. What also sucks it that it can move too. You do know it can only move a small amount per round though.

As far as the room goes the ceilings are 30' up. The mummy caster is at the ceiling in a corner, so currently you are clinging to the ceiling via spider climb and are 10' away from her. There is some sort of magical barrier stopping you from getting any closer. The tentacle things are just floating around you roughly 10' away. They can be reached if you 5' step. Forgot to mention they are Incorporeal as well Can.

Can and Findlay are still up for the round.


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 will pull out a 1,500gp diamond, and cast <Limited Wish> for 7th-level DAYLIGHT on his Staff of Fire.

he will also cast his quickened Vanish to disappear for a bit...

then he'll move out of the Polar Midnight, spider-climbing his way along the wall until he is out of the radius.

(note that Findlay's Legendary Item makes Findlay "utterly undetectable while invisible"...)

he'll direct his thoughts to the archer:

"Hemket, if you scurry along the wall, you can get past the frigid area after just 20' or so...

*if* the 7th-level Daylight is penetrating the darkness, he'll add:

"the area is now illuminated, and there is a mummy here deserving of your invisible arrows!"


Inner Sanctum

Ninja Post!

Daylight illuminates the room as the deeper darkness effect is banishes by the mega Daylight spell. It is still dark in the area of the Polar Midnight being a 9th level spell, but those with darkvision can see through it. Findlay then vanishes from all sight..

People can make Know Planes on the tentacle things. It's obvious the caster is an undead mummy of sorts.


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 Knowledge:Planes check: 1d20 + 29 ⇒ (12) + 29 = 41

Findlay always wants to report immunities and special defenses to the group first; if that's high enough to learn more, he'll call out special attacks and special qualities...


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

Canaan will attack one of the critters to the east.

power attack
to hit: 1d20 + 34 ⇒ (5) + 34 = 39 damage: 1d6 + 33 ⇒ (1) + 33 = 34
to hit: 1d20 + 29 ⇒ (1) + 29 = 30 damage: 1d6 + 33 ⇒ (2) + 33 = 35 miss
to hit: 1d20 + 24 ⇒ (7) + 24 = 31 damage: 1d6 + 33 ⇒ (4) + 33 = 37
to hit: 1d20 + 19 ⇒ (7) + 19 = 26 damage: 1d6 + 33 ⇒ (3) + 33 = 36


Inner Sanctum

They are called Neshmaal and are outsiders from the outer rift.

Immune cold; Resist electricity 10, fire 10. They are incorporeal so have those defenses as well.

Can lands 3 hits, but it takes 1/2 damage being incorporeal.

Q
N1 -53
N2
N3

Forgot being within 20' of these things requires a Will save to avoid becoming shaken. Need that save Can, DC is 27.

If fail Shaken Rounds: 2d4 ⇒ (1, 1) = 2

It appears you have moved into that range as well Findlay so you need to make a save as well. DC is 23 though.

If fail Shaken: 2d4 ⇒ (3, 1) = 4


Inner Sanctum

Mummy chick goes.. She casts a spell, ID if you wish, and a small sphere of pure blackness comes into existance. It then moves into Can's square.

He takes 2 negative levels unless he makes a DC 32 fort save. If he saves he takes 1 level instead.

As a move action she moves the Polar Midnight 10' up catching the 3 elementals in it's sphere. Cold: 10d6 ⇒ (1, 3, 4, 4, 6, 1, 3, 2, 6, 4) = 34 plus DC 29 Fort of take Dex Dam: 1d6 ⇒ 5

She then quickens a spell and Wall of Stone erupts and fills the gap seperating the group.. I've put a yellow line across where the wall is. It's the full 30' in height, but only 2 inches thick.

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

Amarantha, Hadjii, and Hemket are up!


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

fort save: 1d20 + 17 ⇒ (14) + 17 = 31 surge to succeed.


