Krash4031 |
In the depths of the Osirian desert, a sandstorm has recently uncovered a mighty pyramid that was buried beneath the sand for ages. Lost for centuries, the pyramid has not yet revealed its secrets, but one crumbling papyrus scroll found in the Great Library of Tephu contains references to the tomb of an ancient Osirian king known only as the Pharaoh of Sphinxes. Word of the pyramid’s discovery has spread far and fast. Archaeologists,
explorers, and tomb robbers from across the Inner Sea are gathering in Osirion’s taverns and inns to plan expeditions into the desert, each vying to be the first to plunder the tomb’s treasures.
The adventure assumes that the PCs all know each other and have agreed to travel to the pyramid of the Pharaoh of Sphinxes to explore it and recover its treasures. The pyramid lies approximately 90 miles west-southwest of the city of Eto (where you are currently located) in the inhospitable region known as the Parched Dunes, a journey of over a week on foot through trackless desert.
Parsnip Widdleton |
Goodness that sounds like an exciting and dangerous place to go. I certainly can't wait to see with whom I have been paired for this expedition. There certainly are some accomplished Pahfinders around as of late, and I would jump at the chance to record their deeds," muses the red headed and bespectacled gnome with the pointy beard.
Elenial Windwalker |
I'm afraid I have to get some sunblocker, elven skin is not used to desert sun.
Do we have the possibility to buy additional equipment in Eto?
Parsnip Widdleton |
"Sunblocker you say? Can you suggest an appropriate vendor? If it's needed for elf skin, I'm sure to need it myself. How long did you say? A week in each direction? Goodness, I shall surely need a great amount of sunblocker! Food, as well then I believe. What food goes best for a desert trek? Shelyn can provide in the water department, so no concerns there my friends. Aren't there always mummies at these pyramids? Do we need fire for fighting mummies? Torches? Alchemists fire? Will there be digging? Shovels? Horses or camels? Have any of you experience in the desert? I'm more of a dessert expert. Hahah, dessert, funny if I do say so, I must write that witticism down. Now where did I place my notepad?"
And with that, Parsnip goes off to find his journal and to purchase some more travel rations, and perhaps a large bucket for water. Maybe a couple alchemists fires?
Shoris |
Shoris pulls back his cowl to reveal his face. "I am somewhat familiar with deserts; I grew up not far from here, actually, and have just returned from my training in Absalom. I need to go purchase some last minute supplies, and then I shall return."
Rowanna Nachtalus |
Although obviously not over-eager to journey through the desert, the young witch has come prepared, carrying a parasol while wearing a light-colored, airy outfit and liberally applying her chill cream as necessary. A talking raven named Morrey accompanies her, sending most of his time under her parasol.
Rowanna mostly keeps to herself during the journey, except for the occasional snarky remark.
Parsnip Widdleton |
Parsnip casts an appreciative eye at the witch's parasol, and silently vows, some day, I too shall have such a thing, some day. Although mine will be a bit more utilitarian and masculine. Possibly with some alder-lilies on it, yes, indeed, alder-lilies it shall be!
Elenial Windwalker |
Elenial comes back with her purchases and puts the package into the empty saddlebag of her donkey. Her wolf companion, Barry, is waiting for her return near the donkey.
Bought the following:
- 5 bottles of sunblocker (chill cream) - 75 gp
- umbrella - 2 gp
- 15 Elven Trail Rations - 30 gp
- 3 filled waterskins - 3 gp
sum: 110 gp
Krash4031 |
For simplicity's sake I am ruling that the Society is providing anyone that does not have one already with a mount. I am only going to require 1d8 ⇒ 7 Fort saves for the heat. These will be DC 15 +1 for each previous save.
Other than the blazing heat, your journey is relatively uneventful. About noon on your fifth day of travel you finally arrive at the pyramid.
An incredible man-made mountain, the pyramid rises out of the desert sands, a relic of an earlier age. Its limestone casing blocks are weathered from millennia of scouring sands, but the structure seems solid and intact. A stone wall, buttressed by drifts of sand, surrounds the entire structure. To the east stands a squat stone building,connected to the pyramid by a long, covered causeway. No visible entrances to the pyramid’s interior can be seen.
The pyramid of the Pharaoh of Sphinxes is nearly 160 feet tall and 250 feet square at its base, and is constructed of giant limestone blocks carefully fitted together without mortar. Scaling the steep sides of the pyramid is possible, though characters must first cross through the temenos to reach the pyramid’s base. The exterior of the pyramid is featureless, with no doors or windows. The only entrance into the pyramid lies through the outer temple and causeway. Unless otherwise noted, all rooms and corridors within the pyramid are dark. The ceilings are 10 feet high, and all doors are made of stone (hardness 8, hp 60, break DC 28).
