
GM Zed |

Several weeks ago, you each received an anonymously delivered scroll inviting you to Sothis and suggesting that great riches could be found in the Contemptible Crypts. As with any family, even the line of Osirian pharaohs had secrets to hide. Whatever the reason for their dishonour, undesirable members of the Osirian royal family were interred in a series of secure, secret burial chambers within Sothis’s Necropolis of the Faithful known as the Contemptible Crypts.
Whatever the motivation for your response, wealth, curiosity or theological, it is through invitations, audiences and no small amount of bribery, you find yourselves at the imposing doors of the Contemptible Crypts in the Necropolis of the Faithful at Sothis...a small group of like minded individuals each with the same scroll...
The large, sandstone double doors into the crypts are unmarked and possess no clear locking mechanism. The doors are magically sealed to prevent both escape from within and unauthorized access from without — a specially keyed scarab medallion must be held against the doors to open them. Fortuitously you were able to obtain such a medallion from within the upper echelons of Pharasma’s clergy in the Necropolis of the Faithful.
...and, placing the scarab against the doors, there is a tumultuous crack and the doors open inwards slightly...stale air whistles out through the gap...all is dark within...
Welcome to the playtest!!!

Sir Alfred Stone |

Sir Alfred Stone gestures Tana to wait before pushing the doors open. My good lad, lets not be too hasty shall we. This is, after all, an Osirian crypt. The first misstep could well be your last.
Cast Heightened Awareness
Sir Stone carefully inspects the door before Tana can recklessly push it open.
Perception: 1d20 + 14 ⇒ (11) + 14 = 25

GM Zed |

Sir Stone examines the door, the glaring light of the sun almost blinding the man whilst he gazes at the bleached stone of the tomb...if there is anything untoward with the doors, he fails to see it though and eventually he has to concede that you may as well open the doors further...
Pushing the doors further open is a surprisingly easy task for such oversized masonry...the mechanical clunks and clicks whilst you push at the doors suggesting that an elaborate system of counterweights is assisting you...in no time, you have opened the doors wide enough that you may enter almost four abreast. The light of the sun penetrates the gloom, picking out motes of dust as the movement of air disturbs the resting place of the dead...
The antechamber is quite large and beyond the elaborately decorated door ahead of you, adorned with the scarab of the Osirian Pharaohs, the key feature of this room are the eight black sarcophagi. A brief examination confirms that the sarcophagi have not merely been painted black, they are in fact constructed from midnight black marble...and have a positively chilling aspect...

Sir Alfred Stone |

Peering around the room, Sir Alfred nods in agreement, Not at all. I concur with your sentiments of a few minutes ago. What is the worst that can happen.
Sir Alfred slowly advances into the room, looking for anything out of place as he proceeds.
Perception: 1d20 + 14 ⇒ (11) + 14 = 25

![]() |

"Be wary. These tombs could hold anything." The dark-eyed young man peers past round spectacles into the chamber, his eyes flitting past the physical world and into the magical auras which permeate all things.
Cast detect magic and sweep the room, his silvery rapier drawn.
Perception: 1d20 + 11 ⇒ (1) + 11 = 12

GM Zed |

Beyond the black sarcophagi and the elaborate double doors opposite the entrance to the tomb, this room is strangely featureless. A small amount of sand covers the floor, an inevitability when building within the desert…and it is this sand that first suggests all is not as it seems, a vague trace of footprints leading from the entrance to an apparently blank section of the wall in the east of the room…Sir Alfred Stone and Camel examine this anomaly together…and discover a hairline crack in the wall…door-shaped, it appears that there is a concealed exit from this room…
Meanwhile Ezekiel’s look into the ether for magical auras reveals nothing of import…the room seems terribly mundane…

