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)

Even with her Bomber's Eye, Isis's bomb somehow misses its intended mark.

Splash Attack: 1d8 ⇒ 6

Splash damage: 6, Reflex save DC13 3

However, the bomb still lands close enough to the serpent that the heat from it's blast inflicts some pain upon the monster.


Reflex Save vs Bomb: 1d20 ⇒ 13


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

Gribb can barely walk. The healing magic has kept him from collapse, but the sandy sting of the serpent's bite is still fresh. He tips the wand again.

Wand CLW: 1d8 + 1 ⇒ (1) + 1 = 2


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

Herbert thrusts at the serpent.

Rapier vs Monster: 1d20 + 3 ⇒ (15) + 3 = 18

He feels the point dig home. The sand's response is surprisingly flesh-like. Herbert can feel the quivering up the thin blade of his rapier.

Damage: 1d6 + 2 ⇒ (5) + 2 = 7


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

Nice one Herbert!

Reed's scimitar whirls into the space the sandy devil snake occupies.

Scimitar vs Monster: 1d20 + 3 ⇒ (17) + 3 = 20

The blade of the scimitar strikes solidly into the sand. Rather than parting and reforming some of the grains explode from the side of the serpent leaving a noticeable hole in its form.

Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Die Bastard!


The sand reforms the snake. The damage from weapons with an edge or point is not finding its way to the monster. The damnable thing should be dead.

The snake bares its sandy fangs and lunges at Reed.

Monster Bite vs Reed: 1d20 + 5 ⇒ (15) + 5 = 20

Reed is able to get an arm between the maw of the sand-beast and his own exposed throat. Turning a lethal wound into a painful one...

Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Reed's own fist is thrust back and strikes his nose. It is a bloody pulp. The ranger is out on his feet.


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

That's it Marketers! Hit it were it hurts!

Isis shouts as she blasts another bomb at the sandy serpent

Bomb Attack: 1d20 + 6 ⇒ (13) + 6 = 19

Isis's bomb flies true and hits it's mark.

Bomb damage: 1d8 + 3 ⇒ (4) + 3 = 7

A whirlwind of sand flies wildly from the serpent in all directions


The explosion reels the sand monster. When it reforms there are huge gaps in the structure.

Gribb sees a telltale sign in the interior structure.

Knowledge(Planes): 1d20 ⇒ 12

Of course! It's a Sandling. Bludgeon it if you can.

Gribb focuses his mind and channels the healing energy Pharasma sends his way. The mind of the Sandling is from outside;the cleric excludes that lifeform.

Channel to Heal: 1d6 ⇒ 1


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

Herbert turns toward Gribb.

Give me your mace and keep us alive.

Herbert's tone rest somewhere between an order and a plea.

He turns with his newly found bludgeon and strikes out, careful not to slip on the dropped rapier at his feet.

Mace vs Sandling: 1d20 + 2 ⇒ (6) + 2 = 8

The new weapon is unbalanced compared to the exquisite sword Herbert carries. The swing is wide of the Sandling.


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

Reed also switches to the light Mace on his hip. The attack borders on desperate. He knows death is near. Killing this monster will let Gribb work his divine magic on the wounds. It is his only hope.

Mace vs Sandling: 1d20 + 2 ⇒ (11) + 2 = 13

Reed feels the edge of his mace meet the slightest resistance. Close but no damage...


The Sandling lunges again. Herbert is its target.

Bite vs Herbert: 1d20 + 5 ⇒ (8) + 5 = 13

Herbert spins into a gap left by Isis's bomb. The Sandling is unable to twist fast enough to sink abrasive fangs into the rogue.


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

Isis switches to her Morningstar takes a 5 foot step forward and takes a swing at the monster

Morningstar vs Sandling: 1d20 + 1 ⇒ (1) + 1 = 2

The Morningstar is not the weapon she is most skilled in and she nearly takes a hunk out of Reed's arm as she swings wildly.

Sorry Reed! That was a close one!

She shrugs her shoulders and shakes her head as she yells her apology in Reed's direction.


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

That was too close! I am going to try to keep him alive a little longer. Finish it now!

The wand in Gribb's hand has started to thrum from the rapid uses.

Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6

He taps the results into his brother's fading resolve.


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

Herbert sees Reed straighten up. The resolve to slay the sand monster registers in Reed's eyes. The change in state brings a burst of confidence to Herbert.

His mace flashes out toward the Sandling.

Mace vs Sandling: 1d20 + 2 ⇒ (17) + 2 = 19

The Sandling feels Herbert's wrath!

Damage: 1d6 + 2 ⇒ (2) + 2 = 4


The Sandling explodes into the porous wall next to the staircase, obliterating any structure or art that was undamaged. The monster creates a small ripple in the exposed earth as it flees. The marketers have defeated the Sandling!


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

Before we continue deeper into the burial chambers we should gather up everything of value we have found and take it out of the chambers. Once we are out of the chambers we can rest, heal and restock our supplies.


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

I have to agree. Our stores are fine, but we've expended too many magical resources. If we find ourselves in a situation that demands an arcane touch, we may well be overwhelmed.

Gribb gestures to the rubble and sand.

Perhaps we can use this to barricade the door. Anything foul or mindless would be confined to the passages we haven't explored. Isis?


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

I think that's a fine idea Gribb. There were a couple of urns in the previous room we can use to scoop up the sand and rubble. I will go grab them and we can mound the sand in front of the door to form a barricade.


The doors are heavy. Several sacks of sand and larger pieces of rubble combined with water from skins make a sturdy barricade. It will serve to detour anything mindless and reveal the tampering of anything more intelligent.

The Obsidian Marketers gather their gear and treasure then head for the well at the entrance. The knotted ropes hang from the pilon above. Several trips up and down get the occupants and their loot to the surface and the world of the living.


