Risen from the Sands Table 2 (Inactive)

Game Master Krash4031

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Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

That is one wierd creature

reflex: 1d20 + 4 ⇒ (14) + 4 = 18

After the fight Logain pokes himself with a wand and his bruises slowly mend (wand of infernal healing).

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

Marcus attempts to dive out of the way, as the pyramid rolls through the hall.

Reflex Save: 1d20 + 4 ⇒ (18) + 4 = 22

Managing to avoid the brunt of the impact, Marcus gets up and takes stock of the many contusions the object left behind, then pulls out a wand from his pack. After mumbling a few words to Gorum he uses the wand to heal his wounds.

CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Reflex: 1d20 + 7 ⇒ (11) + 7 = 18

Wayne will hand a wand to whoever can use it. "Thank ya kindly."

2d8 + 2 ⇒ (3, 6) + 2 = 11

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Reflex: 1d20 + 2 ⇒ (4) + 2 = 6

After the pyramid rumbles over him, Darvan lays there for a while, taking mental stock of the damage done to him. Then, slowly, he reaches into his belt pouch and brings out a wand, which he uses several times between himself and Sahba.

Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

The Exchange

Female Velociraptor Animal Companion (Druid) 4 [ HP 32/32 (4HD) | AC 21/14/17 | Fort +7, Ref +8, Will +2 | Init +4 | Perception +5 (Scent) ]

Reflex: 1d20 + 6 ⇒ (19) + 6 = 25

Sahba is able to avoid the worst of the pyramid's trample, then waits patiently for Darvan to finish healing himself before nudging his hand.

Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Aasimar DEAD

Reflex: 1d20 + 4 ⇒ (6) + 4 = 10.

Horus is quite surprised when the creature rolls over the top of him!

Once it is defeated, he pulls out a wand, and calmly starts to heal himself.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.

Horus eyes the doors critically.

"A difficult challenge, but not an insurmountable one."

Horus has a +4 Strength modifier, and a crowbar which gives a +2 bonus on Strength checks. With an assist (+2) he can eventually get a 28...

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

reflex: 1d20 + 1 ⇒ (19) + 1 = 20

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

4/12hp

Sidney hands over his wand if needed to get healed.

aid strength: 1d20 + 4 ⇒ (7) + 4 = 11

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

Marcus will gladly accepts the healing wands everyone is requesting help with. . I wouldn’t start prying on those doors till we know they aren’t trapped. After assisting everyone with their wands, Marcus searches the large doors, looking for any traps.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

Once he feels the door is clear of traps, he will aid in opening the door.

Strength Check: 1d20 + 4 ⇒ (15) + 4 = 19

I will assist anyone who has a wand and can’t activate it, but you will need to roll the dice and track to resource.

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

clw: 1d8 + 1 ⇒ (3) + 1 = 41d8 + 1 ⇒ (4) + 1 = 5

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

"Ah well done everyone!" Logain says.

Liberty's Edge

Male Human Gamer 12/Game Designer 1

If you guys rest, be sure to update your characters accordinly. Be aware that there are no time constraints here, so really you can rest whenever and however often you want.

There do not appear to be any traps on the door, and after a couple of tries you are able to get it open.

Tall, pink granite columns, carved and painted to resemble palm trees, stand around the perimeter of this chamber, supporting the barrel vault of the ceiling. Slabs of the same pink granite line the walls. A stone sarcophagus stands alone on the limestone floor in the center of the room. Beyond, a dark doorway leads deeper into the pyramid to the west.

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

Marcus observes the room from the entranceway, looking for any signs of movement or hazards. Does anyone need to rest before pressing forward? This next room gives me a bad feeling.

Taking off his pack, Marcus retrieves one of the water skins that had been tied to it. He takes a long drink from the skin and then returns it back to the pack. There is a lot of hiding places in there for a trap. I think we should take this slow and easy.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Is there any Knowledge skill that would allow more information on the room or the sarcophagus?

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"I'm good, partner."

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

"Nah, I'm fine. Let us carry on."

perception: 1d20 + 6 ⇒ (13) + 6 = 19
perception sword: 1d20 ⇒ 13

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

Sidney follows glad to see in the dark.

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

Marcus moves up fifteen foot, carefully searching for traps every five feet.

