
Seherab Menedes Glyphkeeper |

If we are taking a couple days off, Seherab will prepare a few extracts of identify to ID any items we have left over. A wand of identify might not be a bad idea in the future so that we can watch out for cursed items on the go.

GM Tektite |

After several days of research, Seherab is able to identify the properties of the shield and armor from the tomb.
PRICE 5,235 GP
SLOT armor CL 7th
WEIGHT 10 lbs.
AURA moderate transmutation
This suit of +1 stanching (UE) padded armor is of traditional Osirian design, consisting of a quilted cuirass of lightweight, breathable linen; a linen kilt; and a teardrop-shaped groin guard of stiffened linen. Besides its anti-bleeding properties, Akhentepi’s armor grants its wearer a sense of impending danger. Once per day as a free action when the wearer attempts an initiative check, the wearer can add a +3 insight bonus on that initiative check.
PRICE 4,399 GP
SLOT shield CL 3rd
WEIGHT 6 lbs.
AURA faint conjuration
This +1 light steel shield is fashioned in the shape of a scarab beetle—a creature that functions as a psychopomp for Pharasma, guiding the souls of the departed into the afterlife. Scarab shields are especially favored by archaeologists and tomb raiders for the protection they grant against guardians and vermin frequently found in ancient ruins and forgotten tombs. Once per day on command, a scarab shield grants its wielder a +2 sacred bonus on saving throws against fear and death effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect as a swift action for a burst of healing energy. The wielder loses the saving throw bonus, but is healed of 1d8+3 points of damage. In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder’s space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder’s space and attack the wielder normally. If the save fails, the swarm instinctively avoids the space occupied by the wielder, completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day.
After recuperating and resupplying, the party goes to the Grand Mausoleum to receive your next site allotment. As before, the priest hands you a rough drawn sketch of the location, this time a walled, two-story mansion with surrounding grounds, which the Pharasmins believe belonged to some minor nobility of the city.

Teos Oldwise |

Teos observes this new, looming challenge with his usual cheery silence. With the patience of a dwarf, he takes his time looking for the expected tomb defenses.
Perception 28.
He will then run his hands over his body, indicating to Ankhef that he would like to be a charge of mage's armor from him.
If the door and walls look safe, he will open it.

Seherab Menedes Glyphkeeper |

I'm not proficient with shields. Debating taking the armor, even though my AC would go down a point. Let's hold on to it for now, I might switch out.
Seherab studies the new site with interest. "It will certainly offer different opportunities than the last. I am ready to enter when the rest of you are." He nods and follows behind Teos.

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"Aye, let us move forward. That first tomb wasn't so bad - other than that damnable metal snake that wouldn't sit still."

Ankhef Glyphkeeper |

UMD for Wand: 1d20 + 8 ⇒ (17) + 8 = 25
Ankhef struggles to find the wand among his stuff but once he does mage armor goes off without a hitch on Teos.
UMD for Wand: 1d20 + 8 ⇒ (5) + 8 = 13
UMD for Wand: 1d20 + 8 ⇒ (10) + 8 = 18
UMD for Wand: 1d20 + 8 ⇒ (3) + 8 = 11
UMD for Wand: 1d20 + 8 ⇒ (20) + 8 = 28
It takes several tries on the snake however.

GM Tektite |

Equipped to delve once more, the party heads back into the necropolis and finds the next site, fairly easily.
Sandstone walls ten feet high enclose this estate, affording those who once lived inside some privacy. A two-story stone house is visible beyond the walls, adjoining the rear wall of the property. In the center of the estate’s southern wall stands a pair of tarnished bronze gates hanging partially open. A pair of statues flanks the gate. Dusty hieroglyphs are carved into the wall at eye level to the left of the gate.

Seherab Menedes Glyphkeeper |

"Ah!" Seherab studies the hieroglyphs on the wall. "The House of Pentheru. The family name, I guess." Seherab jots a note into his journal.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20 (+2 for unusual stonework, +1 for traps)
Looking more closely, the investigator explains, "Ah! Actually, I see some smaller hieroglyphs here that indicate these two statues represent Pentheru the Elder and Pentheru the Younger. Perhaps the founding members, I would hazard to guess. Well, through the gates then?"

