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

Opting to reach the nonblind guy and chopping him up, assuming I can reach him with my shuffling 20 ft. of movement. :D


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

My bad, thought I still had los on the guy as he entered the tunnel.

Thea will run after the fleeing archer until she can get los on him for her spell.


Sorry, was waiting on Assam's action, but since he goes after most of this, it doesn't matter too much.

Erei stabs at the thug and lands a solid blow, but it isn't until Nevai steps forward and lands a vicious blow, that the man succumbs to his wounds.

Almathea and Leto rush off after the fleeing archer and find themselves in twisting tunnels filled with water and...other things. I'll need an Acrobatics check DC 15, and a Survival check DC 15 to catch up to the thug in the winding tunnels close enough to see him. Leto, you're significantly faster, so I'll give you a +2 to both checks. Also, you can substitute Knowledge (engineering/dungeoneering) for Survival if you have it.

Round 3: Initiative 19

The remaining blind man still looks willing to fight and finally clears his eyes.

Will Save: 1d20 + 6 ⇒ (19) + 6 = 25

Seeing himself in a room full of enemies and fallen allies he casts a spell.

Spellcraft DC 16:
He cast grease.

A pool of grease appears beneath Nevai and Erei. Reflex Save DC 14 or fall prone.

Assam, you've still got an action this round.


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

Thea does her best to follow Leto, though her elven grace has a hard time matching his fleetness of feet.

acrobatics: 1d20 + 10 ⇒ (6) + 10 = 16

knowledge engineering: 1d20 + 11 ⇒ (9) + 11 = 20


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

Acrobatics: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Survival: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22


Both Leto and Almathea manage to stay upright chasing after the fleeing thug. Leto, following the echoing sound of the man's footsteps, and Almathea, using her knowledge of construction, manage to nearly catch the man. Leto's arrow clatters against a clay wall as the man takes a sharp turn.

Almathea, you may take an action if you like.


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

Thea calls upon her ring to allow her to cast Grease again and places it so it is both under and directly in front of him. 10 foot, covers the 5 ft square underneath and the one directly in front of him. Save DC 16


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

I think Marnarius is dazed this round.


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

Reflex Save: 1d20 + 7 ⇒ (3) + 7 = 10

Erei falls prone, cursing as he does.

Round 4 - Initiative 10

Erei will attempt to crawl out of the Grease.

Acrobatics: 1d20 - 1 ⇒ (17) - 1 = 16

Active Effects: Flagbearer (+1 morale to attack/damage), Inspire Courage (+1) (1 Round Remaining)


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

Reflex: 1d20 + 2 ⇒ (3) + 2 = 5

Nevai awkwardly lost his footing and slid to the ground.

Round 3, Init 6

Acrobatics: 1d20 - 3 ⇒ (16) - 3 = 13

He slowly regained his footing, and thankfully was able to shuffle out of the greasy patch towards the caster that had knocked him down.


Assam steps up to the last thug and slams his falchion down into the man. The force of the blow crashes the body to the floor.

Falchion: 1d20 + 7 ⇒ (18) + 7 = 25
Crit Confirm: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 2d4 + 13 ⇒ (1, 3) + 13 = 17

There are no more enemies in the room.

The fleeing man slips on the grease and slams into the wall of the tunnel trying to round the corner.

Reflex Save: 1d20 + 6 ⇒ (5) + 6 = 11

Almathea and Leto, the thug is prone 20 feet down the tunnel. You can both see him easily and either approach or attack from where you are.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Once Marnarius has recovered his senses, he chases after Almathea and Leto, blades in hand. On his way out, he glances back at the others. "Is this a typical sort of day for you?"


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 4, Init 6

"Lately... yes, pretty much." Nevai called out as he chased after Marnarius.


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 will close the distance and give him a kick.

IUS: 1d20 + 7 ⇒ (6) + 7 = 131d8 + 3 ⇒ (5) + 3 = 8
nonlethal

Stay put or die. Your choice!


The man grimly draws a blade and attempts to stand. Your second kick catches him on the side of the head and he falls back into the grease and lies still. The other members of your group find you shortly afterward and making your way back to the room with your new unconscious captive in tow is a simple matter.