1. Perception: 1d20 + 8 ⇒ (2) + 8 = 10
2. Perception: 1d20 + 8 ⇒ (18) + 8 = 26
3. Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Darvan nods his readiness as well. As he moves into the room, he looks for anything out of the ordinary.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

The Exchange

Female Velociraptor Animal Companion (Druid) 4 [ HP 32/32 (4HD) | AC 21/14/17 | Fort +7, Ref +8, Will +2 | Init +4 | Perception +5 (Scent) ]

Sahba follows Darvan, snuffling around the floor and sneezing occasionally from the accumulated dust.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Liberty's Edge

Male Human Gamer 12/Game Designer 1

Before you move into the room, Marcus sees that in the square directly next to him is the trigger for a trap that he is standing on. It appears to be a 10 ft square camouflaged pit trap.

He also notices some concealed doors. Now open doorways on the map.

The rest of you are able to move around the trap.

TOP SECRET:

Disguise: 1d20 + 30 ⇒ (12) + 30 = 42

As you move to inspect the sarcophagus, you discover that it is not as it seems, as what appeared to be a sarcophagus comes to life as it grows long, glistening tentacles and a number of sharp teeth. Knowledge dungeoneering, I do believe

Initiatives:

Marcus: 1d20 + 7 ⇒ (2) + 7 = 9
Wayne: 1d20 + 3 ⇒ (16) + 3 = 19
Darvan: 1d20 + 4 ⇒ (1) + 4 = 5
Logain: 1d20 + 2 ⇒ (6) + 2 = 8
Horus: 1d20 + 1 ⇒ (3) + 1 = 4
Sidney: 1d20 + 3 ⇒ (3) + 3 = 6
False Sarcophagus: 1d20 + 5 ⇒ (10) + 5 = 15

Surprise Round

The mimic attacks Marcus, as he was the first to get within its reach.

Slam: 1d20 + 10 ⇒ (9) + 10 = 19

But the nimble inquisitor is able to move out of the way.

COMBAT ROUND 1
Wayne
Mimic
Marcus
Logain
Sidney
Darvan
Horus

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

Sorry, could you indicate on the map where the trap and the trigger square is?

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"That's mighty weird."

Wayne says adjusting his hat as he moves up to punch it!

1d20 + 3 ⇒ (13) + 3 = 16

1d6 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

That attack would have hit Marcus. Depending on how much time has passed since the last combat, his shield of faith might have expired. It last three minutes (30 rounds) from the time it was cast. In addition to that, he would have been flat footed. I will wait to see what the damage is, and what the creature does before posting an action.

Shocked by the sudden appearance of the creature, Marcus staggers back. Remembering back to his days in the abbey, Marcus thinks he might have read about a creature similar to this one.

Knowledge Dungeoneering: 1d20 + 7 ⇒ (12) + 7 = 19 Includes a +2 for Monster Lore.

Liberty's Edge

Male Human Gamer 12/Game Designer 1

Logain, I have done as you asked. Marcus, thank you for the honesty and correction.

The mimic hit Marcus after all!

Damage: 1d8 + 6 ⇒ (2) + 6 = 8
The mimic is coated in a sticky adhesive which grabs onto you, and the tentacles crush you as they wrap around you. You and the mimic have the grappled condition.
Constrict: 1d8 + 6 ⇒ (2) + 6 = 8

Mimic Adhesive, Please Read:

Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

Wayne walks up and punches the creature, dealing a decent amount of damage.

Reflex Save: 1d20 + 7 ⇒ (1) + 7 = 8 Wayne's fist is stuck to the mimic!

Marcus, go ahead and look at the bestiary entry for the mimic.

Liberty's Edge

Male Human Gamer 12/Game Designer 1

PLease roll your reflex saves with your attack rolls

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

Grappled:

A grappled creature is being restrained by another creature, trap, or effect.
–4 penalty to Dexterity.
–2 penalty on all attack rolls
-2 penalty on combat maneuver checks, except those made to grapple or escape a grapple.

Can take no action that requires two hands to perform.
Cannot make attacks of opportunity.
A grappled character that attempts to cast a spell must make a Spellcraft check (DC 15 + the spell’s level) or lose the spell.

The creature’s impact was massive, leaving Marcus nodding in and out of consciousness. With only moments left Marcuse recalls the creature he had studied.

