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Posting for Busy Dragorin:
Seeing that the others are puzzled by the condition afflicting himself and Deadmond, Dragorin studies it a moment. As he does so, he can't help thinking, These worthless fools, can't figure out a damned thing! Obviously, mummies cause...
Heal, Healer's Kit: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Took a little license there...

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Hmm, I guess I could roll for Dragorin.
Dragorin takes the remove disease from Halbarad and casts it on Deadmond.
Caster Level Check vs Affliction DC: 1d20 + 11 ⇒ (10) + 11 = 21
Any apparent effect?

GM Bold Strider |

Mummy Rot is an affliction that is part disease and part curse. The tricky part about Mummy Rot is that the curse must be removed before the disease, otherwise curing the disease is impossible. Additionally, it must be done quickly through magical means, otherwise the entire affliction will "reset" if one component isn't removed with the other in under a minute.

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"So is there nothing we can do for him now? We had best hurry then so we can get him back to a temple when this is done."

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Do we have any idea why the healing potion didn't work?

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"If we can't help him right now, we must press forward, and we'll tend to his wounds properly later." suggests the oread.

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Unsure how to help Desmond, Terrill turns to the cultist on the ground, saying to him roughly, "What happened here? Where does this hallway go, there must be a door somewhere."
As the man answers, Terrill listens with half an ear, the rest of his attention focused on scanning the walls and floor for secret doors or other surprises.
Intimidate: 1d20 + 18 ⇒ (19) + 18 = 37
Perception: 1d20 + 18 ⇒ (3) + 18 = 21

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While Terrill talks to the cultist, Flinders looks around.
Perception: 1d20 + 20 ⇒ (2) + 20 = 22
And keeps looking: 1d20 + 20 ⇒ (7) + 20 = 27
Still looking: 1d20 + 20 ⇒ (9) + 20 = 29

GM Bold Strider |

After a while, Flinders finds a secret passage behind the ninth sarcophagus, which seems logical now that the archaeologist thinks about it. Eight mummies and nine sarcophagi...
Terrill's tone implies danger, but his words seem nonchalant. "I am Isthemes, sir Pathfinder. I am the nephew of Amenophaeus, the Sapphire Sage. I am sure that you have at least heard of him. I had heard that the Society dispatched a team to kill Zuberi, but it seems that you killed the rest of the followers of Almaut as well."
"You know not what you have done. We have been tasked with keeping Zuberi cloistered in this pyramid for decades and ensuring that Almaut's curse remains intact. If all my brethren are slain, then there is little hope to keep Zuberi from breaking the curse and ruling over all of Osirion..." the man says despondently.
He doesn't detect as evil and doesn't ping as lying to Terrill.

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"Unless we defeat him for good, that is." Faraz says. "Where is Zuberi? He's up to something foul, no doubt trying to take over Osirion as you say. We're here to stop him." Faraz cracks his knuckles and does a few stretches.

GM Bold Strider |

The cultist stands and dusts himself off to the best of his ability. Blood stains his black robes. "He is deeper in the pyramid. We were ambushed by the mummies and a squad of Living Monoliths finished us off. They thought they had killed all of us before heading through that door that your friend is examining." Isthemes states.

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"Good thing we have our own Living Monolith." Faraz nods to Basalte. "Unfortunate that I had to replace our other Monolith, who is now off on Seeker duty, top secret."

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"A... squad of Living Monoliths?! How many were they?"
-Posted with Wayfinder

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Well, I do have a scroll of remove curse as well, but now I'm realizing that they're kind of pointless at CL 5. Might as well try, though.
Caster Level Check: 1d20 + 5 ⇒ (4) + 5 = 9 nooooope
Hal frowns irritably when the scroll crumples uselessly in Dragorin's hands, and Desmond remains cursed. Shaking his head, he helps Flinders look for secret doors and calls over his shoulder to the Almauti.
Perception: 1d20 + 21 ⇒ (5) + 21 = 26 distracted
Perception: 1d20 + 21 ⇒ (2) + 21 = 23 very distracted
Perception: 1d20 + 21 ⇒ (8) + 21 = 29 distressed about Desmond
Perception: 1d20 + 21 ⇒ (8) + 21 = 29 A whole SQUAD?
Perception: 1d20 + 21 ⇒ (15) + 21 = 36 Oh hey! A door!
"Is there some signal we can use if we encounter any of your brethren again? We've been attacked twice now."

