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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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

So he might be the boss of the silver chains? We should speak to him then.


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

"Or he'll be able to point us to them. Sounds like as good a plan as any, let's head out before the undead get worse."


You have directions to an alleged hideout of the Silver Chains. Finding Ahmeb in the chaos might be a bit difficult, but you can ask around, certainly. Or you can look for his place once you get to the district. So...what's the plan?


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

I'm all for going to check out this hideout, if we know where to find it.


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

I vote for going to the alleged hideout as well. Maybe we will get lucky and Ahmeb may be there. Or maybe someone there will know where to find him. At any rate, someone there may be able to give us some information.


Deciding to make your way to the Veins, you set out in that direction. Sounds of violence still echo throughout the night, but most are in the distance. In fact, it is some time before you see another living (or even dead) soul on the streets.

Turning a corner you see a middle-aged man pushed into the street from a broken-open shop door beneath a hand-painted sign that reads “Sun-Ripened Teas.” A half dozen young toughs surround the man, threatening and harassing him. There appear to be others inside and from the sounds of breaking glass and wood, they must be trashing the store. It doesn't seem like the thugs have seen you, though if you walk down the street further you will no doubt draw their attention.

They are currently about 100 feet away.


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.

"I know that it is not our ultimate destination, but I feel that, in addition to stopping the undead, we should do our best to terminally discourage this sort of casual looting..."

He then starts approaching purposefully, mace in hand.


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

"Well, there is always that chance that someone planned zombie diversions as a cover for looting. At any rate, it certainly does not seem fair like a fair fight for that one store vendor versus a whole gang. So I am more than will to help deal with them."


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

"I agree. Accosting people simply because the guard is too busy for it is unacceptable, though I doubt these are our necromancers. Who instigates an undead attack to rob a tea shop?" Nevai said as he and his companions hustled to stop the assault.


The thugs notice you as you approach and lift their weapons, all but ignoring the man on the ground. What do you want? One of the toughs smiles and laughs, shouting over his shoulder at his friends, Looks like we've got some people that want to pay us to pass the road. Is that right? Turning back to you as you approach, Are you here to give us your money? Because, if not...give us your money. And move on before you get hurt.

The group looks ready for a fight, but hasn't made a move to yet. Those inside don't seem to have noticed yet.


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 snorts, but otherwise tries to be fairly diplomatic.

"This is neither the time, nor the place for looting - with undead roaming throughout the city, your own survival would be better served by trying to help the living, rather than hinder them."

Diplomacy(Assist): 1d20 + 2 ⇒ (10) + 2 = 12.

Mind you, if this *does* go sideways, Setesh will be perfectly happy to pound them to pulp.


Human Paladin HP 40/40, AC 19/12/17 || Ft +9, Rf +6, Wl +6 || Init +2 || Perception -1 || Smite 1/2 || LoH 3/5

His mighty Falcon resting on his shoulder comma Assam walks directly towards the thugs. "Gentleman, this city is plagued by hordes of Undead, bringing death and destruction to its inhabitants. The common defense assembled byy all residents is paramount, yet here you are, accosting a humble shopkeeper. You have one chance, one moment, to end this and seek redemption. Repent now, our face the Everflame's judgement."

diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28

or 30 if Setesh's check counts as an aid another for me


I'll wait for any other assists before resolving. (I'll allow one more for the scene.


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

Diplomacy (aid): 1d20 + 7 ⇒ (6) + 7 = 13

"Our blades are already sullied by the waves of undead we've destroyed tonight. It would be wise to heed my friend's words."


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

You don´t happen to be members of a club called the silver chain gang, do you?


One of the thugs pulls another back and whispers harshly, They're right, we shouldn't be doing this. Another shakes his head and steps inside the shop, yelling at the others. A short argument ensues and those outside start whispering amongst themselves. Finally one of the young thugs steps forward pulling his arm away from another. Fine. You're right. We'll help. He frowns as he looks down on the shopkeeper, You're lucky these people came along...otherwise you'd have finally gotten what you deserve. The thugs gather and leave, though one pauses to answer Leto, Can't say as I've ever heard of them.

After the last of the young toughs leaves the street, the shopkeeper starts thanking you all profusely. I...I cannot offer you money as I have so little, but...please, take these! He holds out two bags of tea. It's my finest tea. Magical even!


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

Mh guess that would have been too easy then. But if those didn´t hear from the silver chain, they can´t be infamous. That´s a little bit conspicious on it´s own. And what´s that about magical tea? What´s it supposed to do? Heal a mummys flatulence?


