Mummy's Mask Version 1.5 (Inactive)

Game Master DoubleGold

Mummy's Mask with 33.3% more enemies, 10% extra enemy treasure.
Dungeon Map
Awesome Loot


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DungeonMaster

Seven years ago, Pharaoh Khemet III, the Ruby Prince, formally opened Osirion’s ancient tombs and burial sites to foreign explorers. Khemet III understood that adventurers who’ve traveled great distances in search of treasure typically do not return from whence they came to sell their discoveries. Instead, they typically sell or trade what they do not keep as quickly as possible at the closest civilized community with an economy strong enough to absorb an influx of valuable antiquities. The Ruby Prince’s policy has attracted not only explorers to the desert nation of Osirion, but also countless scholars, private collectors, special interest groups such as the Pathfinder Society, and financial interests from all across the Inner Sea. A minor industry has sprung up just to support visiting explorers,and an even larger infrastructure has come into being to serve foreign investors and traders. Every opening of a major site has heralded an economic boom, for the local area and Osirion as a whole.

Unlike many of Osirion’s tombs and graveyards, however, the necropolis of Wati has remained largely untouched, in no small part because of local taboos and the protection of the Grand Mausoleum’s priests. But Khemet III has now ordered the local authorities and church of Pharasma to open Wati’s necropolis to exploration for the purpose of discovery, study, and economic stimulus.

The bustling desert city of Wati is near bursting with excitement.

Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city’s necropolis, waiting only to be assigned their first sites for exploration.

Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants
and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they’ll buy recovered treasures and antiquities from those who visit their establishments.

In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery. Beneath the awning, two urns sit atop a table elevated a few feet above the ground on a wooden stage constructed for the event. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side.

The PCs all travel to their first dungeon afterward.

I will have the map up in a few short hours. You may free roleplay having been in town if you want, but it won't affect anything gameplay wise in this part of the section. Yes, I just typed all this in a matter of minutes.

3 Basic rules the Grand Mausoleum addresses

1. Remember how this came to pass. A plague of madness is upon the city. It is a holy place and evil doers are cursed.
2. Every Slave's Hut is a Memorial
Respect the dead and the graves.
3. Honor the departed. Self explanatory
4. Disclaimer: I will not enforce these rules unless the story tells me to, I'm just writing what the book tells me to.


Fighter (Rondelero Duelist) 1

Yawning wide, Sefu was rather bored waiting for the priests of Pharasma to get on with the lottery. It wasn't that the heat was making him uncomfortable, he had grown up in this city and was no stranger to the sun's warm embrace. He unclipped his waterskin from his belt to take a small sip. He knew the importance of hydration in this kind of weather.

He was garbed in a loose white scarf covering his head and much of his left arm, thus obscuring the buckler on his arm from view. His falcata was clearly visible however, not that he minded. A long sharp blade could mean the difference between being the target of a pickpocket and having people leave a wide berth around you, as he well knew.

Turning to his new companions, he broke their rather awkward silence asking, "So what do we call ourselves? All the good mercenary bands have names, you know. Besides, they might ask for a group name if we get called in the lottery." He indicated the Pharasmin clergy, still abustle on the stage.


HP 8/8, Glory 7/7, Channel 5/5
Spells:
At Will: Light, Create Water, Detect Magic. Prepared: Bless, Hide From Undead. Active Endure Elements
Character Sheet

The swarthy skinned young man who stood next to Sefu shrugged, little more than a shifting of his ivory-colored burnous and a slight clink of chains from the rod-headed flail draped around his neck.

"I would favor something regarding jackals or the pursuit of relics myself, but I have no strong preference regarding anything."

The group hadn't known each other long, but Anset had decided that those he had found and helped bring together for this task were quite resourceful and capable. He said a silent prayer to the old gods to bring him fortune in the lottery. All they needed was a chance.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

The tall Tiefling shrugs at the question, his face a carefully practiced mask of indifference. As long as they don't decide to make our name into some joke at my expense, why should I care what it is?