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

"Now that we have one of them, what are we doing with him? Are we going to question him ourselves later or turn him over to the authorities in town?"


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"Master Ptemnib, what do you recommend? I can't say as I think much of giving him to the Voices until we learn more of what this lot was up to down here."


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

"They didn't seem too willing to talk before, though isolation from his companions might change his mind. Still, I'm more concerned about what further plots and secrets they have hidden down here, if they really do have anything to do with the undead assault above."


The priest sighs and looks down at the man. It cannot hurt to ask questions.

I'll let a few more people pipe up about what they'd like to do and then we can move on.


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

"We can just keep him tied up here for the moment while we finish exploring this area. We might yet find something that would make him more willing to talk."


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"Good idea. Let's see what else is down this passage. I'm a fair tracker, so I can try to figure out how many of them have come through here."

Survival check to track: 1d20 + 10 ⇒ (5) + 10 = 15


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

"Sounds good to me."


It takes a little over a half an hour to search through the tunnels. While there are only a few branches, they travel for quite some distance. Unfortunately, the thin layer of water makes it difficult to figure out how many things have traveled through the area. Eventually you make your way to an exit from the tunnels. A covering, easily moved, hides the hole. Looking around, you see that you are just a few feet north of the Necropolis wall surrounded by several old, decrepit buildings. It appears that the criminals had their own secret entrance into the Necropolis.

Are you planning to search around here or go back to the room and search it? (And perhaps the dead and captured enemies.)


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

"Sneaky tombrobbers. I think that we should go back and thoroughly search the rooms and the bodies and then inform the authorities about this unauthorized way under the Necropolis wall."


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"First, let me see if there are any tracks worth noting." The half-elf takes a few minutes to scan the area.

Perception check: 1d20 + 13 ⇒ (1) + 13 = 14
Survival check for tracking: 1d20 + 10 ⇒ (5) + 10 = 15


Nothing seems to have come through here recently, at least.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

With rolls like that an army could have come through, and Marnarius would be none the wiser.


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 Thea. Our psychopomp friend can probably inform the Pharasmins about it at least while we search the complex more thoroughly, and bring back any new information they've unconvered."


Assuming you head back after finding nothing...

A quick search of the bodies turns up the following: The leader was carrying an oddly colored khopesh made of a metal that you can't quite identify. He was also wielding a well-made kukri, wearing studded leather, and, of course, the funerary mask.

The three non-archer thugs each had a dagger, five darts, a short sword, matching cloaks, a spell component pouch, and a spellbook. They also all had brass funerary masks, three turquoises, and 4 gold pieces.

The two archers each have masterwork shortbows (STR+2), a dagger, a shortsword, leather armor, brass funerary masks, two turquoises and 3 gold pieces.

Appraise DC 20:
The leader's mask is worth 75gp each. The brass masks are all worth 35gp. The turquoises are worth 15gp each.

Spellbooks:
The spellbooks contain all 0-level spells along with the following 1st-level spells: burning hands, disguise self, shocking grasp, mage armor, grease, shield, ear-piercing scream, vocal alteration

On one of the tables sits a quill pen, a vial of ink, and several small slips of parchment, along with a curious figurine of a bird made out of tin, with three actual feathers forming its tail. A cursory inspection of the figurine reveals space for four feathers; one is clearly missing. A masterwork composite longbow (STR +3) lays against the table with a quiver of 20 arrows.

In the corner lie two large chests, one locked but the other's top is thrown back. In it you recover Ptemenib's belongings; armor, weapons, a cloak, and some goggles. He frowns as he shrugs into his simple leather suit. My holy symbol...it isn't here.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Marnarius removes his own spiral. "You can use mine, sir, while we look for yours."


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 and look over everything that they find, including the stuff on the table.

"Why would they have any reason to remove your holy symbol to another location Ptemenib?"


The priest shrugs in answer, I have no idea...perhaps someone just wanted it. He accepts the offered symbol graciously.

Spellcraft DC 20:
Carved from a single chunk of magically strengthened mineral salts, a natron fang is a +1 khopesh forged to combat the undead, specifically mummies and incorporeal undead. A natron fang overcomes the damage reduction of mummies, mummified
creatures, and other mummy-like creatures at the GM’s discretion. Once per day on a successful strike against an incorporeal undead creature, a natron fang also deals 1d6 points of Charisma damage (Will DC 13 half) in addition to the weapon’s normal damage.