Carful! Thisss things is a Mimic! Marcus exhales heavily as the creature tightens its grip. This creature is coated with a sticky substance that is virtually impossible to brake. The creature is strong and will crush you once it has hold of you. Braking me free will prove impossible. The only chance I have, is if we quickly kill this thing.
Marcus’s hand quivers as the creature tightens it grip. Bones crack and blood begins to run down his face. The heavy sound of Marcus’s breath indicates his lungs are under great pressure.

The creature has a short reach, and is slow as hell. If you hit it with your weapon, it has a chance of getting stuck in the creatures adhesive. Marcus’s eyes begin to close, indicating he is obviously losing his strength. Unable to muster enough strength to keep hold of his greatsword, Marcus sends it plummeting to the ground.

With what little strength he has left, Marcus reaches for his Morningstar. Being one of the few weapons he still has the strength to use, he sends it cascading towards the creature.

Morningstar attack: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16 Includes -2 for being grappled.

Morningstar Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Reflex Save: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14 Includes a -1 for being grappled.

Ma, maaassive damage, and quickly is our only ch, chance.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Now ya tell me!" Wayne says as he finds his fist stuck to it.

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

Logain casts a spell and frost covers his sword. He runs behind the mimic to flank it with his teammates and strikes hard at the creature.

attack: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
dmg: 1d6 + 4 + 1d6 + 3 ⇒ (2) + 4 + (6) + 3 = 15 Frostbite, the last 1d6 +3 is nonlethal dmg. The creature is automatically entangled for one round due to rime metamagic.

He taunts the creature when he feels the cold going into the monster. "How do you like that creature, feel the cold creeping in, you won't last long!

free intimidate due to enforcer feat: 1d20 + 11 ⇒ (8) + 11 = 19
reflex: 1d20 + 4 ⇒ (10) + 4 = 14

Unfortunately his sword gets stuck on the monster, but he holds fast for the cold has not left his sword.

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Darvan orders Sahba to attack, then moves forward to a flanking position, drawing and attacking with his scimitar.

Swift action: Order Sahba to attack
Handle Animal (Link): 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13

Move action: As indicated on map
Standard action: Attack mimic
Attack (Scimitar, Flanking): 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage (Scimitar): 1d6 + 4 ⇒ (2) + 4 = 6
Reflex Save: 1d20 + 2 ⇒ (19) + 2 = 21

The Exchange

Female Velociraptor Animal Companion (Druid) 4 [ HP 32/32 (4HD) | AC 21/14/17 | Fort +7, Ref +8, Will +2 | Init +4 | Perception +5 (Scent) ]

Sahba moves forward and attempts to bring her bite to bear against the thing.

Move action: As indicated on map
Standard action: Attack mimic
Attack (Bite): 1d20 + 4 ⇒ (9) + 4 = 13
Damage (Bite): 1d6 + 2 ⇒ (2) + 2 = 4
Reflex Save: 1d20 + 6 ⇒ (19) + 6 = 25

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

Sidney flanks with Sahba and delivers a glaive blow.
glaive;damage;reflex if hit: 1d20 + 8 ⇒ (14) + 8 = 221d10 + 6 ⇒ (9) + 6 = 151d20 + 1 ⇒ (8) + 1 = 9
Unfortunately his glaive is stuck after a solid hit.

Grand Lodge

Male Aasimar DEAD

Horus takes a swing at the creature!

MW Cold Iron Nodachi: 1d20 + 6 ⇒ (5) + 6 = 11, for 1d10 + 9 ⇒ (10) + 9 = 19 damage.

...but unfortunately, his blow goes wide, taking a chunk out of the stone flooring instead.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne tries to get unstuck.

Str: 1d20 + 2 ⇒ (7) + 2 = 9

Liberty's Edge

Male Human Gamer 12/Game Designer 1

Logain's attack hits the mimic, sending a chill down its tentacles. The magus's blade is stuck to the mimic however!

Sidney deals a blow to the mimic as well, and joins his weapons to those stuck to the sarcophagus.

Because the beast is grappled and entangled, Darvan and Sahba's attacks hit, and neither one is stuck.

Horus's attack is a very near miss.