His right hand casually thumbs the pommel of the rapier at his side, a clear message to all around that any who chose to make an issue of his pale red skin, gold eyes, or any other of his outsider throwback traits might soon come to regret it. Meanwhile his tail rummages around one of his pockets looking for something. It soon lifts up a small scrap of meat to the tiny ball of fur comfortably sitting wedged between Kaylor's neck and backpack. Soon a faint purring sound can be heard as the tidbit quickly vanishes.


Female Kitsune Rogue 1

Yumi watches Kaylor's tail in fascination. She wishes her's could do that, not that it is presently showing. She had long since adopted the habit of staying in a more... human form while in cities, so as to not have her tail stepped on. She grimaced slightly, it had been a painful lesson she had learned many times over.

Pulling a local fruit, she had acquired from a near by distracted merchant's stall, from her bag. She munched on it thoughtfully.

"Well I'll put my vote in for nothing to do with foxes or fire. Personally those get old after the first dozen times." She grins as she says this and goes back to her snack and watching the market.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Elmar has remained mostly silent. He stands a bit off from the rest of the group, leaning against the far side of an ancient stone pillar—the only spot nearby that's shielded from the midday Osirian sun. Unlike the tallfolk, he's chosen practicality over the spectacle at hand.

A name? The dwarf thinks. Jackals? Relics? What's the sense in that? We're not some knightly order or magicians' troupe, and it doesn't seem like the Necropolis' residents would care much about any reputation that precedes us.

But this is not what he says—the Osirians in the group seem to fancy a certain amount of flourish, for whatever reason—and he has other questions, besides.

"We're a mercenary band, then?" Elmar asks. "Seems that'd mean them hiring us to fight, not explore. I'd prefer to think of myself as an adventurer, or a treasure hunter—not a soldier, unless there's something real bad about these ruins they haven't told us.

He pauses for a second. Let the man have his fun, Elmar, he's probably read three times as many books as you.

"I don't see the harm in a name, though. Nothing too flashy—I don't want something like 'The Pink Ibis Brothers' or 'The Golden Teeth' that'll make us have to dress up all dumb and fancy."


Female Kitsune Rogue 1

"Awww, but we could have matching pick capes with gold trim! You would look quite dashing." Yumi says playful, careful to bounce just out of Elmar's reach.

"Honestly I do have to agree with the grumpy dwarf, nothing too flashy. The flashier you are the more likely you are to attract attention. And not always the good kind. I like my money and my organs where they are thank you very much."

She then looks towards Elmar

"That's an interesting point you bring up. I have no idea if anything really bad would be in the ruins, but given how long it has been closed up I wouldn't doubt if there was some stuff with a bit of a bit running around."


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:74/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

dice rolls to help you. You have no idea where these rolls are made, but they will be revealed along the way, especially if there is a trap, he will see it for you and disable it if you fail and he now takes full damage from traps. You don't even know if his checks are a success or not, until you come to that point.
If it is a knowledge check it is revealed at the end of the dungeon to help to the story without spoiling it, but if another character makes one, it is revealed on the spot.

perception: 6 + 1d20 ⇒ 6 + (9) = 15
heal: 6 + 1d20 ⇒ 6 + (5) = 11
str: 2 + 1d20 ⇒ 2 + (19) = 21
religion: 7 + 1d20 ⇒ 7 + (3) = 10
perception: 6 + 1d20 ⇒ 6 + (1) = 7
lingustics: 0 + 1d1 ⇒ 0 + (1) = 1 not trained
local: 6 + 1d20 ⇒ 6 + (1) = 7
perception: 6 + 1d20 ⇒ 6 + (6) = 12
craft carpentry: 0 + 1d1 ⇒ 0 + (1) = 1 I said no crafting, so automatical success, just wanted to show it was there.
religion: 7 + 1d20 ⇒ 7 + (17) = 24
geography: 0 + 1d1 ⇒ 0 + (1) = 1 not trained
religion: 7 + 1d20 ⇒ 7 + (4) = 11
survival: 2 + 1d20 ⇒ 2 + (11) = 13
religion: 7 + 1d20 ⇒ 7 + (16) = 23
survival: 2 + 1d20 ⇒ 2 + (9) = 11
perception: 6 + 1d20 ⇒ 6 + (4) = 10