GM Zed |

As Camel examines the door, he becomes increasingly frustrated by he lack of obvious openings...no handle, no key, no obvious loose brick...
His frustration is somewhat put into perspective though when the lids of the sarcophagi start to slide from their caskets...and bandaged arms start to reach outwards...
Initiative for Party / Enemy
Ezekiel, Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Camel, Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Sir Alfred Stone, Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Akadi Tana, Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Mummies, Initiative: 1d20 ⇒ 1
Initiative Order
Sir Alfred Stone, Ezekiel, Camel, Akadi Tana then
Mummies
We will run 'Block Initiative' so those with higher initiative than your enemy (in this case everyone!!!!) may post in whatever order they like
Note that, at this moment you cant actually 'see' the mummies as they are rising from their sarcophagi...the moment you move to see them for the first time, you will need to make a DC16 Will Save to avoid being Paralysed for 1d4 rounds (this is a paralysing and a mind-affecting fear effect if any of you have immunities)
You may all take your actions now

"Camel" |

I approve of this plan.
Camel thrusts his arm out and some of the condensation that surrounds him goes flying into the sarcophagus. "Good morning" says Camel as the ice attacks what he can not see.
Attack Roll (Ice Blast with Snaking Infusion vs. Touch AC): 1d20 + 12 ⇒ (3) + 12 = 15
Damage Roll If I hit: 4d6 + 5 ⇒ (3, 5, 6, 5) + 5 = 24

![]() |

The formerly expressionless young man's face breaks into a grin. "To arms!" he cries, imbuing his shout with a fraction of his psychic influence.
All of us gain a +1 morale bonus on attack rolls, and a +4 morale bonus on saves against fear.
With an effortless thought, he calls to mind the mental image of a refracted self as he steps back, rapier at the ready to strike as the creatures rise from their resting places.
Implanting Mesmeric Mirror on myself.
Will Save: 1d20 + 14 ⇒ (14) + 14 = 28

GM Zed |

Akadi Delays
Camel's ice blast cracks into one of the unseen corpses...an unearthly shriek follows...yet the attacked mummy still advances...
One by one, bandage-wrapped, desert dry hands appear at the side of the sarcophagi...and pull their long dead torsos erect..creaking with stiffness, the animated corpses step from their tombs and move to attack.
Camel and Sir Alfred Stone still need to make their Will Saves now the Mummies are clear of their sarcophagi
Mummy 2, Slam vs Akadi: 1d20 + 14 ⇒ (15) + 14 = 29, hitting for: 1d8 + 10 ⇒ (6) + 10 = 16
Mummy 3, Slam vs Sir Alfred Stone: 1d20 + 14 ⇒ (13) + 14 = 27, hitting for: 1d8 + 10 ⇒ (3) + 10 = 13
Mummy 4, Slam vs Ezekiel: 1d20 + 14 ⇒ (1) + 14 = 15, missing
Mummy 5, Slam vs Akadi: 1d20 + 14 ⇒ (14) + 14 = 28, hitting for: 1d8 + 10 ⇒ (8) + 10 = 18
Mummy 6, Slam vs Akadi, (cover): 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24, hitting for: 1d8 + 10 ⇒ (7) + 10 = 17
Mummy 7, Slam vs Sir Alfred Stone (cover): 1d20 + 14 - 4 ⇒ (9) + 14 - 4 = 19, missing
Mummy 8, Slam vs Camel: 1d20 + 14 ⇒ (19) + 14 = 33, hitting for: 1d8 + 10 ⇒ (2) + 10 = 12
Everyone may take their turn now

Akadi Tana |

WILL: 1d20 + 8 ⇒ (19) + 8 = 27
Akadi is assaulted by mummies from all sides and is barely left standing, murmuring thanks to the Desert Akadi staggers backwards pulling a potion from her belt and quickly quaffing it.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
NB: Everyone who joined me in my Seance this morning should get a +2 bonus on their saves vs paralysis

Sir Alfred Stone |

Will: 1d20 + 15 + 4 + 2 ⇒ (5) + 15 + 4 + 2 = 26
Taking a step back, Sir Alfred fixes the closest mummy with his stare (-2 to-hit, -2 damage) before casting Oppressive Boredom.
DC 20 will save each round until broken, +2 on will saves, 50% chance to ignore each round.
We're going to die. Even with Psychic Inception, Mesmerist still cannot use AoE control spells, and the mummies get all kinds of bonuses to resist or ignore what they are hit with.

