Mbauers' Mummy's Mask

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F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Wow, that thing's big! Mirri's exclamation spoke more of interest than worry, but the diminutive halfling nodded and sprung into action as Say'ri spoke. Darting to the nearest wall, she immediately began trying to find cracks or other natural handholds in an effort to make it up to the top.

Climb Check 1d20 + 5 ⇒ (2) + 5 = 7

However, she unfortunately finds little to grasp onto and began looking around for better spits.


Male Human (Garundi) Magus (Eldritch Scion) 4
stats:
HP: (26/27) AC 18 (FF 15, Touch 14) CMD 18, FS +6, RS +5, WS +5, Initiative: +3, Perception: +3/+1 (sight-based)

Ibrahim almost protests, but having been nearly gutted when he was magically compelled to split up from the group, he decides instead to go with the consensus, moving back and helping Say'ri shut the gate.


Female Human Conjurer 2 HP 13 | AC 12, T 12, FF 10 | F: +1, R: +2, W: +2 | CMD 12 | Perc. +1 | Init. +2

With a sigh, Ishia follows after the rest of the party; she is less than surprised when they are confronted not by whatever it is Say'ri saw, but a gigantic centipede. She does not attempt to climb the wall, but instead begins to chant, her eyes fixated on Say'ri while she does.

Ishia begins to cast Enlarge Person on Say'ri


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Say'ri throws her weight against the door, Ibrahim reaching past her to also lend aid.

A few tense seconds pass and then you hear it, the skittering of many claws coming toward you. The centipede sends its bulk into the double doors, throwing them wide open and ripping them off there hinges. The vermin will not be so quick to let its prey flee.

Party up

Ridiculous Centipede: AC 19, touch 8, FF 19, CMD 26 (can't be tripped), HP: -6/??

GM Stuff:

Centipede opposed strength check: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Say'ri: 1d20 + 3 ⇒ (10) + 3 = 13
Ibrahim AA: 1d20 + 1 ⇒ (8) + 1 = 9


Female Human Conjurer 2 HP 13 | AC 12, T 12, FF 10 | F: +1, R: +2, W: +2 | CMD 12 | Perc. +1 | Init. +2

As Ishia continues to chant, she reaches into her pouch and produces a pinch of powder which she sprinkles in her hand. She brings her hand up to her face and blows the powder in the direction of Say'ri; as it settles on her skin, Say'ri begins to grow, doubling in size over the course of an instant. Her spell completed, Ishia steps back before launching a dart of acid at the approaching vermin.

Acid Dart, Ranged Touch: 1d20 - 1 ⇒ (18) - 1 = 17
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Say'ri's size increases to Large for the next two minutes. She gains +2 Str, -2 Dex, -1 AC, her reach increases to 10ft, and the damage dice of her weapons goes up a step. Ishia five foot steps backwards and uses her Acid Dart on the centipede.

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

After a moment of dizzying vertigo Say'ri suddenly finds herself looking down at the centipede. Her smile as she swing her new, enlarged, flail around and onto it's head is joyous in the extreme.

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 2d6 + 9 ⇒ (3, 6) + 9 = 18

The flail crashes home with the force of a thuderbolt, crashing through exoskeleton and into the tender flesh beneath.

"Change of plan Ibrahim. Kill it. Now!"


Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

Petra makes a noise best described as a 'gleep' when the monstrous creature simply destroys the doors. AHHH NOT WHAT SHE'D EXPECTED.

She is happy to leave the front line to those better suited to it-- pulling back, using the wall for cover.

Withdraw action for Petra-- going up along those stairs to avoid further attacks of opportunity, she hopes, but if at any point it is necessary to provoke to keep moving, she will do so


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Seeing the giant insect crash through the doors like paper, Mirri decided to once again scramble up the walls. Maybe I can get behind it!

Climb check 1d20 + 5 ⇒ (3) + 5 = 8

However, she was still unable to find any suitable hand holds and back up with a look of frustration.