Spellcraft DC 20:
The matching cloaks of black and grey are cloaks of resistance +1.

Spellcraft DC 27:
The feathers are bird feather tokens.

You also notice a small potion tied into all their belts and quickly identify them as potions of undetectable alignment. There are six in total.


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

1d20 + 12 ⇒ (8) + 12 = 20

1d20 + 12 ⇒ (3) + 12 = 15

1d20 + 12 ⇒ (16) + 12 = 28

"Hmm, I can't quite identify the cloaks right now, but they are magical. The khopesh is most interesting in that it was carved from a chunk of magically strengthened mineral salts and enchanted to combat the undead. Specifically mummies and the incorporeal undead."

"The remaining feathers on the tail of the tin bird are bird feather tokens. They create a small bird that can be used to deliver a small written message unerringly to a designated target. "


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

Take 10 on Appraise.

Hmm...those masks are not cheap. About 35 gold pieces each with the leader's working more than twice that. And the gems looks to be about 15 gold pieces each.


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

"That sword is liek nothing I've ever seen. It would certainly come in handy if we run into anymore of those mummies from earlier."

If no one else needs it, I'll take it to replace my masterwork kopesh.

"The real question is, was the missing feather used recently, and if so, where was the message taken?"


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

"Sadly, there is no way to answer those questions Nevai."


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"We could ask the captives. One of them might know. It's at least clear that they're part of an organized group, so there are certainly others about."


At this point the captive would be rather easy to wake up.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"I'm, ah, not that good at persuading people to talk, but I'm a pretty good listener. If we wake one of them up, maybe someone persuasive can try to get something out of them, and I'll watch for lies."


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

"Perhaps he might be willing to talk to someone from an organization with a reputation for encouraging redemption?" Nevai suggested and raised his hand towards Assam.


The captive is groggy, but can be woken up. His eyes are unfocused as he sits and his words are slow, but he is aware.

What...what do you want. The man sounds defiant, despite his predicament.

You're welcome to use Diplomacy or Intimidate (depending on how long you'd like to change his disposition). In this scene, I'll allow as many of you that would like to assist to do so. It seems like a situation in which the odds against him being highlighted may help. Also, Sense Motive checks would be appropriate.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Marnarius stays in the background, studying the captive and listening to him carefully.

Sense Motive check, incl. studied target: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15

And getting a bit distracted, I see.


Just waiting on a diplomacy or intimidation roll.


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 left the straight raod of the law it seems. You would be better cooperating now and telling us everyhting you know!

Intimidate: 1d20 - 1 ⇒ (6) - 1 = 5

Feel free to see that as a failed aid another^^


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

Look, I get it. We can see that things got bad for you at some time in the past. And you made some bad choices. How about we offer you the option to make a good choice and help us out, then we can just forget about the bad choices. Well at least we can and maybe we can help other people forget too.

Diplomacy: 1d20 + 11 ⇒ (3) + 11 = 14


The man seems unimpressed and just stares at you all without saying another word. Unless the situation changes, it doesn't look like you're going to get much from him.


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

Anyone else any opinion on this? Or should we just smack his head on the floor?


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

"Well, I don't think that's strictly necessary. I think leaving him bound and gagged in a city with undead running rampant is bad enough without adding to his misery. Though, if the undead found him down here, that could be worse..."


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

Almathea moves up next to where the prisoner is sitting on the floor. Looking as superior as only an elf can, Thea shoots a gob of acid at the floor directly between the man's legs.

"The next ball of acid is going to hit higher up than that one. If you are not already a eunuch, you will be soon unless you choose to answer our questions. Starting with: What is the name of your secret society?"

Intimidate: 1d20 ⇒ 20


As a note, there is still a locked chest in the room. And someone should take over handling loot so you don't lose any!

The thug looks about to continue his stony silence, and even manages to for a few moments, but then seems to decide that the elf before him isn't bluffing. We are the Silver Chain. It's no secret really.

Now that you've got him talking, you're welcome to roll Sense Motive again. He seems willing to answer questions, at least for now.

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