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,

Ama will delay until the wall is gone and then

Will: 1d20 + 25 ⇒ (18) + 25 = 43
Will: 1d20 + 25 ⇒ (6) + 25 = 31
Will: 1d20 + 25 ⇒ (15) + 25 = 40

Ama uses a Quickened Channel to trigger Beacon of Hope and cast Mythic Blessing of Fervor


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 Spellcraft check: 1d20 + 29 ⇒ (12) + 29 = 41

assuming he identifies the spell (and it is not 9th level) he will attempt to use his <Counterspell> class ability, boosted by Greater Counterspell to manage the level of spell slot he expends:

Findlay's caster-level check: 1d20 + 16 + 4 ⇒ (18) + 16 + 4 = 38
Findlay's Eldritch Breach: 1d20 + 16 + 4 ⇒ (5) + 16 + 4 = 25

POX: BE SURE TO LET ME KNOW WHAT LEVEL SPELL SLOT FINDLAY HAD TO USE TO COUNTER THAT

unfortunately, this uses his immediate action, and cannot do anything about the Wall of Stone (until it's his turn)...


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)

Since there is a wall in the way, Hemket will delay until there's no wall.


Inner Sanctum

Not sure what the will saves are for Amarantha. So you are delaying until Findlay goes then? Assuming he can bring down the wall? You could use inspired spell to cast Greater Dispel Magic yourself if you wished. Regardless it appears that you have moved on the map, so you will either have to quicken the BoF using an 8th level slot or not channel, as quicken channel is a move action as well.

Findlay is able to counter black ball of death, so Can doesn't gain any negative levels. Spell is Orb of the Void(mythic version), 8th level Findlay Findlay becomes visible after this interaction though. I believe this counts as "Targeting a Foe".

Please keep up with the Mythic Point used. I've already seen a number used this fight.

Findlay Will: 1d20 + 15 ⇒ (5) + 15 = 20
Can: 1d20 + 18 ⇒ (8) + 18 = 26

Findlay is shaken for 4 rounds unless he wants to surge the save.

This is from the close proximity of the flying things. Asked for a roll above, but probably was missed.

Looks like Hadjii is up with Amarantha and Hemket delaying.


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:
Not sure what the will saves are for Amarantha. So you are delaying until Findlay goes then? Assuming he can bring down the wall? You could use inspired spell to cast Greater Dispel Magic yourself if you wished. Regardless it appears that you have moved on the map, so you will either have to quicken the BoF using an 8th level slot or not channel, as quicken channel is a move action as well.

I read 14 posts way to fast as I am crazy busy right now.

Ama will just move and cast a Mythic Blessing of Fervor for the folks on the right side of the wall


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 his prepared Stone Shape, using Faith's Reach to touch the wall of stone, and create a nice wide opening for flying and shooting through...

the undetectable druid's voice speaks in auran:

"Avoid the tentacle beasts, and go spin that mummy...if you get a chance, drop her in this pool of water..."

the three elementals race through the gap, and go the long way around to avoid AoOs on their way to the mummy; they each try their whirlwind attack on her. On the off chance she rolls a nat '1' on one of her three saving throws (Reflex save DC is only 20 -- I'm sure her bonus is much higher than that...), that elemental will pick her up and carry her over the water, and drop her in.

using Flyby Attack, after the whirlwind attempt each elemental moves up to the ceiling over the water...


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

(I definitely disagree with Counterspell constituting an action that breaks invisibility: "The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe..." -- targeting a spell, to cancel it, is not the same as attacking a creature!)


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 seeing his chance, will open up on the enemy caster. He will spend a surge for distant barrage

deadly aim, rapid for 2 extra, studied target, manyshot, haste, beacon of hope, clustered shot
to hit: 1d20 + 31 ⇒ (16) + 31 = 47 damage: 2d8 + 54 ⇒ (7, 8) + 54 = 69
to hit: 1d20 + 31 ⇒ (1) + 31 = 32 damage: 2d8 + 54 ⇒ (8, 3) + 54 = 65
to hit: 1d20 + 31 ⇒ (6) + 31 = 37 damage: 1d8 + 27 ⇒ (3) + 27 = 30
to hit: 1d20 + 31 ⇒ (16) + 31 = 47 damage: 1d8 + 27 ⇒ (2) + 27 = 29
to hit: 1d20 + 31 ⇒ (20) + 31 = 51 damage: 1d8 + 27 ⇒ (3) + 27 = 30
to hit: 1d20 + 31 ⇒ (19) + 31 = 50 damage: 1d8 + 27 ⇒ (3) + 27 = 30
to hit: 1d20 + 31 ⇒ (16) + 31 = 47 damage: 1d8 + 27 ⇒ (8) + 27 = 35

distant barrage
to hit: 1d20 + 36 ⇒ (12) + 36 = 48 damage: 1d8 + 27 ⇒ (6) + 27 = 33

confirm: 1d20 + 31 ⇒ (4) + 31 = 35 damage: 2d8 + 54 ⇒ (4, 2) + 54 = 60
confirm: 1d20 + 31 ⇒ (3) + 31 = 34 damage: 2d8 + 54 ⇒ (2, 1) + 54 = 57


Inner Sanctum

You don't feel targetting a foe with a counterspell is a hostile action? Undetectability is broken enough as it is without being able to endlessly counterspell everything she attempts. If you wanna do that use Greater Invis.