The die roller sucks recently...*grumble*


Male Human (Garundi) Magus (Eldritch Scion) 4
stats:
HP: (26/27) AC 18 (FF 15, Touch 14) CMD 18, FS +6, RS +5, WS +5, Initiative: +3, Perception: +3/+1 (sight-based)

Mirri, ask my bro to be certain, but I think you can try 2 climb checks on your turn if your already at the wall. Move/standard. At least that's how I remember it from skull and shackles. I'll post my turn later, when I have a chance to look at the map layout and whatnot.


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

@GM: what Ibrahim said ^


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Mirri, yes, I believe you could make another attempt. Each move action is quarter speed, I believe, unless you use accelerated climbing at a higher DC. So you should get another roll to climb up 5 ft, or 10 with accelerated.

Say'ri, it's actually a heavy flail, which is 1d10/19-20/x2. So big sized it's 2d8 + 9. Also note that you don't get an attack increase with melee weapons from enlargement, because the -1 size penalty offsets the strength increase (so your attack is one lower, still hits). If you use CMB the enlarge helps doubly, though, as you get both the increased strength and size bonus.

Say'ri's new damage: 2d8 + 9 ⇒ (6, 3) + 9 = 18

Ishia backs up, but as she tries to launch the acid at the vermin it rears up and lashes the back end of its body at her. Ishia is stunned and momentarily swept off her feet. She throws the acid dart from flat on her back, then stands up again.

4 nonlethal to Ishia

Say'ri, growing to gargantuan proportions, delivers a crushing blow to the centipede's gnashing maw. The combination of wounds has taken its toll, but it still remains to threaten you. Petra retreats and Mirri frantically tries to scale the wall.

Still up: Ibrahim

Centipede: -29 HP

GM stuff:

Tail Slap AoO (20 ft reach): 1d20 + 10 ⇒ (17) + 10 = 27
Nonlethal damage on Ishia: 1d3 + 2 ⇒ (2) + 2 = 4
Trip attempt on Ishia: 1d20 + 16 ⇒ (1) + 16 = 17


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

OK, so 2nd Climb Attempt 1d20 + 5 ⇒ (5) + 5 = 10


Male Human (Garundi) Magus (Eldritch Scion) 4
stats:
HP: (26/27) AC 18 (FF 15, Touch 14) CMD 18, FS +6, RS +5, WS +5, Initiative: +3, Perception: +3/+1 (sight-based)

Looking at the map, I'm not sure I can get into melee, cause I believe Large Say'ri takes up 4 squares. If I can, I'll attack with my scimitar. If not, I'll fall back and attack with my bow.

Scimitar, PA: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 11

Looks like either way I miss

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:
GM Bauers wrote:
Say'ri, it's actually a heavy flail, which is 1d10/19-20/x2. So big sized it's 2d8 + 9. Also note that you don't get an attack increase with melee weapons from enlargement, because the -1 size penalty offsets the strength increase (so your attack is one lower, still hits). If you use CMB the enlarge helps doubly, though, as you get both the increased strength and size bonus.

I knew it was a heavy flail but i thought upping the size went to 2d6... my mistake! Not something I'm upset about though! Thanks for the correction on the size modifier, I always miss that bit! :)


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Ibrahim, Say'ri had a 5 ft move available (and gets 10 ft reach when large) so I moved her back so you could also 5 ft move in there.

Note that the trip attempt as part of the AoO actually missed Ishia. I just saw the 17 and assumed it hit, but the die roll was a natural 1. Whoops! Doesn't affect the outcome in my previous post.

The centipede ignores Ibrahim like a horse would a gnat, instead trying to tear Say'ri limb from limb.

The giant mandibles squeeze her under her armor, breaking ribs and puncturing lungs. Still the warrior stands defiantly, holding her newfound weapon. But the worm whips its tail around at lightning speed, knocking Say'ri unconscious.

17 lethal damage, 4 nonlethal plus a superfluous trip attempt. Say'ri, you must also regrettably make a fort save vs poison. DC is 19. If you make that, you're good. If you fail that, please make another (as it is now your turn).

