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Geez.. i saw your recruitment lol. I guess flashing an op game will get alot of interest. I will put some effort into getting my character up to speed this weekend. I must tell you that currently I am in Charlotte for training for the next two weeks, so I will be able to post during the week it will be after I get back to the hotel, 520ish pm eastern. i will strive to post in the post before I leve though. Prior to 730 am eastern most likely. Im going to run with the wizard/arcanist and probably go transmutation spec., unless we have no heals and then I might split wizard/cleric or some non-sense. Can you let me know what the other chracters are when you find out please?
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In hindsight I would not have added the mythic to it.. It required reworking every single combat in all 6 books. I just wanted to try it because it was new at the time. I can't imagine having players with the full 10 tiers. It's really quite hard to believe that it took almost 4.5 years to complete. I hate to say it, but I will miss it. Perhaps after all the dust settles with my job in a few months I might start up a new one. I'll let yall know if I do.
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Thanks guys, sry the end kinda fell flat on us. That last book was a real struggle. I appreciate you both Buzz and Duhwoo for sticking it out 4.5 years on this. And to you Tin Foil for hoping in and staying around the see the end. I was reading first several pages of the camp a few weeks ago and my how the posting was back then. Everyone seemed so enegized. It really let's you know how hard it is to finish one of the these things. I also saw that was made the list of recommended campaigns to creep on lol, which is kinda flattering. Anyways it's been fun. I'll leave it open for a abit more if anyone has anything else they would like to say etc. I know I was not the perfect GM, but again I apprciate yall seeing it through.
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Hakotep waits till the Demons go.. The demons go and unfortunately have deceived Findlay. Your SM is not near enough to beat the bluff of the demon. Yall needed to roll really high on the diplomacy, which you did. Unfort you also needed Hakotep to roll low, which he didn't.. The demon with the mask teleports to beside Hakotep and hands him the mask.. Hakotep's action is to put the mask on.. Yall see the following take place. The Mask of the Forgotten Pharaoh now covers the visage of the one for whom it was fashioned 6,000 years ago. For a moment, all is silent in the crypt. Then, light seems to flicker within the mask’s sightless eyes before slowly expanding to cover its entire golden surface. A ghostly figure rises above the pharaoh’s dead body—Hakotep as he appeared at the height of his reign: strong, determined, and ruthless. But then the form begins to dissipate, lose shape, and slowly blow away like rings of smoke in a breeze. Faint whispers of diminishing protest drift about the crypt, until they too disappear, leaving only the silence of a grave. At long last, the soul of the Sky Pharaoh passes on into the afterlife and the judgment that awaits there. The golems drop to the ground, the force that operated them gone. Apparently reunited the ka, with the ib and ba did not have the effect he thought it would.. Unless yall have a want to fight the demons they disappear and combat is over. I understand this may be a bit uneventful, but as written this was a possible ending and his main focus was to get the mask back so.. You all stand in the throne room with the body of the pharoah collapsed on the throne..
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Sorry, site was down for me yesterday. I should have time to update later this morning.
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Yea I wasn't sure about all the fighter mechanic's is why I asked. He's got a antilife shell in place, so unless you can teleport..
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I know it's a lot going on, trust me i wish yall woulda just gave him the mask to start lol.. And yes he has the wealth of a level 20 PC so that affords greater quickening rods Findlay.. He is not a god, but a CR 20+ is close enough. With Resist Fire up the meteor swarm did no fire damage so.. I kinda forgot he had Greater Arcane sight up, so that's kinda mad bad. I already figured in the damage reduction for the elemental's Hadjii. All of the Baboon's are still being held in the air with slowly signs of damage starting to show. Hadjii's earth elemental breaks down another pillar.Not sure what your going for there.. Hemket fire's at a golem, striking it. Saves: 2d20 ⇒ (1, 7) = 8
Can makes some inpressive moves but when he reaches 10' from the mummy lord some unseen barrier stops him. Not sure if you have the "cut magic barriers down feat or w/e its called".. Amarantha has yet to act in the round.
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Fire resist would take effect for each meteor. Not sure if it was cast though. Also, Im not sure Absorb Blow would reduce 4 times. It says per spell, not per damaging effect. Likely moot since I think Fire resist was cast.
