The Half Dead City (Mummy's Mask Part 1) (Inactive)

Game Master Chainmail

The Half-Dead City
(1 of 6): In Wati, the half city, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city’s vast necropolis in search of the nation’s lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a rival adventuring group intent on keeping one tomb’s treasures for themselves. At the same time, the heroes learn that a potent artifact, potentially capable of animating the dead, has been stolen from the tomb. Can the adventurers defeat their rivals, or will they join the undead defenders of the city’s necropolis?

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The bustling desert city of Wati is near
bursting with excitement. Adventurers
from every corner of the Inner Sea region
have assembled here beneath the hot Osirian
sun to explore the tombs of the city’s necropolis, waiting only
to be assigned their first sites for exploration. Surrounding the
participants, the public has gathered to observe the ceremony as
well. There is a festival-like quality in the air, and numerous street
vendors are hawking goods and refreshments to participants
and spectators alike. Some merchants have even brought what
can only be considered adventuring gear to sell as last minute
convenience items to explorers, while others advertise that they’ll
buy recovered treasures and antiquities from those who visit
their establishments.
In front of the imposing edifice of the Grand Mausoleum, an
immense awning has been erected between decorated pillars in
the market to provide shade for the priests of Pharasma overseeing
the lottery. Beneath the awning, two urns sit atop a table elevated
a few feet above the ground on a wooden stage constructed for
the event. The high priestess of the Grand Mausoleum, Sebti the
Crocodile, sits behind the table, while two acolytes confer with her
at either side.


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The four prospective adventurers looked at each other as the adventuring groups gathered for the lottery. Experienced adventuring companies converged to find out what tombs they would be exploring. Just days before it was quickly apparent the other adventuring groups were full or not looking to take on an untested member.
It was the priestess who first realized that there were four left out when some talented solos joined up with other groups. These four, including her, just needed the chance to prove themselves. Collecting the businesslike dwarf with the serious demeanor, the totally overwhelmed alchemist wearing a strange metallic covering on his skin, and the callous warrior who left an invisible circle around her no one entered--she formed her own company on the spot.

It was easy to register--all they needed was a company name and a list of those that belonged to the company. It was an eventful day, for the newest mercenary company would prove that is not the size of the dog in the fight, but the size of the fight in the dog.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Dusty turns to look at the rest of her motley group.

well, time for us to register. We still need a group name. I like Dusty's Diggers, if you want. Or maybe the Mithril Scorpions.

Dusty smiles as she says this, not being completely serious, but the group does need a name.


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

Albretch rubs the worn and pitted skin of his face, looking considerably older than his mere 25 years.

It is a pleasure to meet you all, my name is Albretch Von Breugel, an Artiste I am. I propose ve (we) be called ze "primary reagents", as ve are ze first to be mixed into ze vial zat (that) is zis (this) necropolis.

Regardless of other's reactions, he chuckles to himself, looking quite enthused. His face suddenly changes emotion, looking now more "wondering". He mutters quietly to himself.

Did I bring enough acid? Dear me, I forgot ze acid. Where can I find some cheap acid? Can one panhandle for acid? I did manage to panhandle some kerosine in Cheliax but zat (that) hardly counts.

He suddenly snaps back to attention, staring intently at each other party member in turn, as if he where trying to drink in their essence with his eyes.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Good to meet you Albretch. I don't know about "primary reagents". Makes us sound like ingredients. I think it unlikely you can panhandle for acid. I take it you have no gold to simply by some? Well, hopefully we can find some treasure soon.


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

Albretch sputters a bit, seeming vaguely surprised you listened to him. He starts to speak slowly & haltingly.

Vell (well).. are ve not all.. simply ingredients in ze... alchemical engine... zat (that) is ze cage?

Albretch was highly educated from youth, and may refer to center things in an odd manner. Namely, he refers to Golarion as "the cage", a reference to the cage of Rovagug, and a term (as far as I know) only rarely used by natives of Golarion. He has no awareness of this however.

His words become more confident & assured

Some might say zat even ze gods are merely ingredients in an alchemical engine zat keeps ze cage closed.