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While I can't cure the disease or remove the curse I can at least attempt to remove some of the negative effects it has had on us.
Restoration:
Caster Level check: 1d20 + 11 ⇒ (13) + 11 = 24 For Dragorin
Caster Level check: 1d20 + 11 ⇒ (5) + 11 = 16 for Deadmond sorry
He will then try and use his CMW wand:
For Dragorin (41/87)
Caster Level check: 1d20 + 3 ⇒ (6) + 3 = 9
CMW: 2d8 + 3 ⇒ (7, 6) + 3 = 16
Caster Level check: 1d20 + 3 ⇒ (5) + 3 = 8
CMW: 2d8 + 3 ⇒ (2, 4) + 3 = 9
Caster Level check: 1d20 + 3 ⇒ (4) + 3 = 7
CMW: 2d8 + 3 ⇒ (5, 7) + 3 = 15
For Deadmon (11/100)
Caster Level check: 1d20 + 3 ⇒ (3) + 3 = 6
CMW: 2d8 + 3 ⇒ (3, 8) + 3 = 14
Caster Level check: 1d20 + 3 ⇒ (6) + 3 = 9
CMW: 2d8 + 3 ⇒ (8, 4) + 3 = 15
Caster Level check: 1d20 + 3 ⇒ (11) + 3 = 14
CMW: 2d8 + 3 ⇒ (2, 1) + 3 = 6
Wow, 6 wasted charges....

GM Bold Strider |

Dragorin reverts some of the change from the Mummy Rot, but is unable to aid Deadmond in the slightest.
Unless there is anything else, Isthemes will bow and wish you the best of luck on proceeding further into Zuberi's stronghold. "I will head back to Wati to find transport to Absalom and find my cousin. Please handle Zuberi before he can awaken."
The only thing left to do is to head through the door and confront Zuberi and his guards, it seems.
Status:
Halbarad; Flinders; Terrill @ 76/77 HP; Basalte; Faraz; Deadmond (Infected-3 Con/2 Cha Damage) @ 11/89 HP; Dragorin (Infected) @ 41/87 HP

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Before Isthemes departs, Hal asks a final question, only half expecting an answer: "What you know you of Zuberi's powers?"
He casts a number of spells on himself and the party as he listens to the reply. His comrades suddenly breathe cleaner air and Hal's feathered face grows stony, while his hands and feet becomes soft and sticky.
Life Bubble for everyone for 2 hours, plus animal aspect (tree lizard) for me. My Aspect of the Falcon should still be up, and I'll pump another Adaption for +2 Nat Armor along with a shot of gravity bow once everyone's ready.

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Terrill takes the man at his word, and prepares himself to face Zuberi. He studies the door that Flinders has found carefully, then opens it.
Check door for awfulness, with Perception and detect magic, then cast shield of faith. If no traps or other surprises found, open the door. Will wait for others to buff as needed.
Perception: 1d20 + 18 ⇒ (15) + 18 = 33

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As the Pathfinders prepare to confront Zuberi and his Monolith guards, Basalte grasps his ioun stone and empowers himself with a shield spell.

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Assuming his mage armor is still up:
Faraz prepares by doing a few dozen pushups and some stretches.

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Deadmond continues to be unconscious.

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You mean hebravelyboldly continues to be unconscious!
Corrected ;)

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With the CON damage, that obviously affects my total HP (which should be at 89 now, I think), but does it also effect my threshold for death? My CON is 14, but with 3 damage, will I die at -11 hp?

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With drain, you would. Not with damage if I'm not mistaken.