Petra and Mirri:

You hear someone whispering, though you don't see anyone near you. Go into the house, the beast won't follow you there.

Centipede: -29 HP

Next up: Y'all, except Say'ri (who is unconscious and possibly poisoned, but not dying)

GM Stuff:

Bite: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 2d6 + 9 ⇒ (5, 3) + 9 = 17

Tail Slap: 1d20 + 5 ⇒ (17) + 5 = 22
Nonlethal Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Trip: 1d20 + 16 ⇒ (19) + 16 = 35


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Say'ri Al Bashere wrote:
GM Bauers wrote:
Say'ri, it's actually a heavy flail, which is 1d10/19-20/x2. So big sized it's 2d8 + 9. Also note that you don't get an attack increase with melee weapons from enlargement, because the -1 size penalty offsets the strength increase (so your attack is one lower, still hits). If you use CMB the enlarge helps doubly, though, as you get both the increased strength and size bonus.
I knew it was a heavy flail but i thought upping the size went to 2d6... my mistake! Not something I'm upset about though! Thanks for the correction on the size modifier, I always miss that bit! :)

No worries, I always forget stuff. I knew about the flail because I had a dude who used a bardiche and he would always get enlarged. Oh, and I didn't specify, but DC 10 won't get you up the wall Mirri, unless you have a rope secured.


Female Human Conjurer 2 HP 13 | AC 12, T 12, FF 10 | F: +1, R: +2, W: +2 | CMD 12 | Perc. +1 | Init. +2

Would grease effect it?


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Sure if it fails the save.


Male Human (Garundi) Magus (Eldritch Scion) 4
stats:
HP: (26/27) AC 18 (FF 15, Touch 14) CMD 18, FS +6, RS +5, WS +5, Initiative: +3, Perception: +3/+1 (sight-based)

Ibrahim challenges the beast, and slashes at it twice (using a hero point)

Attack One: 1d20 + 6 + 1 - 1 ⇒ (3) + 6 + 1 - 1 = 9

Attack Two: 1d20 + 6 + 1 - 1 ⇒ (3) + 6 + 1 - 1 = 9

Awesome. At least my allies get a +1 to attacks from my challenge.

Ongoing effect:
Challenge: +1 to melee attack rolls for allies


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Mirri looked around with a surprised expression, just after wincing at Say'ri's latest blow. Hey guys! I heard a voice tellin' us to go into the house, cuz the beast won't follow us there. Let's get Say'ri and go!


Female Human Conjurer 2 HP 13 | AC 12, T 12, FF 10 | F: +1, R: +2, W: +2 | CMD 12 | Perc. +1 | Init. +2

"I would advise against that!" says Ishia, stepping further away from the centipede, the sting of its tail still fresh in her mind. "The likelihood that anything speaking to you from inside the house is an ally is considerably low."

Ishia considered her options; her grease spell could slow the creature down and perhaps by them a bit of time to finish off the monster; but the thing was wounded and she could perhaps end its life herself with her acid. She looked to the collapse body of Say'ri, who she had hoped would be able to kill the creature once aided by her magic; that had been her best option and now it was gone. Gritting her teeth, Ishia launches another blast of acid at the centipede, hoping that her magic would strike true.

Acid Dart, Ranged Touch: 1d20 ⇒ 15
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

Fort: 1d20 + 3 ⇒ (8) + 3 = 11
Fort: 1d20 + 3 ⇒ (20) + 3 = 23

Thank the gods for that!
At least its non-lethal that has Say'ri under... :)


Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

Yeesh, I look away for 24 hours and our fighter's down?! I can't let you guys go anywhere....

"We cannot leave Say'ri!" Petra cries out at Mirri's suggestion. "--and I certainly cannot drag her, at that size..."

Petra wildly considers her options. She can heal the other woman, but... that would merely leave her on the ground, and not in the best of health to deal with another hit. It looks as though some heavy blows have already been dealt to the monster-- if they can only keep that up--

Grimacing, Petra steps back and follows Ishia's lead: she attacks. She tries to send the arrow past Ibrahim himself, further into the back reaches of the creature where she'll have a cleaner shot.