His philosophical rant over, he swiftly switches to another subject.

As for ze acid, well, that's a mistake on my part. Maybe if we were in Thuvia... But no, zat is my fault. Gold should only be for vone's (one's) art, but I alvays seem to forget to provide for basic needs. A I vill not be like zose (those) ... alchemists

A drop of venom seems to come into his voice at the word alchemist, as if it where some sort of swear. But his mood swaps back to his version of "friendly" and he says.

I am so sorry, I know I prattle on like nobody else vas (was) there it is a fault of mine zat I am trying to fix but it takes time and recent travels have made it hard and... and...

He just stands there,seeming to have run out of breath, his eyes slightly bulging out. But he keeps his mouth shut, appearing somewhat stunned.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Dusty looks at Albretch for a moment

OK, this one has been sampling to many of his own concoctions. Still, beggars can't be choosers, so...

Dusty smiles at the babbling Achemist

Well I'm glad your not one of those Alchemists. What do you others say. Mithril Scorpions?


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

Albretch, slowly un-scrunching his face at your smile, and gives an honest, but crooked smile back. You can clearly see one or 2 chipped teeth. He seems to nod his head at your proposal.

Here's a physical description of Albretch, since I didnt put a proper one earlier

Albretch stands slightly hunched over. While from a distance, his skin looks rinkled, closer inspection reveals skin that is scarred, pitted & worn, though it seems to have been healed a while ago. His beard is white, not grey, but pure white.

He is currently wearing a loose, white airy robe and a large floppy sun hat. He carries a fine-looking backpack. He has that innefable "je ne sais quoi" that immediatly identifies him as a tourist to natives. He has no apparent weapons.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

After getting general agreement on the groups name, Dusty goes to the priest running the registrations and registers the group as the Mithril Scorpions, and gives over the parties names.


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

Albretch seems to mess around with something in his sack while dusty goes to take care of the name.

I've prepared my extracts. They are noted on the Alias at the bottom of the description


To spend some time waiting for the lottery, the Mithral Scorpions discuss the unique city of Wati.

Background on Wati:
The city of Wati sits on a sandstone shelf at the confluence of the Asp and Crook rivers, which provide it with building materials, rich farmland, and deep harbors sufficient to support a settlement three times its size. But even with its tenacious citizens, abundant fish and game, and thriving marketplaces fueled by the most important rivers in Osirion, Wati is forever a city better known for its dead than for its living. Behind sanctified walls, an entire quarter of the city quietly sits as a massive, urban tomb. Shops, schools, markets, and estates serve as eternal resting places for those lost to madness and disease. To manage such an immense project, the city’s entire economy shifted to the industry of interment. Almost 1,800 years after the necropolis’s inception, many of Wati’s residents continue to serve the city’s funeral industry, either directly as embalmers, undertakers, and clerics of Pharasma, or indirectly by crafting the myriad grave goods all Osirians hope to carry with them into the afterlife. Death has become the city’s lifeblood, and Wati prospers from its morbid specialty.