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Will: 1d20 ⇒ 17 saves, takes 1/2, but shares 1/2 so take 14. Hakotep does not say anything out loud, but you can tell he's speaking to the demons, probably telepathy.. 1d20 ⇒ 11 he then begins casting a spell.. You ID it as a 9th level spell. A large hand of force appears next to Hemket and tries to grab him. CMB: 1d20 ⇒ 15 and succeeds, unless Hemket's CMD is higher than his listed one. It grabs CMD 48 or less. Dam if Grappled: 2d6 + 12 ⇒ (2, 2) + 12 = 16 He casts a quickened spell, unfort 9th level as well Findlay, and 4 tiny meteor's fly towards Can. RTA's: 4d20 ⇒ (6, 17, 3, 6) = 32 vs Touch 21 all hit
The sphere's explode in a 40' radius, so Can, Findlay, and Hemket will be in the blast. Fire Dam: 24d10 ⇒ (1, 7, 6, 5, 7, 1, 5, 1, 6, 2, 8, 5, 5, 4, 7, 8, 7, 7, 9, 8, 2, 8, 2, 2) = 123 DC 45 Reflex for 1/2, Can has a -4 to the save. If you fail you are knocked prone and deafened for Rounds: 1d4 ⇒ 3. Demon Saves: 2d20 ⇒ (15, 16) = 31 both are knocked prone.. Demon's go and don't look to happy about the situation. Findlay here's in his head. "It's a deal mortal.. Give us the mask." The golems do some punching at the elemental's. Attacks: 8d20 ⇒ (9, 10, 2, 7, 7, 6, 1, 7) = 49
E1 -43 not blind
Damage:
Can is up then top of the round. It looks like you plan may go ahead Findlay.
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With Findlay's modifier I don't think he can fail to know active spells. The disintegrate bouncing back at you was Spell Turning, the arrow bounce back was the spell Deflection, and the shared damage the golem was doing is Shield Other.
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Oh, forgot.. The gated Demons look around and survey the room. The battle taking place seems to pleasure them. Im just gonna make this a straight diplomacy check with modifiers depending on what is offered. I know it's not standard to do that in combat, but I've never used a Gate spell before so.. I would suggest whomever has the highest diplomacy to the roll..
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Findlay brings down the wall with a disintegrate and quickens another one only to find it reflected back at him!! Know Arcana on that He needs to make the save or take the damage. Hemket opens up the artillary barrage and lands 3 attacks on the mummy lord, but unfortuantely the 3 shots he missed reflect back towards him as well!! You must roll attack rolls vs yourself with all the same mods. Attacks 2,3, and 5. Someone can roll Know Arcana on that as well. You also notice one of the golems seems damaged by the attack, with Hakotep not taking the full damage. Arcana on that too. Hadjii's elemental brigade swoop in and try to pick the babboons up, which they do.. Between there flat DR and Fast Healing we are just gonna say that the elementals are just taking them out of the fight currently. Go ahead and roll the sunburst Hadjii.. Hadjii's earth elemental smashes one of the room collumn's to pieces and threatens to bring the room down upon itself! Pillar down.. Also just a heads up Hakotep does not have SR, so no need to roll it. Amarantha is still up in the round. Hakotep
Damage:
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Gallu Demon, saves Fort, Will, Reflex.. Thats all unfort.. You know these things are powerful though.. The pair would be a challenge without Hakotep involved.. You also know that with these things coming through a Gate and not summoned they must be bargained with for service.. Perhaps you can u this to an advantage..
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Hakotep casts a spell and a black hole rips into existance on yalls side of the wall.. A few moments later a pair of demons step through.. This horned, winged, wolf-headed demon has bone-white flesh onto which have been riveted plates of spiky armor. To those spellcrafty folks he cast a Gate spell. Yall can make Know Planes on the two demons. Init: 1d20 + 8 ⇒ (12) + 8 = 20 Everyone but Can
They will act next round. Can is up and then the party for round 2. Findlay would know a way to down a Wall of Force btw..
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It would be Arcana Amarantha. Amarantha recognizes the baboon things as some sort of variant clay golem. Saves - Will, Reflex, Fort
They fireball bead flies forwards and strikes some invisible barrier, detonating in an amazing blast. Similarly the elementals crash into it after hitting diving formation. You recogmize this as a Wall of Force effect.. I will allow Hadjii a different action than his Sunburst since he saw what happened before casting it. Same goes for Findlay if he wishes to do something different. Hakotep laughs.. "Did you fools think I would not be prepared after all the damage you done to my pyramid? Idiots!!" He proceed's to laugh some more..
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Hakotep eyes you as you appraoch and then scowls as he is aware of the lies you are speaking. "I will take that as a no to giving me the crown. That's fine. I wanted to destroy you all anyways.." Inits:
Amarantha: 1d20 + 7 ⇒ (20) + 7 = 27 Canaan: 1d20 + 8 ⇒ (4) + 8 = 12 Findlay: 1d20 + 14 ⇒ (17) + 14 = 31 Hadjii: 1d20 + 8 ⇒ (16) + 8 = 24 Hemket: 1d20 + 16 ⇒ (19) + 16 = 35 Hakotep: 1d20 + 18 ⇒ (5) + 18 = 23 Golems: 1d20 + 1 ⇒ (17) + 1 = 18 Init Order:
Round 1 Everyone but Can may act!
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Unless you are using silent metamagic there is no way to "quietly" cast a spell. Bluff roll Findlay.. Sense Motive: 1d20 ⇒ 3
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1d20 ⇒ 7 does not seem to notice you.. Gonna wait till the others respond to the request.
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It's hard to tell at the distance, but his face seems to not like that response. "Why would I take the council of insects? I will make you an offer despite the insolance you have shown a god.. Give me the mask and we can call it square.."
