
GM Pox |

1d20 + 3 ⇒ (12) + 3 = 15 Saves and takes 1..
Hemket fires a brutal arrow into the pack, dispersing it by quite a bit..
Marius and Calla try aoe's but are mostly ineffective..
Hadjii starts a summoning spell..
The swarm of cats move, tearing their way over Bandit and settling down on top of Marius, Hemket, and Hadjii..
Attack Bandit: 1d20 + 7 ⇒ (15) + 7 = 22
Attack Hadjii: 1d20 + 7 ⇒ (2) + 7 = 9
Attack Hemket: 1d20 + 7 ⇒ (20) + 7 = 27
Attack Marius: 1d20 + 7 ⇒ (11) + 7 = 18
Lol.. Confirm Hemket: 1d20 + 7 ⇒ (17) + 7 = 24
Bandit Damage: 1d6 ⇒ 1
Hemket Damage: 2d6 ⇒ (3, 1) = 4
Marius Damage: 1d6 ⇒ 2
You each need to make 2 fort saves.. 1st is disease(DC 13), 2nd is nauseated(DC 13)..
Bandit attempts to bite the kitties but misses..
Rajik rages and swings his cleaver..
Attack: 1d20 + 9 ⇒ (5) + 9 = 14 But misses as well.. Rage 5/8
11/19
Yall are up again..

Marius Bergan |

Shouldn't the swarms just auto hit which means they couldn't crit on Hemket?

GM Pox |

I think the larger ones have to roll attacks.. I was curious about that too, but the stat block for the creature has attack rolls..
UBASHKI SWARM CR 2
XP 600
Pathfinder RPG Campaign Setting: Lost Kingdoms 19
NE Tiny undead (swarm)
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 19 (3d8+6)
Fort +3, Ref +6, Will +3
Defensive Abilities half damage from weapons, swarm traits;
Immune undead traits
OFFENSE
Speed 30 ft.
Melee swarm +7 (1d6 plus distraction and disease)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13)
STATISTICS
Str 5, Dex 17, Con —, Int 2, Wis 10, Cha 15
Base Atk +2; CMB —; CMD —
Feats Lightning Reflexes, Weapon Finesse
Skills Climb +5, Perception +5, Stealth +15; Racial Modifiers
+4 Climb, +4 Stealth
SPECIAL ABILITIES
Disease (Ex) Ubashki fever: Injury; save Fort DC 13; onset 1d3
days; frequency 1/day; effect 1d2 Str damage and 1d2 Wis
damage; cure 2 consecutive saves. A creature afflicted by
ubashki fever develops unsightly splotches and sores all over
its body that persist until the disease is cured.
I show yall because i thought it was weird too..

Calla Voni |

Calla does not have much to do. They are too many to try and hit them with her recently acquired crossbow, and she cannot send another flask now that they are surrounding her team, so she shots a spell at them, certain that at least 1 of the 300 cats she will hit!
"Disrupt Undead!"

GM Pox |

They do have an AC Unfortunately.. So you will need to roll.. Dont worry about the firing into melee penalty..

Calla Voni |

According to swarm rules, they cannot be targeted by spells that affect a limited amount of individuals, So Disrupt Undead is, per rules, totally ineffective against them. But:
TOuch Ray: 1d20 + 3 ⇒ (16) + 3 = 19! Damage: 1d6 ⇒ 6

GM Pox |

Yea well this is some sorta weird swarm that has its own rules.. If it can target attacks you can target it imo..
Calla's Ray does some melting of kitty fur.. The swarm is not looking so good..

Hemket |

"So I guess it's a 'no' on the catnip. "
fort save: 1d20 + 5 ⇒ (11) + 5 = 16
fort save: 1d20 + 5 ⇒ (11) + 5 = 16
And he'll take another shot after moving 5' out of the swarm. Since they are tiny and he is no longer in their square, they get no AOO.
to hit: 1d20 + 9 ⇒ (11) + 9 = 20 damage: 1d8 + 4 ⇒ (6) + 4 = 10
HP 16/20

Hadjii |

(The Shield Companion spell gives Bandit +1 Resistance on all saves:)
BANDIT's Fortitude save vs Disease: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
BANDIT's Fortitude save vs Distraction: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Hadjii finishes his Summoning, and runs through out of the swarm and up to the doors at the south end of the room.
the little dog snaps at the swarm:
pitbull's bite attack: 1d20 + 4 ⇒ (13) + 4 = 17
if AC 17 hits, then 1d4 + 4 ⇒ (1) + 4 = 5 points of damage