HISTORY In –1608 ar, Pharaoh Djederet II ordered the construction of a grand city to mark the birthplace of the Osirion’s greatest natural resource: the River Sphinx, springing from the confluence of the Asp and the Crook. With its early foundations magically laid by the church of Nethys, the city sprang to life within just a year. Named Wati, the riverside town soon dominated trade across southern Osirion. Hardwoods and spices from Katapesh and the Mwangi Expanse bound for Sothis, and manufactured goods and luxuries from the nations surrounding the Inner Sea bound for Osirion’s southern territories, all paused long enough in Wati’s warehouses and markets to make its citizens famously wealthy. For centuries, Wati endured through political upheaval and the births and deaths of entire dynasties as it dominated its younger sister cities of An and Tephu. But Wati’s destiny was forever warped in 2499 ar, when the cult of Lamashtu unleashed the Plague of Madness among the city’s thriving populace. Many of those whom the fever did not immediately kill were driven to murderous insanity, and within months, more than half the city had fallen in painful, anguished death. Most of the survivors fled Wati to make new homes elsewhere, but a stubborn minority remained behind, determined to reclaim their city. But even once the plague had run its course, their livelihoods collapsed as An and Tephu took over Wati’s once- exclusive trade routes, and their floundering community struggled against recurring outbreaks of the undead from the city’s many abandoned buildings-turned-tombs. It took almost half a millennium for Wati’s fortunes to reverse thanks to the church of Pharasma. With the tacit
permission of Osirion’s Keleshite sultan, a Pharasmin priest named Nefru Shepses marched on Wati in 2953 ar with a small army of alchemists, masons, and morticians under his banner, intent on consecrating the entire city to the Lady of Graves, beginning with a new, monumental temple to Pharasma called the Grand Mausoleum. Over the next 30 years, Nefru Shepses and his followers recovered the bodies of those slaughtered in the Plague of Madness from their hasty, makeshift graves and the Pharasmins walled off that portion of the city that had been abandoned, transforming it into a metropolis of makeshift tombs. Thousands of corpses were given formal burial rites and reinterred in this dead copy of the living city, which continues to serve as Wati’s necropolis today.

The consecration of the city and its necropolis revitalized Wati, and though it never reclaimed its dominance among the cities of the south, over the next 1,700 years Wati grew until its necropolis—once more than half of the city— took up less than a quarter of the city’s total area. Today, long after the necropolis’s completion, Wati continues to produce a great variety of grave goods for Osirion’s honored dead. A steady stream of burial figures, canopic jars, embalming fluids, prayer books, and sarcophagi sail downstream on the Sphinx, outpacing Wati’s crop and textile exports. Even Wati’s criminal underworld revolves around death, as competing gangs regularly raid the necropolis for valuables and even human carrion.


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3

Fatima sighed in frustration. She had arrived early to join one of the larger adventuring groups, only to meet laughter and ridicule. Ignoring comments about bearded women and inbred locals had taken almost all of her remaining patience and she almost snapped at the priestess tapping her on the shoulder.

"Excuse me, so you wish to form a group? Well...such had not occurred to me, do you think a mere four of us would be successful? Still, best to strike while the forge is stoked I should think."

Standing quietly behind the young mage, she is secretly pleased with the Mithril Scorpions although she stays silent throughout the naming process.

Thank Osiris it's not the Tomb Raiders.

She had cringed when they walked by, hurriedly trying to memorize each face despite their obvious similarity to each other, a similarity shared by human faces in general.

Fatima settles back to await the lottery.

What an odd way to plunder a country. Do these foreigners do everything by lots, without planning or discretion?


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

Ya, ya (yes, yes). Four or four tousand, I dont think it will make much of a difference. Most of zese (these) folks are in it for gold. But I know better!

Untrained knowledge (local) check to recognize a dwarf

Albretch stares intently at the new arrival.

k (local): 1d20 + 3 ⇒ (13) + 3 = 16

You are a dwarf, ya? You vouldnt happen to be involved in ore processing? Dwarves always produce such pure metals and I vas wondering if some of those processes could be used elsevere (elsewhere)...

Albretch seems to get wrapped up in his own world of alchemy, speaking of "catalysts", "fusion points", " alloy diagrams" and other strange words with too many sylables. After the end of it, he gives a wide smile, though he looks quite silly. His smile needs improvement.


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

Raziya follows along without saying much. She had tried to get in with some of the other groups, but her tendency to go around openly displaying her bestial self had frightened off many, and her use of the spear had put off those who had spoken with her. They preferred swords and shields as the traditional warrior weapons.

Physical Description:
Raziya stands a shade under six and a half feet tall in her human form, with light brown skin and dark hair worn hacked short. She normally walks around in her bestial form, with the skin of her arms and legs shifted slightly to green scales and gaining a few inches in height. Her eyes in this form change to slitted yellow ones, granting her an increased ability to see in the dark. In her human form, her eyes are brown, but are still equally hard. She moves with a languid grace wherever she goes, as if unwilling to expend more effort than necessary to get where she's going.