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

"We are just happy to have been able to help. It is unfortunate that during times of distress, some will try to take advantage of others," Nevai said as he helped the man to his feet, "instead of banding together to defend one another. Who were those boys, and do you have any idea why they might have come to your shop instead of another?"


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

"Perhaps those would be robbers simply aren't well-connected enough to have heard of the Silver Chains before? They seemed very amateurish. Shall we continue on to our destination now?"


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

I wonder if I'm being too suspicious or not suspicious enough about this tea....but yes, continuing on seems like a good plan.


Spellcraft DC 18:
The tea is two doses of seer's tea.

Making your way to the Veins, you see the aftermath of a few skirmishes. While there are no bodies on the streets there are no shortage of signs of struggle.

Skyblazer cries out just as a small creature comes squawking and screeching, landing on a turned over cart in your path. Perched awkwardly, this strange songbird stares with a glint of intellect in its empty eyes. A stylish plaster mask conceals its face, while two pairs of wings ruffle over its body’s somber shades. It bobs its head as its screeching continues, now sounding much like a high-pitched human speaking an unknown language. Something has obviously angered the creature and while tiny, the voice sounds like it is getting quite frustrated.

Perception DC 10:
While the creature is very small the cart creaks as if something of significant weight has landed upon it.

Knowledge (arcana) DC 12:
Nosois eagerly fill the roles of clerks, scribes, and messengers in the bureaucracy of the hereafter. They record the circumstances of each mortal’s death, any judgments for and against its soul, and its final destination along the Outer Planes. But unlike more tireless, mechanical outsiders, nosois are also prone to powerful whims, boasting contests, and petty theft.

Mortals recognize nosois in their roles as messengers, counselors of troubled or disbelieving dead, and guides along the River of Souls, and some ancient texts refer to them as scribe psychopomps, death’s messengers, and yanakeion.

Many large and well-tended graveyards or catacombs play host to a nosoi who tends to the newly passed and keeps a watchful eye out for the looming taint of undeath. Nosois’ bodies take the form of mortal songbirds—usually crows, sparrows, and especially whippoorwills—though like all other psychopomps they wear graceful, elegant funerary masks that accentuate their sharp beaks and empty eyes. Many also craft decorative artificial tails from small bric-a-brac that trail behind them as they soar through the Boneyard.

Sense Motive DC 20:
You can tell that the psychopomp means no harm and wants your help, but is unable to express herself clearly.

Linguistics DC 25:
You recognize that the creature is babbling in several languages, which is what is making her much more difficult to understand. From what you can make out, an ally of hers has been captured.


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

Spellcraft: 1d20 + 12 ⇒ (16) + 12 = 28

Thea sniffs a bag of tea. "Hmm, seems to be Seer's Tea. When the tea is brewed without a filter and imbibed, the drinker can read the patterns in the leaves remaining at the bottom of her cup, gaining the benefits of an augury spell."

Perception: 1d20 + 12 ⇒ (18) + 12 = 30

Knowledge Arcana: 1d20 + 14 ⇒ (6) + 14 = 20

Linguistics: 1d20 + 12 ⇒ (14) + 12 = 26

Thea flinches at the unpleasant sounds of screeching and squawking. "I do wish that the Nosois would limit itself to one language rather than babbling in several all at once. It would be so much easier to understand it. Though from what you can make out, an ally of hers has been captured."

"Oh, and for those who aren't familiar with them, most people recognize nosois in their roles as messengers, counselors of troubled or disbelieving dead, and guides along the River of Souls, and some ancient texts refer to them as scribe psychopomps, death’s messengers, and yanakeion."

Thea will move up closer to the nosois. "Can you tell us who your ally is and if you know who has them?"


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

Sense Motive: 1d20 + 8 ⇒ (16) + 8 = 24
Perception: 1d20 + 7 ⇒ (10) + 7 = 17

"Thea, I didn't know you also spoke to birds," Nevai said as he approached the psychopomp with a smile. "A guide for souls along the River of Souls? I'm guessing you have no love for the undead's perversion of life, and any friend of yours is probably caught up in all this. We can help, if you can lead us."


The creature seems...excited? But its words become no easier to decipher. Indeed, it sounds even more agitated and frustrated that you aren't following its alien train of thought. It may take someone attempting to calm it down before it is intelligible at all.


