| Ankhef Glyphkeeper |
Ankhef finishes summoning his celestial eagle.
The Eagle will smite evil and unleash a flurry of claws and beak on the target in back.
Claw: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Bite: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
+1 Damage on each hit if evil.
Ankhef will 5ft step and cast guidance on Teos.
Harkuf Tombguard
|
Harkuf moves around to join Seherab. He swings around the columnAt the offending gentleman.
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
| Teos Oldwise |
Teos stops his punch mid throw and grunts in acknowledgement. He quickly moves to disarm the the Osiriani and bind him.
CMD 28 to escape, if it matters
Harkuf Tombguard
|
Harkuf leans on his staff as he catches his breath after the fight. He eyes the surrendered man up and down, cautiously.
"So, what are you and your friends doing in our tomb?"
| Seherab Menedes Glyphkeeper |
Knowledge (arcana): 1d20 + 7 + 1d6 ⇒ (2) + 7 + (3) = 12
Knowledge (dungeoneering): 1d20 + 7 + 1d6 ⇒ (20) + 7 + (2) = 29
Knowledge (engineering): 1d20 + 9 + 1d6 ⇒ (2) + 9 + (2) = 13
Knowledge (geography): 1d20 + 7 + 1d6 ⇒ (3) + 7 + (4) = 14
Knowledge (history): 1d20 + 7 + 1d6 ⇒ (6) + 7 + (4) = 17 (+9 on checks that pertain to dwarves or their enemies)
Knowledge (local): 1d20 + 7 + 1d6 ⇒ (1) + 7 + (5) = 13
Knowledge (nature): 1d20 + 7 + 1d6 ⇒ (19) + 7 + (4) = 30
Knowledge (nobility): 1d20 + 7 + 1d6 ⇒ (16) + 7 + (3) = 26
Knowledge (planes): 1d20 + 7 + 1d6 ⇒ (6) + 7 + (1) = 14
Knowledge (religion): 1d20 + 8 + 1d6 ⇒ (12) + 8 + (5) = 25
Spellcraft: 1d20 + 7 + 1d6 ⇒ (14) + 7 + (1) = 22
"Hmm," the scholar ponders the lost treasure, intrigued.
Still in NZ for another 6 days or so! Wifi for a few days (although very busy) but I'll try to keep up until I get back.
Harkuf Tombguard
|
Harkuf lets out a huff, "Well, what's so special about this mask that would bring you down here? You know you'll be turned in for poaching on our turf, don't ya?!"
Harkuf shifts his weight, leaning a little more on the quarterstaff, but glaring all the more at the bound man.
| Seherab Menedes Glyphkeeper |
"Unfortunately her divine mission does not agree with the rules we all agreed to concerning the exploration of our own sites and only our own sites. We've got no choice but to report you and ask you to hand over anything you may have already taken from our site."
| Seherab Menedes Glyphkeeper |
"We should take back anything they took from this place and then go report them right away. I don't want to play babysitter longer than needed. I could use a rest anyways and then we can come back down here and finish our exploration."
| GM Tektite |
Returning back to Living city, the party brings rogue group to the authorities, handing them over to the Pharasmins. As a sort of reward, you a given a share of their possessions.
Reward for the group
alluring golden apple, scroll of charm person, scroll of invisibility, scroll of magic missile, scroll of warding weapon, scrolls of bless (2), scroll of cure moderate wounds, scroll of effortless armor, scroll of hold person, scroll of magic weapon, scroll of sound burst, scroll of burning hands (CL 2nd), scroll of flaming sphere, scroll of identify, scroll of levitate, scroll of magic missile, scroll of shocking grasp (CL 2nd)
wand of cure light wounds (26 charges), wand of grease (10 charges), wand of vanish (9 charges); wand of scorching ray (6 charges), wand of shield (9 charges)
potion of cure light wounds, potion of hide from undead
bracers of armor +1, +1 leather armor
alchemist’s fire (4), holy water (2), acid
| Seherab Menedes Glyphkeeper |
"Some bracers for our silent brother!" Seherab hands them to Teos. "Does anyone else want this wand?" he holds up the wand of shield.
"How about this armor? Harkuf, it seems a bit nicer than yours I think."
The scrolls and rest of the wands should be distributed between Harkuf and Ankhef I guess. Someone else can have the potions since I have extracts. If no one wants the splash weapons I'll take them.
| Seherab Menedes Glyphkeeper |
Yep! Let's go!