So, we're to be the Mithril Scorpions. Adequate. As long as I can get in there. There must be some clue to why I am here. I will work with these ... people.

While the man blathers on to the dwarf, Raziya scans the crowd, looking over the other groups and assessing their potential should a fight break out.

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

After registering, dusty rejoins the other three. well, that was easy. Now we have to wait for them to draw lots. A strange way to determine the looting of a tomb, but osiran is a strange country.


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

"Selling our own history to these foreign ... looters. I suppose they feel they must give all an equal chance at the contents."


Numerous adventuring groups stand in small clusters
near the stage, made up of multiple nationalities and
races. Most keep to themselves, but some teams engage in
quiet conversation with other teams, mostly speculating
about what they’ll likely face in the necropolis.
The ceremony begins when the high priestess of the
Grand Mausoleum, Sebti the Crocodile, rises to her
feet and looks over the crowd. Sebti seems surprisingly
young to hold such a distinguished position, but she has
a confident air of authority. After calling for silence, she
begins with an invocation to the Lady of Graves, followed
by a brief history of the founding of the necropolis.
Sebti concludes
by saying the following.

“Let the lottery begin! Although many
of you have requested specific sites to
explore, we must leave these matters to
fate. The Lady of Graves is a far better
judge of destiny than we of this mortal
sphere. The gates of the necropolis will
open at sunrise tomorrow. Use this
evening to prepare yourselves for the task
ahead. Let these rules guide you in your
endeavors in this holy place: remember
how this came to pass, every slave’s hut is a
memorial, and honor the departed. May you
go with the Lady’s blessing.”

The priests of the Grand Mausoleum have
decided on a lottery to distribute access to
the tombs to make the process impartial
and subject to the dictates of fate, in
keeping with Pharasmin religious tenets. The church
has mapped the necropolis and designated selected sites
within it for exploration, dividing them into three pools,
from the smallest and simplest of structures to the largest
and potentially most complex. Each party of explorers is
assigned three sites, one at a time, so that a group must
complete its exploration of one site before gaining access
to another.
After Sebti returns to her seat, the two acolytes
accompanying her each draw a wooden token from one
of the urns on the table. The first token identifies the
adventuring group, matching the token that group
received when it registered for the lottery. The second
token determines which tomb is assigned to that group.
A single representative of the chosen group is then
summoned to the stage to present the token his group
received at registration to one of the acolytes. Once
the group’s identity has been confirmed, Sebti shows
the representative the location of that group’s first
exploration site on a map of the entire necropolis. She
also gives the representative a smaller, sketched map
that shows the site’s location in relation to the necropolis
gates. Once a group has received its assignment, the
process repeats with a new group.


Dusty moves to the high priestess and receives the Mithril Scorpions assignment: Sebti the crocodile comments offhandedly "This tomb's construction predates the Necropolis." Dusty is handed a small map to the tomb site. The profile of the tomb's structure on the surface seems less than 3000 square feet.

The next morning, the groups will be let into the Necropolis at dawn to explore their ruins.

Kn:Local DC 5:

The priests of the Grand Mausoleum expect groups
exploring sites within the necropolis to follow three basic
rules, as mentioned by High Priestess Sebti the Crocodile
in her speech during the opening ceremony.

Kn:Local DC 10:

Remember How This Came to Pass: The Plague of
Madness was unleashed upon the city of Wati while
religious authorities were engaged in infighting. This rule
is a reminder that the necropolis remains a holy place, and
those who engage in needless conf lict and banditry are not
only criminals, but accursed.
Every Slave’s Hut Is a Memorial: Every structure within
the necropolis is a testament to the people who lived and
died in the city. Explorers must not desecrate or vandalize
standing structures and tombs, but preserve them as the
memorials they were intended to be. Some structures
may be trapped or decrepit, but willful and unnecessary
destruction will not be tolerated.
Honor the Departed: The dead should be treated with
dignity and respect. If the interred need to be disturbed
to recover an antiquity or relic, they should be returned
to their resting places carefully. It is understood that the
ancient dead are often brittle, but there is no need for
the contents of a sarcophagus to be summarily dumped
on the ground. This rule does not apply to the undead or
other abominations.