The map presents a bit of a problem... I will have to figure out what I am going to do about it and post it a little later. Probably this evening.
Rowanna Nachtalus |
Fort Save 1 +Outfit + Parasol + Chill Cream: 1d20 + 4 + 2 + 1 + 4 ⇒ (15) + 4 + 2 + 1 + 4 = 26
Fort Save 2 +Outfit + Parasol + Chill Cream: 1d20 + 4 + 2 + 1 + 4 ⇒ (20) + 4 + 2 + 1 + 4 = 31
Fort Save 3 +Outfit + Parasol + Chill Cream: 1d20 + 4 + 2 + 1 + 4 ⇒ (14) + 4 + 2 + 1 + 4 = 25
Fort Save 4 +Outfit + Parasol + Chill Cream: 1d20 + 4 + 2 + 1 + 4 ⇒ (4) + 4 + 2 + 1 + 4 = 15
Fort Save 5 +Outfit + Parasol + Chill Cream: 1d20 + 4 + 2 + 1 + 4 ⇒ (14) + 4 + 2 + 1 + 4 = 25
Fort Save 6 +Outfit + Parasol: 1d20 + 4 + 2 + 1 ⇒ (20) + 4 + 2 + 1 = 27
Fort Save 7 +Outfit + Parasol: 1d20 + 4 + 2 + 1 ⇒ (20) + 4 + 2 + 1 = 27
Assuming the desert sun is bright light, only failed once. It's good to come prepared, but those 20's would probably been nice to have later.
Once they arrive, Rowanna attempts to gracefully dismount her camel and takes a moment to examine the structure. She casts Detect Magic to aid in her investigation.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Elenial Windwalker |
Fortitude 1: 1d20 + 5 + 4 + 1 + 2 + 2 ⇒ (4) + 5 + 4 + 1 + 2 + 2 = 18
Fortitude 2: 1d20 + 5 + 4 + 1 + 2 + 2 ⇒ (3) + 5 + 4 + 1 + 2 + 2 = 17
Fortitude 3: 1d20 + 5 + 4 + 1 + 2 + 2 ⇒ (11) + 5 + 4 + 1 + 2 + 2 = 25
Fortitude 4: 1d20 + 5 + 4 + 1 + 2 + 2 ⇒ (13) + 5 + 4 + 1 + 2 + 2 = 27
Fortitude 5: 1d20 + 5 + 4 + 1 + 2 + 2 ⇒ (9) + 5 + 4 + 1 + 2 + 2 = 23
Fortitude 6: 1d20 + 5 + 4 + 1 + 2 + 2 ⇒ (2) + 5 + 4 + 1 + 2 + 2 = 16
Fortitude 7: 1d20 + 5 + 4 + 1 + 2 + 2 ⇒ (17) + 5 + 4 + 1 + 2 + 2 = 31
+4 for Endurance, +1 for umbrella, +2 for hot weather Outfit, +2 chill cream
I think Elenial missed roll no. 6
Once at the pyramid, Elenial jumps off her mount and scans the surrounding together with Rowanna.
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Shoris |
This is not going to go well. I knew I should have bought a scroll of endure elements and added it to my spellbook...
Fort. 1: 1d20 + 1 ⇒ (20) + 1 = 21
Fort. 2: 1d20 + 1 ⇒ (15) + 1 = 16
Fort. 3: 1d20 + 1 ⇒ (5) + 1 = 6
Fort. 4: 1d20 + 1 ⇒ (15) + 1 = 16
Fort. 5: 1d20 + 1 ⇒ (9) + 1 = 10
Fort. 6: 1d20 + 1 ⇒ (6) + 1 = 7
Fort. 7: 1d20 + 1 ⇒ (5) + 1 = 6
Alia Charybdis |
Fort Save 1+Outfit: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Fort Save 2+Outfit: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Fort Save 3+Outfit: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Fort Save 4+Outfit: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Fort Save 5+Outfit: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Fort Save 6+Outfit: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Fort Save 7+Outfit: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Parsnip Widdleton |
Parsnip's plan is to make there fort save with outfit on day one, and to use endure elements for future days.
Fortitude: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
DC 15 you say? Ok, I made the first day, and I'm hoping that the spell gets me by on the future days.
Alia Charybdis |
Is it too late to change my answer to "Same as Parsnip"? After the first day of scorching heat, it seems like something Alia would do, and she does keep a spare spell slot available at 1st.
Krash4031 |
The journey takes 4.5 days, so basically 2 saves per day, except day 4. Shoris, you can buy the scroll and put it in your spell book. I will keep your first 2 saves only. Alia, I am also only going to take your first 2 saves.