The elementals are able to bypass whatever is hedging Can out. Arcana on that if u wish.

Reflex: 4d20 ⇒ (7, 12, 14, 5) = 38 unaffected by the whirlwinds.

Hemket I don't think Amarantha used Channel to activate Beacon of Hope because she had to move. She did cast BoF though, so only -1 overall.

Hadjii opens a window and Hemket let's her have it. Almost evey shot lands including 2 criticals, but a powerful ward deflects the two crits. See Nine Lives spell Can has active.

She takes 251 regardless.. Still alive but badly damaged.

"You'll pay for that Blasphemer!!"

Q -251
N1 -53
N2
N3

The Neshmaal's go. Two flank Can and smack at him with tentacles..

Ones goes after Findlay.

Touch vs Can: 6d20 ⇒ (5, 1, 20, 3, 11, 5) = 45
Confirm: 1d20 ⇒ 12 assuming you would negate this using 9 lives.

He doesn't have ghost touch armor or anything right? So BoF make touch 21? If it's 21 5 hits.

Dam: 10d8 ⇒ (2, 8, 5, 3, 3, 1, 1, 3, 1, 5) = 32 6 dam after DR is applied, unfortuantely 5 energy drain as well.

Vs Findlay: 3d20 ⇒ (10, 3, 16) = 29 hits
Dam: 6d8 ⇒ (1, 1, 2, 5, 4, 7) = 20 plus 3 energy drain.

Findlay is pretty sure with these things being Incorporeal Sonic/Force damage will injure them greatly.

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

Findlay and Can are up before top of the round.


Inner Sanctum

Also missed the elementals saves vs the Polar Midnight. The damage was 34 cold, 5 dex with DC 29 fort negating.


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

Ghost touch is a ridiculously overpriced mod for armor considering the scarcity of incorporeal enemies. I really think it would be fair at +2, but +3 is just stupid. Considering it is only +1 on a weapon, it does seem out of whack.

OW.

Though on one of the attacks, he was going to use a surge to boost mythic dodge with the +10 to his touch AC. I hope that would prevent one hit.

He will continue to try to dispatch the one he hit before.

Mythic BOF for +2s and extra attack, power attack, 5 negative levels (maybe 4, using 5)
to hit: 1d20 + 31 ⇒ (18) + 31 = 49 damage: 1d6 + 33 ⇒ (3) + 33 = 36
to hit: 1d20 + 31 ⇒ (18) + 31 = 49 damage: 1d6 + 33 ⇒ (5) + 33 = 38
to hit: 1d20 + 26 ⇒ (19) + 26 = 45 damage: 1d6 + 33 ⇒ (6) + 33 = 39
to hit: 1d20 + 21 ⇒ (16) + 21 = 37 damage: 1d6 + 33 ⇒ (1) + 33 = 34
to hit: 1d20 + 16 ⇒ (12) + 16 = 28 damage: 1d6 + 33 ⇒ (2) + 33 = 35


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

I pretty much assumed the elementals failed their saves, took a bunch of damage, and lost a bunch of DX -- I had 'em do Whirlwind because it doesn't matter what happened to their DX or how damaged they are.

(in my mind Counterspell is a defensive action; I believe it targets the spell, not the foe -- while it is likely to instill extreme hostility in the caster, turning a spell off does not actually do any damage or other injury to anybody; thus I feel it is not an actual hostile action targeting a creature. . Just my tuppence…)

Findlay will use his swift action, and 1 MP, to activate <Arcane Metamastery> (tier 3 superpower), so he can apply Selective Spell for free...

he takes a 5' step, and uses another Mythic Point to cast <Greater Shout>, angling to catch all three tentacle beasts -- he'll use a point from his Arcance Reservoir to stoke up the Fort Saving throw to DC 28. He excludes Canaan from the effect.

since he is now visible, he must cast defensively: 1d20 + 25 ⇒ (2) + 25 = 27 -- but the dice have deemed that Findlay must fail at all endeavors:
yet another Mythic Point must be spent for Lucky Potent Surge on defensive casting:
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (6) + 1 = 7

at great expense, he gets the spell off...