Kn:Local DC15:

Failure to comply with these rules can result in, but
is not limited to, expulsion from the necropolis, a ban
on continued exploration, seizure of recovered valuables,
and arrest and prosecution by local authorities. In
practice, the church’s ability to enforce these rules is
almost negligible. Most members of Wati’s city guard
have no desire to patrol the necropolis, even if summoned
by a priest. The church does send experienced priests or
members of its militant wing, the Voices of the Spire,
into the necropolis to make spot inspections, but it’s
too woefully understaffed relative to the number of
adventuring companies roaming the necropolis for this
to be a strong deterrent.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

untrained Know local 1d20 + 1 ⇒ (15) + 1 = 16

I take it that as I am untrained I can only access up to DC 10


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

Untrained K(local) as well, knowing the DC10 limit.

k(local): 1d20 + 3 ⇒ (8) + 3 = 11

Albretch mumbles to himself:

mumbling:

I vonder if examining the bodies to understand ze long-term effects of embalming vouldbe considered a lack of respect...


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

"At least they have the sense to late the Lady decide these things."

Untrained Know(local): 1d20 ⇒ 5


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3

Fatima turns to answer the mage but hesitates, uncertain that he was speaking to her and not himself. She settles back, silent, as his mind wanders, unwilling to hear more foreign opinions on dwarves.

Fortunately, the subject becomes moot before he notices her silence as the priestess begins speaking.

Is Dusty a Kelleshite or a Garrund? More specifically, is she dressed as a Qadiran or an Osiriani?

Know: Local: 1d20 + 4 ⇒ (10) + 4 = 14

Turning to the mage and the Qadiran girl, Fatima translates the words of the priestess to the others in a deadpan voice. "We are forbidden vandalization of the necropolis, nor are we to disturb the dead further than necessary to recover artifacts. Breaking these rules will bring a curse down from heaven upon the miscreant. While guilt will be judged by the Lady of Graves, it remains to be see if the Ruby Prince will add his judgement or if hers is sufficient. Ostensibly, the Ruby Prince will honor her wishes although whether or not he will feel it necessary to add to add mortal punishment we will probably see."

The young dwarf girl seems about to say more but lapses back into silence instead.

I realize that I did not pass the final roll. The last two lines are Fatima's opinion and that of the Pahmet rather than anything she is knowledgeable about.


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

Distracted by the speech, Albretch responds to Fatima in slightly accented Osiriani:

Zat is good, danke (thanks). DO not vorry, I have taken ze time to learn ze local language. Do not be so nervous! I vill not break anything, I promise! I passed through the "creating explosions" phase ven (when) I vas 8!

Notcing she did not respond to his query, he says (still in Osiriani):

And if you know nothing of ze ore, zar is okidoki! Ve all have tings (things) ve do not know. I am sorry of I rambled on, I mean no harm but I am still habituating myself to people. Tventy (twenty) years in a laboratory seems to produce odd habits, or so I have been told. If I ever loose control again, tell me, I need to know.

Albretch then looks to the sky, takes off his hat, scratches his head, flops the hat back on his head, then walks towards the market with his strange, waddling walk.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Dusty is taldane, but dresses as a osiran. She did her cleric training here.


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3

Dusty, thanks. I briefly looked at your avatar and didn't see her nationality. Fatima will treat Dusty as a foreigner for the first day, maybe two, before realizing that she knows her way around, knows how to use local utensils, doesn't have a foreign accent, etc. She's not rude, just pointing out obvious things. 8)

Hustling to keep up with the mage, she says, "Ah, yes, it is good that you know Osiriani. I am not versed on ores as I was chosen young for duty in the Temple of the Sun. I studied history while my friends studied...stone."

She trails of at the end, surprised that she has spoken that much. Something about the older mage seems to put her at ease, something she can't quite put her finger on.

