HeroicSort's Midnight Mummy's Mask (Private)

Game Master HeroicSort

The Mummy's Mask Adventure Path presented as a private storytelling experience designed to help us through those long nights.


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Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Both doors appear to be safe to open and free of traps. Its a crap shoot which door to take, so I say we just open the north door.


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Herbert draws the door open. Lying before him is a large chamber containing a chariot.

A brightly painted chariot sits in the center of this chamber. Beyond the chariot, a large canvas stretches between two stone columns. The skin of several animals are tacked to the canvas. A wooden chest, lacquared white and trimmed with gold inlay, sits in the southeast corner. In each corner of the room a small shield is molded ino the masonary. An open hallway leads to the east. A set of stone doors stands on the south wall.

Treasure!

Herbert scans the floor for trapped stones or anything else unordinary.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Herbert:
The floor appears safe.

The chariot in the center of this chamber is fully restored. A close look shows that paint lines do not line up exactly. The chariot was probably brought in piece by piece and reassembled. The years have rendered the hardware useless. The chariot remains a beautiful piece of antiquity, but is not battle worthy.

A knowledge of Nature check may help to determine the significance of the furs, as well as the species of animal.

All eyes are drawn to the ornate chest laying in the southeast corner.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Treasure, indeed! Everyone be very careful. This room is most likely heavily trapped. Let us proceed very cautiously.

Isis detects magic and also scans the room for anything out of the ordinary.

perception: 1d20 + 6 ⇒ (16) + 6 = 22


Isis:
Your attentiveness lets you notice a false flare on the lock-plate of the chest. The key hole is shaped like a clover, only two branches are functional. A needle or blade like poker would plunge into the hands of anyone trying to pick the lock unaware. The room is free of magical aura


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Isis takes a closer look at the animal furs as well

knowledge nature: 1d20 + 7 ⇒ (4) + 7 = 11

Isis notices that the chest is trapped!

No one touch the chest! Its trapped! Herbert do you think you can disable the trap on the chest?


Isis:
The furs are from local big game, regularly hunted by nobles and as rites of passage. A lion, hippopotamus, leopard and large antelope pelts are nailed to the canvas. They are old; the slightest touch would send them crumbling.


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

The chest in front of Herbert is beautiful. Many hours of skilled labor made the wood shine, the carvings of traditional Osirion scenes the work of a master. The device on the lock mechanism is equal in beauty to Herbert. His skilled hands admired the carefully located triggers that would send a blade into the unprepared hand. The gnome was lucky to spot the trap; probably something she'd encountered in her studies.

I wonder where she studied and why?

Disable Device: 1d20 + 7 ⇒ (19) + 7 = 26


The tumblers click and turn slightly. Herbert positions his last two fingers in front of the false portion of the keyhole. The rogue's fingers look like a bard holding the neck of a lute. With uncanny regularity Herbert coaxes the mechanism forward and catches a tipped blade on both flats, pinching the danger between his fingers.

Poison.

The blade's tip reflected the holy light from Gribb's spell back in a shimmering pattern. The substance was still potent after all this time.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Nice work Herbert! I have encountered these types of poisoned blade traps in my studies before. That trap could have been very deadly if you had not disabled it. Now let's have a look inside this exquisite chest!


The chest itself is a work of art worth 200gp. The trap can be reset and a new key fitted.

Inside Chest:
  • 2 bronze potions in sturdy glass vials
  • A pitch black potion in an amber vial
  • 2 Books made of gold dipped vellum with hammered hieroglyphs


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

I will take a closer look at these potions, perhaps I can identify them.

spellcraft check: 1d20 + 7 ⇒ (14) + 7 = 21

spellcraft check: 1d20 + 7 ⇒ (16) + 7 = 23

spellcraft check: 1d20 + 7 ⇒ (11) + 7 = 18

These books appear to be written in ancient Osirion hieroglyphics. I will examine them for a moment and see if I can decipher what they say.


Isis:
The two bronze potions are Cure Light Wounds CL1, the black potion is Darkvision also CL1. The two books tell of Akhentepi's life and military conquests between 2350 and 2450AR. Studying these books will provide a bonus to a check later in this adventure


Chariot and Hallway


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

The two bronze potions are Cure Light Wounds potions, the black potion is a Darkvision potion. The two books tell of Akhentepi's life and military conquests between 2350 and 2450AR. I shall study these books further when we have a moment to pause.

Let us now see where this hallway leading east takes us.


The hallway is typical of Osirioni Tombs. Four masks stare down from their positions high on the walls. The masks are stylized featuring both animal and human features and no shortage of gold. 75gp each

The masks represent judgement,of both the entombed and any grave robbers brave enough to steal from the deceased.

The room at the end of the hall features a large three dimensional diorama, a weapon rack, and a shield rack. The details remain hidden in the gloom.

Hallway and Trophy Room


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Gribb or Herbert can one of you cast light on this coin and I will throw it into the room so we can see better in this gloom?