PCS can make additional rolls if they want, like perception checks or random climb checks and I will post the results, after all this is a little roleplay. Also this is only half the dungeon I have drawn, I will get the half when PCS get to a certain room


DungeonMaster

Dungeon Map

PCS all arrive at the entrance. The door entrance blew up.

In front of you see a door, more specifically a wheel, DC Str 25 (str modifier+1d20 from each person) to open, but you can have up to 4 people on it at once.

Once you get inside, you see a red area, that is a 50 foot drop and you need to leave a rope tied to the ceiling to climb safely down.

Place yourselves just outside the entrance, I will now roll inits for all of you. Also if you haven't already, right your init right next to your class so it appears in plain sight for me. Silver bullets is invisible until in a fight, and his str roll isn't on that wheel.

On that Wheel You can all see religous symbols

init: 5 + 1d20 ⇒ 5 + (10) = 15 SB
init: 6 + 1d20 ⇒ 6 + (11) = 17 elmar
init: 4 + 1d20 ⇒ 4 + (7) = 11 Kaylor
init: 5 + 1d20 ⇒ 5 + (17) = 22 Yumi
init: 3 + 1d20 ⇒ 3 + (6) = 9 Anset
init: 0 + 1d20 ⇒ 0 + (9) = 9 sefu, will be fixed when I see modifier
init: 7 + 1d20 ⇒ 7 + (16) = 23 Avelloran

Round 1 start
Avelloran is up first, but you don't have to wait for each other to post your movement and action, I'm able to keep up with who really went first.
You can make your own figures and place them on the map, or someone with more experience can make all the figures for us in great detail.


Female Kitsune Rogue 1

Yumi checks around the wheel door and the floor for any traps that may be hidden in the room before entering. She has a feeling that everything may not be as simple as she had previously hoped.

perception: 1d20 + 8 ⇒ (7) + 8 = 15


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Blasting the door open. Crude but effective, I suppose. Clearly we wouldn't want whatever beasts lie below not to know we're coming. How else would they know that it's lunch time? Kaylor sighs softly. Let's just hope whatever idiots decided that was a good idea didn't manage to destroy anything valuable.

Picking his way carefully through the rubble, Kaylor starts to look around the wheel and at anything else that remains intact after the blast, hoping to find some sort of clue about what might be waiting for them.

Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Also, detect magic.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Symbols on the wheel—religious. Elmar has no idea what they mean, and doesn't really care. Probably just old priests' gossip about some death god cheating on his wife with a river cobra.

He steps forward, ready to grab the side of the wheel, ready to help the others turn it.

Strength (aid another): 1d20 + 2 ⇒ (6) + 2 = 8

Once we get through the door, get a good look around at the 50-foot drop, and anchor a rope to something, Elmar will say:

"You might want to let the dwarf go first—unless anyone here can climb one handed while holding a torch, it's prob'ly a good idea to let someone with dark vision take a look at what's down there."


After that horrible bother in the sun they finally got into the ruins. "Now the real academic work can begin." he states with just a touch of elvish haughtiness.

"Yes do let the dwarf go first, this is after all his familiar turf."

Avelloran strides into the tomb, notepad in hand scribling notes and using charcoal to make outlines of interesting motifs. All done in a fluid hand in the elven language.


Fighter (Rondelero Duelist) 1

Going to take 20 on the Strength check if that's all right, which gives a 24 as a base. Add +2 from someone else to aid another and we'll be in.

Sefu briefly wondered what the symbols on the wheel could mean. It was way outside the purview of his expertise however, and he got into position across from Elmar to help move the wheel.