I have no difficulty understanding your written accent but am fine with your translating it in parenthesis if you like. I have a character who speaks only in rhyme and have to translate everything for the other players, so I know it can be a pain.


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

I'll keep the accent up for a while then drop it eventually. But it's fun to pretend to have a german accent. As a side-note, my character is from ustalav, so lets say I am a LOT more pale than my avatar.

Ooohh... You know ze sun. Ve vill have to talk once this is over. Later. Later.

His mouth scrunches up, his nostrils flare, and it looks, for a second, like he might tear up. But his face goes back to his placid normality a second later, and he continues on his way to find a sling.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

As long as you don't say something like "I vunt to drink your Bloood! I must hav Blooood! Blagh!

I studied the ways of the dawn flower. And how to destroy undead. One reason while I'm here Dusty's pleasant voice for a second sounds...harsh. She shakes her head and smiles.
I'm seeking someone, you see. He has a debt to pay
Again a shadow comes over her. And again, like a sun through the cloud it was gone.
Well that is neither here or now. We should get going. Much to do!


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

If he starts "vanting blahd," Raziya can just punch him in the mouth. Bloody lip, problem solved. :)

Looking around at the other groups getting their assignments and heading off, Raziya will murmur to the group, "Let's get going before one of them decides to run our zone as well as their own."


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3

"Indeed."


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

Albretch plods back with his sling.

Quite ready, ya


The priestess hands dusty a voucher good for 200gp at the local merchants when she sees your equipment is not as fine as some of the others. "You can owe me and tithe the church when you pay it back."

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Dusty bows her head to the priestess thank you. We shall use it well
She turns to the others and says, so what do we need


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

"Keep it simple. Travel light, we'll move faster and be able to get started sooner. Basic supplies, like rope and water and food."


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3

Fatima nods at Raziya's words, suspecting that the bestial woman would have something valuable to contribute. Her kind frequently found life hard and were therefore prepared for when things didn't go their way.

"I have been thinking and have compiled a list in my head. I would like to purchase a longbow and 30 arrows. I also recommend that we purchase a set of locksmith's tools in the event that we find ourselves locked in. Also helpful would be a pry bar should we find our strength insufficient as well as basic dungeoneering tools such as a grapple, rope, candles and pitons with a hammer. Mage Albrecht has requested acid and I saw a collapsible ten foot pole not two blocks away who's design I found quite clever. I think caution also dictates that we take at least three days of water and flat bread although we might find that such an arbitrary number be either too much or too little.

Regardless, those are my thoughts and I believe the items can be purchased nearby. If all else fails, we could hire a porter or possibly hire a mule to carry our gear. I have no doubt that either is extremely inexpensive in this area."

Having spoken more words in a three minute span than in her entire life, the young dwarven maiden looks tired out and somewhat bewildered.

I'd no idea there was so much talking when dealing with outsiders. Do I need to stress that the hammer must have the symbol of Torag on the striking surface? Surely they know that already and pointing it out would simply be insulting...I'll assume they know these things and rest silent for now. But what if they don't know about the hammer?!

Perking up, Fatima leans forward once more, a grave look in her eyes. "Also, don't forget, the hammer must have the anvil of torag etched into the head if you expect the pitons to hold. This is very important, as I'm sure you know. It's almost as important as the leaf burned into the flatbread, for although you won't get sick, you could fall a rather long way."

There. Now I've done my duty and I can rest.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

As fatima speaks, dusty makes a list of her suggestions adding a vial of holy water, and I think that's it. Well, we have a list. Unless anyone has any issues, let's go shopping.
Dusty leads off, token in hand, list in the other to the stalls selling gear.
oh everyone has a waterskin, yes?


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

"I haven't had one for some time. I've been traveling along the river. No need for holy water. You're a priest, right? Just make us some." Raziya looks pointedly at Dusty.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Dusty shrugs ok, don't ge the holy water. How about more food and water?


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3

"The holy water seems a wise idea, preferably from a priestess of Pharasma. They inscribe additional runes from The Bones Land In A Spiral that other sects frequently leave off. I would very much hope that ours is efficacious should we need it."