Bow, PBS, cover: 1d20 + 5 + 1 - 2 ⇒ (20) + 5 + 1 - 2 = 24
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

OH HEY POSSIBLE CRIT

Bow, PBS, cover: 1d20 + 5 + 1 - 2 ⇒ (20) + 5 + 1 - 2 = 24
Additional critical damage: 2d8 + 2 ⇒ (1, 2) + 2 = 5

Why only -2 for cover:
(GM: I think the following rules section applies here, so if not, just use the correct penalty) OKAY IGNORE ALL THIS AS I ROLLED 2 20s

PRD wrote:


If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)

If your target (or the part of your target you're aiming at, if it's a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you're aiming at is engaged in melee with a friendly character.

If your target is two size categories larger than the friendly characters it is engaged with, this penalty is reduced to –2. There is no penalty for firing at a creature that is three size categories larger than the friendly characters it is engaged with.

eta Okay, on the one hand: yay crit. On the other hand: that is the crappiest bow crit I've ever rolled. >:[


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So Say'ri is not poisoned, but you take 2 dex damage from failing the initial save. That's some unfortunate rolling by Ibrahim, and yeah, a kiss-your-sister award for the low damage bow crit to Petra. Because of those circumstances, the centipede is still alive.

Mirri, you're still up but I actually have a moment to post now. So if it's ok with you I'll take my turn now and you can take two turns. If you are able to kill it with only one of your turns, then I'll retcon away the effects of the monster's turn. Cool? Say'ri--when you get a chance, can you update your stats in your sig? Thanks!

The party desperately pelts the monstrous vermin, but still it stands on its many legs and attacks, this time targeting its predatory instincts at Ibrahim.

He too is squeezed relentlessly and driven, unconscious, to the ground.

17 lethal and 5 nonlethal to Ibrahim. Your sig says you had 10 HP, but I'm pretty sure you healed before that. So I believe you are unconscious, not dying.

Ibrahim, fort save vs poison DC 19. If you fail that, make another on your turn.

Up now: Conscious members of party, Mirri gets two turns.

Centipede: -42

Petra--sounds good about the cover. The good news is no cover now! Uh, silver lining? :-/

GM Stuff:

Say'ri dex damage: 1d4 ⇒ 2

Bite Ibrahim: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d6 + 9 ⇒ (4, 4) + 9 = 17

Tail Slap: 1d20 + 5 ⇒ (19) + 5 = 24
Nonlethal Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Trip: 1d20 + 16 ⇒ (6) + 16 = 22


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Hmm......just posted but got Ninja'd by the GM....let me think about this....


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

OK...so, both front line PC's are unconscious. Yikes.

Just prior to the GM's last post, I was going to have Mirri try to open the double doors to the building. Since this action would have occurred prior to Mirri knowing that Ibrahim went down, I think she'll still do that.

Once I know what that does I'll post her next action


Male Human (Garundi) Magus (Eldritch Scion) 4
stats:
HP: (26/27) AC 18 (FF 15, Touch 14) CMD 18, FS +6, RS +5, WS +5, Initiative: +3, Perception: +3/+1 (sight-based)

Fort: 1d20 + 4 ⇒ (17) + 4 = 21

My bad, I got healed for 9 I believe, so I should now have 2 hp but the 5 nonlethal drops me unconscious.


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Mirri ascends the steps and throws the doors open, hoping to escape the wrath of the centipede.

Brightly colored columns stand in the four corners of this foyer. Hieroglyphs cover the walls and tiled floors, obscured in places by piles of dust and sand. Open archways lead to the north, east, and west, while a set of stone double doors exit to the south.

Three skeletons stand at attention in this room. Unlike their counterparts that Ibrahim discovered, these are armed, though long years of rust have turned their khopeshes brittle. At Mirri's approach, the skeleton farthest from her moves in line with the others, brandishing his weapon.