![]() |

Well, we're here to see how well psychic magic handles undead... Zeke is intentionally built to use support powers more than offensive attacks, so we'll see how that goes.
Sir Alfred, how do you have three Bold Stare powers? I only have two.
As the shambling corpse swings at Ezekiel, he raises his rapier, swatting aside the bandaged arm with ease before thrusting his blade at the creature's head.
Parry: 1d20 + 15 ⇒ (10) + 15 = 25
Riposte: 1d20 + 15 ⇒ (5) + 15 = 20 Damage: 1d6 + 7 ⇒ (5) + 7 = 12
He tries to recall any facts he's learned in his studies of the undead, but he can't recall any details in the heat of battle.
Knowledge (Religion): 1d20 + 5 ⇒ (14) + 5 = 19
Zeke affixes the mummy who attacked him with his stare as thrusts at it with his rapier.
It gets -1 to will saves, attack, and damage.
Attack: 1d20 + 15 ⇒ (15) + 15 = 30 Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Critical Confirmation: 1d20 + 15 ⇒ (8) + 15 = 23 Damage: 1d6 + 7 ⇒ (2) + 7 = 9 22 damage total if it confirms.

Sir Alfred Stone |

Sir Alfred, how do you have three Bold Stare powers? I only have two.
I only have two: Psychic Inception and Will Breaker
Ahh, I was applying Hypnotic Stare to attack & damage penalties instead of will saving throws.
Well, we're here to see how well psychic magic handles undead... Zeke is intentionally built to use support powers more than offensive attacks, so we'll see how that goes.
I'm not upset, I just don't see us surviving the entire dungeon unless something fantastic happens. I'll be able to start providing feedback in the playtest thread after this encounter.

"Camel" |

Will Save: 1d20 + 19 ⇒ (7) + 19 = 26
Camel will backpedal then pour more cold into the mummy that attacked him, drawing upon his own lifeforce to augment the lethality of the attack.
I'm going to take 1 pt. of burn to empower my blast.
Attack Roll (vs. Touch AC): 1d20 + 12 ⇒ (10) + 12 = 22
Damage Roll: 4d6 + 5 ⇒ (3, 3, 1, 3) + 5 = 15 that is 22 after the empowering.

GM Zed |

A TPK in the first room is no fun….even in terms of Playtest; so I am dialling this back a notch from where it was originally pitched
As the psychic energy within the room bounces and reverberates from the walls, the more decrepit looking undead crumble…falling to the floor in heaps of dust, bonemeal and decayed hessian wraps.
Mummies 1, 5, 6 and 7 removed from the encounter
The mummified corpse attacking Ezekiel is clumsy in it’s attack and, lumbering towards the sword carrying mesmerist, is slashed at, not once but twice (Critical Confirmed). It staggers stupidly from the ferocity of the attack…but maintains it’s single minded assault. Meanwhile, Camel’s ice blast snaps against his increasingly frost covered attacker…frozen chunks start to fall from the mummy as it teeters on the edge of it’s undeath.
Mummy 2, Will Save vs Oppressive Boredom: 1d20 + 8 ⇒ (11) + 8 = 19, Will Save Failed, Mummy 2 does not act this round
One of the mummies that had been attacking Sir Alfred Stone suddenly stops dead in it’s tracks…unable to muster the willpower to continue it’s attack…
The remaining three mummies press their attack…
Mummy 3, Slam vs Akadi: 1d20 + 14 ⇒ (11) + 14 = 25, hitting for 1d8 + 10 ⇒ (2) + 10 = 12
Mummy 4, Slam vs Ezekiel: 1d20 + 14 ⇒ (13) + 14 = 27, hitting for 1d8 + 10 ⇒ (2) + 10 = 12
Mummy 8, Slam vs Camel: 1d20 + 14 ⇒ (19) + 14 = 33, hitting for 1d8 + 10 ⇒ (6) + 10 = 16
Everyone may take their turn now

