The Sacred Scions And The Mummy's Mask

Game Master chaiboy

A chance of a lifetime event. Wati is opening its necropolis to adventurers. But something stirs, something that's ready to return. MAP OF TOMB


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Silver Crusade

google online between 10-13 EST

http://icheckfortraps.com/myths/street.jpg

Your team signed up yesterday and and submitted the symbol of your group to the priests of Phrasma for the lottery today. Any exploring was cut short yesterday when a sandstorm which drove your team indoors.

The worst of the storm passed last night but there is a gloom in the air today as you arrive at the market for the lottery.

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 on the stage. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side. Behind her stands Saleem the armed priest and a new priest a tall lanky man who seems to be talking to himself. You haven't seen him before. You overhear from people in the crowd that his name is Ptemenib.

Numerous adventuring groups stand in small clusters near the stage. 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. There is a group of halflings riding war dogs their lances lifted and flying pendants like they are ready for a parade. A team of all women in white leather armor, they keep to themselves. The guys in red are back looking over the teams.

You still have some time before the lottery begins


The Necropolis - Day - Late Morning - Tomb Day One

All of you had to pack up your gear and head out of the Tooth & Hookah, A famous inn for adventurers near the necropolis, for the Sunburst market at the crack of dawn although with the dust still in the air it almost seems like the sun still hasn't risen. It's almost like a fog. everything in the distance is in a haze.

Scarab Sages

Female Human (Garundi) Cleric/1
CRUNCH Bar:
HP 8/8 | AC 15 | FF 15 | T10 | Fort +2 | Ref +0 | Will +6 | Init +0 | Perception +4 | Speed 20 ft | Channel 7/7 | CLW, Bless, Burning Hands

Akina leads the group trusting her knowledge of the streets to get them to the square with no problem when arriving she turns to her five companions. "And here we are on the brink of discovery and reclamation of wonders of the past, are we not excited for this day?" She exclaimed with great enthusiasm.


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

Dot


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

'Tis true. A world will soon open to us
Delving into the past to brighten the future. As long as the dead remain at peace, I am very excited about this excursion.
a smile on his muzzle seems a bit out of place


M Kobold Mouser Swashbuckler 1 HP:10 AC:20 Touch:16 Flat:15

Mak'e Ral darted back and forth from under one table, or cart when he could. Staying always close to his taller friends. Despite his nervous nature, he was in high spirits this day. The kobold had put a shine to his scales this morning and had checked and rechecked that all his tools and weapons were in good order. At Akina's words he smiled, showing rows of thin but needle sharp teeth. ″Yes yes, excited that I am. And who better then us to make these discoveries, an who better to claim the wonders and great shinies then us?″ As he spoke he twirled around and then stopped with a low bowing pose with his arms outstretched.

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

Darius strides along and says "As long as it isn't a dead tomb. Those things are boring as hell."
He peers over the crowd and pulls his nose in annoyance of the googly eyes.


The Necropolis - Day - Late Morning - Tomb Day One

All of you arrive at the market and are quickly swallowed up by the crowds. All around are stalls. Some are entire tents selling packs and ropes while others are a simple rug, some with baskets of dates and other dried fruits or other common items.

Looking around you see the next stall has a man playing a flute and before him a three foot section of a coil of rope sways like a snake. His stall is selling lots of rope of every diameter.

There are two peddlers near you as well one selling eleven foot pole which just miss your heads as he is turning around trying to get through the crowds.

The other peddler you swear looks like a leather peacock. The guy has some rig thats all leather and wood that allows him to wear a fan like tail of shovels sprayed out like a peacock. He is crying out "Three gold a shovel, Don't get caught buried alive"

There are many more stalls and peddlers throughout the market. Some on the North end are selling food. You can smell the curry from here. You remember passing one with weapons on display as well.

Another peddler glides past with a tower of folded cloth on his head crying "Get yourself a sack, five copper a sack"

Toward the south is the stage where the priests will be making the drawing. A line of guards stand before the stage looking bothered by the crowds.