Teos Oldwise |

Teos shrugs at the proclamations of the wise dwarf, and pushes the door open (assuming it will). He takes a look inside for the usual expected defenses.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17

GM Tektite |

The party notices nothing unusual and pushes open the slightly ajar gates, revealing a small entry courtyard.
Dust and sand cover the ground of this small courtyard. To the east and west stand pairs of columns, once brightly painted and now bleached from the sun, which support stone archways leading to other section of the property. Tarnished bronze gates hang open under both arches. To the north, a small flight of steps leads up to a pair of ornate doors in the south wall of the house between another set of columns.
4d20 ⇒ (16, 1, 11, 9) = 37

Seherab Menedes Glyphkeeper |

Knowledge (religion): 1d20 + 7 + 1d6 ⇒ (2) + 7 + (6) = 15
"Haunt! An angry mob! Heal it, quick!"
Seherab points in the direction of the noises he hears.

Seherab Menedes Glyphkeeper |

Seherab has nothing he can do. I have cure light wounds extracts but since they only work on me I'm guessing they wouldn't be useful against a haunt.[/ooc]

Teos Oldwise |

Teos pulls and tosses a potion of cure light wounds!
attack: 1d20 + 3 ⇒ (3) + 3 = 6
curing?: 1d8 + 1 ⇒ (7) + 1 = 8
I have no idea if this is legit. But it sounds good.
...but he misses!

Seherab Menedes Glyphkeeper |

With haunts since you only have a surprise round you technically can't draw a potion and throw it unless the GM rules that in that instance it is an improvised thrown weapon. The rules for haunts are pretty screwy, in my opinion. The only way to deal with them is channeling, casting cure spells, or using haunt siphons. The only exception I've found is a bandit rogue who can take a move, standard and swift in the surprise so they could pull and toss a potion at least.

Ankhef Glyphkeeper |

Back from KublaCon!
Ankhef will step foward 5 feet and call forth his power of healing and attempt a cure light wounds.
Attack roll: 1d20 + 3 ⇒ (12) + 3 = 15
CLW Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Seherab Menedes Glyphkeeper |

"Let's start to the left." Seherab suggests as he moves towards the door and takes a few minutes to inspect its exterior, looking for any trip wires, notches, mechanical sensors, and the like that might indicate a trap.

GM Tektite |

Seherab finds no tripwires, nor trap. The gate hang open and the dwraf easily pass through to what a[[ears to have been the garden.
The western side of the estate forms an L-shaped yard mostly given to sand, sun-dried earth, and the ancient husks of dead trees. Stone benches line the walls of the yard, and a large tiled pool sits in the southwest corner, dried and partially filled with sand. A short flight of steps leads between a pair of pillars to a set of stone doors in the west side of the house. At the north end of the yard stands a squat stone building with columns at every corner.
As you enter the courtyard, a huge centipede emerges from the empty pool and begins moving toward the party!
T: 1d20 + 2 ⇒ (5) + 2 = 7
A: 1d20 - 1 ⇒ (4) - 1 = 3
H: 1d20 + 2 ⇒ (7) + 2 = 9
C: 1d20 ⇒ 2
Initiative:
Seherab
Harkuf
Teos
Ankhef
Centipede!
Party up!

Seherab Menedes Glyphkeeper |

Let's hope to Ptah it doesn't have combat reflexes.
Seherab leads the charge in, stabbing it with his sword.
short sword, charge: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
damage: 1d6 ⇒ 6
But the scholar gets sand in his eyes along the way and misses his target. "A little assistance here!"

Teos Oldwise |

Teos moves up besides the centipede. His fist alights in fire!
1d20 + 4 ⇒ (15) + 4 = 19
physical: 1d6 + 4 ⇒ (2) + 4 = 6+fire: 1d6 ⇒ 5

GM Tektite |

Harkuf moves closer to the gigantic vermin!
Bite Attack vs Teos!: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 2d6 + 7 ⇒ (3, 3) + 7 = 13
Tail Slap vs Seherab: 1d20 + 3 ⇒ (10) + 3 = 13
Nonlethal Damage: 1d3 ⇒ 2
Trip: 1d20 + 12 ⇒ (20) + 12 = 32
The creature trie to bite Teos, but its aim is off! It then tries to swat Seherab to the ground with its tail, but aims too high!
Party up!

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Harkuf brings his quarterstaff up above his head and tries to slam it down on the centipede.
2-Handed Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Teos Oldwise |

With fist hardened by years of thrusting into stone, Teos punches at the creature.
1d20 + 4 ⇒ (3) + 4 = 7
physical: 1d8 + 3 ⇒ (1) + 3 = 4
1d20 + 4 ⇒ (15) + 4 = 19
physical: 1d8 + 3 ⇒ (3) + 3 = 6

Seherab Menedes Glyphkeeper |

Seherab tries to distract the centipede so that Harkuf can get a good hit in.
Aiding Harkuf's next attack.
short sword: 1d20 + 4 ⇒ (20) + 4 = 24
Lol. Dammit. Should have just hit him. Make it count, Harkuf!