"Camel" |

I don't like what I'm about to do at all, but no one puts Camel in a corner!
Camel will move past the two mummies in an effort to get some breathing room, doing is best to avoid their blows as he goes. Once he has some breathing room, he will look to the most defensive target and attack it with more cold.
He's going to move, provoking AoOs from both 3 and 4, in order to move into the middle-back of the room. He will then snake a Cold blast into whichever enemy is most injured.
Attack Roll (vs. Touch AC): 1d20 + 12 ⇒ (16) + 12 = 28
Damage Roll: 4d6 + 5 ⇒ (4, 3, 3, 4) + 5 = 19

![]() |

Did you factor in the Mummy #4's -1 to hit (and damage) Zeke from my hypnotic stare?
Ezekiel parries once more, hoping to deflect the creature's slam.
Parry: 1d20 + 15 ⇒ (19) + 15 = 34 (Wow, I think that did it.)
Riposte: 1d20 + 15 ⇒ (18) + 15 = 33 Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Riposte Confirmation: 1d20 + 15 ⇒ (7) + 15 = 22 Damage: 1d6 + 7 ⇒ (4) + 7 = 11 (Another 21 damage if a 22 confirms.)
If the creature still stands...
Pressing his advantage, Zeke thrusts forth twice more with the slender blade. I forgot that I had iteratives last round... oops!
Attack #1: 1d20 + 15 ⇒ (8) + 15 = 23 Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Attack #2: 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 1d6 + 7 ⇒ (4) + 7 = 11

Akadi Tana |

Akadi falls back, trying to get some breathing room.
Cast Grace as swift action to avoid AoO's, move around the corner out of the way, and use Trance (std action) to enhance her connection to the Cricket
"Hold fast friends, I'll be aiding you in a moment"

GM Zed |

As Camel rushes across the room, he is thumped mightily by one of the mummies…
Mummy 8, Slam vs Camel (AoO): 1d20 + 14 ⇒ (11) + 14 = 25, hitting for 1d8 + 10 ⇒ (3) + 10 = 13
Mummy 4, Slam vs Camel (AoO / Hypnotic Stare): 1d20 + 14 - 1 ⇒ (4) + 14 - 1 = 17, missing
…standing clear of them, a blast of ice snakes around and detonates the frailest of the mummies into shards of ice…
Meanwhile, Ezekiel’s blade sings as it cuts and slices the mummy attacking him…
Waiting on an action from Sir Alfred Stone

GM Zed |

Mummy 3, Will Save vs Murderous Command: 1d20 + 8 ⇒ (8) + 8 = 16, Will Save Failed
Mummy 2, Will Save vs Oppressive Boredom: 1d20 + 8 ⇒ (11) + 8 = 19, Will Save Failed
Reaching into whatever mental psyche still remains in the mummy, Sir Alfred Stone somehow bends it’s will and it’s motivations so far that it turns and slams against the nearest mummy…which remains immobile and strangely disinterested…
Mummy 3, Slam vs Mummy 2: 1d20 + 14 ⇒ (11) + 14 = 25, hitting for 1d8 + 10 ⇒ (4) + 10 = 14
The last remaining mummy, staggering as Ezekiel cuts it to ribbons, slams against him yet again…
Mummy 4, Slam vs Ezekiel (Hypnotic Stare): 1d20 + 14 - 1 ⇒ (11) + 14 - 1 = 24, hitting for 1d8 + 10 - 1 ⇒ (2) + 10 - 1 = 11
Everyone may take their turn now

![]() |

Lather, rinse, repeat.
Parry: 1d20 + 15 ⇒ (8) + 15 = 23
Riposte: 1d20 + 15 ⇒ (1) + 15 = 16 Damage: 1d6 + 7 ⇒ (4) + 7 = 11 Unable to riposte since the parry failed...
His swing to deflect the attack falls barely an inch short, and his eyes narrow as he concentrates, releasing the mental trigger imbued within his psyche. His image seems to shatter, splitting into three copies.
Mirror Image, Hit on a 1: 1d3 ⇒ 2
The bandaged arm connects... with empty air. The mirage-like image of the swordsman vanishes in a shimmer as he steps forward, pressing the assault.
If Camel's water blast kills it, I'll attack the other one instead.
Attack #1: 1d20 + 15 ⇒ (3) + 15 = 18 Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Attack #2: 1d20 + 10 ⇒ (5) + 10 = 15 Damage: 1d6 + 7 ⇒ (2) + 7 = 9

