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)

Isis catches her breath again and turns to the rest of the party and says:

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

After the story let us see what treasures this room holds for us! I agree with Gribb that we probably no longer need to worry about traps after the constructs tore this room apart!


Treasure Description:
Most of the items overturned by the Warrior Dolls are mundane. Time has made them useless as anything other than a decoration. However, the hawkers and merchants would pay for some of the nicer pieces as wall hangers for the moderately wealthy. Several of the items stand out as both functional and exquisite. Akhentepi's khopesh--a kind of knife and axe combination--and his charioteer's spear are both of masterwork quality. Additionally a composite shortbow is still usable, but will require a string. The finest item in the trophy room is a scarab shaped shield made of strong and light metal.

Treasure List:

  • Masterwork Khopesh
  • Masterwork Spear
  • Composite Shortbow (+1 to strength)
  • Scarab Shield
  • 100gp
  • 42 sp
  • 250 gp worth of Osirioni relics, daily items that are considered decorative.


The party distributes the items they deem worth removing. The Marketers backtrack to the room offering three passages: north, east, and south. The northern branch held the trophy room and the eastern branch the entrance. A small nook would provide an ideal place to store any valuables that are better kept from battle. The crossroad also gives everyone a moment to take a closer look over the items they've recovered.

The "crossroads" chamber

The north and east passages have been explored and documented.


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

Marketers let us leave any valueables here in this alcove that we cannot make use of while traveling through the rest of this tomb. They should be safe here until we return.

The southern passageway is the only one we have not explored yet. Let us see what lies beyond its doors.


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

As Gribb unpacks his gear the scarab shield catches his eye. A moments concentration confirms what he suspected; Akhentepi's shield is magical.

Scarab Shield


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

You have captured yourself quite a prize their Gribb. That Scarab Shield is very beautiful and contains powerful protection magic!


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

I will use it in good faith. May it protect me from evil and send those souls who would harm us to Pharasma's judgement.

The Cleric looks pleased. He affixes the shield to his left forearm and tests the balance.

I have never owned anything of this quality. The scarab is a guide for souls through the Boneyard. Perhaps they will guide us through the underworld.


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

None of us can use this khopesh without practice. The problem with unearthing a thousand year old weapon is that no one has trained with one in a long time.

Reed takes a few swings with the weapon. He looks uncomfortable and off balance.

I would cut my leg off with this thing. The edge is a razor.

To drive home the point Reed shaves his forearm and smiles.


The doors to the south slide open. A large mirror treats everyone to their reflections.

A massive mirror stretches across the southern wall of this chamber, flanked by two statues. The statue to the east depicts a tall, gaunt woman in flowing, hooded gown, holding an hourglass. The figure to the west is a jackal-headed man carrying a scepter. Stone doors standing slightly ajar lead both east and west. The marketers peer through the third set of doors. Torch sconces line the wall. Each is shaped like a different beaked skull.

Chamber of Reflection


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

Before we walk into this room, let us have a look around, check for any traps and see if any magical auras are detected.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Isis:
The mirror in front of you radiates an aura of magic. Upon concentration the school proves to be transmutation. You detect no traps

A spellcraft check can determine the spells associated with the mirror.

The reflection of four dusty adventures greets the party. Reed makes a joke about everyone's cleanliness. Strangely, when a smile parts the lips of Reed, his reflection remains stern.


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

Hold!

Herbert's voice is commanding. The mirror worries him. As a tailor he'd spent hours in front of mirrors. This one felt wrong.


A fifth figure joins the Obsidian Marketers in the large mirror. Akhentepi strolls from the right hand side of the mirror and stands next to Isis. He looks down at her, his expression unmistakeably disappointed.


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

Just follow my lead

Isis whispers to the rest of the group.

Oh great Akhentepi! What honor has allowed your humble servants to gaze upon your greatness?


The figure in the mirror continues his mannerisms. He raises his head and beckons with his hand. He stops, looks back down, and shakes his head disapprovingly.


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

Isis makes a spellcraft check to see if she can determine what type of spell has been cast on this mirror

Spellcraft check: 1d20 + 7 ⇒ (3) + 7 = 10


Isis:
No further information is available.DC to identify a spell is 15+lvl

The scene in the mirror continues. Akhentepi gestures to the party then takes turns looking at everyone with a scowl.