Seherab leads the way to an open hall in the center was left unexplored.
| GM Tektite |
Seherab leads the way to the central room. A large, star-shaped fountain with a circular basin in the center occupies most of this octagonal chamber, surrounded by a ring of stones engraved with hieroglyphs. Roaring blue flames rise from the basin to almost touch the ceiling. This pool is a near twin to the pool on the ground floor.
Electing to finish off the eastern portion of the underlevel. The party heads up the corridor the Scorched Hand exited, and find the a burial chamber. Hieroglyphs cover the walls of this chamber. In the middle of the room, a large and majestic stone sarcophagus rests atop a raised stone platform, and several clay jars sit on the floor nearby. Two lacquered benches stand near the doors to the south.
| Seherab Menedes Glyphkeeper |
Seherab stands in awe of the blue-flamed fountain in the central room but doesn't know what to make of the still-roaring flames.
Knowledge?: 1d20 + 7 + 1d6 ⇒ (14) + 7 + (2) = 23 (+1 more for religion, +2 more for engineering)
Seherab steps into the next room and begins examining the many artifacts to be found, especially the sarcophagus.
Perception: 1d20 + 12 ⇒ (3) + 12 = 15 (+14 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion., +14 to notice unusual stonework)
dice=Knowledge (history)]1d20 + 7 + 1d6[/dice] (+9 on checks that pertain to dwarves or their enemies)
Knowledge (religion): 1d20 + 8 + 1d6 ⇒ (17) + 8 + (3) = 28
| Teos Oldwise |
Teos treads gingerly - all of this magnificence is well beyond his simple experiences, or understanding.
| Seherab Menedes Glyphkeeper |
Seherab holds up a hand as something catches his eye. Oh no! Did I just look at what I think I looked at!
| GM Tektite |
| Seherab Menedes Glyphkeeper |
"Yes, these is a glyph down here on the sarcophagus. We need to be careful not to cross over it or disturb it in any way."
"I just had another realization too!" he runs back to the fountain with the blue flame and sticks his hand in! "Ha! You see, just as I thought! It's an illusion! There's water down there, good clean water! And being that this is a temple of Nethys, I would suspect that it would be a boon to spellcasters." Allowing her to cast one spell of the evocation school at +1 caster level and with a +1 bonus to the saving throw DC. The effect lasts for 24 hours or until used, and the benefit can be gained only once per day. Water removed from this room loses all magic and becomes ordinary water.
| Seherab Menedes Glyphkeeper |
Can they be disabled? I don't remember how glyphs work. If so, Seherab will try to disable it:
Disable Device: 1d20 + 12 ⇒ (20) + 12 = 32
| GM Tektite |
They can if you can disable magical traps. Looks like you have trapfinding!
Seherab carefully works at the glyph, changing its design to make it harmless!
Inside the sarcophagus, the party finds Inside a mummy, wearing a simple onyx funerary mask worth 20 gp and a gold and black-enameled holy symbol of Nethys worth 50 gp, is laid to rest next to a mummified rat, apparently a familiar in life. The clay canopic jars are sealed with wax, but if opened, they contain only desiccated and preserved internal organs.
Seherab notices a secret catch near the top of the sarcophagus. Pressing it causes the platform under the sarcophagus to slide to the south on a set of concealed tracks, revealing a secret opening beneath it! Inside secret compartment contains a pearl of power (1st level) and a ring of the grasping grave.
| Seherab Menedes Glyphkeeper |
Seherab hands the pearl to Harkuf. He shrugs and puts the ring on his own finger. Just for now. We can sell it though; it's probably not worth using most of the time since it just prevents undead from being healed. And if we come across an evil cleric healing their undead minions, anyone's action is probably better spent just killing the cleric.
"Very interesting stuff in here, and fine workmanship on this compartment! Let's go back down the hall."
Seherab leads the way to the southwestern doors and, after inspecting for traps, leads the way!
| Teos Oldwise |
Teos follows closely, always concerned for the well being of the brave Seherab.
perception: 1d20 + 9 ⇒ (9) + 9 = 18
| GM Tektite |
Seherab opens the next door to reveal a shrine. A stone altar flanked by two bronze urns sits against the north wall of this chamber. To the south, three rows of stone pews face the altar. A lacquered wooden cabinet is bolted to the western wall at head level, and a long stone table runs parallel to the east wall. Stone double doors exit the room to the east and west.