GM Pox |

Between Hemket and the summoned dog the swarm is dispersed..
Bandit spends a few seconds throwing up his breakfast though..
Marius Fort: 1d20 + 4 ⇒ (9) + 4 = 13
Marius Fort: 1d20 + 4 ⇒ (18) + 4 = 22
Marius is also ok.. He channels to heal the group..
Channel: 1d6 ⇒ 6
Hadjii Fort: 1d20 + 4 ⇒ (5) + 4 = 9
1d20 + 4 ⇒ (15) + 4 = 19
Hadjii is not so lucky and catches the disease!
The group pushes on to the next and final room..
A stone sarcophagus rests atop a stone platform occupying the southern end of this room. The lid of the sarcophagus bears the likeness of a man and is inlaid with gemstones and trimmed in gold. Two lacquered benches run parallel to the east and west walls just north of the platform. Hieroglyphs line the walls of the chamber, and stone torch holders are set in all four corners.
Searching slowly the group decides nothing is trapped.. Although when they open the sarcophagus a loud shriek comes from within.. Everyone needs to make a Will Save..

Calla Voni |

Calla was impressed by the Sarcophagus, but the image of their encounter with the last one instantly comes back to her mind, making the woman fear it. She had the desire to carry it whole back (If it did not attack them), but then someone had the bright idea of opening it...
Will Save: 1d20 + 4 ⇒ (17) + 4 = 21
Thanks god!

GM Pox |

If it had been something serious i would have let yall make the decision of what you wanted to do.. Its not so i was wrapping it up..

Hadjii |

Hadjii had to save vs disease even though the swarm's attack missed him?
Hadjii's Will save: 1d20 + 7 ⇒ (17) + 7 = 24
BANDIT's Will save: 1d20 + 2 ⇒ (19) + 2 = 21

GM Pox |

Will Marius: 1d20 + 9 ⇒ (11) + 9 = 20
Will Rajik: 1d20 + 2 ⇒ (10) + 2 = 12
Hemket and Rajik are frightened for 3 rounds, the rest of you are shaken for 1.. The source is a mummified house cat that glows magical after inspection.. Spellcraft
The sarcophagus also contains:
Pentheru’s gold funerary mask(150gp/A)
A gold-and-turquoise scarab pendent(50gp/A)
Several small semiprecious stones(40gp)
50 platinum pieces
Additionally several small semiprecious stones(40gp) can be removed from the lid.. The gold leaf(20gp) can be salvaged as well..
I think your appraise is good enough to auto get stuff so ill just post the worth..
And thats the House of Pentheru! Congrats! You may now level to 3rd!

Calla Voni |

Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21
Calla analyzes the sarcophagus fully, before letting the others salvage the treasure.
The sarcophagus is empty??? Can it be taken whole for a better price? Also, did I lose the connection to the haunted ring or was there no corpse anywhere? Was it the body in the upper level?

GM Pox |

Posted in Discussion about other questions..
MUMMIFIED GUARDIAN PRICE
3,500 GP
SLOT none CL 3rd WEIGHT 3 lbs.
AURA faint necromancy
This mummified house cat—dried, filled
with sand, and bound in linen wrappings—
appears to be nothing more than a family
pet buried alongside its deceased master.
Far more than a mere pet, however, a
mummified guardian protects and preserves
the corpse it is interred with and acts as a
guardian against grave robbers and looters,
potentially driving such trespassers toward
more dangerous defenders or traps. When placed inside a
sarcophagus or coffin alongside a dead body and activated,
a mummified guardian also infuses the corpse with positive
energy, preventing the body from being turned into an
undead creature, as sanctify corpseUM.
In addition, the mummified guardian also creates a magical
ward around the sarcophagus containing it. If the sarcophagus
is opened after the mummified guardian is placed inside,
any creature with 5 Hit Dice or fewer within 20 feet of the
open sarcophagus is overcome by a feeling of dread and must
succeed at a DC 13 Will save or be frightened for 3 rounds. On
a successful save, a creature is instead shaken for 1 round. This
ability functions only once. Once triggered, the mummified
guardian retains only its sanctify corpse ability (this reduces
the price of the mummified guardian to 3,000 gp).
If the sarcophagus containing the mummified guardian is
placed in an area or room with multiple paths of egress, the
owner may designate one general direction an affected target
must take if it flees, as long as the chosen direction does
not require the target to move any closer to the mummified
guardian. After moving in the designated direction for 1 round,
the target behaves as normal for the frightened condition for
the remainder of the effect’s duration.
A mummified guardian must be placed inside a sarcophagus,
coffin, or other enclosed container with a dead body to function.
Although cats are most common, mummified guardians
can be created from the mummified remains of other small
animals as well.