Isis takes a coin from her purse and offers it to Gribb and Herbert.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Unless our new friend has more tricks than the others I've worked with, I have the only magic means of lighting the area. If I cast on the coin, our bullet will fall dark. I can only have one light source active at any time.

Gribb looks at Isis for further direction. His hand never strays far from the wooden shaft of his mace.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

I didn't realise you had picked up the bullet after we dropped it down the shaft. If you still have it and it is still activated, by all means, please use it to cast light into this murky room.


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

I can light a torch to keep with us, but Gribb is right. I've never had talent with cantrips.

Herbert unshoulders his pack and looks at Isis.

Well, should I find a torch?


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Sure Herbert. Lets use a torch. We just need something to light up this room so we don't stumble into a trap.

Herbert, once this room is lit we should have a look around. I will check for anything out of the ordinary and see if I can detect any magical auras. You should check the room for traps.


Herbert's torch flares to life. The four masks above, high on the wall, take on a much more sinister look. The eyes reflect the flames giving each an eerie depth.

Isis:
These masks become truly scary under the sputtering fire provided by Herbert's torch. You recognize the four figures depicted above. Their story is known to well versed Osirionologists.

The Pact of the Four Pharaohs of Ascension

Prior to the Four Pharaohs' unification in -1498 AR, Osirion’s people were divided as the four separate dynasties contended for supremacy. As its resources were expended in internal squabbling, Osirion fell vulnerable to invasion by its neighbors. To avert catastrophe, the four tyrants came together in a solemn pact, forming a powerful junta of pharaohs. Initially, the suspicious emperors employed a regimented circuit of shield other spells to limit the risk of backstabbing and secured each others loyalty to the pact. Later, as their paranoia grew and demanded ever greater assurances, in order to maintain their accord the pharaohs bonded their destinies into a single fate. With the alliance complete, Osirion prospered, fueling its wealth with an enslaved underclass, sourced from its conquered neighbors. With their fates intertwined, the Four Pharaohs of Ascension lived together, ruled together and were fated to die together. Each year the Four Pharaohs would convene inside a pyramid known as Ahn’Selota and renew their mystic pact using an artifact known as the Pact Stone.[5]

According to historical text, ultimately, at the end of their reign, the four pharaohs fell ill and died from an incurable disease. In truth, one pharaoh died and the other three were dragged to their deaths by the pact that was once the secret to their success. Although several theories still circulate to this day, it was never known which pharaoh was the one that was truly fated to die and which three were merely sharing in their colleague's demise.[6]

It is known, though, that in his final days, the Fiend Pharaoh attempted to sever his tie to the Pact, likely in an effort to save his own life. His unsuccessful efforts were uncovered by the remaining pharaohs and he was denounced as a traitor. His body was separated into 263 pieces in 56 canopic jars and placed within the Veinstone pyramid.

As light bathes the Obsidian Marketers, the Cleric throws the magically imbued bullet into the dead-ending hallway. The room is full of trophies. It looks like an armory with racks of weapons and shields. The diorama reflects a battle scene, presumably one that Akhentepi presided over. The warriors are dressed in very old Osirion weapons and carry traditional shields. The figures stand about 18 inches tall. Each is different in detail.


When the first person breaks the invisible barrier that marks the beginning of the Trophy room, several of the tiny men spring to life. They let out a battle cry in Ancient Osirioni.

આ ચોરો કીલ!

Ancient Osirioni:
Kill the thieves!

The spears and shields they hold come to the ready as they storm the intruders.

Roll Initiative


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Initiative: 1d20 + 1 ⇒ (11) + 1 = 12


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Isis catches her breath as the light from Herbert's torch falls upon the four masks hanging on the wall. As an Osirionologist she knows what these masks represent. Isis turns to the rest of the party and says:

Obsidian Marketers I recognize these masks from my studies in Osirionology. Listen closely, before we go any further, I have an important story to tell you about these masks and their importance in the Pact of the Four Pharaohs of Ascension.

Before she can begin the story the party is attacked!....

Initiative: 1d20 + 4 ⇒ (3) + 4 = 7


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Initiative: 1d20 + 3 ⇒ (17) + 3 = 20


Warrior Doll

Initiative: 1d20 + 2 ⇒ (19) + 2 = 21

Initiative Order

  • Reed
  • Warrior Dolls
  • Herbert
  • Gribb
  • Isis

A knowledge of Arcana could help identify these creatures.


Male Human (Keleshite) Ranger 1 (AC: 17 / HP: 11 / Fort: +3 Ref: +5 Will: +2 / Init: +3 / Perc: +6)

Reed rushes at the miniscule marauders. Two of the tiny terrors wave their pointed spears and call out in a language long dead

I have the one on the right.