After a few false starts and whole lot of grunting, Sefu applies a generous helping of elbow grease to the situation. Come on Elmar, put your back into it! Can anyone else lend a hand?"


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

If we're taking the time to take 20, it should be possible with two people. Then Elmar's aid another will certainly succeed and give that +2

"Alright, let's do things properly this time."

This time, Elmar braces himself against the far wall, and times his pushes with Sefu's. It's slow and tedious, but it seems to be turning the wheel.


Female Kitsune Rogue 1

Yumi shakes her head
"I'll give it a go, but I'm not sure how much difference it will make."

strength: 1d20 + 0 ⇒ (19) + 0 = 19


DungeonMaster

okay, I'm going to get this one with. with 3 people helping it actually takes 15 rounds instead of 20, because 20 assumes you fail many times before you succeed, and you couldn't possibly fail more than 14 times, opening the door on round 15 and the door breaks open with that much force and falls outward away from the characters.

Just then a creature stealthily walks. The good news is that I roll perception for you characters most of the time automatically. If you rolled a perception check by yourself, you get a bonus, you get the perception check your rolled, plus the perception check I rolled for you and you take the highest. If you make a perception check, but you make it on something else you get your roll at a -5 and then my roll at full and take the highest.

perception: 1 + 1d20 ⇒ 1 + (3) = 4 "what might be waiting for them." Kaylor you either have a 14 to notice this monster or this roll, whatever is higher.

perception: 8 + 1d20 ⇒ 8 + (4) = 12 "Yumi checks around the wheel door and the floor for any traps that may be hidden in the room before entering" The monster was behind them, so you get your roll at a -5. So you either have a 10, or you have my roll, whichever is higher.

perception: 6 + 1d20 ⇒ 6 + (7) = 13 elmar
perception: 3 + 1d20 ⇒ 3 + (1) = 4 avelloran
perception: 2 + 1d20 ⇒ 2 + (16) = 18 sefu
silver bullet=15

stealth of creature: 8 + 1d20 ⇒ 8 + (7) = 15
init of creature: 0 + 1d20 ⇒ 0 + (11) = 11

knowledge nature to reveal what the creature is, which is a free action, it looks like a scorpion, but it is a specific kind.


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:74/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

round 16:
The creature bypassed all perceptions except Silver bullet and Sefu, but sefu does not have init over the creature, so if silver bullet does not kill this thing in one hit it will get to make one attack of opportunity against one PC who did not have 15 or better perception.

Silver Bullet pulls out his Earthbreaker. attack: 3 + 1d20 ⇒ 3 + (18) = 21
damage: 3 + 2d6 ⇒ 3 + (3, 3) = 9

It is bloodied

who: 1d4 ⇒ 3 Yumi, Elmar, avelloran, Kaylor
attack: 2 + 1d20 ⇒ 2 + (2) = 4 against your flatfooted AC
second claw attack: 2 + 1d20 ⇒ 2 + (18) = 20
damage: 2 + 1d3 ⇒ 2 + (1) = 3
damage of second claw: 2 + 1d3 ⇒ 2 + (3) = 5
Avelloran took 5 damage.
Sefu is up first, since he gets to act in the surprise round.
then init order
Avelloran, you are up next, followed by Yumi


Avelloran feels the claw tear through the flesh on his arm and he lets out a howl of pain. Jumping back he fortifies himself.

Take a 5 foot step back. cast mage armor on self.
AC 17 for 1 hour. 4/9 HP. Also, can we assume I'm always in the back of the party so stuff has to run past all of our melee people to get to squishy ol me?