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)

"Look," Setesh says with a sigh, "we want to help, but you keep shifting between languages so fast, it is difficult to keep up. If you calmed down, and stuck to one language, we could get a better grip on what was going on, and then actually *help* you!"

Diplomacy(Assist): 1d20 + 2 ⇒ (13) + 2 = 15.


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

Like my companions says, it is easier if you calm down. You know, breathe.

Erei will cast Comprehend Languages to see if that helps.

Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30


Yes, yes...of course, the creature chirps. She takes a few moments, breathing heavily (for a small songbird) and then continues. I am a friend of Ptemenib and he's been captured! She goes on to tell you that Ptemenib left the party because he recognized one of the attendees as a representative of the Silver Chain. When they left abruptly, he followed hoping to learn more about them. However, while he was following the man, he was accosted by strange men wearing masks. They took him away and...I need help! He needs help!


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 gravely.

"We have reason to believe that the Silver Chain is involved with what has happened in the city today; I think I can speak for all of us, when I say that we would be quite happy to help. Lead the way!"


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

"I had noticed that he had stepped out early, and was missing. I was worried he might have been working with whoever brought the undead, but it seems those concerns were unfounded. Let's hurry, before it's too late."


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

Look at that, we´re following a talking bird now. I feel strange times are awaiting us.


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

More strange than the other things we've found in tombs? Erei says as he attempts to follow the bird.


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

"Seems perfectly normal to me..." Nevai remarked as he looked skyward to see Skyblazer soaring overhead.


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

"Well, it's not exactly a bird"

Thea follows along.


The tiny psychopomp leads you into Wati's harbor district. The Veins is comprised of block upon block with woodcarvers, tar kilns, warehouses, and whatever shanties can be crammed between them. Myriad canals breed unabated clouds of insects. In contrast to the rest of the city, beside the constant buzz of pests, the district is eerily quiet.

Your small guide, along with Skyblazer, brings you to an old, burned out brickworks build upon a small hill. As you approach you see two fire-scarred mud-brick walls and a half-dozen crumbling clay kilns. All that remains of a building that once stood in this weed-choked lot. A boarded-up, scorched door stands in the southeast corner where the walls join.

Perception DC 25 and low-light vision:

1d20 + 13 ⇒ (12) + 13 = 25

You see four figures hidden among the ruins. They seem to be on watch for people approaching the hill. They are standing among the southern kilns on the map.

The Campaign tab has a new map.


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)

Perception: 1d20 + 13 ⇒ (2) + 13 = 15.

Setesh remains oblivious.


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

perception: 1d20 + 12 ⇒ (11) + 12 = 23

Thea addresses the bird. "Are we near where your friend was taken too?"


Falcon HP 32/32 | Fort +6, Ref +7, Will +3 | AC 18, T 15, FF 14, CMD 17 | Perc. +7

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Nope!


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

Perception: 1d20 + 10 ⇒ (18) + 10 = 28

Careful, it seems there´s someone waiting for us. Over there, four of them!

Leto points to 4 different spots in the ruins where you might or might not make out 4 different figures hiding.


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

Perception: 1d20 + 9 ⇒ (14) + 9 = 23


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

"Hmm, where?" Thea tries to peer off into the directions that Leo points.

"Perhaps some sort of look-outs to ensure that the captive remains a captive?"


After they are pointed out, you all see them. They seem aware that people are approaching, though haven't noticed your group just yet.


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 whispers: This might either be a guard post of some sort or an ambush. How should we approach? Openly and great them or sneak up on them? There might be others we don´t see perhaps. Or something we don´t see.


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

"I've never been good at sneaking quietly, so I would vote for just approach them and see what happens. Be on your guard for sure, but perhaps they're just hired thugs that we can convince to flee," Nevai whispered back.


What's the plan?


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

Hired thugs eh? Then they kinda signed to kill or die possibly, didn´t they? We could go easy on them, should the situation turn out like that. I suggest some approach and some flank them sneakily. What do you think?


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

Tthea shrugs. "Sounds fine to me."


So...what's the plan? :)


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 openly approached the shapes hidden among the vats, trusting the others to circle around.


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

Stealth: 1d20 + 8 ⇒ (19) + 8 = 27

Leto would do exactly that, try to circle around to a good point where he can see - and possibly shoot - all of them, but also surveil the area a bit. Company welcome.


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

Thea will stealth around with Leto. Stealth: 1d20 + 10 ⇒ (16) + 10 = 26

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