A spear wielding, skeletal figure stands near the altar, turning as the party enters, it begins moving toward the party!
H: 1d20 + 2 ⇒ (20) + 2 = 22
S: 1d20 + 3 ⇒ (20) + 3 = 23 +2 underground
T: 1d20 + 2 ⇒ (3) + 2 = 5
SC: 1d20 + 6 ⇒ (13) + 6 = 19
Initiative:
Seherab
Harkuf
Skeleton
Ankhef
Teos
Seherab and Harkuf!
Harkuf Tombguard
|
"Another bag o' bones for us to break up, eh?" Harkuf asks of nobody in particular. He easily makes his way into the chamber, drawing his new warhammer as he does so. He hefts it in both hands, bringing it down on the skeleton.
Adamantine Warhammer: 1d20 + 6 ⇒ (15) + 6 = 21
Blunt Damage: 1d8 + 4 ⇒ (2) + 4 = 6
| Seherab Menedes Glyphkeeper |
Sererab follows his dwarven brother and pulls out his small mace to break some bones!
light mace piranha strike: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
damage: 1d6 + 2 ⇒ (2) + 2 = 4
| GM Tektite |
Harkuf darts into the room and hits the skeleton with his hammer!
Seherab follows, knocking away a bone with his mace!
Attack vs Harkuf: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d8 + 12 ⇒ (6) + 12 = 18
Channel Smite: 1d6 ⇒ 2 DC 11 Will for half of the smite
The skeleton charges his spear with negative energy and stabs at Harkuf, but misses!
Party up!
| Seherab Menedes Glyphkeeper |
Seherab keeps swinging!
light mace piranha strike: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
damage: 1d6 + 2 ⇒ (3) + 2 = 5
| Teos Oldwise |
Teos slides in quickly and attempts to grab the undead abomination.
grapple: 1d20 + 8 ⇒ (20) + 8 = 28
The effect is much akin to thunder of an angry, charging camel!
Harkuf Tombguard
|
"Sit down, ya bunch of dusty bones!"
Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Harkuf tries to swing at the skeleton using two hands!
| Seherab Menedes Glyphkeeper |
"Keep him right there, yeah!"
light mace piranha strike: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
damage: 1d6 + 2 ⇒ (2) + 2 = 4
let's add some inspiration to that attack: 1d6 ⇒ 3
| Teos Oldwise |
Teos attempts a pin, but suddenly finds his hold slippery.
1d20 + 8 + 5 ⇒ (2) + 8 + 5 = 15 It's free - well assuming its CMD is 15 or less
Harkuf Tombguard
|
"Hold that thing still, Teos!" Harkuf shouts in exasperation before taking another swing at the skeleton.
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Confirm?: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 2d8 + 8 ⇒ (1, 7) + 8 = 16
"Take THAT!"
| GM Tektite |
Harkuf hits the skeleton with a devastating blow, finishing it!
Out of Combat
Examining the remains of the skelton, you find a mithral shirt, spear of the watchful guardian, wooden holy symbol of Nethys, and keys to temple crypts.
SLOT none CL 5th WEIGHT 6 lbs.
AURA faint transmutation
This magically strengthened bronze-tipped +1 spear enables its wielder to better face a variety of foes. Originally created by priests of Nethys for use by their temple guards, a spear of the watchful guardian also grants its wielder arcane aid to strike true. Once per day as a standard action, the wielder of a spear of the watchful guardian can alter the physical properties of the weapon, allowing it to bypass damage reduction of one of the following types: bludgeoning, cold iron, silver, or slashing. This change lasts for 5 minutes. In addition, if the wielder of a spear of the watchful guardian fails an attack roll, as an immediate action once per day, she can retroactively add a +1 competence bonus on that roll. If this bonus is enough to make the failure a success, the attack roll succeeds.
Finally, a spear of the watchful guardian sharpens the senses of its wielder, granting her a +2 insight bonus on Perception checks.
The lacquered cabinet on the west wall holds simple religious tools, including a gold chalice engraved with the visage of Nethys worth 50 gp.
After healing, the party heads through the western doors, into the main crypt room.
After some searching, you find a secret door that hides a small room with a chest. The chest holds a few riches, consisting of apprentice’s cheating gloves, a potion of bull’s strength, two potions of cure moderate wounds, 330 gp, and a pouch containing six rubies worth 25 gp each.
And you have finished Book 1. Level up to 4!