Greater Shout damage: 10d6 ⇒ (3, 4, 5, 2, 5, 5, 3, 2, 5, 2) = 36 (18 sonic damage each)

if any of 'em fail the fort save (presumably only possible on a nat '1'), they take full damage and are stunned for a round...

finally, as a free action, Findlay will use another 4th-level spell slot to cast Quickened Vanish on himself again...


Inner Sanctum

Can negates one hit using hs dodge ability, so 4 neg levels instead. He continue's to hack into the alien creature, hitting everytime but failing to kill it. It looks closer however.

Findlay, I'm going to throw you a bone here because this fight is complicated and alot of stuff is goin on. I don't want you to feel like I'm picking on you or anything. First off, did you wanna spend the surge on the Shaken save a few posts back? If you don't you are shaken for 3 more rounds. This gives a -2 penalty to conc checks. Second you get the feeling casting arcane spells around these alien things will be a bit tougher than normal. Finally you got 3 negative levels from the previous attacks. That imposes an additional -3 conc. All this adds up to your spell fizzling if you don't move first. Findlay would realize he has a chance to fail the casting if he doesnt' move. He felt he got into the aura around 20' from the creatures. Also not sure if you noticed but Greater Shout is a 60' cone, not 30.

I will allow you to modify your previous post before we move on.

As a side note Neshmaal's are nasty for a CR 12 critter..


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

I thought I had posted the surge for the save vs shaken -- evidently not!

potent surge on saving throw vs shaken condition: 1d8 + 1 ⇒ (7) + 1 = 8
lucky surge on saving throw vs shaken condition: 1d8 + 1 ⇒ (1) + 1 = 2

thanks for pointing out the cone doubles for Greater Shout! Findlay would indeed spider-step back instead of forward, thus no need for casting defensively...he Selectively excludes friendly elementals caught in the cone as well.

I reckon he's crouching on the wall, trying to avoid the dark sphere...

thanks, Pox!


Inner Sanctum

Roll SR


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 caster level check vs SR on Neshmaal #1: 1d20 + 16 + 4 ⇒ (19) + 16 + 4 = 39
Eldritch Breach check: 1d20 + 16 + 4 ⇒ (19) + 16 + 4 = 39

Findlay's caster level check vs SR on Neshmaal #2: 1d20 + 16 + 4 ⇒ (14) + 16 + 4 = 34
Eldritch Breach check: 1d20 + 16 + 4 ⇒ (14) + 16 + 4 = 34

Findlay's caster level check vs SR on Neshmaal #3: 1d20 + 16 + 4 ⇒ (13) + 16 + 4 = 33
Eldritch Breach check: 1d20 + 16 + 4 ⇒ (11) + 16 + 4 = 31

Findlay's caster level check vs SR on slut-mummy: 1d20 + 16 + 4 ⇒ (17) + 16 + 4 = 37
Eldritch Breach check: 1d20 + 16 + 4 ⇒ (10) + 16 + 4 = 30

if a neshmaal moves up and strikes him, Findlay is ready to use [b]Mirror Dodge[b] -- beaming over to the eastern alcove to escape his attacker...


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,

Let's try this again with a hole in the wall. Ama will Quicken Channel 9d6 ⇒ (4, 6, 5, 2, 6, 5, 5, 4, 3) = 40 triggering Beacon of Hope

She then casts Banishment(Will 26)

SR: 1d20 + 17 ⇒ (3) + 17 = 20
Eldritch Breach: 1d20 + 17 ⇒ (19) + 17 = 36


Inner Sanctum

Guessing you are trying to banish one of the flying things? If so you can get two. Assuming you pick the non-injured ones..

SR for 2nd: 2d20 ⇒ (7, 14) = 21 Suceeded for both.

Will Saves: 2d20 ⇒ (14, 18) = 32 Unfort both succeed..

Findlay's Sonic Boom comes in.. Passes everyone's SR.

Fort Q: 1d20 ⇒ 9 Have to wait till tues, I think it passes..
Fort N: 3d20 ⇒ (17, 10, 1) = 28 Injured one saves but dies from damage. Other two fail and are stunned and highly damaged.

Ill update Tuesday, everyone have a nice weekend.