TOP SECRET:

13/52

COMBAT ROUND 2
Wayne (still stuck)
Mimic
Marcus
Logain
Sidney
Darvan
Horus

The mimic, looking weaker, continues its hold on Marcus, and strikes at Logain (for he did the most damage)!

Constrict: 1d8 + 6 ⇒ (3) + 6 = 9
Slam vs Logain: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Constrict: 1d8 + 6 ⇒ (4) + 6 = 10

"No i do not like it at all!" says the mimic, as it surprisingly can speak common.

Grand Lodge

Male Aasimar DEAD

"DIE!"

Horus adjusts to a flanking position, and takes another swing at the abomination!

MW Cold Iron Nodachi: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16, for 1d10 + 9 ⇒ (3) + 9 = 12 damage.

Reflex: 1d20 + 4 ⇒ (2) + 4 = 6.

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

With his last energy Logain sends another chill towards the coffin.

touch: 1d20 + 5 ⇒ (11) + 5 = 16
nonlethal cold dmg: 1d6 + 3 ⇒ (4) + 3 = 7

intimidate: 1d20 + 11 ⇒ (13) + 11 = 24

"This cold will be the last you ever feel!"

it probably still would have hit, but didnt you forget the penalties for entangled and shaken if it was intimidated? And can they grapple with 2 people at the same time? Ouchies

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

I am making the assumption the creature's first constrict was on Marcus. Also note, I didn't see any refferance about Marcus's attack with the morningstar. Did it hit or miss?

Marcus lets out a heavy exhale, releasing the last of the air from his lungs. He tries to retain his grip on the Morningstar in his hand, but ultimately drops the weapon next to the greatsword lying at his feet. As the creature tightens its grip further, Marcus’s body goes limp. Still stuck to the creature’s adhesive, Marcus flops around, like a puppet on a string, as the creature continues its fight.

Constitution Check: 1d20 + 1 - 3 ⇒ (2) + 1 - 3 = 0 Attempt to stabilize.

Marcus continues to bleed out.

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Once again, Darvan attacks the mimic with his scimitar. He scores a powerful blow, but his blade is now stuck to the creature.

Standard action: Attack mimic
Attack (Scimitar, Flanking): 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Damage (Scimitar): 1d6 + 4 ⇒ (2) + 4 = 6

Critical Confirm (Scimitar, Flanking): 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Critical Damage (Scimitar): 1d6 + 4 ⇒ (3) + 4 = 7

Reflex Save: 1d20 + 2 ⇒ (6) + 2 = 8

The Exchange

Female Velociraptor Animal Companion (Druid) 4 [ HP 32/32 (4HD) | AC 21/14/17 | Fort +7, Ref +8, Will +2 | Init +4 | Perception +5 (Scent) ]

Sahba continues to bite and scratch at the mimic.

Full-round action: Attack mimic (bite/claw/claw)
Attack (Bite, Flanking): 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Damage (Bite): 1d6 + 2 ⇒ (3) + 2 = 5

Reflex Save (Bite): 1d20 + 6 ⇒ (10) + 6 = 16

Attack (Claw 1, Flanking): 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Damage (Claw 1): 1d4 + 2 ⇒ (4) + 2 = 6

Critical Confirm (Claw 1, Flanking): 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Critical Damage (Claw 1): 1d4 + 2 ⇒ (3) + 2 = 5

Reflex Save (Claw 1): 1d20 + 6 ⇒ (19) + 6 = 25

Attack (Claw 2, Flanking): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage (Claw 2): 1d4 + 2 ⇒ (2) + 2 = 4

Reflex Save (Claw 2): 1d20 + 6 ⇒ (20) + 6 = 26

Sovereign Court

Aasimar (angelkin) [AC: 12; ff 11; T:11] HP=27/27 F +2/R+2/W+5 CMD 19 | resist 5 acid, fire, cold electricity Sorcerer (Draconic-Gold) 4 Perc +5 Darkvision 60' +4 Init

Sidney steps closer and draws and swings his club.
hit/damge: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 6 ⇒ (1) + 6 = 7

Liberty's Edge

Male Human Gamer 12/Game Designer 1

Yes, Marcus, your morningstar hit. Sorry. Logain, it grapples ANY creature it hits, so I assumed that meant "all". Either way, It is very much dead before it gets a turn.

