
Rameth the Delver |

Rameth swings again
Mutated Morning Star: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23 for 1d8 + 7 ⇒ (3) + 7 = 10
To aid dwalindor Mutated Morning Star: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8

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Dwalindor steps over and swings again, still doubtful his head will hurt the serpent.
"Rameth, I think my beard may get tangled in these bones. I am sticking with old Lucy here. " as he pats the haft of his lucern hammer.
Lucern, pa, assist: 1d20 + 6 - 1 + 2 ⇒ (8) + 6 - 1 + 2 = 15 Blunt damage : 1d12 + 4 + 3 ⇒ (12) + 4 + 3 = 19
Probably breaking more floor tiles, even with Rameths help.

Rameth the Delver |

See! Told you.

DMummy |

Rameth jumping the gun![ooc]
Rameth's in the midst of mocking Dwalindor when the hammer whips through the monster's skull and crushes it into powder.
Rameth's blow swings on a target that falls limp, causing him to spin around as his attack meets no resistance from the air that was previously filled with the necrophidius.
[ooc]You're out of combat again.

Rameth the Delver |

Rameth immediately goes into his bag and pulls out three pieces of jerky.
Well done boy. You earned this. He gives a piece to each head.
Alright lets see what we can see!
1d20 + 9 ⇒ (19) + 9 = 28 percep

DMummy |

You don't find any treasure, but you do detect the faint traces of an inscription on the door.
You can roll Knowledge (Arcana) DC 23 or Spellcraft DC 18 to determine the nature of the inscription.
Additionally the statue at the north end of the room is odd. You see subtle indentations around the figure's ears and chin, as if something was supposed to be placed over the figure's head or on its face. Additionally there's a fine layer of dust coating the statue's body but the head is free of dust.

DMummy |

As you're searching through the rooms you suddenly hear a burst of bright, cherry music and feel a cool breeze waft through the room. When you look in your packs you see a small vial with a red and green bow tied around the neck. The liquid inside smells of peppermint and cinnamon.
Drinking the peppermint potion restores one ability, rage, inspiration or spell from your spellbook. Merry Christmas!

Rameth the Delver |

Rematch searches his pack and is surprised to also find a small box, wrapped brightly, inside there is a treat for Trip, he gives it to him and watches Trip play with his new toy.
1d20 + 2 + 1d6 ⇒ (18) + 2 + (4) = 24 arcana
1d20 + 9 ⇒ (3) + 9 = 12 spellcraft

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Whatcha see here, Rameth?"
Dwalindor looks around, thinking he smells peppermint...
survival: 1d20 + 8 ⇒ (20) + 8 = 28

Rameth the Delver |

Rematch heads through the door, that was recently discharged.

Rameth the Delver |

oh., do we have an updated map? In any event we would go through the other door that we didn't open up/go through.

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Dwalindor follows.

DMummy |

Map! Only of the new room however!
Two columns carved to resemble men with their arms crossed over their chests, holding a khopesh in one hand and an ankh in the other, support the ceiling of this long chamber. Deep alcoves in the walls form burial chambers, some of which are sealed with stone doors. Other sepulchers just have sarcophagi tucked inside, while a few appear empty.
Please roll Perception and Knowledge (Religion)

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Dealindor peers around the room.
"Secret rooms are supposed to hold secret treasures...right Rameth? ."
Percept : 1d20 + 7 ⇒ (14) + 7 = 21 +2 vs stone

Rameth the Delver |

1d20 + 9 ⇒ (9) + 9 = 18 percep
1d20 + 8 - 1 + 1d6 ⇒ (14) + 8 - 1 + (4) = 25 religion
dwalindor I think we made the right choice hiring you.

DMummy |

Dwalindor's exploration of the tomb discovers the stone doors to what you presume to be alcoves are sealed - you can tell the best efforts were made to make sure the stone doors there remain sealed. Well, the best efforts of humans. You're pretty confident you could break open those sealed doors without much effort.
You look into one alcove in particular and discover another false wall, but as you open it and see a small chest, you hear the groan that you've become all too familiar with - the groan of the undead.
A corpse comes shambling out of an alcove to the southwest.
Initiative (Monster): 1d20 + 5 ⇒ (14) + 5 = 19
Initiative (Azubah): 1d20 ⇒ 5
Initiative (Calin): 1d20 + 4 ⇒ (18) + 4 = 22
Initiative (Dwalindor): 1d20 + 2 ⇒ (2) + 2 = 4
Initiative (Rameth): 1d20 + 2 ⇒ (17) + 2 = 19
Slowly it stumbles towards you.