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

Unless anyone else has any ideas about what to do with this mirror lets leave it alone for now. I am going to examine these statues more closely.


Using a,b,c,d across the top and 1,2,3,4 down the side, which square are you in and which statue are you examining?

Chamber of Reflection


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

Using a,b,c,d across the top and 1,2,3,4 down the side, which square are you in and which statue are you examining?

C2
Jackal headed man carrying a scepter


Herbert decides to examine the other statue. The two of you move forward side by side.

Odd for Isis, Even for Herbert
Who gets it?: 1d100 ⇒ 97

Akhentepi's expression turns malicious. Isis feels a burning sensation on her forehead.

Isis,make a fortitude save.


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

Fortitude Save: 1d20 + 3 ⇒ (20) + 3 = 23


Isis:
The burning pain on your forehead reaches unbearable and continues into uncharted realms. You see the Ancient Osirioni symbols

ચોર

outlined in fire on your forehead. A burst of mental energy surges forth and the fiery letters disappear. At the same time the image of Akhentepi blinks out of existence. Good thing the save was made. A brand of thief on ones forehead is tough to explain to the Pharasmans.


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

Isis stumbles and almost falls to her knees as she tries to get her bearings.

Whatever that was almost branded the Ancient Osirioni symbol for thief on my forehead! Fortunately I was able to resist it!


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

Occasionally we have to send someone here to the Dead City to eradicate evil or a soul avoiding judgement. A few have come back with the brand of thief. I've never scene or heard of one being tied to a mirror. We should be cautious.

He offers Isis his waterskin and examines the statue next to Herbert.

Religion Check: 1d20 + 4 ⇒ (20) + 4 = 24

The statue next to Herbert is an ancient form of Pharasma.

'Tis my Lady in her younger years.

Gribb smiles at his joke. The smile is reflected back in the mirror, another sign the magic is used up.


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

Alright Marketers I've had enough of this chamber lets move along. Herbert can you listen at and check for traps on the eastern and western doors?


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

Take a moment and rest Isis. That was quite a show. I'd expected a welt to rise.

Herbert walks to both doors, taking time to listen and check the doors hinges. The doors are slightly ajar...

Isis, you're a bit of a naturalist, right? Check out these marks here.
They lead between both sets of doors. No rest for us dear.

Traps: 1d20 + 4 ⇒ (11) + 4 = 151d20 + 4 ⇒ (5) + 4 = 9

Herbert helps Isis to her feet, offering a reassuring smile.

No traps on the doors.


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

Thanks for the help Herbert...and the reassurance that there are no more traps in this room!

Isis forces out a genuinely sweet smile at Herbert despite her weariness.

Lets see what we have here...

osirionology: 1d20 + 5 ⇒ (6) + 5 = 11

knowledge nature: 1d20 + 7 ⇒ (11) + 7 = 18


Isis:
The statue depicts Anubis the Ancient Osirioni God of burials and tombs. The tracks you find are made by some kind of vermin. The creature(s) clearly have/has more than four legs and can fit through the small opening in either doorways.


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

Herbert, these tracks appear to be made by some type of vermin. Something small, with many legs. Possibly a spider, centipede or scorpion.


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

Marketers let us continue onward. The doors are slightly ajar. Let us peek through each and see what is on the other side.


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

stealth check eastern door: 1d20 + 4 ⇒ (12) + 4 = 16
stealth check western door: 1d20 + 4 ⇒ (11) + 4 = 15


Isis looks east:
In the low light only the jackal-headed pillars around the perimeter and the large tabular alter are determinable.

Preperation Chamber

A Profession(Osirionologist) check would shed light on the room's function.

Isis looks west:
Once beautifully carved and perfectly symmetrical stairs stand crumbling in ruin. Large piles of sand and debris clog the passage. The carvings in your limited light are exquisite and now, for the most part, ruined. The vermin sign is present but looks older than the other footprints and scratches. from your quick peek and poor light, the passages terminus is unknown.

Broken Stairs

Your attempt at stealth seems to be successful or unnecessary. You will have to send out your senses again when you enter either chamber to determine any other dangers.


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 chamber to the east to see if she can determine its function.

Profession(Osirionologist)check:: 1d20 + 5 ⇒ (18) + 5 = 23


Isis:
Akhentepi's body was mummified in this chamber. The rites are familiar to you, but this is your first field experience with a Preparation Chamber.