Logain's spell causes the creature to fall unconscious, bleeding out.

Now what?

Grand Lodge

Male Aasimar DEAD

"Well, I am glad that is over!"

Shaking his head, Horus cautiously moves forward to check the room to the north...

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

Let me know when you want stabilization rolls

Marcus falls limply to the floor.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"I'm no doctor, but I think he needs help." Wayne says shaking the last of the adhesive off his hand as he nods to Marcus.

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

"I am no doctor, but this will help."
Logain says as he pokes Marcus with his wand of infernal healing. He pokes himself twice over the course of two minutes.

Grand Lodge

Male Human Inquisitor 3 HP 24/24 /AC 19 / T 13 / FF 16 / F+3 / R+4 / W+5 / Init+7 / Perc+8 / CMB+6 / CMD 19 Adamantine Greatsword +8 (2d6+6+1/19-20) (MW) Repeating heavy crossbow +6 (1d10+1/19-20)

Infernal Healing:

INFERNAL HEALING
School conjuration (healing) [evil];
Level cleric 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 round
Components V, S, M (1 drop of devil blood or 1 dose of unholy water)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.

Fast Healing
A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

Duration 10 rounds / Fast heal 1 (Current HP -4 +10 = 6 HP)

Shortly after Logain uses his wand of infernal healing on Marcus, the young Kellid regains concusses. After taking a moment to regain his wits he turns to Logan. My humble thanks friend. I felt the presence of Gorum and figured my days in this world had come to an end. I am in your debt.

Marcus pulls out a wand of cure light wounds, then says a few words to Gorum. After his short prayer, he uses the wand on himself (4) times. He then offers to use the wand on Logan, or anyone else who needs it.

Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2 On self
Wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8 On self
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6 On self
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4 On self

(Current HP 6 +20 = 26 / Max 24)

Once the adhesive of the Mimic wears off, Marcus will collect his weapons, then move to a location where he can observe Horus.

Liberty's Edge

Male Human Gamer 12/Game Designer 1

If I didnt say it already, north is the right side of the map.

A black granite statue of a pharaoh stands on the polished alabaster floor in the center of this chamber beneath a vaulted limestone ceiling decorated with gilt stars. An engraved panel of granite stands against the western wall, carved to resemble a door. A flat granite slab lies on the floor in front of the false door.

The statue represents Sekh-pa-Mefer III. Offerings and sacrifices to the deceased pharaoh were made in this sanctuary. The false door is engraved with Ancient Osiriani hieroglyphs listing the pharaoh’s names and titles as well as instructions and prayers for the offerings made to him. The false door symbolized a threshold between the lands of the living and the dead.

DC 15 Knowledge (religion):
You are able to identify the symbolic nature of the false door.

DC 20 Perception check:

You notice that the false door is actually a secret door into another chamber. In an attempt to fool tomb robbers, Sekh-pa-Mefer built a false tomb behind the false door, in the hopes that thieves who discovered the secret door would plunder the false tomb instead of the pharaoh’s true tomb.

Sovereign Court

Magus 6 | AC 19 (23 shield) (T 12, FF 17). HP 39, Fort +7, Ref +5, Will +6. Init +2, CMB 8/CMD 20, Speed 30ft
Attacks:
Cruel Silversheen Scimitar +1 +9 (1d6+5 / 18-20 x2), Cold Iron +9 (1d6+4 / 18-20 x2), Mwk Comp Longbow +7 (1d8+4), Silver Lucerne Hammer +9 (1d12+6)
Skills:
Fly +15, Intimidate +14, Knowledge (arcana/dung/planes) +13, Knowledge (nobility) +6, Linguistics +7, Perception +10, Spellcraft +14 [Identify properties of magic items +16], Swim +11

perception: 1d20 + 6 ⇒ (20) + 6 = 26

Logain casually observes the statue when a slight draft draws his attention to the false door.
"Ah, such a clever secret door. It appears that this might be the way to the true tomb."

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

"If you say so partner. Lead the way."

Scarab Sages

Male Human (Keleshite) Druid (Saurian Shaman) 4 [ HP 31/31 | AC 21/T12/FF19 | Fort +5, Ref +3, Will +6 | Init +4 | Perception +9 ]

Darvan nods to the others. "Seems clever - glad you saw it."

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