The Half-Dead City and other Twisted Tales (Inactive)

Game Master aptinuviel

The second book of the Mummy's Mask Adventure Path

The Archeological Discoveries, or loot.

Panic Level: 16


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Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Round 1, Initiative 13

Nevai raised his holy symbol and stepped forward to unleash his god's fury upon the shambling corpses.

Channel (DC 16, no channel resist): 2d6 + 3 ⇒ (5, 2) + 3 = 10

Nevai will move as needed to get the maximum number of zombies in range of channel.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Initiative: 1d20 + 4 ⇒ (3) + 4 = 7

Round 1

Erei will move to stand behind the front line and stab the nearest moving enemy with his longspear once his turn comes around.

Longspear: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Active Effects: Flagbearer (+1 morale to attack/damage)


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Initiative: 1d20 + 9 ⇒ (18) + 9 = 27

Leto´s gonna shoot the nearest foes.
FoA: 1d20 + 7 ⇒ (12) + 7 = 191d8 + 5 ⇒ (2) + 5 = 7
FoA: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 5 ⇒ (6) + 5 = 11
FoA: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 5 ⇒ (5) + 5 = 10
+1 attack/damage when within 30 feet; flagbonus, deadly aim and rapid shot applied.


Between your assault and the holy blast of Horus, you make short work of the zombies. A quick search of the area reveals that the cubicle in the center of the chamber is a privy. The acolytes probably used magic to keep the privy clean, but it has not been used in over 2,000 years.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Tunar eyes the undead corpses with a mixture of disappointment and distaste before noticing the privy and peering in with little shame.
Perception in the Privy (why not?): 1d20 + 7 ⇒ (12) + 7 = 19

"Does anyone need to take care of any business? Now would be the time, last stop till we hit Undeadville... or wait, I guess we are there already. ." Laughing a little at wht was a funny joke to him, Tunar shoulders his hammer and waits, ready to keep moving.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"No thank you Tunar. I get the feeling that anyone that drops their pants to sit in there will have some undead creature fly up the drain and bite them on the arse."

Althea moves to check the footlockers in the room. "I doubt that any of the acolytes would rate much in the way of gear or wealth, but let's give this room a thorough looking over and then be on our way. I still can't shake the feeling that someone else is still here and don't want to sit in one place for too long."


After a thorough search of the area you do, indeed, find nothing. Not only nothing of value, but nothing at all. The insides of the footlockers are free of not only items, but dust or anything else. Beside the large amount of insects in the bedding in each of the rooms, the rest of the room is quite clean.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Do the tracks seem to go anywhere else?


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh frowns.

"This is most peculiar..."

With a shrug, he moves on to the next room.


There are no discernible tracks leading from here. There isn't enough dust and/or dirt to tell.


As you head out of the room to the north a short hallway connects a shallow, empty pool to the west to two curtained cubicles to the east. A wooden bench is bolted to the floor in a small alcove across from the pool. A set of stone doors marked with hieroglyphs stands to the north. The cubicles are much like the ones in the previous area, including the bed frames, footlockers, and rotted bedding, but they are slightly bigger, less crowded, and farther from the privy. The bathing pool is a simple tiled affair with a drain in the floor.

Two corpses have been dragged into the northern cubicle here. One is a pile of bare bones kicked unceremoniously out of the way, and the other is a rotting, but still intact, cadaver. An old, broken scimitar lies nearby.

Heal DC 10:
The bones are scorched and still warm to the touch, and the corpse has suffered a number of recent injuries.

Knowledge (religion) DC 10:
You can tell these are recently destroyed undead—a skeleton and zombie, respectively.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Take 10 on both Heal (17) and Kn. Religion (15).

"Looks like these were more undead guardians, but someone beat me to their destruction. It seems that whoever wandered in here ahead of us has no love for the undead, and very recently burned this skeleton. Whether it was with magic or alchemy, I don't know, but the bones are still warm, so they must be close," Nevai explained after a quick inspection of the bodies.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"Well then, let us hurry up and catch whomever is trying to poach our tomb."


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh nods.

"Agreed."

On general principle, he quickly searches the room...

Perception 'Take 10' = 22.

...before moving on.


There is nothing else in the room. The double doors to the north are inscribed with Ancient Osiriani hieroglyphs that read, “High Priest Only—All Others Forbidden.” They are also locked.

Perception DC 18:
You notice scratch marks around the lock, suggesting it has recently been picked.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Erei points to the lock and tries to whisper, Whoever they were, they went this way. The lock was picked recently.