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Making an active perception/knowledge check (assuming it'll go through at the beginning of my turn, on my initiative) to see if Elmar knows what he's facing as soon as he gets a chance to act

Hearing Avelloran scream, Elmar immediately turns his head. We're being attacked from behind? By who? Hands on his weapon, he turns to scan the room in the few seconds before he thinks to draw it.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

If he sees it

Knowledge (nature): 1d20 + 4 ⇒ (17) + 4 = 21


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Hearing Avelloran's yell, Kaylor's shoulders tense. The wizard's attacking? So soon? He spins towards the elf, drawing his rapier in one fluid motion as he does so. There's a brief moment of confusion as he sees the giant scorpion creature. What the- but he quickly recovers and attempts to strike the beast, channeling some energy into his weapon.

To Hit: 1d20 + 5 - 2 + 1 ⇒ (18) + 5 - 2 + 1 = 22
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Confirm crit: 1d20 + 5 - 2 + 1 ⇒ (18) + 5 - 2 + 1 = 22
Crit damage: 1d6 + 1 ⇒ (4) + 1 = 5

He then steps back slightly. His right hand starts to glow as he points at the creature and sends a blue light at it.

Ranged touch: 1d20 + 4 - 2 - 4 ⇒ (3) + 4 - 2 - 4 = 1
Damage: 1d3 ⇒ 1

Swift action to make rapier +1 for 1 minute, Spellstrike to attack, 5ft step, and then cast ray of frost


DungeonMaster

Okay, that thing is dead, regardless of who killed it is dead. All of your are still on round 16. Kaylor did not use any spells, because Safu may or may not have hit it.

Tying a rope to the hole is a standard action. If all of you want to go into the hole, it would take all of you 2 rounds, but only so many people can be on the rope at once, so it would take you to round 20. People with the higher inits can go ahead of the people with lower inits, as in the 3 fastest people will be at the bottom on round 18 and the slowest will be at the bottom at round 20. Or the faster people can wait 12 seconds for everyone else to catch up.

First who wants to use their rope?

Also Silver bullet was successful in his religion and tell you what the signs where on the wheel after you all broke the door. the door isn't suppose to break, just trying to add a little realism to this, otherwise this could be an exact video game I'm dming.

DC 10 knowledge religion check identifies the spiral on the stone wheel as the symbol of pharasma, and to recognize that two of the carved faces in the room's corners depict Pharasma. The other stuff required DC of 20.

experience will be rewarded at the end of the dungeon, don't want the PCs to concern themselves with leveling instead of exploring to slow up the game. Anytime I can't add extra monsters in combat I will add up the total and add them at the end for epic battles. No monsters got added and you defeated 1 monster, so 1/3 of a monster gets added at the end, to keep up with the 33.3% more monsters. Rarely are there fights with 3 or more monsters in the first book.

Round 16 Start assuming you all go to the hole we go to...
Round 18 assuming you all wait for each other, you are down into the hole and then... Round 20
by the way, 4 hours is 2400 rounds


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Can my Knowledge (nature) check identify the thing we killed as whatever it was?

Also, once someone has volunteered their rope—mine's with my mule, by the entrance to the dungeon, and would take a few rounds to retrieve, the following action:

Elmar makes sure to scale the rope first, so that he can take a turn to scan the darkened room below for any potential dangers before the others have to fumble around lighting torches.

Scanning the room for anything that immediately looks dangerous, like monsters or spikes:
Perception (darkvision): 1d20 + 6 ⇒ (16) + 6 = 22


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

The spell was a cantrip, so really the only thing Kaylor used was the point from his arcane pool.

Kaylor flicks his blade, neatly clearing it of any gore before re-sheathing it. He then looks through the now open door.
A deep, dark pit. Great.

He peers down, attempting to tell how deep it is and wondering if it would be better to throw down a torch or avoid that in case there were more unsavories waiting for them at the bottom. He glances back at the now slain scorpion. Maybe stealth might be the better option here. Then his gaze shifts to his companions. But then, they will probably also need light. They won't be much good helping against whatever's down there if they can't see.