Inner Sanctum

Ok so both remaining Neshmaal's are stunned a round.

Chick has to surge the save. 1d8 ⇒ 6, takes 18. Her turn.

Q -239
N2 -54
N3 -54

She makes a mythic use gestures and casts a spell and a wall of wind appears around her. She quickens a spell and some of her wounds close up.

4d8 + 18 ⇒ (4, 2, 1, 5) + 18 = 30

For you spellcrafty folks that was Fickle Winds and Inflict Critical

As a move action the polar midnight creeps into Findlay's space.

Cold: 10d6 ⇒ (3, 4, 6, 1, 6, 3, 5, 6, 2, 6) = 42 Dex: 1d6 ⇒ 5 DC 29 to negate the dex.

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

Amarantha, Hadjii, and Hemket is up..

At least yall have her on the defensive for now.


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

of course Findlay will try to identify those spells:

Findlay's Spellcraft check vs 1st cast: 1d20 + 29 ⇒ (7) + 29 = 36

Findlay's Spellcraft check vs 2nd cast: 1d20 + 29 ⇒ (15) + 29 = 44

and it's only natural he'll use his immediate reaction, and another point from his Arcane Pool -- plus a 5th-level spell slot -- to try counterspelling the Fickle Winds:

Findlay's caster-level check: 1d20 + 16 + 4 ⇒ (19) + 16 + 4 = 39
Findlay's Eldritch Breach: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40


Inner Sanctum

You used your swift action to activate Arcane Metamastery. Looking back you used a swift in the round you dispeled the Ord of the Void as well. Not retconning that because I missed it.


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

ahhhh, I see: indeed, the Counterspell's immediate action between Findlay's first turn and this 2nd turn would have used up the swift action Findlay used this round -- so the Arcane Metamastery would *not* be active, and Canaan should make a saving throw vs the Greater Shout! I'll fix that by burning another Mythic Point to use Amazing Initiative, and use the standard action from that for the swift action to activate Arcane Metamastery...

also, using his immediate action this time means no swift action for Findlay's 3rd turn; but Findlay will *gladly* give up swift actions every round to use Counterspell between his turns -- when the action really counts!

(that other game I play has independent 'reactions', instead of 'immediate actions' that propagate forward and use up your next swift action -- it is a little simpler and more elegant...)

one more cheat I noticed that I did: used Quicken Spell as a free action (very old rules), but it is actually a swift action -- so no quickened Vanish this round either!


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 vs Polar Midnight: 1d20 + 17 + 2 - 3 ⇒ (11) + 17 + 2 - 3 = 27

thanks for that Bacon of Hope!

Potent Surge: 1d8 + 1 ⇒ (4) + 1 = 5
Lucky Surge: 1d8 + 1 ⇒ (7) + 1 = 8


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 huge, undectable air elemental will fly around the black sphere and through the gap he created, then cast one of his two his prepared <Death Wards> on Canaan, before the fighter suffers any more life drain...

by way of Flyby Attack, Hadjii will continue his move into the corner...
____________________________

each of the three elementals fly through the mummy's square in <whirlwind> form, hoping she fails the DC20 Reflex save; they each return to their starting position over the pool after their Flyby Attack -- carrying her along if she happens to fail one of her three saving throws, and ejecting her into the pool when they get over it!


Inner Sanctum

I did not retcon the Orb of the Void round, so Im not retconning this one. Can would be down an additinal 4 levels by now, so I'm calling it even. Moving forwards if you wanna counterspell don't use a swift action on your turn. No need for Can to save and the Winds are there.

Amarantha and Hemket are still up as well.

Reflex: 3d20 ⇒ (14, 10, 20) = 44 not affected by the whirlwinds


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 shoot at the stunned critters since he knows he can't hurt the boss.

deadly aim, rapid for 2 extra, studied target, manyshot, haste, beacon of hope, clustered shot
to hit: 1d20 + 32 ⇒ (5) + 32 = 37 damage: 2d8 + 54 ⇒ (7, 6) + 54 = 67
to hit: 1d20 + 32 ⇒ (9) + 32 = 41 damage: 2d8 + 54 ⇒ (8, 4) + 54 = 66
to hit: 1d20 + 32 ⇒ (16) + 32 = 48 damage: 1d8 + 27 ⇒ (5) + 27 = 32
to hit: 1d20 + 32 ⇒ (6) + 32 = 38 damage: 1d8 + 27 ⇒ (8) + 27 = 35
to hit: 1d20 + 32 ⇒ (11) + 32 = 43 damage: 1d8 + 27 ⇒ (1) + 27 = 28
to hit: 1d20 + 32 ⇒ (1) + 32 = 33 damage: 1d8 + 27 ⇒ (7) + 27 = 34


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,

Ama will attempt to get rid of the pesky winds via Dispel Magic

Dispel: 1d20 + 16 ⇒ (10) + 16 = 26...Surge: 1d8 ⇒ 3


Inner Sanctum

Save the spell Amarantha.