GM Tektite |

Teos punches at the centipede, but misses with his first, though he catches the centipede in its dodge and punches it hard with his second swing!
Seherab distracts the centipede away from Harkuf!
Attack vs Teos: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16 And a Fort Save on a hit.
Attack vs Seherab: 1d20 + 3 ⇒ (19) + 3 = 22
Nonlethal Damage: 1d3 ⇒ 3
Trip!: 1d20 + 12 ⇒ (19) + 12 = 31
The centipede bites Teos, injuring him greviously, the dwarfs wound starting to burn with poison!
The oversized vermin then swings its tail, slaaping Seherab and knocking him to the ground!
Party up!

Teos Oldwise |

Teos shrugs off the poison, but is distracted enough by his grievous wounds this his blows are poorly placed.
fort vs. poison: 1d20 + 7 ⇒ (15) + 7 = 22
1d20 + 4 ⇒ (9) + 4 = 13
physical: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
1d20 + 4 ⇒ (3) + 4 = 7
physical: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Ankhef Glyphkeeper |

Ankhef will swap his spear from his hand with the light shield, step up and strike.
Stabity: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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"C'mon lads! It's just an overgrown bug; let's squash it!"
Harkuf again tries to slam his quarterstaff into the centipede.
Attack: 1d20 + 4 ⇒ (1) + 4 = 5
But he instead misses and hits the ground so hard the staff bounces off the sandstone floor and almost clubs Harkuf in the forehead.

Seherab Menedes Glyphkeeper |

Seherab stays on the ground and once again tries to aid Harkuf's attack.
short sword: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11

GM Tektite |

Teos spunches air, missing the centipede!
Ankhef's spear snakes foward and stabs the creature!
Harkuf misses everything, but the ground!
Seherab distracts the centipede from the ground!
Bite Attack vs Harkuf: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15 And a Fort Save on a hit.
Tail Attack vs Ankhef: 1d20 + 3 ⇒ (20) + 3 = 23
Nonlethal Damage: 1d3 ⇒ 2
Trip!: 1d20 + 12 ⇒ (7) + 12 = 19
Crit Confirm Tail: 1d20 + 3 ⇒ (4) + 3 = 7
Crit Damage: 1d3 ⇒ 1
The centipede bites down, its large fangs sinking into Harkuf's shoulder, while its tail sweeps around and battteres Ankhef, knocking him to the ground!
Party up!

Teos Oldwise |

Teos slows his breathing and senses the passing of moments around him. In a blur, he lashes out again.
1d20 + 4 ⇒ (5) + 4 = 9
physical: 1d6 + 4 ⇒ (1) + 4 = 5
1d20 + 4 ⇒ (3) + 4 = 7
physical: 1d6 + 4 ⇒ (2) + 4 = 6
His mystical moment proves to be utter bunk, however.

Seherab Menedes Glyphkeeper |

Seherab stabs from the ground!
short sword: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8
damage: 1d6 ⇒ 6

Ankhef Glyphkeeper |

Ankhef stabs at the beast from the ground.
Attack: 1d20 + 4 + 1 - 4 ⇒ (13) + 4 + 1 - 4 = 14
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Don't forget about bless guys!

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Fort: 1d20 + 4 ⇒ (19) + 4 = 23
"Argh - that's a nasty bite!" Harkuf takes one hand off of his quarterstaff and places it to his chest, attempting to cast a healing spell on himself without drawing the attention of the centipede.
Cast Defensively, DC 17: 1d20 + 5 ⇒ (20) + 5 = 25
Cure Light Wounds: 1d8 + 2 ⇒ (2) + 2 = 4

GM Tektite |

Teos punches once more and misses!
Seherab stabs from the ground, but can't reach the vermin!
Ankhef just misses the writhing creature!
Harkuf heals himself with a spell!
Bite Attack vs Seherab: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17 And a Fort Save
Tail vs Teos: 1d20 + 3 ⇒ (13) + 3 = 16
Nonlethal: 1d3 ⇒ 3
Tail Trip!: 1d20 + 12 ⇒ (2) + 12 = 14
The giant centipede's fangs sink deep into Seherab and the dwarf falls unconscious! It then lashes its tail at Teos, but the monk easily hops over the strike.
Party up!

Teos Oldwise |

Seeing the esteemed elder fall, Teos redoubles the effort he puts into his attacks, grunting as his fists fly.
1d20 + 4 ⇒ (7) + 4 = 11
physical: 1d8 + 4 ⇒ (7) + 4 = 11
1d20 + 4 ⇒ (10) + 4 = 14
physical: 1d8 + 4 ⇒ (6) + 4 = 10
But his blows again fail to pierce the creature's natural defenses.