Fatima smiles to the others, prepared to set off shopping.

Will we stay together while shopping or split up? It shouldn't take long either way and if Fatima is present when the food is purchased, she will point out that she is forbidden to eat "the flesh of any creature who's back is blessed by the sun."

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

. Fatima what does that mean exactly? And dm do you want to hand wave the purchases or roleplay it?


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

One might guess: deep sea fish and things like moles. Alternately, meat in general.

Raziya will set off to buy the heavy supplies, asking whoever goes to buy the food to make sure to pick up an extra waterskin and something meaty.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

You can eat whatever you want as long as its trail rations. If you want to know what's in it, you're not hungry enough.
Quote from a quartermaster, slightly paraphrased.


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3

Trail rations could be nuts, granola, etc so that's fine. Raziya is right, anything that lives in a subterranean or lightless environment would be fine. The Chinese will eat anything "who's back faces heaven" except a wolf's heart or a dog's lungs so I modified the saying.

I like to develop my characters as much as I can, so I try to give them superstitions or quirks. I also think that the format of PbP lets you get more details in like engravings on weapons or specific kinds of trail rations. That kind of thing helps me bring my character to life, at least in my mind, so I like to do it.

I wanted to make Fatima an archer but she could have been a fighter, a ranger or a magus. I went with Monk and I think the choice should be more than class deep, so I'm trying to play her a monk/acolyte. I want to try to work with that character concept as often as I can so that she'll be different than a fighter archer or ranger archer. 8)

I hope this doesn't all come across as snooty, it's just that I like PbPs because it gives me more of an opportunity to add in the little details.

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Cool


After accepting the generous loan from the high priestess, the group checks into the Tooth and Hookah. Following the other adventurers, you arrive at a flag with a small crocodile sinking its teeth while grinning into a golden hookah. Inside there are many dented waterpipes and customers using them in a large bar area.

A small crocodile sits at the top of the well being fed scraps by a few foreigners in black, loose-fitting clothes. You learn the crocodile is the inn's mascot and called 'Toothy'.

The proprietor accepts your payment for an evening meal of simple fare, an evening of lodging, and you settle down for the evening.

A room is 5 sp and a large suite is 3 gp.


Making your way to the Necropolis, you are ready first thing when the gates are open and easily find your site following the map.

A rectangular stone mausoleum sits alone in what appears to have once been an actual cemetery. The trunks of a few dead trees poke out of the sand around the tomb, and a hot breeze whistles through their desiccated branches. A set of massive stone double doors is affixed to the northern side of the structure, beneath a facade bearing the likeness of an Osirian man. Windblown sand is heaped around the crypt, partially burying the doors that lead within.

Language Osiriani or Linguistics DC 20:

The name of the individual interred within the tomb, Akhentepi, is engraved upon the doors in Osiriani, along with the dates of his birth and death, indicating that the deceased was born in 2416 ar and died in 2488 ar, 11 years before the Plague of Madness decimated most of the city

The doors are 10 feet tall and made of solid stone. This area is well preserved. The doors will not be easy to get open.

Kn:Engineering DC10 OR Perceptions DC 15:

the doors are on concealed hinges and swing outward. There are also telltale traces of mortar along the seams and jamb that has since crumbled or been chipped away, indicating that
the doors were meant to be sealed permanently and not intended to be opened again.

Kn:Engineering DC15 OR Perceptions DC 20:

There are signs of a crowbar or similar tool having been inserted between the doors at some point. Sand will need to be cleared out in front of the doors to open them.

You are now standing in front of the structure on the map in the lower right of Sheet 1


Male Human Alchemist (mindchemist) 1 HP 10/10 | AC:14 | CMD:11 | Fort:+4 | Ref:+4 | Will:+2 | Init:+2 | Perc: +6 | Stealth:+2| Speed 30|Bombs (3)|

k(engineering) : 1d20 + 9 ⇒ (7) + 9 = 16

Albretch has researched far and wide in preparation for this! [/occ]

Zis (this) is an ancient tomb, ya. From before ze necropolis vas built! Joy! Though I am afraid we may not be ze first here; first here recently zough (though).