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It would seem Dragorin and Desmond are just alive enough to get ourselves killed :)
Since wand charges are a lot less expensive than a raise lets see if I can get one or two CMW on to Desmond
Caster Level: 1d20 + 3 ⇒ (14) + 3 = 17
Caster Level: 1d20 + 3 ⇒ (10) + 3 = 13
Caster Level: 1d20 + 3 ⇒ (9) + 3 = 12
Caster Level: 1d20 + 3 ⇒ (16) + 3 = 19
Caster Level: 1d20 + 3 ⇒ (2) + 3 = 5
Caster Level: 1d20 + 3 ⇒ (13) + 3 = 16
WOW I stink. 30 charges left lets hope I can get one!
Caster Level: 1d20 + 3 ⇒ (4) + 3 = 7
Caster Level: 1d20 + 3 ⇒ (20) + 3 = 23
Caster Level: 1d20 + 3 ⇒ (12) + 3 = 15
Caster Level: 1d20 + 3 ⇒ (7) + 3 = 10
Caster Level: 1d20 + 3 ⇒ (7) + 3 = 10
Caster Level: 1d20 + 3 ⇒ (6) + 3 = 9
WOOHOO I got one! CMW: 2d8 + 3 ⇒ (6, 6) + 3 = 15
Caster Level: 1d20 + 3 ⇒ (3) + 3 = 6
Caster Level: 1d20 + 3 ⇒ (17) + 3 = 20
Caster Level: 1d20 + 3 ⇒ (3) + 3 = 6
Caster Level: 1d20 + 3 ⇒ (7) + 3 = 10
Caster Level: 1d20 + 3 ⇒ (16) + 3 = 19
Caster Level: 1d20 + 3 ⇒ (14) + 3 = 17
One more! CMW: 2d8 + 3 ⇒ (1, 4) + 3 = 8
Should put him at 34/100 hopefully high enough so he doesn't get one shot to neg con.

GM Bold Strider |

Eight stone columns support the 30-foot-high vaulted ceiling in this massive square chamber. Between them lies a sunken floor filled with treasure encompassing several piles of coins, ornate chests, art and trade goods, arms and armor, and even a gilded chariot. To the south stands a set of bronze double doors engraved with the image of a single eye. These doors stand open, but a shimmering field of faint blue light stands between them. In the chamber beyond, you can see a strange black vault in which a mysterious and horrific ritual is underway. Even then, the vault still holds an amazing amount of riches. The treasure-filled area between the support columns acts as difficult terrain for anyone attempting to cross it.
As soon as Faraz steps into the room, the guards and two-headed creature bristle and ready their weapons!
Initiative:
Basalte: 1d20 + 2 ⇒ (3) + 2 = 5
Desmond: 1d20 + 6 ⇒ (19) + 6 = 25 (+4 Urban, +2 Underground)
Halbarad: 1d20 + 5 ⇒ (16) + 5 = 21
Faraz: 1d20 + 1 ⇒ (11) + 1 = 12
Terrill: 1d20 + 7 ⇒ (16) + 7 = 23
Dragorin: 1d20 + 0 ⇒ (4) + 0 = 4
Flinders: 1d20 + 4 ⇒ (2) + 4 = 6
?: 1d20 + 0 ⇒ (10) + 0 = 10
?: 1d20 + 1 ⇒ (19) + 1 = 20
Initiative:
1st: Deadmond (Infected-3 Con/2 Cha Damage) @ 34/89 HP; Halbarad; Terrill @ 76/77 HP
2nd: Living Monoliths (Red; Orange; Yellow; Green; Blue; Purple)
3rd: Faraz
4th: Ettin
5th: Flinders; Basalte; Dragorin (Infected) @ 41/87 HP

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Terrill calls upon Desna to fortify him in this battle, then moves forward into the room. On seeing the massive, two-headed creature on the pile of treasure, he pauses and lays a hand on his blade, causing it to flash blood-red for a moment! He considers what he knows of such creatures before moving in to kill it.
Knowledge (local): 1d20 + 10 ⇒ (18) + 10 = 28 vs Ettin
Knowledge (local): 1d20 + 10 ⇒ (17) + 10 = 27 vs Monoliths – unless Basalte told us everything about them.
Activate judgments of AC (+3/+6 to confirm crits) and Saves (+3 saves, +6 vs curses, diseases poisons). Move into room. Cast brow gasher. AC in stat line is updated to reflect judgment and shield of faith.

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You can assume Basalte told you all about their abilities.