Rowanna (Day 2): 1d4 ⇒ 1
Elenial (Day 4): 1d4 ⇒ 1
Shoris (Day 1): 1d4 ⇒ 3
Alia (Day 1): 1d4 ⇒ 3
Parsnip Fort2 (Day 1): 1d20 + 6 ⇒ (10) + 6 = 16
By the time you reach the pyramid, only Elenial should have 1 point of nonlethal damage.
A rectangular building constructed of large stone blocks sits on the desert sands to the east of the pyramid. A wide portico opens to the east, its ceiling supported by two rows of red granite columns. A dark passage leads deeper into the temple to the west. The sunlight provides normal light.
Rowanna Nachtalus |
"Undoubtedly, the pyramid should be trapped. We should all be on our guard." Rowanna advises, taking her time to look around the entrance. "I'd prefer to stay somewhere in the back, since I'm not wearing any real armor." Then, as if remembering something important, she casts a spell on herself.
Casting Mage Armor, then taking 20 on Perception
Parsnip Widdleton |
Parsnip casts detect magic and commences looking around, without actually moving into the area.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
See, apparently I also took 20, and I did it much more quickly!
Alia Charybdis |
It's worked for me before: I'll do the same as Parsnip!
Alia shakes some of the sand out of her boots, and with a quickly muttered word and gesture, she casts Detect Magic and begins to carefully look about at the entrance, looking especially for signs of recent activity.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Krash4031 |
Forgot this bit... The sunlight outside the portico provides normal light
in this chamber. The portico walls were once carved in relief, but millennia of exposure to windblown sand has worn the carvings away. A successful DC 5 Perception check reveals the existence of these worn carvings, though there is not enough detail remaining to decipher
what they once depicted.
You see nothing her ein the outer temple other than the reliefs, so you make your way into the Great Hall. Sunlight from the eastern doorway provides only dim light in this chamber.
A pair of carved and brightly painted granite columns support the ceiling of this darkened, roughly triangular chamber. To the east, stone statues of a regal man holding a crook and flail and wearing a striped cloth headdress stand on either side of the chamber, though the head of one of the two statues now lies cracked and broken on the alabaster floor. Two more stone statues depicting winged creatures with leonine bodies and falcons’ heads sit beyond. The smooth granite walls are decorated with hieroglyphs and faded murals that depict loyal subjects and slaves presenting offerings to a pharaoh who sits on a gilded throne, flanked by winged, falcon-headed lions. A passageway to the west stretches off
into darkness.
Parsnip moves in quicker than Rowanna and points out a pressure plate (located in the first square of the hallway, meaning no way around it). Just as he points it out, Alia and Rowanna also notice it.
Parsnip Widdleton |
K(history): 1d20 + 6 ⇒ (18) + 6 = 24
"Ohhhhh, that makes a lot of sense as that particular ruler appears to be Sekh-pa-Mefer III, the so called Pharaoh of Sphinxes."
Pointing to the spot on the floor, Parsnip warns, "be wary of that particular tile, as it appears to be trapped. Can someone disable the trap? It appears to be a sort of pressure plate to me."
Rowanna Nachtalus |
Knowledge (History): 1d20 + 11 ⇒ (16) + 11 = 27
Knowledge (Arcana): 1d20 + 11 ⇒ (6) + 11 = 17
"It would seem that there is a sphinx theme in this particular tomb. I hope one of you is good with riddles."
Rowanna nods sagely as Parsnip points out the pressure plate, as if knowing it was there the whole time, "If no one can disarm it, perhaps we could rig up some rope to move forward without stepping on it."
Elenial Windwalker |
"I can try to disarm it. Or we just throw a stone on the plate and look what's going to happen, and hope it does not reset."
If the GM let's me take 20 on disabling the trap, I get up to 26 (3 DEX + 1 Rank + 2 thieves' tools, no armor Penalty because of leaf armor and light load)
Rowanna Nachtalus |
"In case you need a little extra help with that trap." Rowanna murmurs to Elenial as she casts Guidance on the ranger.
Elenial Windwalker |
Can Elenial take 20 on disabling it? If not, I roll.
Disable Device: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Krash4031 |
Moved Parsnip where he said he wanted to be. As I said in discussion, you can take 20, but that would mean failure. Not that it matters, because your roll wasn't enough.
As Elenial tries to disable the trap, she hears a click. She immediately realizes her mistake and tries to get out of the way, but it is hard to dodge rocks that are falling from the cieling. At the same time, a stone portculis slams shut between the two rooms.
Elenial: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 3d6 ⇒ (1, 3, 3) = 7
Shoris: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 3d6 ⇒ (4, 1, 2) = 7
Rowanna: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 3d6 ⇒ (6, 5, 5) = 16
Alia: 1d20 + 15 ⇒ (1) + 15 = 16
The rocks fall, dealing glancing blows to Elenial, but significant damage to Rowanna and Shoris. Somehow Alia is missed by the barrage.