Albretch Stares intently at the door, trying to see from any leftover mortar, signs of toolmarks, or any other indications of the "age" of the last people to have entered this place.

[ooc] Dont even know if it's possible to tell the age. I'll leave an extra knowledge (engineering) check here just in case it's possible (maybe with an impossibly high DC)

k(engineering): 1d20 + 9 ⇒ (20) + 9 = 29

I think that might do?.. that was a lucky roll

Silver Crusade

Female Human Cleric (Saranrae) 3 (HP 18/18 | AC:14| T:10 | FF:14| CMB: +3 | CMD:13 | Fort:+3 | Ref:+1 | Will:+7 | Init:+2 | Perc: +6 | Stealth:-1 | Speed 30)
active spells and effects:
Wand CLW 30/50, Channels 7/7, fire bolts 6/6

Dusty moves up to the door. So, shall we knock? she says with a smile.


Dwarf Zen Archer, HP: 0/11, AC: 15/15/13, SV: 5/45, INIT: +2, CMB: +0, CMD: 16 ATT: long bow +2 (1d8), unarmed strike +0 (1d6), Perc +7, Dis Dev +7, Know: History +4, Local +4, Sen Motive +3

Fatima sighs, disheartened that she is participating in this charade. In stoic dwarven fashion, she begins to remove sand from before the doors by the simple expedient of brushing and pushing it with her hands. Once she has all of the sand cleared, she will give Raziya the crowbar before withdrawing from the space immediately before the doors.


Female Scaleheart Barbarian 1 HP 13/13 | AC 16, T 12, FF 14; ACP -2 | Fort +3, Ref +2, Will +0 | CMD 15 (16 in bestial form) | Init +2 | Perception +4, low-light, darkvision 60 ft.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Raziya looks at the crowbar, then matches it up to the marks on the door. "Somebody was here, and opened these doors. Or tried to. I'd guess more recently than not." She places the crowbar in the crack between the leaves of the door, then pries at the doors until they open.

Strength: 1d20 + 3 ⇒ (14) + 3 = 17 If that doesn't work, take 20 for 23.


Sorry for the late update--my schedule has been 14-18 hour days of late.

The expert knowledge of Albrecht is quickly communicated to the group. After an hour of digging away sand from the doors that open out, the muscular barbarian inserts a crowbar and opens the two massive vault doors. Seeing no way to guarantee they can be opened again or blocked by a dust storm, the two massive doors are left ajar.

This rectangular room is empty save for some engravings and fixtures upon the walls, a pair of heavy stone doors to the north,
and an immense stone wheel against the south wall. The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The stone wheel to the south is engraved with a large spiral and is set in stone tracks in the floor and ceiling.
The dust and sand in the room, as well as the stale air, indicate that nothing has entered this room for at least a few decades.

Osiriani AND linguistics DC 20 OR Ancient Osiriani OR Linguistics DC 30:
The hieroglyphs on the walls are Ancient Osiriani and with the engravings, they describe the life of the tomb’s enshrined occupant, Akhentepi, a celebrated military commander who presided over the troops garrisoned in Wati prior to the city’s downfall. The hieroglyphs warn, “Akhentepi’s tomb is well defended, and those who defile it tempt the wrath of the gods.” An additional warning advises, “The only thing the Lady of Graves despises more than the grave robber is the unsuccessful grave robber,” followed by a final admonishment to “turn back while you can.”

Kn:Religion DC 10:
The spiral on the stone wheel is the symbol of Pharasma. Two of the carved faces in the room’s corners depict Pharasma.

Kn:Religion DC 20:
The other two faces are the likeness of Anubis, the ancient Osirian god of burials and mummification.

Closer examination of the faces also reveals them to be decorative torch holders, such that when torches are placed within them, a corona of flame surrounds the deities’ heads. The stone wheel against the south wall is 10 feet in diameter and 6 inches wide, and weighs almost 5,700 pounds. With the combined effort of your two strongest, you can slowly open the wheel.

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