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

Marketers, this eastern room appears to be a mummification chamber. Akentepi's own body was probably mummified right here. Let us have a closer look.

Perception check: 1d20 + 6 ⇒ (5) + 6 = 11


Isis:
There is nothing out of the ordinary that you detect. The vermin sign continues through the door.

The chamber has a high alter where the body was prepared. It is surrounded by pillars and large jackal-headed sconces where torches once lit the Osirion rituals performed in this vault.


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

Isis enters the room


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

Herbert holds his torch near one of the jackal heads. As the light source approaches the cradle designed for torches, the eyes of the jackals cast an eerie light.

That's unsettling.


Herbert's declaration is answered by the chittering of an insect. Two large bugs, not quite spiders, amble out from the far side of the alter. They measure 3 feet in length and possess mandibles capable of removing a hand at the wrist.

Giant Solifugid

Roll Initiative


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

Initiative: 1d20 + 1 ⇒ (1) + 1 = 2


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

Initiative:: 1d20 + 6 ⇒ (5) + 6 = 11


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

Initiative: 1d20 + 3 ⇒ (15) + 3 = 18


Solifugid's Initiative: 1d20 + 2 ⇒ (6) + 2 = 8


Reed's roll is acting funky. It was a 21.

Initiative Order

  • Reed
  • Herbert
  • Isis
  • Solifugids
  • Gribb
  • Combat 1.3 Round 0


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

    Reed advances along the northern wall ready to dip behind a pillar. He strikes at the first solifugid. His scimitar clears his scabbard and flashes at the vermin.

    Attack: 1d20 + 2 ⇒ (12) + 2 = 14

    Target AC is 14

    His scimitar finds the cracking carapace of the desert dweller.

    Damage: 1d6 + 2 ⇒ (2) + 2 = 4


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

    Herbert pulls his rapier. The weapon is starting to feel familiar to him despite being a relatively recent addition. A thought occurs as he closes on the solifugid on the south side of the room.

    If my life is to depend on this blade I better spend some time with it.

    His lunge targets the eyes of the solifugid.

    Attack: 1d20 + 3 ⇒ (6) + 3 = 9

    The point of his thin and perfectly balanced blade rushes the vermin's eyes. The solifugid bats the blade away and it flies wide, the maneuver as effective as any parry. Herbert awaits the critter's riposte.


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

    Isis launches her cold iron spear at the solifugid. Her skill as a Warden of Nature allows her to focus her aim on a delicate fleshy part of the vermins body between its head and thorax.

    This room is so small I would strike Reed or Herbert if I threw one of my bombs at this nusance, my spear will have to do

    Movement:C3

    Attack: 1d20 + 2 ⇒ (11) + 2 = 13

    +1 for Warden of Nature, -4 for into melee = 10

    The frenzy of combat is too much and even though she focused her strike, Isis's spear misses her mark and clatters to the floor in front of the solifugid.


    The solifugid in front of Reed rears up and swipes at his face with its two front-most legs. The claws on the end are long enough to pierce a man's breastbone and sharp enough to open him afterwards.

    North Solifugid: 2 Claws vs Reed: 1d20 + 3 ⇒ (6) + 3 = 91d20 + 3 ⇒ (10) + 3 = 13

    Reed's reflexes foil the solifugid's attack. He ducks to his left behind the pillar, at the same time bringing his scimitar into a low guard. The pest's legs make two distinct sounds, metal and rock, as they intersect with inanimate objects instead of Reed Harak.

    The solifugid on the south wall is slightly larger than it's partner. Herbert is too busy avoiding a furry of claws toward his nearly unarmored legs to notice. The solifugid would make fast work of the rogue if he losses his footing.

    South Solifugid: 2 Claws vs Herbert: 1d20 + 3 ⇒ (15) + 3 = 181d20 + 3 ⇒ (15) + 3 = 18

    Herbert is unable to block either blow. His blade was too wide and out of position to recover after the parry offered by the solifugid.

    Damage: 1d3 + 1 ⇒ (3) + 1 = 41d3 + 1 ⇒ (3) + 1 = 4


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

    Herbert registers the pain that explodes from his left knee. He nearly vomits. The vermin's claw has shattered his kneecap, another strike has spun half of it to the back of his leg. He stands on his right leg. Any movement would surely result in collapse. The pain is extraordinary.

    Herbert has 0 hp

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