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Hal decides that a single shot isn't worth it before the coming onslaught, and moves into the room to absorb a couple of blows before he lets loose his arrows.
Full defense. AC 35, Touch 21.
(Side note: just want to acknowledge that Dragorin just blew a ton of charges off a not-exactly-cheap wand. Thanks, Dragorin.)

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Sorry, I missed that, Bold - I wasn't sure which of the healing attempts worked. And Hal, I'll get you back for those charges, since they were on me.
Desmond, though still weakened by the bad case of mummy's rot that he's contracted, manages to make his way into the room. He takes a look at the ettin, and mutters, "Such a creature must be my enemy," while clutching his bone-inlaid wayfinder.
Double move, then swift action to cast instant enemy on the ettin.

GM Bold Strider |

The soul stone grants the living monolith a +2 bonus on saving throws against death effects, mind-affecting effects, effects that grant negative levels, and on saves to overcome negative levels.
A living monolith can invoke the power of his soul stone 3 times per day as a swift action, enabling him to grow in size as if using enlarge person (even if he is not a humanoid). When a living monolith first gains the soul stone ability, he must decide whether it takes the form of an ib stone or a ka stone. If the character was a spellcaster before becoming a living monolith, he can choose either an ib stone or a ka stone. If the character was not a spellcaster before becoming a living monolith, he must take a ka stone.
The Living Monoliths enrage, yelling in Osiriani that the invaders have arrived. They enlarge to twice their size, with their muscles rippling, before rushing to engage the Pathfinders.
Red Falchion @ Terrill-34 AC: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33 Can only hit on a natural 20...
Yellow Falchion @ Terrill-34 AC: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 Can only hit on a natural 20...
Purple Falchion @ Terrill-34 AC: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 Can only hit on a natural 20...
Red Falchion Confirmation @ Terrill-34 AC: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 This was unexpected...
Orange Falchion @ Faraz-20 AC: 1d20 + 11 ⇒ (14) + 11 = 25
Blue Falchion @ Deadmond-26 AC: 1d20 + 11 ⇒ (17) + 11 = 28
Faraz, Deadmond and Terrill each take the brunt of a blade, as their blood flows onto the rough stonework.
Damage-Faraz: 2d6 + 9 ⇒ (4, 6) + 9 = 19
Damage-Deadmond: 2d6 + 9 ⇒ (6, 6) + 9 = 21
Damage-Terrill: 2d6 + 9 ⇒ (6, 2) + 9 = 17
Initiative:
1st: Deadmond (Infected-3 Con/2 Cha Damage) @ 13/89 HP; Halbarad; Terrill @ 59/77 HP
2nd: Living Monoliths (Red; Orange; Yellow; Green; Blue; Purple)
3rd: Faraz @ 63/82 HP
4th: Ettin
5th: Flinders; Basalte; Dragorin (Infected) @ 41/87 HP

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Faraz enters Snapping Turtle Style (raising AC and CMD by 2) and tries to grab the orange monolith.
grapple: 1d20 + 19 ⇒ (3) + 19 = 22
Probably doesn't do it but on the off-chance that it does:
maintain grapple: 1d20 + 19 + 5 ⇒ (3) + 19 + 5 = 27
move action to pin

GM Bold Strider |

It actually does! This is one of those scenarios where they just upped the number of lower subtier monsters. These are only level 6 Monoliths (Fighter 5 / LM 1).
Faraz pins the living monolith as the ettin summons a blast of magic from his hands and lets five force missiles slam into Terrill's chest.
Magic Missile: 5d4 + 5 ⇒ (3, 1, 1, 4, 4) + 5 = 18
Initiative:
1st: Deadmond (Infected-3 Con/2 Cha Damage) @ 13/89 HP; Halbarad; Terrill @ 41/77 HP
2nd: Living Monoliths (Red; Orange-Pinned; Yellow; Green; Blue; Purple)
3rd: Faraz @ 63/82 HP
4th: Ettin
5th: Flinders; Basalte; Dragorin (Infected) @ 41/87 HP

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DMBS - Terrill cast stoneskin in this post, so the melee attack should only have done 7 damage, putting him at 51/77 hp.
Terrill winks out of existence for an instant, then appears at the Ettin's side, calling on Desna's power as he moves. He then strikes at the ettin!
Dimensional hop (40/100' used), activate Bane (4/15), attack.
+1 Keen Curve Blade attack, Bane: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
Curve blade damage: 1d10 + 9 + 2 + 2d6 ⇒ (8) + 9 + 2 + (3, 3) = 25
If that hits, Ettin needs to make a DC 15 Will save vs brow gasher or take 5 points of bleed damage per round and cumulative attack penalties.