Findlay is able to counterspell the winds and Hemket drops the mummy. The other things die before they can act again.

Combat over..

In a secret room yall are able to find her remains trying to reform and destroy her permenantly.

She had a Ring of Prot +5, Headband Cha +6, Cloak Prot +5 and a Scroll of Implosion..


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 is definitely interested in the scroll, of course; the +5 cloak would provide an additional +1 on his saving throws over his current +4 cloak...that would be nice...

(he already has a headband boosting his intelligence -- otherwise he would certainly benefit from the charisma headband...)


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 is rather keen on that +5 cloak -- it would be a nice step up from his +4 cloak!

the mask takes up his headband slot...


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

Canaan would like the ring. AC is always helpful when you are a meatshield. He could hand over his +3 to someone else.


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 don't really need anything so you guys dice for it. I do have a fun spell for our frontliner


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

no. Ama must swap out her old headband of CHA +6 for the new one...

as Findlay swaps out his cloak for hers, the elemental glowers at Findlay -- but he is invisible and undetectable, so nobody can even sense his disdain.

"I would like your old ring, Canaan..."

I think Hadjii would have to come out of elemental form to don the cloak -- but I'm guessing even an air elemental can take a ring off and put a different one on...)


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

Canaan hands over the ring and dons his new one.


Inner Sanctum

You all fight your way through the rest of the complex with ease and are able to rest, resetting abilities etc.. You make your way into a room and see to following.

There are deep alcoves to the southeast and southwest, and a fat block of black stone sits in the west wall of the southwest alcove. Every single inch of the floor is covered by painted hieroglyphs and strange sigils in earthy colors.

Know Arcana check..


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,

Arcana Aid for Findlay: 1d20 + 18 ⇒ (10) + 18 = 28


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

before crossing the pool leading to the final room, Findlay will use a 5th-level spell slot to cast Telepathic Bond (nearly three hours of high-quality telecommunications), and a couple of 2nd-level spell slots to cast Invisibility on himself and Hadjii (for 17 minutes of fade out goodness); also, 1 7th-level spell slot to cast <Greater Arcane Sight> on himself...

...once in the room: he holds his hands to his face as if he was holding binoculars, and murmurs queitly to himself (an invisible murmur seemingly coming from nowhere) as he scans the nearest runes:

Findlay's Knowledge:Arcana check: 1d20 + 30 ⇒ (6) + 30 = 36

(telepathically) "These are pretty obscure!"

he'll also telepathically call out anything significant he espies with his Arcane Sight...

here's a few Spellcraft checks, in case there are a few auras to identify schools on:
Findlay's Spellcraft check: 1d20 + 34 ⇒ (17) + 34 = 51
Findlay's Spellcraft check: 1d20 + 34 ⇒ (1) + 34 = 35
Findlay's Spellcraft check: 1d20 + 34 ⇒ (5) + 34 = 39


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

"Thank you for the Invisibility, Findlay!"

Hadjii will cast his prepared Communal Spider Climb (as usual), plus Communal Resist Energy to give everybody 30 resistance vs acid; he'll use four prepared StoneSkin spells to give everybody who doesn't already have good DR some good DR (I assume Canaan already has good DR) -- with Enduring Blessing to make it last all day!

He'll also cast his prepared Death Ward on Canaan, and Death Ward from the Mask of the Forgotten Pharaoh on himself...

Finally, he'll cast his prepared True Sight on Hemket.


Inner Sanctum

Findlay successfully identifies that many of the symbols seen are some sort of complex curse. He feels if you step into the room you will be targetted by it. It's not a trap in the normal sense, but it could be supressed with magic you think. Flying over the floor might also work.


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,

Ama will cast Pro Energy: Cold on everyone(120 pts.) and then hit Canaan with Heart of the Mammoth

She will thwhip out and become invisible

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