Mirri:

The voice returns: Intone my family name and my guards will not harm you.

Up now: Ishia, Mirri
Yellow
Say'ri (unconscious)
Red
Petra, Ibrahim (unconscious)
Centipede

Centipede: -42 hp (on it's last legs--get it? Waa waa waa).

Skellies: 4/4 hp each

GM Stuff:

Red init: 1d20 + 6 ⇒ (1) + 6 = 7
Green init: 1d20 + 6 ⇒ (10) + 6 = 16
Yellow init: 1d20 + 6 ⇒ (5) + 6 = 11

Init order
Green (ready action)
Ishia, Mirri
Yellow
Say'ri (unconscious)
Red 7
Petra, Ibrahim (unconscious)
Centipede


Female Human Conjurer 2 HP 13 | AC 12, T 12, FF 10 | F: +1, R: +2, W: +2 | CMD 12 | Perc. +1 | Init. +2

Ishia moans audibly as Mirri disappears into the mansion. Hopefully they would not be immediately beset by whatever creatures lied in wait within--in the mean time, she prayed to whatever gods were listening that her next strike would finally end the surprisingly resilient centipede.

Acid Dart, Ranged Touch: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


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The massive head swivels back and forth, trying to decide which morsel to devour. Before it can make a meal of one of her teammates, Ishia throws another ball of acid into the centipede's face, dissolving it and sending the lifeless body crashing to the ground.

Centipede dead!

Next up: Mirri


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Pentheru!

Mirri's voice rang clear as she saw the skeletons spring to life. Despite the confidence in her voice, the halfling remained a coiled spring, waiting to flee if the skeletons continued moving towards her.

Free Action talk, followed with readied action to double move toward the front gate if it doesn't stop the skeletons


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Mirri yells the household name and the skeletons do not react in any visible way.


Gamer Please read the announcements!

Ok, now that I have a little more time--just to clarify, you can't ready action a double move. You can only ready action a standard action. So if you'd like, you can say the name and then ready action a standard to move 20 ft south. In this case, they just hold their ground and don't move. So...

Petra up, then Ibrahim (if Petra helps him regain consciousness)


Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

Petra heaves an enormous sigh as the centipede drops to Ishia's jolt of acid. Throwing a wild look for where Mirri got to, she runs forward to Ibrahim and calls forth Anubis's mercy.

CLW Ibrahim, casting it herself: 1d8 + 2 ⇒ (6) + 2 = 8


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

@GM: When you say the skeletons don't react in any visible way, do you means the skeletons stopped moving or don't do anything else threatening? If so....

Mirri smiles in satisfaction as the threat ceases and calls back out to the group. Everything's good in here, come on in!

Mirri will only run back out if the skeletons move to attack, otherwise she'll start looking around the room.


Gamer Please read the announcements!

So, the skeletons were originally in a triangular formation. After you opened the door, the green one walked down so it was in line with the other two and stopped. On your turn, you said "Pentheru" and ready actioned to move away if the skeletons advanced further toward you. On the remaining skeletons' turns, they stand there apparently waiting for something. Petra heals Ibrahim. I'm keeping this in initiative order because there are still enemies present, even though they are currently not advancing upon you. Let me know if/when you want to start searching.

Green--doesn't move
Ibrahim, Ishia, Mirri up now
Yellow
Say'ri (unconscious)
Red
Petra


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Satisfied that the skeletons will not attack now, Mirri begins searching the room and calls out, You with the voice, why don't cha come out an' talk to us? Maybe we can help ya back!


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Mirri enters the House of Pentheru and begins snooping around. Brightly colored columns stand in the four corners of this foyer. Hieroglyphs cover the walls and tiled floors, obscured in places by piles of dust and sand. Open archways lead to the north, east, and west, while a set of stone double doors exit to the south.