GM Zed |

As the tide of battle moves towards the final two mummies, the accuracy and effectiveness of the group suddenly seems to drop, Ezekiel, Sir Alfred Stone and Akadi all missing their targets.
One of the mummies remains curiously ambivalent towards the fight raging around it...
Mummy 2, Will Save vs Oppressive Boredom: 1d20 + 8 ⇒ (3) + 8 = 11, Will Save Failed
...whilst the other turns and slams against Ezekiel
Mummy 3, Slam vs Ezekiel: 1d20 + 14 ⇒ (12) + 14 = 26, hitting for 1d8 + 10 ⇒ (7) + 10 = 17
Everyone may take their turn now

![]() |

Mirror Image: 1d2 ⇒ 1 He got me!
Parry: 1d20 + 15 ⇒ (4) + 15 = 19
Riposte: 1d20 + 15 ⇒ (3) + 15 = 18 1d6 + 7 ⇒ (3) + 7 = 10 (Not even close.)
Zeke's new stare causes the new mummy to take a minus two penalty to attacks, but no penalty to damage.
Zeke reels from the blow, but gracefully recovers and fixes the shambling corpse with a withering stare before lunging forward with a devastating blow. Under the psychic assault of his gaze, the creature's weakest point is revealed and his strike hits home.
I get to use my new precision damage now...
Attack #1: 1d20 + 15 ⇒ (20) + 15 = 35 1d6 + 7 + 2d6 + 3 ⇒ (3) + 7 + (3, 6) + 3 = 22
Confirmation: 1d20 + 15 ⇒ (18) + 15 = 33 1d6 + 7 ⇒ (2) + 7 = 9 31 damage total.
Attack #2: 1d20 + 15 ⇒ (1) + 15 = 16 1d6 + 7 ⇒ (6) + 7 = 13 (Nope.)

GM Zed |

Camel and Ezekiel both land telling blows on the moving mummy whilst, amazingly, the stationary mummy remains distracted whilst the battle rages around it...
Save vs Oppressive Boredom:1d20 + 8 ⇒ (4) + 8 = 12, Will Save Failed
...the moving mummy, barely standing, continues to slam against Ezekiel
Mummy 3, Slam vs Ezekiel: 1d20 + 14 ⇒ (10) + 14 = 24, hitting for 1d8 + 10 ⇒ (1) + 10 = 11
Everyone may take their turn now

GM Zed |

With the last remaining mummy seemingly fascinated by whatever is occupying it's undead mind, the group finish it off quickly... Whatever provoked the mummies to attack may remain forever a mystery as their cadavers quickly crumble to dust, sand and hessian.
As Akadi moves close to the door, scarab in her pocket, cracks starter to appear in the wall...mere moments later, with a massive inrush of hot air from outside, the door swings open. Beyond the door, a corridor that heads to the north, past a eastern leading door, into a large chamber...
...and the sound of shuffling...

GM Zed |

...waiting at the doorway, you don't tarry for long before the shuffling noise and the 'tapping' reveals itself to be a shambling skeleton. A thick tangle of discolored entrails clings to this lurching skeleton’s torso and winds upward to loll from its jaw like a clawed tongue. Seeing you, silhouetted in the doorway, it reaches out at you...mouth flapping wordlessly...
Initiative for Party / Enemy
Ezekiel, Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Camel, Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Sir Alfred Stone, Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Akadi Tana, Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Mohrg, Initiative: 1d20 + 10 ⇒ (15) + 10 = 25
Initiative Order
Ezekiel then
Mohrg then
Sir Alfred Stone, Akadi Tana and Camel
Ezekiel, you may take your actions now