Attack with scimitar: 1d20 + 2 ⇒ (10) + 2 = 12


The size of the defenders make them very hard to hit. Reed's scimitar slices the air where the Warrior Doll had been moments before. Both counter attack the Ranger, trying to slam him into the sharp weapon racks.

2 slam attacks from #1: 1d20 + 3 ⇒ (11) + 3 = 141d20 + 3 ⇒ (1) + 3 = 4

2 slam attacks from #2: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (4) + 3 = 7


Only one attack is successful. The second Warrior Doll is able to crash Reed into some sharp objects

damage: 1d3 ⇒ 1


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Herbert steps into the melee with his rapier drawn. The sword started life on the hip of a powerful man. Now Herbert hoped to slay a thousand year dormant guardians with the honed steel.

Attack: 1d20 + 3 ⇒ (13) + 3 = 16

His sword is turned by the shield the tiny Warrior carries.

Not just decorative!


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Gribb readies his mace. If anything tries to slip from this chamber he will bash it.

Keep them in this room lest they destroy the reason we come here.

Ready attack against any enemy that leaves the Trophy Room


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Isis attempts to identify these creatures...

knowledge arcana: 1d20 + 7 ⇒ (9) + 7 = 16


Isis:
The creatures are known as Warrior Dolls. They are mindless CONSTRUCTS. The age and dryness of this tomb have made the Dolls vulnerable to fire.

Construct Traits


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Isis calls out the the rest of the party...

These are Warrior Dolls! Hit them with fire!

As she throws a bomb in the direction of the dolls:

Bomb Attack: 1d20 + 4 ⇒ (11) + 4 = 15


The bomb misses!

Roll percentage and we can see about splash...We will say that 1/8=12.5 or a 12.5% chance to splash...you pick high or low. Should be able to assign the dice d100


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

bomb splash: 1d100 ⇒ 96

High


You didn't pick high or low...I will give you high and a splash hit this time. Next time you need to say above 87 or below 13...

Warrior Doll #1 takes 6 fire damage (4 plus vulnerable)

The fire quickly engulfs the construct and drains the age old magic. The Warrior Doll falls to the floor.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

ok, I did't fully understand how that worked. Now I do.


Male Human (Keleshite) Ranger 1 (AC: 17 / HP: 11 / Fort: +3 Ref: +5 Will: +2 / Init: +3 / Perc: +6)

Reed rushes the remaining Doll.

I don't have a fire weapon. I will keep this one busy until someone can get a flame.

Attack: 1d20 + 3 ⇒ (10) + 3 = 13

Reed's attack falls short...


The Warrior Doll responds with another slam attack

Slam: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (14) + 3 = 17

Both slams send Reed into the weapons rack. Sharp blades gouge his back.

damage: 1d3 ⇒ 31d3 ⇒ 3


Male Human (Taldan) Rogue / 1 (AC: 18 / HP: 8 / Fort: +0 Ref: +5 Will: +0 / Init: +3 / Perc: +4)

Herbert swings his torch in the direction of the Construct

Improvised Attack: 1d20 - 1 ⇒ (9) - 1 = 8

The torch woofs through the air where the little bastard had been.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Healing light glows from Gribb's holy symbol. He touches his brother with the spiral.

Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Isis launches another bomb at the remaining doll.

Bomb Attack: 1d20 + 4 ⇒ (4) + 4 = 8

The bomb misses!

Bomb Splash: 1d100 ⇒ 54
above 87

The splash from the bomb misses the doll as well as it darts out of the way with a quickness! Thank the gods it also missed Reed!


The bomb misses. The concussion makes dust stir from between the blocks on the walls and ceiling. Everyone's ears ring.

This time Reed is in melee too. So above 87 hits construct with splash and below 13 hits Reed.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Bomb Splash: 1d100 ⇒ 54
above 87

The splash from the bomb misses the doll as well as it darts out of the way with a quickness! Thank the gods it also missed Reed!


Male Human (Keleshite) Ranger 1 (AC: 17 / HP: 11 / Fort: +3 Ref: +5 Will: +2 / Init: +3 / Perc: +6)

Reed offers another taste of steel.

Attack: 1d20 + 3 ⇒ (4) + 3 = 7

The Ranger is unable to connect.


The construct crumples to the ground. Whatever magic the thing possessed used up in its valiant defense.


Female Gnome (Osirian) Alchemist / 1 (AC: 17 / HP: 9 / Fort: +3 Ref: +4 Will: +0 / Init: +2 / Perc: +6)

Wow! I was not expecting that. Those little guys put up a fight!


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

As you know well Isis, in many ways the ancient Osirions were better at magic than even the most skilled mages that live today. The love of magic as much as gold has spurred the opening of the Necropolis. To a worshiper of Nethys nothing rivals the lost magics of Ancient Osirion.

Gribb kicks the now dead construct out of his way and proceeds into the trophy room.

I wouldn't worry much about traps. The constructs have made a mess of this place.

Gribb gestures to the rubble and overturned weapons rack.

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