Rameth the Delver |

Zombie or other?

Rameth the Delver |

Cool, we fought zombies before
Slash it!

Rameth the Delver |

Rameth charges 1d20 + 8 - 1 + 2 ⇒ (18) + 8 - 1 + 2 = 27 for 1d4 + 5 + 1 + 2 ⇒ (1) + 5 + 1 + 2 = 9 Rameth whips out his dagger as he charges

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"Slash it? You got it boss man ."
Dwalindor drops his hammer and draws his waraxe as he moves up.
Axe, fav : 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 for Dmg : 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Rameth the Delver |

1d20 + 8 - 1 + 1d6 ⇒ (3) + 8 - 1 + (3) = 13 religion what is it, how do we hurt it
Just bash it! Slashing didn't seem to work

Rameth the Delver |

This place sucks!. Dead guys trying to strangle us!
poetry...

Calin Tinderfoot |

Calin and Tobbs followed Rameth and Dwalindor into the room. Upon seeing the corpse Tobbs charges at Calin yells, "Kill!"
Bite: 1d20 + 6 ⇒ (14) + 6 = 20damage: 1d6 + 4 ⇒ (3) + 4 = 7
Calin steps into a square trying for a clear shot.
attack: 1d20 + 6 ⇒ (8) + 6 = 14damage: 1d6 ⇒ 2

DMummy |

Tobbs' jaws clamp on to the corpse and start to tear, but they resist the terrible damage well.
Calin's arrow hits the corpse but skitters across it and collapses.
The corpse does collapse after Tobbs' attack however.
Combat is not over! Describe your movements after the corpse collapses.

Rameth the Delver |

Rematch immediately does a CDG on the thing to make sure it is dead
2d8 + 16 ⇒ (6, 2) + 16 = 24

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Dwalindor will stow his axe and pick up his hammer again, looking for any more of the creeps.
"Good job, Calin and Tobbs

DMummy |

Rematch immediately does a CDG on the thing to make sure it is dead
2d8+16
...
Calin, you discover the same secret door as Dwalindor that has a chest concealed in the wall. You don't believe the chest is trapped.
Let me know if you guys want to open the sarcophagi, sealed alcoves or chest.

Rameth the Delver |

Sarcophagi

DMummy |

When you push one of the stone slabs off the top of one of the sarcophagi you find a mummy still interred. Aside from the sundry grave goods, a wooden holy symbol and the jars that presumably contain their organs you find a golden funerary mask.
The mask is worth 100 gp.
Each sarcophagus you open is the same, there are three sarcophagi that are viewable - although you might have more behind the sealed slabs.

Rameth the Delver |

will take time to appraise them when we leave.
moving on to the chest
1d20 + 10 ⇒ (3) + 10 = 13 trap check
1d20 + 10 ⇒ (8) + 10 = 18 DD
[b]I could use another hit of that wand Azubah 1d8 + 1 ⇒ (8) + 1 = 9 assuming it gets done

Azubah |

"Oh yes, of course. Aroden mends the wounds of the brave."
Sorry for my absence. Holiday festivities took a lot of my time.

DMummy |

Sorry for my absence. Holiday festivities took a lot of my time.
No worries, welcome back.
The chest is unlocked and within you find a pair of gloves, three potions in simple glass vials, a sack containing platinum coins and several red stones.
The chest contains a pair of apprentice’s cheating gloves, a potion of bull’s strength, two potions of cure moderate wounds, 330 gp in platinum, and the rubies are each worth 25 gp each.

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Best get it over with then.
Dwalindor will move to one of the slabs and waits for others to get into position before opening.

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Dwalindor will stand within reach with his hammer, allowing others closer if they desire.
Can more than one person be at the foot of the slab? They seem surrounded on 3 sides by walls?

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Dwalindor will take his lucern hammer, spit in both hands to get a good grip and then slam the hammer head down on the first slab.
Stand back!
hammer+pa: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25 for dmg: 1d12 + 4 + 3 ⇒ (11) + 4 + 3 = 18
hammer+pa: 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 15 for dmg: 1d12 + 4 + 3 ⇒ (2) + 4 + 3 = 9
hammer+pa: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16 for dmg: 1d12 + 4 + 3 ⇒ (6) + 4 + 3 = 13
hammer+pa: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9 for dmg: 1d12 + 4 + 3 ⇒ (5) + 4 + 3 = 12