He silently pulls a length of silk rope from his bag and tosses it to the dwarf, letting him tie it securely to a pillar. He then reaches into his bag to pull out a torch, letting his tail retrieve flint and steel at the same time. As Elmar finishes tying the rope and begins his decent, Kaylor starts to light his torch. Once completed, he passes his torch to his tail and stows his flint and steel, turning his head over his shoulder to murmur almost inaudibly to the fuzzball at his back.

"Hold on now, Sam. Don't go falling off now, y'hear?"

The kitten's response is a soft mew of agreement.

So Elmar's going down first. Someone else is most likely going after him as Kaylor puts the flint and steel away. Kaylor will go down next since he has both darkvision and a torch being carried by his tail.


Fighter (Rondelero Duelist) 1

Wow. That didn't take long. So I'm not sure if I should be rolling an attack for the creature from before, or just moving along with the narrative. I'm going to assume we're moving forward.

Also, my init for the dungeon is 12 now, I believe. I have a +3, and you rolled a 9 for me.

Sefu took hold of the rope and began the slow descent to the next floor down. Once his feet touch stone once more, he draws his falcata and places his left hand on Elmar's shoulder. "Right behind you," he says softly.

Perception: 1d20 + 2 ⇒ (14) + 2 = 16

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

(dot)


DungeonMaster

Yeah, it is a 12, here is the updated list in order

23 Avelloran
22 Yumi
17 elmar
15 SB
12 sefu
11 Kaylor


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Are we seeing anything interesting or dangerous in the room, or should we light the rest of the torches and keep moving forward?


DungeonMaster

I'm just waiting for Yumi and avelloran's Round 16 actions Where they want to go; down or do something else before going down.

They might have been busy do to the weekend, hopefully they will be back on soon. I'd give them a few days.


DungeonMaster

Round 20 DM botting, the other two go down with you.
Down here in this part of the map it is dark, but not dark dark as the walls glow a little. However the light from the torches is enough to turn this low-light into normal vision or at least close enough.

Down here you all see Nahoe sijed tied up and free her.

And a dead body. Silver bullets says...I wonder if we can determine the cause of death on this thing?

It takes everyone a round to loot the body and free Nahoe sijed, I'm
assuming the work is split.
init: 3 + 1d20 ⇒ 3 + (19) = 22

Round 21 start
updated map is at the top of the page.
loot list Just put your name below the loot to show what you are claiming and then add it to your inventory. anything unclaimed when you return to the town is assumed to be sold off.

This will also be at the top of the page.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Elmar steps forward and squints. Alright, Silver, I'll take a look, but dead bodies aren't really my favorite thing to study.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

I don't believe any of us actually are trained in Heal to better determine the cause of death.


DungeonMaster

Heal can be used untrained. If you have no skill points, it is equal to your wis modifier.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Thank you for freeing me. And I have some experience with such things. Allow me to take a look.

Heal (determine cause of death): 1d20 + 7 ⇒ (10) + 7 = 17


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Kaylor frowns slightly at the tied up woman. What is she doing here? Where are her captors? He looks suspiciously around.

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

But sees nothing out of place. Unable to find the answers himself, he reluctantly speaks up.

"Why were you tied up down here?" His voice is relatively quiet but clear.

Sense motive on whatever the response is.
SM: 1d20 ⇒ 11

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

The pale woman looks up from her work.

I can only assume it was agents of my estranged father. All I know is that I suddenly felt very sleepy while crossing an alley last evening. Whoever captured me must have wanted me for something besides my meager belongings.

My father is very dangerous, and his reach is long. But I know this. If he were anywhere nearby, he would have handled this himself.

I dare not show my face in the sunlight today, lest his agents see that I have escaped, and blame all of you. If you will allow it, I will join you as it seems you have no one else with the healer's touch, as I have.

Sense Motive DC 10:
What she says may not necessarily be the truth, but she believes what she said is true.


DungeonMaster

Heal takes 1 minute to determine cause of death, assuming that no-one is going to go ahead and adventure ahead of Nahoce I will move to Round 41 once everyone posts. Feel free to go ahead of Nahoce, by posting actions round by round from round 21 to 40 if you are really impatient in waiting for Nahoce.
I will post the results of the heal check once everyone has posted and has had an opportunity to wait or move ahead of her.