Parsnip is now cut off from the group.
"Guys? Guys, what happened!" You hear faintly through the stone.
Elenial Windwalker |
Elenial starts to heal, first her companions and then herself with her wand of CLW...
Heal Shoris: 1d8 + 1 ⇒ (4) + 1 = 5
Heal Shoris: 1d8 + 1 ⇒ (4) + 1 = 5
Heal Rowanna: 1d8 + 1 ⇒ (5) + 1 = 6
Heal Rowanna: 1d8 + 1 ⇒ (1) + 1 = 2
Heal Rowanna: 1d8 + 1 ⇒ (5) + 1 = 6
Heal Rowanna: 1d8 + 1 ⇒ (4) + 1 = 5
Heal Elenial: 1d8 + 1 ⇒ (8) + 1 = 9
Is it possible to lift the portcullis?
Shoris |
Shoris stumbles backwards as the rocks pelt him. "Ouch," he exclaims. When Elenial heals him he says, "Thank you." Then, he addresses the group as a whole: "How should we go about enabling our companion to rejoin us. I'm afraid none of the spells I have available would be of much use."
Elenial Windwalker |
Elenial gets out her crowbar and offers it to the strongest companion. "I can offer a crowbar. Maybe we can lift the portcullis."
Rowanna Nachtalus |
Rowanna groans deeply after being seriously injured by the rock barrage, but perks up when Elenial heals those wounds with her wand.
"I'm afraid you look like the strongest among us, Elenial, it looks like we'll all have to help if we're going to pull that up. Unless, of course, there's a switch nearby."
Rowanna casts Dancing Lights to provide better light conditions in a search for a probable switch.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
She'll also provide aid in pulling up the portcullis if no switch is found.
Aid Another Strength Check 1: 1d20 ⇒ 17
Aid Another Strength Check 2: 1d20 ⇒ 16
Aid Another Strength Check 3: 1d20 ⇒ 7
Alia Charybdis |
Uh oh, this is not starting well.
I'll help, as well, Elenial!
Aid Another Strength Check 1: 1d20 ⇒ 10
Aid Another Strength Check 2: 1d20 ⇒ 1
Aid Another Strength Check 3: 1d20 ⇒ 20
Shoris |
"I'm not sure I can help, but I'll try"
Aid Another Strength Check 1: 1d20 - 1 ⇒ (3) - 1 = 2
Aid Another Strength Check 2: 1d20 - 1 ⇒ (4) - 1 = 3
Aid Another Strength Check 3: 1d20 - 1 ⇒ (17) - 1 = 16
Elenial Windwalker |
"I hope there isn't another trap hidden at this door."
Elenial takes the crowbar and puts it under the door. With the help of her companions she pushes and pulls as hard as she can.
1d20 + 3 ⇒ (4) + 3 = 7
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 3 ⇒ (16) + 3 = 19
Krash4031 |
With some effort, you are able to lift the portcullis enough for parsnip to join you.
Please arrange yourselves in your preferred marching order.
You head into the next area. Shafts of sunlight shine down from slots in the ceiling of this long, straight corridor, illuminating the piles of sand that have accumulated beneath each slot. Elaborate carved reliefs, their paint now faded with time, cover the walls on both sides of the passage, depicting the legendary deeds of a great pharaoh.
The causeway is 750 feet long, stretching from the outer temple to the outer doors of the pyramid. The slots in the ceiling are spaced 10 feet apart; they are wide enough to provide normal light in the causeway, but too narrow to admit anything larger than a Tiny creature.
A 10-footsquare stone pyramid stands in the causeway 375 feet down its length.
Elenial Know(Arc): 1d20 + 4 ⇒ (20) + 4 = 24
Shoris Know(Arc): 1d20 + 10 ⇒ (5) + 10 = 15
Rowanna Know(Arc): 1d20 + 11 ⇒ (14) + 11 = 25
Parsnip Know(Arc): 1d20 + 6 ⇒ (14) + 6 = 20
Elenial, Shoris, Rowanna, and Parsnip are all able to identify the pyramid as a large stone animated object as rollers appear beneath it when you get within 40 feet of it. You will be able to act in the surprise round. You know that it has hardness and construct traits.
Alia: 1d20 + 3 ⇒ (1) + 3 = 4
Elenial: 1d20 + 5 ⇒ (10) + 5 = 15
Parsnip: 1d20 + 2 ⇒ (7) + 2 = 9
Rowanna: 1d20 + 8 ⇒ (14) + 8 = 22
Shoris: 1d20 + 7 ⇒ (16) + 7 = 23
Rolling Pyramid: 1d20 ⇒ 15
Surprise Round
Shoris
Rowanna
Elenial
Pyramid
Parsnip
Again, rearrange yourselves before combat begins. Stay within the squares I have you in now.