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

"I think we need atleast one of each of these" he suggests to his companions

-Posted with Wayfinder


Male Kitsune Sorcerer, Level 1

Gin looked to Anapa for a brief moment. I will make the purchase if one of you so desires. He offered.


male aasimar monk (martial artist) 1 HP:12 AC:16 / Saves Will +6/ Fort +4 / Ref +4

yes, indeed, I am quite interested in what lies inside. Perhaps a long forgotten form of the martial disciplines, a book of a forgotten history, or, maybe just a good recipe on some Ale. Any of those would be worth the trip alone to me.

he looks around and smiles,

he then will look the merchant selling the Sacks,

here you go, Mine is full, If I am allowed in, it may prove useful, if not, well. I am sure I will find a use of for it.

he will pay the 5 copper and bow slightly.


The Necropolis - Day - Late Morning - Tomb Day One

The Peddler takes the money graciously then does a little hop to send the entire stack bouncing up and quickly, with practiced ease, whips out the bottom sack still folded to hand to Ryuu. The rest land on his head and he continues on his way.


M Kobold Mouser Swashbuckler 1 HP:10 AC:20 Touch:16 Flat:15

Mak'e Ral keeps his hands to himself around the peddlers, or more importantly keeps his hands to his coin pouch, even as he browses the wares...the kobold meticulously noting things he'd buy once he recovered the riches of the tombs.


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

The paladin purchases a shovel and a rope. Never be too careful with adventuring, and if possible, a 11ft pole too

-Posted with Wayfinder

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

Darius buys some climbing equipment. Pitons, hammer and rope besides a normal barbarian's kit.


Male Kitsune Sorcerer, Level 1

Gin took the time to purchase a bedroll, a hemp rope, and a waterskin for a total of two gold and one silver.


The Necropolis - Day - Late Morning - Tomb Day One

As your team continues to explore the market you hear the noise of the market quite. At the stage you hear the blast of trumpets. Your team heads toward the stage along with many other groups in order to get your assignments. The crowds part in order to let you through excite to see the adventurers. There are a few not as excited. A woman in a beautiful black silk dress and her hulking oafish companion who tried to join yesterday with just the two of them. She had dragged a priest over his table when he refused to let some noble women and her pet play at being adventurers. The guard had to draw their swords before she let him go. Her and oaf watch with smug contempt as the adventurers pass. A group of men in red watch all the groups, making wagers which of you will make it out alive.

Then you are passed and reach the front of the stage with the other groups. The High Priestess Sebti stands up and address all of you...


"Welcome to the third annual opening of the Necropolis."

"Although some of you have requested specific sites to explore," She looks at One team lead by a woman in a wide floppy hat with a purple feather coming out of it as she says this. "We will trust in Pharasma to guide us. The Lady of Graves is a far better judge of destiny than we of this mortal sphere. The gates of the necropolis are now open. Upon receiving your site you will proceed the the gate. I warn you to finish your site and leave the necropolis before nightfall. The dead do not like their rest to be disturbed, especially at night."

There are a few laughs at this.

"Fear not, the gates will remain open and guards will be standing by at the holy sites until the sun sets so you have nothing to fear."

"Pharasma watches you. Let three simple rules guide you! One. Remember How This Came to Pass. The plague of madness was released by infighting among factions within the city. The necropolis remains a holy place, and those who engage in needless conflict and banditry are not only criminals, but accursed." She pauses to let this sink in looking at all of the assembled adventurers and you can only wonder if there are some adventurers that might resort to stealing the finds of other groups.

"Every Slave's Hut Is a Memorial: Every building within the necropolis is a testament to the people who lived and died in the city. You will not desecrate or vandalize the buildings and tombs, but preserve them as the memorials they were intended to be."

"Honor the Departed: The dead should be treated with dignity. If the interred need to be disturbed to recover an antiquity or relic, they should be returned to their resting places carefully, with the respect they deserve.