Upon entering the room, the skeletons immediately attack the young thief, as a disembodied voice nearby laughs maniacally. One of the skeletal guardian's rusty blades catches Mirri in the shoulder. 5 damage

The pain is bad on its own, but to make matters worse Mirri has a sick feeling in her gut like something isn't right. It reminds her of the gate when she first set foot here. This time it's the doors (the southern ones, from which you entered), which are shaking a bit on their own and look like they're going to close.

This is a haunt--Mirri, you noticed it, so you get to act in the surprise round (and the skeletons don't). This is kind of a weird encounter and hard to adjudicate. So you get one standard action right now in the surprise round, then the haunt triggers after your turn. Then we'll pop back into initiative with Ibrahim and Ishia. I think that's the best way to do it.

Flavor text for what Mirri sees in the room marked with a heart:

A large staircase climbs to the second floor from this room. Sand and dust cover the floor, and painted columns stand in all but one of the corners. Pieces of broken wood, shattered pottery, and disintegrating fabric litter the room’s perimeter.

Flavor text for what Mirri sees in the lightning bolt room:

A large tiled pool sits in the center of this chamber, surrounded by sloping tiled floors. A few steps descend into the basin, which has accumulated a deep layer of sand on its bottom. Faded murals on the walls depict scenes of life along a river, with recurring themes of running water and aquatic life running through the artwork. In the northeast corner, a tarnished bronze spigot juts from the wall just above head level. Archways lead north and west, and a stone door stands in the eastern wall.

Ancient Osiriani or Osiriani plus Linguistics DC 20:
The Ancient Osiriani hieroglyphs on the walls proclaim this estate to be the House of Pentheru, and convey a variety of different messages, such as “Welcome to all guests,” invocations to the gods to bless all who enter here, and the like.

GM Stuff:

Green Khopesh on Mirri: 1d20 ⇒ 19
Damage: 1d8 ⇒ 5

Yellow Khopesh on Mirri: 1d20 ⇒ 3
Damage: 1d8 ⇒ 2

Init
Green, Yellow
Mirri
Ibrahim, Ishia (up now)
Say'ri (unconscious)
Red
Petra


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Hey, Oww! Mirri's eyes darted with shock to the skeleton that struck her, but then she turned a angry tone to the voice who spoke previously. You! You tricked me! I'll.... Just then Mirri spotted the quavering door and noted the queasy feeling in her gut was more than just the pain of being struck. Eyes going wide, the halfling did a forward roll away from the skeleton and back out the front door.

Move action with acrobatics back out the front door in the surprise action, to current location on map

Acrobatics Check 1d20 + 11 ⇒ (8) + 11 = 19


Gamer Please read the announcements!

Mirri tumbles away from the skeletons and bolts for the door. Moments after she escapes, both doors slam shut of their own accord and are held fast by some force. Beyond the doors a woman’s voice (the same voice from the previous the haunt) cries out in Ancient Osiriani, and another voice responds:

Ancient Osiriani:
They’re inside! Protect the family! Another voice shouts, It’s too late! Save yourselves!

Screams and the clash of arms fill the air.

At this point, combat is effectively over for now. Feel free to return Say'ri to consciousness. ;-)


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Staring wide-eyed at the doors, Mirri breathes heavily for a moment, waiting for something to happen. Once her relative safety seems clear, she looks over at the others and smiles weakly. Ha, well...er, glad that's all figured out. How's everybody here? Even as the question left her mouth she grimaced, as Say'ri and Ibrahim were just picking their battered forms up off the ground.

Instead of talking more the halfling took to helping the others recover as she could, and then began a search of the exterior courtyard where the centipede came from. However, she waited until everyone was ready before adventuring on.

Mirri will do Take 10 checks for traps, auto-finding anything with DC 19 or less.

Also, I'll be unavailable for posting pretty much all day tomorrow. Bot Mirri as needed


Gamer Please read the announcements!

The western side of the estate forms an L-shaped yard mostly given to sand, sun-dried earth, and the ancient husks of dead trees. Stone benches line the walls of the yard, and a large tiled pool sits in the southwest corner, dried and partially filled with sand. A short flight of steps leads between a pair of pillars to a set of stone doors in the west side of the house. At the north end of the yard stands a squat stone building with columns at every corner.