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Hal doesn't like being jammed, but he hopes his armor will hold. He aims a full volley at the blue-stone Monolith (shifting to Yellow if Blue falls).
Orange is pinned, but I'll eat one or more AoO's from Blue. AC 31.
Manyshot @ Blue, Rapid, Deadly, Aspect, PBS, Favored: 1d20 + 17 - 2 - 3 + 1 + 1 + 6 ⇒ (4) + 17 - 2 - 3 + 1 + 1 + 6 = 24
Damage, Part 1 (Cold Iron): 2d6 + 4 + 6 + 1 + 6 ⇒ (6, 6) + 4 + 6 + 1 + 6 = 29
Damage, Part 2 (Cold Iron): 2d6 + 4 + 6 + 1 + 6 ⇒ (2, 2) + 4 + 6 + 1 + 6 = 21
Rapid @ ???, Rapid, Deadly, Aspect, PBS, Favored: 1d20 + 17 - 2 - 3 + 1 + 1 + 6 ⇒ (1) + 17 - 2 - 3 + 1 + 1 + 6 = 21 CRITICAL MISS
Iterative @ ???, Rapid, Deadly, Aspect, PBS, Favored: 1d20 + 12 - 2 - 3 + 1 + 1 + 6 ⇒ (15) + 12 - 2 - 3 + 1 + 1 + 6 = 30
Damage (Cold Iron): 2d6 + 4 + 6 + 1 + 6 ⇒ (1, 5) + 4 + 6 + 1 + 6 = 23

GM Bold Strider |

Roger that, Terrill!
Terrill cuts into the ettin, but the creature resists Terrill's Browgasher.
Will Save: 1d20 ⇒ 12
Halbarad fires off four arrows at the living monolith in his face, but the creature is able to lash out at him, but these guards are child's play for the Pathfinders.
AoO @ Halbarad-31 AC: 1d20 + 11 ⇒ (2) + 11 = 13
Halbarad's four arrows puncture deep into the living monolith's skin, killing him outright.
I can only hit half of you on a natural 20...
Initiative:
1st: Deadmond (Infected-3 Con/2 Cha Damage) @ 13/89 HP; Halbarad; Terrill @ 51/77 HP
2nd: Living Monoliths (Red; Orange-Pinned; Yellow; Green; Purple)
3rd: Faraz @ 63/82 HP
4th: Ettin
5th: Flinders; Basalte; Dragorin (Infected) @ 41/87 HP

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Ettin @ 25 damage btw.
-Posted with Wayfinder

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Basalte moves forward in the room, hoping for the monoliths' blades to rip off his hardened skin. Once he's well in the room, he conjures the power of his ka stone and rages before slashing at the ettin.
"For Sothis! For Osirion! Rhaaaargh!"
Basalte's AC is 30 at the time of the AoO, since he only enlarges/rages once he's finished moving. I think he only provokes from orange (if he can AoO while pinned).
Attacking the ettin
+1 (+3) Keen Furious Adamantine Falchion, Power Attack, Rage, Ka Stone, Good Hope, Haste, flank: 1d20 + 17 + 2 + 1 + 2 ⇒ (4) + 17 + 2 + 1 + 2 = 262d6 + 27 + 2 ⇒ (5, 4) + 27 + 2 = 38

GM Bold Strider |

Can't AoO while pinned or grappled even...
Initiative:
1st: Deadmond (Infected-3 Con/2 Cha Damage) @ 13/89 HP; Halbarad; Terrill @ 51/77 HP
2nd: Living Monoliths (Red; Orange-Pinned; Yellow; Green; Purple)
3rd: Faraz @ 63/82 HP
4th: Ettin @ 63 damage
5th: Flinders; Basalte; Dragorin (Infected) @ 41/87 HP

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Unless you're a Tetori!