Failure to comply with these rules can result in expulsion from the necropolis, seizure of recovered valuables and punishment befitting your crimes." Sebti looks at Saleem whose hands rest on the hilt of his scimitars. A grim smile is his only reaction. She nods and looks back over the crowd.

"Let the lottery to begin!"

A cheer raises up as two acolytes raise from their chairs and move over to their respective urns.

Sebti's hands raise for quiet once more. "Each of your groups will get three sites to explore. Every day we will draw forth a tile from the urn on the right and a tube from the urn on the left. Each tile has a group's insignias, and each tube contains a map of a location. Thus will each group be matched to a location."

With this she motions for the acolytes to begin. One by one a tile and tube are drawn forth. The tubes are passed down to each of the parties. There are no symbols or other markings to let you know what lies within each tube.

The first three tiles go to:
The Tome Raiders, a rather eclectic team of adventurers lead by the floppy hatted women with a sword,
The next goes to The Flea Bites, a team of halflings riding war dogs
The one after that goes to and The Sand Scorpions, the group of women in leather.
The fourth tile is drawn forth and and Sebti calls out "The Sacred Scions" The other acolyte retrieves a tube and hands it down to a guard at the front of the stage. The guard steps forward and presents the tube with a slight bow.

Scarab Sages

Female Human (Garundi) Cleric/1
CRUNCH Bar:
HP 8/8 | AC 15 | FF 15 | T10 | Fort +2 | Ref +0 | Will +6 | Init +0 | Perception +4 | Speed 20 ft | Channel 7/7 | CLW, Bless, Burning Hands

Akina gives a bow as well taking the tube before she comes up. "Thank you." She says as the guard leaves. Akina turns to the group as she emptys the map from the tube. Unraveling the map she reveals the location quietly to the group. "We have received the tomb of Akhentepi."


The Necropolis - Day - Late Morning - Tomb Day One

The map is a rather crude drawing of the location of the tomb, but it is enough to show where it is in the necropolis.

The Map


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

im rwading those rule, looking at my own. And laughing. I pity the fool who robs if I see them...

Anapa nods in agreement to almost every rule that was given. The dead are to be respected.

"Let us see where we are to go"

-Posted with Wayfinder

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

"Let's go, we are wasting daylight!" Darius says.

Scarab Sages

Female Human (Garundi) Cleric/1
CRUNCH Bar:
HP 8/8 | AC 15 | FF 15 | T10 | Fort +2 | Ref +0 | Will +6 | Init +0 | Perception +4 | Speed 20 ft | Channel 7/7 | CLW, Bless, Burning Hands

"Agreed lets get moving. Though if we are caught beyond dark we might be able to protect ourselves, though I'd rather it not come to that." Akina said studying the map carefully.


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

Anapa nods, adjusting his armor the begin to head toward the entrance of their given area


M Kobold Mouser Swashbuckler 1 HP:10 AC:20 Touch:16 Flat:15

Mak'e Ral nods as the lady lists off the rules, as he stood near Anapa's leg, "Looks like forward and to the left is only safe way." he comments as he looks at the scribbled map. He tests the hilts of his kukri and dagger, making sure both won't snag when he pulls them, and then thumbs the string of his bow, making sure it was strung well, and follows his compatriots to the entrance.


Male Kitsune Sorcerer, Level 1

Gin silently studied the map over Akina's shoulder. "I get the feeling this is all easier said than done, but then again, what isn't."


The Necropolis - Day - Late Morning - Tomb Day One

The walk through the city is quick as the avenue leading up to the gate is clear of traffic. All along the sides of the street you see people watching you. You have the feeling of being at a parade but this time you are the attraction. The air is full of dust. The dust storm yesterday hs left the city in a hazy red fog. A fine grit fills the air as you continue. The dust drops visibility to less than a hundred feet.