Mirri searches for anything useful, valuable, or dangerous. At the bottom of the dried up pool, amidst centipede waste and piles of sand, are two sandals that have somehow escaped damage.

Detect Magic plus Spellcraft DC 18 on the sandals:

The sandals are Feather Step Sandals (like slippers)

Note: In this game, magical footwear will automatically resize to fit the wearer, so any of y'all can wear them.

After continuing to inspect the western portion of the courtyard...

A rectangular stone building sits in the northwest corner of the estate. At each corner stand columns carved to resemble men and women with their arms crossed over their chests. A set of stone doors stands in the southern face of the building, carved with bas-relief faces of two men. Hieroglyphs are carved into the doors just beneath the faces.

The faces on the doors match the faces on the statues outside the property at the front gates. Two of the building’s four columns also depict the two men.

Mirri believes the doors are safe to open.

Ancient Osiriani or Osiriani plus Linguistics 25:

Ancient Osiriani hieroglyphs identify the building as the “crypt of the House of Pentheru” and warn, “May defilers be cursed by the gods until their day of judgment.”


Male Human (Garundi) Magus (Eldritch Scion) 4
stats:
HP: (26/27) AC 18 (FF 15, Touch 14) CMD 18, FS +6, RS +5, WS +5, Initiative: +3, Perception: +3/+1 (sight-based)

"Let's stay together. This place is much more dangerous than our last site."

Ibrahim will wait til him and Say'ri are healed up (I'm at 10/20, not sure what shes at).

Then he will ready his weapon and nod to Say'ri to open the door whenever she is ready.

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:
Ibrahim al Sahure wrote:

"Let's stay together. This place is much more dangerous than our last site."

Ibrahim will wait til him and Say'ri are healed up (I'm at 10/20, not sure what shes at).

Then he will ready his weapon and nod to Say'ri to open the door whenever she is ready.

Currently nothing - Petra hasn't actually applied any healing yet!


Female Dwarf Inquisitor 4 HP 27/27 (0 NL) | AC 19 - T 13, FF 16 | F: +5, R: +4, W: +7 (various modifiers apply) | CMD 16 | Perc. +10 | Init. +6 | L1 spells 4/4 | L2 spells 2/2 - Wand of CLW: 11 chrgs - 0 hero points

Sorry, weekends!! Always a pita for me. As far as I'm concerned, you are welcome to consider Petra willing to use the wand on out-of-combat healing and to roll it appropriately (if I'm being slow tagging), unless the GM would prefer that I rolled all the heals.

Petra is relieved they all live-- she checks Say'ri next, and sighs when she sees she is still breathing. The wand comes out, and Petra mutters reverently as she touches it to Sayri's injuries.

CLW Say'ri: 1d8 + 1 ⇒ (5) + 1 = 6

She smiles at Say'ri when the other woman's eyes open, not that this can be seen behind her keffiyeh other than a little crinkle around Petra's dark eyes. "Welcome back to the land of the living. Hold, you are still hurt..."

CLW 2: 1d8 + 1 ⇒ (2) + 1 = 3
CLW 3: 1d8 + 1 ⇒ (2) + 1 = 3 Grr.
CLW 4: 1d8 + 1 ⇒ (6) + 1 = 7

She returns her attention to Ibrahim. "One moment, human man..."

CLW 5: 1d8 + 1 ⇒ (3) + 1 = 4
CLW 6: 1d8 + 1 ⇒ (1) + 1 = 2 DOUBLE GRR
CLW 7: 1d8 + 1 ⇒ (3) + 1 = 4

Okay, with the charge from the previous fight that's 8 charges;I'll make a note in my statline as to wand status.

Sighing, Petra gets to her feet. "The power to stay death should not be wasted. We must be careful, my friends. And halfling... do you think it wise, to run forth into other battles while one is still ongoing?"

Tucking the wand safely away, Petra studies the sandals...