Calla Voni |

"So, the presence of a Mumified Guardian Prince indicates they would try to drive away the incomers, or maybe guide them to a trap. That said, we might find move traps in this place, and even secret doors. Be careful."
Calla decides not to mess with the mummy's coffin, since the dead should be respected. Nevertheless, she helps the others to gather the golden leafs and additional stones from the sarcophagus. She will also want to take a look around the other paths that weren't finished, to see if there's anything relevant.
Last thing, she will want to search the place for the name of the deceased who has been buried here, aiming to find where the heck is Ariseti.

GM Pox |

The tomb is mostly unfinished, as it appears whatever plague the killed this portion of Wati came while the tomb wasn't completely finished.. Pentheru is the only one buried here and there's no evidence of where his family members might have gone to..

Calla Voni |

[b]"Weird. Let me review my notes to find what we missed."
-Pentheru the Elder is in the tomb;
- There was the sandman in the center room;
- There was an unknown woman worshiper of Lamashtu, which we killed;
- Three skeletons close to the middle room;
- Five skeletons outside;
- Several bodies on the granary;
- A headless body close to the pulpit;
- A skeleton on the kitchen;
- A recently-deceased (1 year) corpse on the second floor (Akar)
- Six skeletal heads on the dinner room;
The northern room on the second floor is probably the room where Ariseti lived, but where the heck is her body? In case the mansion got crowded with bandits/zombies/whatever, the girl could have died here, traveled far away with her fiancee (across the river), or hid in the granary, or get locked in the granary, where they eventually died. In any case, does anyone have extra ideas? Should we bury the skeleton lot in the tomb?

GM Pox |

Just so it doesn't lag on forever ill give you a hint.. With everyone dead the ring most likely seeks to be given as a token of true love.. This might end the haunt..

Marius Bergan |

He means we have to give it to someone who we care as much about as "insert dead man's name here" cared about "insert dead woman's name here". these people have been dead for so long that there is almost no chance of us finding the original woman's body.

GM Pox |

Upon returning to the Grand Mausoleum you all give a report of Pentheru's House.. They take notes and again will buy Calla's note for a 100gp..
After this they give The Obsidian Eye it last mission..
To search "THE SANCTUM OF THE ERUDITE EYE", which they believe is an abandoned temple dedicated to Nethys, god of magic. They give you a small sketched map of two to get to the place.. Turns out the place is fairly close to the yalls first exploration site..
Yall a few hours left in the day if you wish to do something.. If not I'll move it forward in the morning..

Hadjii |

"Hey, after our foray to the tomb of Akhentpi, Marius reported he spoke to a group the was very interested in the place we have now been assigned! Should we contact them?"

Calla Voni |

Calla raises a closed fist in celebration, a gesture that seems wrong in her calm and controlled behavior. "Take that you selfish b%~!%es!"
Hadjii proposal is quickly dispatched by Hemket, thanks gods, but she reinforces the argument anyway.
"Double no. That group is selfish and arrogant. They don't worry about knowledge itself, but only for knowledge in their hands. We need to be careful, they will try something against us, for sure. Don't make deals nor say anything to them. We own them nothing but despise!"

Hadjii |

"Okay, okay! Such animosity towards them! What did the Scorched Hand ever do to us? I was just thinking that they may have useful information about the temple, that might save us from getting killed, or perhaps getting blocked from fully exploring the site..."

Hemket |

"Since it has not been opened in centuries I doubt they really have any particulars. I worry more about them sabotaging our efforts since they seemed quite hostile to outsiders. "

Calla Voni |

"They will grant us no information at all, Hadjii. They will want us to die for taking the opportunity that they consider belongs to them. So yes, animosity towards them."

Marius Bergan |

"Well then we have two votes for not telling them anything and two votes for telling them about the fact that we are now heading towards the Sanctum of the Erudite Eye."

Calla Voni |

"They certainly know, by now, that WE are the ones heading there, and not them."

Rajik Fireblood |

"My reason has nothing to do with them wanting information, but I am greedy enough to not share unless it is paid for, so I say "NO" also."