The gate to the necropolis

Ahead you see the wall of the necropolis raise up. The ancient looking stone is pitted and weather worn. A spiral of Pharasma is embossed on the mantle stone above the gate. A single priest dressed in red and holding a long scroll stands guard. He looks nervous. He keeps looking back into the interior of the necropolis as if expecting something to come scurrying out of the dust. He glares as if his glaze alone could propel you through the gate instantly.

As you walk up to him and stand there in the gateway to the interior you are overcome with a sense of gloom and silence from the space beyond the gate.

Priest
He moves to block your path and raises his hand to halt you. He is stiff and formal and holds his head high a wired beard pointing at you.

"Present your map and case and state the name of your team, mmmm... thank you!"

He takes your name and looks over the scroll checking off your names.

Behind him you get a glimpse at the city beyond. Ruined buildings and drifts of sand. Complete silence only made worse by the dust. The dust also creates deep shadows that hides the interiors of the buildings beyond.

He finishes his list and looks back up

Priest
"Mmmm.... thank you. You may now proceed, mmmm..... but know this. At sundown the gate closes. It will not open again mmmm..... till the sun raises."

With that he lets you pass into the interior.

The square with the Oblisk

buildings

On the other side of the gate is a wide square with a black obelisk in the center. surrounding it are several tall buildings. Their ground floors are choked with sand dunes. Between the building you can see roads heading deeper into the interior.

One to the north that swings around the buildings and takes a longer route along the wall. Probably about an hour working through the sand choked streets

The one to the east goes along the area marked with skulls. A more direct route but you are closer to the area marked as dangerous. this route is about half hour to get to the tomb.

With the priest left behind you are now alone and on your own. What do you do from here?


M Kobold Mouser Swashbuckler 1 HP:10 AC:20 Touch:16 Flat:15

Weighing his options and being cautious in nature Mak'e Ral looks to his companions. "I think we, take the northern route, it's longer walk, but...we have time." He offered.


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

Anapa nods to the kobold. Time was still on their side

I agree with the small one, but take heed of the time we have and the time we travel, i do not wish to be locked inside

Scarab Sages

Female Human (Garundi) Cleric/1
CRUNCH Bar:
HP 8/8 | AC 15 | FF 15 | T10 | Fort +2 | Ref +0 | Will +6 | Init +0 | Perception +4 | Speed 20 ft | Channel 7/7 | CLW, Bless, Burning Hands

"Agreed" Akina said leading the others up the north road.

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

"Hmpf, I wouldn't have minded the challenge! But I guess my companions must save their strength for the tomb itself hahaha." Darius jokes.

-Posted with Wayfinder


The Necropolis - Day - Late Morning - Tomb Day One

The team focuses on safety and takes the path along the wall. The houses and buildings all around loom in the haze of the dust. The windows are block and the doorways are choked with sand. Occasionally you see bones poking out of the sand.

The middle of the street provides the fastest movement.

Twenty minutes along you encounter shrines made of bones. woven intricately with wire they form spirals to Pharasma and there are even shrines to Ra and even Anubus. Out of the gloom you see a white haired priest of Pharasma wearing a big sunday hat carrying a basket of bones. He waves. "Hey folks you're making good time. First group I saw today. It's pretty quiet so keep on going you'll be fine!" He picks up a skeletal hand from his basket and waves it at you as you pass on. He doesn't seem all there in the head as he wanders off scratching his ass with the skeletal hand.

It's ten minutes more when you hear a berserker cry and the barking of dog then a tremendous crash that sounds like someone charged a wall. It is off in the gloom and echoes through the building so it is hard to place it. There is no more sounds after the crash.

The last half hour of the trip is quiet.

Ahead sits a massive black beetle, easily fifty feet tall. It's an immense mausoleum to the dead city, it is an easy landmark to find from anywhere in the city. It isn't your site but from the map you know it sits just below it.