Also those of you making perception checks, you have 1 minute in the room, all assume between 10 and 20, I'll assume you took 15, even if not making perception checks, I'll assume your character would have noticed at least 15+modifier in that time period.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Kaylor nods in recognition of the newcomer's response. Hmmm, the girl herself seems ok. At least as ok as the rest of them, anyway. Kaylor glances at the rest of the party. But her father, or perhaps his enemies, are clearly using her for their own purposes. But what do they have to gain by tying her up in a tomb? Did they know she would soon be discovered? Or was it by mere chance that they happened to stow her in one of the tombs that ended up being explored? I will have to be on my guard.

As he thinks, his tail absentminded swishes through the air, teasing the small kitten on his back who happily swipes at it. The kitten has obviously done this before as she only falls off once, only to be caught nimbly by the tail and replaced back on her perch.

Kaylor will again spend his time examining the door/area around the door for clues about what may lie inside, also keeping an eye out for anything valuable.

As he examines the area another thought crosses his mind. How can we be sure our rope will still be there when we return? He sighs at once again being forced to address the group. "Who has rope on them in case this one" he tugs lightly at the rope they had used to climb down "is no longer here when we return?"


Avelloran carefully brushes the dust from his robe after his dreadful slide down the rope.

"I swear to Nethys there had better be something worth studying in this wretched tomb."


DungeonMaster

okay, everyone in this room can clearly see there are no immediate threats, no traps, no monsters. They can see all the glowing walls made of sandstone and the hole from which they just came and the rope safely secured.

The body is a half-elf who died from the fall and his legs are broken. It is a rotting smelly corpse that has been dead for a month as you all can't stand to be here any longer, you probably all want to get onto the next room.

Round 41 Start


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Glowing walls? Rather suspicious. Other than that, Elmar's ready to move on to the next room.


DungeonMaster

Let me phrase that. Glow-in-the Dark Walls.
The door is not locked, trapped, or stuck to answer Kaylor's question below. The book does not say, but I'll go with a modern day plastic door that opens outward, though not all doors are the same.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Kaylor is also ready to move to the next room and take a look around. What kind of a door is it? And does it seem locked?

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Nahoce is just glad to not be cast aside. She will follow the group.


Avelloran strides into the next room with the group.


Fighter (Rondelero Duelist) 1

Sefu likewise moves in with the rest of the group, he tries to keep himself at the head of the group, however. He looks around, taking stock of what transpires around him, attempting to stay on his toes.

Perception: 1d20 + 2 ⇒ (16) + 2 = 18


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

In case you're waiting for someone to explicitly say this.

Kaylor opens the door and walks into the next room.

Perception: 1d20 + 1 ⇒ (16) + 1 = 17


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Elmar moves as well, if he hasn't already.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11


DungeonMaster

I moved everyone into the room, you can switch off marching order if you want, I just placed you into the room, map still at top of the page.

For those of you making perception checks, you see no traps or danger ahead.
Even without checks, all of you do see some fancy walls with gyphls on it.
Room glows for lowlight, but I'm assuming at least one of you still have a torch out to make this normal vision.
The door on the other side has a picture on it. The Ankhentepi is depicted as an older man riding on a chariot. He carries the same scarab shield, but his other arm points at his own reflected depiction on the opposite door.
There is nothing of interest in this hallway. So I assume you would all move on, though you are welcome to make additional perception checks if you like, if you are paranoid that the rolls aren't good enough before moving on.

Round 42 Start


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Elmar will keep moving on to the next room, hand on his axe, since this seems just like a hallway leading to somewhere more interesting.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Kaylor also moves into the next room shortly after Elmar, glancing at the glyphs as he walks down the hall.

Perception: 1d20 + 1 ⇒ (8) + 1 = 9

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