Calla Voni |

Calla seems suddenly all happy with something. "Oh, I've bought a large tent! If we need to rest and spend more than a single day there, we could find a safe place and do it, cause this new place is very far from the entrance! Also I've got some masks, food and some medicine!"
And thus ready to go.

GM Pox |

Sounds like no info to me!
As yall head out of the living city each of you can give me Perc checks, no take 20..

Hadjii |

Hadjii's Perception check: 1d20 + 10 ⇒ (3) + 10 = 13
(in case it's the sort of thing Bandit might alert on, here's his check as well:
BANDIT's Perception check: 1d20 + 5 ⇒ (17) + 5 = 22)
it appears Hadjii is distracted -- probably still playing like a kid with his new magical Haversack...

Calla Voni |

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

GM Pox |

1d20 + 8 ⇒ (8) + 8 = 16
Marius Perc: 1d20 + 13 ⇒ (1) + 13 = 14
As yall are leaving town Hemket you spot a figure watching yall.. He's used a vendor cart to block himself from view very well, but your keen eye sight noticed him regardless.. You meet his gaze and he knows he's been had.. Turning quickly he bolts down the alley behind him, disappearing from sight rapidly..
Sry Hadjii but Bandit doesn't comprehend someone spying on you..
You all could give chase but its doubtful you would catch him..
Actions?

Hadjii |

oblivious, Hadjii shows Rajik just how quickly he can pull exactly the scroll he wants from his Haversack -- regardless of how mixed up they were when he pushed 'em all into it!

Hemket |

"Hmm, we're being followed. He saw me notice him and bugged out, but I don't know if he'll be back. He's got too much of a lead to catch though. Not exactly sure what we can do about that. "

Hadjii |

"Perhaps we should go over there, so Bandit can pick up his scent, and log it in his little wolf-brain. That way, if he smells that particular fellow again, I can tell my companion to alert us -- and even command him to give chase. It is unlikely our spy can outrun a 4-legged hunter!"
Hadjii will start to head over to where Hemket indicated the spy was...

GM Pox |

It was a chance to confirm your already suspicions..
Bandit goes over and picks up a scent before the group heads to the gate.. You reach the gate unaccosted and are allowed inside after showing proper paperwork.. It takes over an hour to reach the site..
1d100 ⇒ 65
1d100 ⇒ 98
1d20 ⇒ 19
Hemket: 1d20 + 6 ⇒ (10) + 6 = 16
Marius: 1d20 + 13 ⇒ (19) + 13 = 32
Calla: 1d20 + 7 ⇒ (2) + 7 = 9
Hadjii: 1d20 + 10 ⇒ (8) + 10 = 18
Bandit: 1d20 + 1 ⇒ (10) + 1 = 11
Rajik: 1d20 + 6 ⇒ (5) + 6 = 11
1d6 ⇒ 3
You guys are close to your destination when out of nowhere a creatures appears behind Calla.. It attempts to claw her.. Max random encounter here.. The dice gods are fickle at times.
The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.
1d20 + 4 ⇒ (7) + 4 = 11 and barely scores a hit.. Do you use mage armor at all?
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Plus Energy Drain 1 level
Marius: 1d20 + 10 ⇒ (2) + 10 = 12
Hemket: 1d20 + 6 ⇒ (4) + 6 = 10
Calla: 1d20 + 2 ⇒ (10) + 2 = 12
Hadjii: 1d20 + 2 ⇒ (7) + 2 = 9
Bandit: 1d20 + 2 ⇒ (7) + 2 = 9
Rajik: 1d20 + 1 ⇒ (8) + 1 = 9
1d20 + 1 ⇒ (18) + 1 = 19
Jeez..
Init Order:
Ole Stinky
Marius
Calla
Hemket
Hadjii
Bandit
Rajik
It tires to claw Calla again..
1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 Plus Energy Drain 1 level
Know religion on the creature..
The party is up!
Calla you have taken 9 damage and another 10 from drain..
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.
Being 1 creature, in the open, there's no need for a map..

Hemket |

Whenever it gets to him, he will observe the target as a move action, and give it an arrow to chew on. He will take a step to the side if he needs to to obtain a clear shooting lane.
to hit: 1d20 + 10 ⇒ (10) + 10 = 20 damage: 1d8 + 5 ⇒ (1) + 5 = 6

Hadjii |

HOLY CRAP! Poor Calla!
Hadjii whips a scroll of Magic Fang out of his fabulous Haversack, casts it on Bandit, and cries "Nixon!" -- then the wolf charges:
Bandit's bite attack: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
for 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 vs CMD...