Anyone else doing anything?


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"Thea, I would expect the quarters of the high priest of Nethys to be warded by magic. Is there any evidence of that before we go barging in?" Nevai asked as he adjusted his shield.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Tunar stands several feet from the doors hearing Nevai's comment, waiting to know if there is magic afoot or not.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh thoroughly searches the door for traps, and if it is untrapped, opens it, to check-out the area beyond.

Perception 'Take 20' = 32.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Leto stands nearby, watching out for surprises and scowls at the mention of magic being at work...again.


The door isn't trapped but it is locked. The lock is simple and Setesh manages to open it easily.

This sparsely furnished room contains a bed frame bolted to the floor in the southwest corner next to a lacquered end table. On the opposite side of the room, a wooden desk has partially collapsed against the wall. Doors exit the room to the north, east, and south (the one you came through).

A quick search of the room reveals nothing of interest. The north door is locked, but the one to the east is not. In fact, it is slightly ajar. You can see the remains of what looks like a small library beyond.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Well it seems somebody was already here and took the best pieces. Perhaps someone should go over that again though. There might still be something valuable.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh nods.

"Agreed."

He then begins to carefully search the room.

Perception: 1d20 + 12 ⇒ (15) + 12 = 27.

Assists would be lovely ;-)


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Almathea will cast Detect Magic as she looks around. This includes looking at doors in case of any magical traps.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Nevai helped Setesh in his search of the room.

Perception (Aid Another): 1d20 + 5 ⇒ (5) + 5 = 10


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Leto helps Setesh shearch the room. Automatic +2


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

The more the merrier.
Tunar moves towards the collapsed wooden desk while helping search.
Aid Another on Perception: 1d20 + 7 ⇒ (13) + 7 = 20 Have another +2 :)


After a thorough search of the room you find...nothing. It seems like someone else searched the room before you did. You do, however, hear the sound of footsteps echo from the main hall to the east.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Footsteps of one or more persons?

Perception: 1d20 + 10 ⇒ (10) + 10 = 20

Leto draws an arrow, nocking his bow and turning his head, listening to the sounds.


One? Two? Maybe more, but they are faint and fade after a moment.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Leto signals his team to follow silently, as he begins to sneak towards the source of the noises, looking out for traps, foes and ambushes, bow drawn.

Perception: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 10 ⇒ (5) + 10 = 15
Stealth: 1d20 + 8 ⇒ (18) + 8 = 26


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Almathea follows, wanting to find the source of the footsteps.

stealth: 1d20 + 8 ⇒ (11) + 8 = 19

perception: 1d20 + 11 ⇒ (1) + 11 = 12


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Tunar shakes his head in disappointment at the groups sneaky tactics and hangs back a step before following about 30 feet behind the others while keeping his ears open.
stealth: 1d20 - 2 ⇒ (6) - 2 = 4
Perception: 1d20 + 7 ⇒ (3) + 7 = 10


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Stealth: 1d20 - 1 ⇒ (2) - 1 = 1


Going to the east you pass through a crowded room with rows of stone shelves. Most of the books and scrolls once stored here have disintegrated over time, but a few volumes engraved on more durable materials still endure. Numerous scroll tubes litter the floor of the room amid the dusty remains of ruined paper and papyrus. The room opens up into the main hall and across it you see someone, or something, in dirty white robes close the doors across the way. They don't seem to have noticed you, but you can't be sure given you only saw them briefly.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"Who, or what, was that?" Nevai asked as he checked his equipment again, torn between rushing to catch the extra intruder and approaching more cautiously.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

"We could just go and ask them." Tunar responds, somewhat serious, somewhat joking.


The cathedral is quiet. The door across the main hall remains closed as you approach.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Well, guess we might as well search here first.

Take 20 to search the enduring materials. Then go and listen at the door that the figure closed.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11


Erei, you find an unrolled papyrus scroll discarded on the floor. It describes, in Ancient Osiriani, how magicians of Osirion’s First Age could alter elementals to new forms and purposes. The text describes the concept of something called an ahkhat and the “keystone” that binds it to a building and pacifies it. The scroll further mentions that such keystones were frequently built into the foundations of the structure and often concealed by secret doors.

Knowledge (arcana) DC 19:
An ahkhat is an elemental entity that dwells within a single building or structure, such as a monument, temple, or manor. The floors and walls of this structure are the ahkhat’s veins and arteries, and the doors and windows of the building are the creature’s fingers and toes. An ahkhat exists solely to maintain and protect its attuned structure. Far from a mere house servant or magical butler, an ahkhat is its structure’s consciousness incarnate.