Spellcraft: 1d20 + 3 ⇒ (15) + 3 = 18 Ha! At least one roll went well.

"I have heard of these!" Petra exclaims. "Very useful. They let one step very lightly, and to avoid being slowed by rubble or undergrowth or things of that nature!" (Feather step slippers)

Petra wanders after, gazing at the hieroglyphics. "Ah... May defilers be cursed by the gods until their day of judgment. Yes. Clearly house Penthuru wished no desecration. What did you see inside, halfling?"

Scarab Sages

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 | Active:

Say'ri shakes her head as though trying to clear a stubborn headache.

"That thing was quite dangerous - I suspect that figure we saw must have been trying to lead us into it's path. We'd better move carefully."

When she realises what Petra saws she swings suddenly to face Mirri. "You went in there by yourself? What were you thinking? If you'd been hurt we wouldn't have known, couldn't have helped!" It doesn't take much to realise that Say'ri's outburst is definitely motivated by concern rather than anger.


Female Human Conjurer 2 HP 13 | AC 12, T 12, FF 10 | F: +1, R: +2, W: +2 | CMD 12 | Perc. +1 | Init. +2

"Say'ri--I suggest in the future you keep your pet on a tighter leash. And perhaps we can all reconsider chasing after phantasms or trusting the voices in our heads, yes?" says Ishia, dusting off her robes. "Upon entering this place, we were immediately accosted by a haunt. There are assuredly more poweful spectres within this place--it is a tomb, but not a purposeful one--the spirits we find will be angry and confused; do not expect friendly ghosts like Akhentepi. You cannot trust your senses here--though why you would trust a voice in your head over me in the first place is another question I don't care to have answered."


Gamer Please read the announcements!

Sure Petra, if it's an out of combat situation and you have a wand available I don't mind if people roll for their own healing. So, where to next?


F Halfling Rogue (Unchained, Burgler)
stats:
Hp: 28/29, AC:21 (FF15, T17), Saves=F+4, R+11, W+4, Initiative+7, Perception+10 (+2 vs Traps, +2 when in Concealment), DD+14

Whether purposefully or not, Mirri ignores Ishia's comments and turns to Say'ri and Petra. I was tryin' to get us somewhere safe! There was a voice sayin' that the big critter wouldn't go in the house. So I figured since we were gonna go into the house anyways it'd be good to go an' get to safety. A sad expression took over the halfling's face, and she looked back at Say'ri. It looked like it killed you and Ibrahim, an' if it could do that the rest o' us didn't stand a chance against it. Shrugging, she continued. Once inside, the voice said if I said the house name the skeletons wouldn't attack, but the voice lied! Then some kinda spirit started up and I ran back out, but one of the skeleton's got me in the shoulder, she said the last and revealed the gash along her left side. Anyways, I was jus' tryin' to get us somewhere safe.

After a heavy sigh, Mirri appeared to regain a bit of composure and considered Petra's question. Well, let me think. There was brightly colored columns in the four corners of that first room, with some kind of writing coverin' the walls and floors. Lots of dust and sand too. I saw three open archways leadin' to the north, east, and west an' a set o' stone double doors to the south.

One of them was marked with a heart. Back further in was a large staircase, an' more sand and dust, and painted columns in all but one o' the corners. Pieces of broken wood, shattered pottery, and rottin' fabric was all over the place too.

Another one had a lightning bolt markin' it. There was a large pool in the middle there, with sloping floors leadin' to it. Some steps went into the basin, but it jus' had sand in it. There was old murals on the walls with pictures about life along a river, lot o' running water and fish and such in it. I saw a crusty bronze spigot in the wall just above Say'ri's head level in one corner too. And more archways went north and west, and there was a stone door in the eastern wall.

Pausing to think again, Mirri shrugged, think that's about it. 'xcept the three skeleton's of course. An' the lyin' voice.

@GM: Are you rolling Sense Motive Checks for us or should we do that?


Gamer Please read the announcements!

You guys can roll sense motive.

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