The party continues through the streets until the tall iron fence that surrounds the graveyard appears out of the dusty gloom. After a short walk you find two ornate columns that mark the gateway. The actual gate is gone. The torn out and mangled gates sit 15 feet inside the graveyard. It's as if something big smashed through them.

The graveyard itself is full of short slabs, some fallen over. Many are half buried. In the center of the grave yard a dozen yards from you sits the tomb…

Mechanics:

Roll perception and let me know what you want to do.

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

perception: 1d20 + 6 ⇒ (1) + 6 = 7

"Get your weapons out boys. Undead might be about. "
A beetle lands on Darius' nose which he tries to get off, completely distracting him.

-Posted with Wayfinder


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

Perception: 1d20 ⇒ 20

His eyes glow as he looks around
Detect Undead
"Do not worry about the undead Darius, that is why I am here"

He simply looks around in general, disturbed graves, moved earth, shiny baubles.
His ability to detect the undead is what he relies on to find the evil that hides here

-Posted with Wayfinder


The Necropolis - Day - Late Morning - Tomb Day One

Anapa senses stretch out and he senses two things standing in the middle of the group moving along with them. But you don't see anything there with your eyes. It seems that while traveling through the city that you picked up two restless spirits that have decided to follow the group. Beyond them the entire necropolis gives a faint glow of undead life.

There is also a very faint aura emanating from the ground around the tomb. There is something below it that tomb.

In the immediate area you don't get any other strong auras. None of the undead are nearby...other than your two tag along ghosts.

Anapa is about to turn back to the tomb when he catches sight of a young girl. maybe 8 years old and in a dirty dress watching the party calmy from a doorway of a five story building. She doesn't read as undead. Noticed she slowly steps back into the shadows and is gone.


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

He stops and looks at where the girl was "I just saw a girl there, she canr be older than 8 years..." Then he turns to where the spirits are "Reveal ypurself wandering spirits, the god Anubis has made your presence known to me" he calls out to them
"Do not fear me, I only wish to talk"
Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
He then motions for his comared that they need to go to the tomb he saw the aura coming from. As soon as he has delt with these poor lost souls

-Posted with Wayfinder

Scarab Sages

Female Human (Garundi) Cleric/1
CRUNCH Bar:
HP 8/8 | AC 15 | FF 15 | T10 | Fort +2 | Ref +0 | Will +6 | Init +0 | Perception +4 | Speed 20 ft | Channel 7/7 | CLW, Bless, Burning Hands

"Anapa they mean us no harm let them be and we will continue into the tomb." Akina says while drawing her Shortspear and shield.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

Even so, they are spirits that should be put to rest. It is my duty to Anubis and to the lost He smiles, just to make sure he bares no ill will towards her for asking him to leave them be


Male Kitsune Sorcerer, Level 1

"Akina, why can nothing with you be simple?" Gin said as he lowered his hands to his side.

Scarab Sages

Female Human (Garundi) Cleric/1
CRUNCH Bar:
HP 8/8 | AC 15 | FF 15 | T10 | Fort +2 | Ref +0 | Will +6 | Init +0 | Perception +4 | Speed 20 ft | Channel 7/7 | CLW, Bless, Burning Hands

"Shush you conniving fox." Akina said turning to Gin.


Male Kitsune Sorcerer, Level 1

"Conniving? You wound me!" Said Gin with a smile and a sway of his tail.

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

"You sniff them out, I put them to rest!" Darius replies.

"Leave the ghosts alone, as long as they do not oppose us it is fine." He says as he advances into the tomb.

-Posted with Wayfinder


The Necropolis - Day - Late Morning - Tomb Day One

Anapa talks to the spirits. Their only response is to move close to Anapa. They seem to cower near him looking in every direction. Are they following the group for protection? Their actions say so but no one know what could actually hurt them they are very weak undead and couldn't hurt anyone if they tried.