Ahkhats are bound to their structures via a special keystone that’s intrinsically attuned to the ahkhat, and they cannot leave the premises of their own volition. Furthermore, ahkhats cannot move through or manipulate structurally damaged parts of their attuned buildings, so they have a vested interest in maintaining the integrity of their demesnes.

You find two scrolls that appear to be magical, with some scrutiny the party discovers that they are a scroll of detect secret doors and a scroll of remove paralysis[.

The remaining tablets and scrolls among the discarded scroll tubes are interesting, but probably only of value to a collector.

Appraise DC 20:
The collection of material could probably be sold for 1,000 gold if collected carefully.

There is also a secret panel in the western wall of the library.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Knowledge(Arcana): 1d20 + 9 ⇒ (4) + 9 = 13.

Appraise: 1d20 + 8 ⇒ (6) + 8 = 14.

Setesh remains oblivious, and moves over to inspect the secret panel.

Perception 'Take 20' = 32, to check for traps.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Leto follows with bow drawn.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Nevai picked up the scroll of remove paralysis and gave it a quick read with read magic before returning the scroll to its tube and strapping it to his pack. "Let's hope we don't end up needing this, but it's always nice to be prepared for everything."


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"I wonder if the panel leads to just a room or a whole new corridor to explore?"


There don't appear to be any traps on the panel. It seems large enough to beh hiding a few books or two. After a little searching you find the latch and manage to open it. As the stone panel scrapes open two scrolls fly out and start whipping around slashing at those standing in the area!

Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative!

Round 1: Initiative 10

The two scrolls burst out and attack those standing near the panel.

The first flits out and slashes at Setesh...and wraps around his head!
Attack: 1d20 + 9 ⇒ (19) + 9 = 28 Damage: 1d4 + 3 ⇒ (3) + 3 = 6 And bleed
Grapple: 1d20 + 9 ⇒ (11) + 9 = 20

The second slashes at Nevai...and wraps him up too!
Attack: 1d20 + 9 ⇒ (10) + 9 = 19 Damage: 1d4 + 3 ⇒ (3) + 3 = 6 And bleed
Grapple: 1d20 + 9 ⇒ (14) + 9 = 23

Strangle (Ex): The creature entirely covers its opponent’s head with an airtight grip. A creature grappled by the scroll cannot see, speak, or cast spells with verbal components, and it must hold its breath.

Knowledge (arcana) would be appropriate.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
With Combat Reflexes I wouldn't be able to get any attacks off on those scrolls would I? :) (I have no idea how everyone is organized so no biggie either way.
Round 1, Initiative 5!
Tunar moves, dropping his hammer and tries to pry one of the scrolls off of Nevai. "Why in the bloody hell is paper attacking us!?"
Grapple: 1d20 + 7 ⇒ (11) + 7 = 18


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Initiative: 1d20 + 4 ⇒ (9) + 4 = 13

Knowledge (arcana): 1d20 + 4 ⇒ (3) + 4 = 7

Round 1

Erei will cast Grease on Nevai to assist him in defending against grapples.

Active Effects: Flagbearer (+1 morale to attack/damage)


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Initiative: 1d20 + 8 ⇒ (19) + 8 = 27

Ok difficult combat. Since i go before them in initiative, can i shoot at them before the grapple? Does it make any sense shooting at them while they´re wrapped around someones head? That´s so silly somehow.

Reacting quickly, Leto shoots one scroll:
FoA: 1d20 + 9 + 1 + 1 - 1 ⇒ (16) + 9 + 1 + 1 - 1 = 261d8 + 2 + 2 + 1 + 1 ⇒ (1) + 2 + 2 + 1 + 1 = 7
FoA: 1d20 + 9 + 1 + 1 - 1 ⇒ (15) + 9 + 1 + 1 - 1 = 251d8 + 2 + 2 + 1 + 1 ⇒ (2) + 2 + 2 + 1 + 1 = 8

Point Blank, Deadly Aim, Flagbearer


Tunar, you have an attack of opportunity against the scroll that attacked Nevai. However, the scroll that attacked Setesh had cover as all it did was pop out into Setesh's space. Leto, your shots go off before the creatures go, so yes, they'll hit first. As for attacking them while they're on someone's head you can absolutely do that. Some of the damage may transfer to the person being held, however, so take care.

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