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Im close to getting resolve all this.. Last week i was in Cali for training. Mon/tues next week in Chatt doing the same. Hopefully Wends Ill get to move us forwards.
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Had a busy 4th weekend and have to fly out to Cali in the morn for business. I will try to post tm, but no guarantees this week as Im in Cali till friday.
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Can opens the door and heads into the Throne Room.. You all see. Nine wide pillars carved with hieroglyphs support the eastern end of this magnificent chamber. Eight huge limestone statues of vulture-headed humanoids standing at attention with spears at their sides line the north and south walls. Three paintings of falcons of increasing size grace the polished floor. At the western end of the chamber, a golden throne that shines like the sun sits atop a raised dais with two levels. The ceiling is 30' high in this room. On the throne you see what you can only guess is Hakotep.. Mummy Lord Hakotep. Four large, baboon headed humanoid statues of glazed blue clay, clad in traditional Osirian kilts, their mouths open wide to display oversized fangs, stand near Hakotep’s throne. A loud, majestic horn blast reverberates through the chamber and Hakotep speaks in a formal variant of Ancient Osiriani: “Ah, the fools who oppose us. Approach our throne, mortals. Come before the mighty pharaoh whose divine will you have sought to thwart.” Seems like an invitation to move closer and speak..
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It's on yall to enter.. You have all the time in the world to buff and I highly recommend it..
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It indeed shuts down the glyphs and the group can pass safely through the room. Hemket easily finds a secret door in the room which leads too.. The dazzling floor of this large crypt is made entirely of a yellow metal burnished to a mirror-like finish. Light reflected from torches burning in brass sconces on the walls dances across the floor. Four statues of vulture-headed humanoids, fashioned from artfully arranged human bones, stand vigilantly at the corners, metal-tipped spears gripped in their bony hands. A large golden sarcophagus lies in the center of the crypt. The lid depicts a winged man in royal attire, crook and flail held across his chest, a blue crown featuring a rearing cobra on his head. You are thinking this is Hakotep's burial chamber.. Hemket easily disarms a trap here as well.. Opening the sarcophagus reveals it is empty, but it is quite obvious a body was in here at some point. Bunch of stuff that's worth a lot of money blah blah.. Hemket disarm's another trap moving into the next room and you find yourselves outside a room. The doors read, "Beyond is Hakotep I, the Sky Pharoah's, throne room..
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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.
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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..
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I should have time tm to build the last scene and get this going. Apologies everyone..
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Sorry folks, I got back from vaca late sunday and have 40 hour training class this week at work. I promise I will get to this when I have a break. Sorry for the delay.
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I go on vacation tm till sunday, so i doubt I can get this last part made up and started by today. I will try. If not it will be monday before we can start the last area.
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I've ran out of gas here. We will be skipping the rest of the content since even reworked will be a walk in the park to the group. The next fight will be against the Pharoah and the last of the campaign. Sorry for ending it this way I just don't have the time to put into redoin encounters anymore. High level with mythic added is just overkill. Deff a lesson learned if I ever Gm a game agian. That said you may all level to 17, rest, and make whatever preperations you wish for the final battle. It will take me a day or two to redo the encounter so you have some time.
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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..
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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
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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.
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Ok so both remaining Neshmaal's are stunned a round. Chick has to surge the save. 1d8 ⇒ 6, takes 18. Her turn. Q -239
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:
Amarantha, Hadjii, and Hemket is up.. At least yall have her on the defensive for now.
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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..
Ill update Tuesday, everyone have a nice weekend.
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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..
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Also missed the elementals saves vs the Polar Midnight. The damage was 34 cold, 5 dex with DC 29 fort negating.
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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
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
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
Findlay is pretty sure with these things being Incorporeal Sonic/Force damage will injure them greatly. Init Order:
Findlay and Can are up before top of the round.
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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
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.
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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:
Amarantha, Hadjii, and Hemket are up!
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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
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
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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.
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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.
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You could have moved and still quickened a spell with Quicken Spell Feat if you wanted, but ok.. Amarantha moves out of the Polar Midnight. Other nasties turn.. Three of these fly at you Can. This semi-transparent mass of convulsively roiling tentacles and whiplike tendrils hovers in the air, giving off an aura of dark, alien menace. You feel you mind trying to be taken over. Make 3 will saves, DC 22. Init Order:
Findlay is up and depending on saves Can as well.
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Targeted dispels cannot remove area of effect spells. Thats what the Area Dispel version of Greater Dispel Magic does. You can name certain area spells and get them, but only if your caster level is higher than the DC. Hadjii succeeds in dispeling the Black Tentacles, but not the Polar Midnight. It's still very cold and dark. Something else to note inside the radius circle of the spell those without darkvision cannot see either. The bow has the following use abilities per day. CL 15th 3/day Penetrating Strike - As a free action your next attack will bypass any DR or Hardness.
I see now though your belt negates the use ability. Woulda been better used earlier on I guess lol..
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