The rest of the group head up to the tomb. It is a rectangular box of stone with dead palm trees sitting at each corner. The side facing him is carved in the likeness of an Osirian man dressed in ancient padded armor upon a chariot. On one side of the doors is the Osirian man upon his chariot with spear in hand and on the other side are three leaping lions.
Above all of this are words written in Osiriani. The name Akhentepi and the date 2416 AR to 2488 AR.

There are two 10' tall doors. The seams are covered in clay though some of it has crumbled away. There are no obvious hinges or handles. The biggest problem is that the doors are half covered in sand. It means hours of digging to clear the entrance.

Image of the tomb and gates


You will have to work out how to clear the doors. Times are based roughly on the group working together.
Digging by hand will mean hours.
Digging with improvised tools could mean two hours
Digging with shovels means 1 hour of digging.


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

SHOVEL!!!! :P

Anapa nods, understanding their plight. Wondering if the girl has something to do with it

With that, he takes his shovel and starts to dig

Sovereign Court

Half-orc Skald [2] Bloodrager [1] | HP 28 | AC 19 T 12 FF 17 | F +9 R +5 W +5 | CMB +5 CMD 17 | Init +3 Perc +4 | Move 30 ft
Attacks:
+1 Silversheen Nodachi +6 (1d10+5) 18-20/x2, CI Lucerne Hammer +5 (1d12+4) 20x3, Mwk Comp Longbow +5 (1d8+3), Scorp Whip 1d4+3
Skills:
Acrobatics +4, Bluff +16, Diplo +9, Intimidate +10, Knowledge (dung, hist, nobility) +7, Knowledge (local) +9, Knowledge (other) +3, Perception +4, Perform (oratory) +9, Spellcraft +6, Sense motive +9, Use Magic Device +11

cool drawings

Darius grumbles and starts to help using his greatsword as an improvised shovel.

-Posted with Wayfinder

Scarab Sages

Female Human (Garundi) Cleric/1
CRUNCH Bar:
HP 8/8 | AC 15 | FF 15 | T10 | Fort +2 | Ref +0 | Will +6 | Init +0 | Perception +4 | Speed 20 ft | Channel 7/7 | CLW, Bless, Burning Hands

Akina joins in using her shield.


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

I hope this goes quickly :P

-Posted with Wayfinder


M Kobold Mouser Swashbuckler 1 HP:10 AC:20 Touch:16 Flat:15

Mak'e Ral begins searching around the doors considering himself too small to make a major dent in the digging efforts he instead is constantly looking for anything suspicious that might indicate a trap or easier way in.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


The Necropolis - Day - Late Morning - Tomb Day One

The doors are almost clear. Mak'e Ral gives it a look and decides that they just won't open without the sand being removed. He does notice that there are crowbar marks along the seam. someone long ago had pried the doors open.

As he walks around staying out of the way of the digging effort he looks along the edge of the doors and even around the side of the tomb when Darius' sword scrapes stone and suddenly Mak'e Ral catches sight of a shape rushing closer. It is hard to tell what it is other than being long and flat and having a lot of legs but it is almost completely blended with the sand. Before he can see more it ducks behind a tombstone.

everyone should roll perception and init


Male Anubian Ifrit
Vitals:
(HP 36/36; AC 18, FF 17, T 11, CMD 18; F 8, R 5, W 7 (+1vsfire,+4vsHot); Perception +0, Init +5
Paladin 4
Skills:
Diplomacy +10 (+10 to influence friendly or helpful creatures), Handle Animal +8, Heal +6, Knowledge (religion) +7, Linguistics +2, Ride +0, Sense Motive +6

Perception: 1d20 ⇒ 7
Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

-Posted with Wayfinder

Scarab Sages

Female Human (Garundi) Cleric/1
CRUNCH Bar:
HP 8/8 | AC 15 | FF 15 | T10 | Fort +2 | Ref +0 | Will +6 | Init +0 | Perception +4 | Speed 20 ft | Channel 7/7 | CLW, Bless, Burning Hands

I must see things: 1d20 + 4 ⇒ (2) + 4 = 6
Initiative: 1d20 ⇒ 9

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