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

The full fury of the Osirion sun beams down on the Necropolis of Wati. The river Sphinx sends waves of gold back toward the disc hovering in the Western sky. Gribb climbs from the Tomb of Akhentepi and secures one of the packages of relics the Obsidian Marketers have recovered.

We need to document these wares before anything is sold or traded. The Church needs information. Without reverence and record these are merely grave robbing expeditions.

Gribb reaches back and lends his hand to Reed. His brother is covered in cob webs and dust. Looking down at his arm he realizes he looks the same.

We may be taken more seriously if we clean ourselves.


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

Marketers would you like to head back to town to the inn and get cleaned up? Then we can sort out our loot there?


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

Then we can decide what items to return to Mr. Jaffur, what we want to keep and what we want to sell. Once we know what we want to sell we can head to Sunburst Market and sell it. Then we can split everything 4 ways as originally agreed upon in our contract.


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

While Mr Jaffur has treated me better than any stowaway should be, I am ready to live life without a patron. The sooner we get him anything he can focus on rather than my little boat ride, the better.

Herbert dusts himself and nearly chokes on the cloud of sand. The dust and sun makes him sneeze. He reaches intinctively for the kerchief that he carried in his tailoring days. He finds only a smile of remembrance and a good feeling about abandoning that life.

Herbert shoulders his pack. As he turns toward Wati's living districts he sees Reed and Gribb doing the same.

Back to the Tooth and Hookah, Isis?


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

Aye, Herbert. The Tooth and Hookah it is. I could use a good hot bath and a stiff drink.

Isis gives Herbert a wink and a smile and turns toward Wati as well.


The Tooth and Hookah is surprisingly slow for a mid afternoon. The barkeep stands before the Obsidian Marketers with his hand out palm up. He's a middle aged man who clearly loves food and drink. The only thing more obvious than the girth of his waistline are the red veins webbing his nose.

The rooms are 5sp a piece, they'll sleep two. Hot baths can be drawn and placed inside your quarters for an extra 6 coppers each. So two rooms and four baths will run you a gold, a silver, and a pair of coppers. I can get you drinks while you decide, but that's coin first. Had a group skip on a bill and my leg-breaker only returns half of the debt. That means no more bar tabs.


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

We will gladly take the two rooms and four baths. Get each of us one of your house specialtly drinks, whatever you recommend will do just fine. If you have anything light to eat prepared we will take some of that too. I don't know about the rest of this crew, but I'm a little famished after the adventure we just had.

Isis fishes the required coin out of her purse and offers it to the barkeep.


The barkeep speaks up the instant the coin hits his hand. He looks to a woman sitting at the bar.

Get the major-domo and two porters to complete this order. Then return with a light platter.

A barmaid, who is slightly past her prime,smiles and sets about the business of making her customer happy. The barkeep offers a recently polished hand to Isis.

Fenlin is my name young Ms. Please use it anytime you require anything.

The drinks set in front of the four companions are familiar to everyone. They are similar to the fruity beverage Gribb ordered their first night together. Cool and refreshing, the beverage removes what feels like an inch of tomb dust from everyone's parched throats.

Moments later the barmaid returns carrying a large platter set with fruit, thinly sliced meats, and day old bread sliced extra thin.

Enjoy.

A genuine smile accompanies the food.


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

This looks divine good sir. Please take this for your trouble.

Isis says as she hands the barkeep a hefty tip of two more gold coins. The tired, starving Marketers dig into their scrumptious meal.


I won't do anything illegal Miss. I already explained that to the other one. Nope.

Isis:
You notice a trembling in Fenlin's hand.

The bartender pivots. With honed grace a small vessel and an amber bottle materialize in his hands. The liquid nearly leaps into the cup, then double-times it into Fenlin's mouth.

The timber of his voice is steadier. His words are the same.

Surely this is a deposit on your next purchases Miss. This is enough gold to make some do things that others avoid. I am one who avoids. Please relay this message to Ms. Hypaxes. I must have been unclear in my earlier conversation.

While his speech flowed, Fenlin's hands worked their magic again. The cup sits full of spirits. He alleviates that problem. The twitch threatens to return to his arm.


A large man with a slow cadence stretches his words into next week.

I can carry that upstairs little Miss.

He gestures to the antiquities The Marketers are currently hauling.

A short woman with a wooden tablet covered in parchment in her hands materializes from behind the larger porter. Her lobeless ears mark her as half-elven.
Your rooms are the last two on the third floor. Follow the stairs. The hallway dead ends with your doors on either side.

The majordomo bows and smiles.

When you turn Fenlin is at the other end of the bar working his plump fingers and a towel into a glass. The glass was clean long ago but he continues to polish it and focus his attention away from the gnome.


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

Very good sir, thank you.

Isis replies to the majordomo.

Reed, would you be so kind and escort the majordomo, the porter and our belongings to our rooms? I will be along shortly, but first I need to speak with barkeep Fenlin about this Ms. Hypaxes.


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

Reed drains the glass in front of him then unceremoniously piles meat and bread into his mouth. His reply is affirmative but otherwise unintelligible.

Swrrrewlllyed NOon prillldnosooe

The majordomo and her lackeys fall in behind the tall dark man. Years of practice mask any emotions they have about Reed's behavior.


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

Gribb is not as tight lipped about his brother's manners.

Oh brother...

His tone carries decades of disapproval at Reed's disregard of niceties.


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

As Reed leaves the bar and heads upstairs, Isis continues with her mission to find out who this Ms. Hypaxes is. She moves toward the bar keep in an attempt to corner him and retrieve this information.

Good sir! Might I trouble you for another one of those tasty drinks!


Fenlin looks pleased. He pours another drink consisting of citrus and a small quantity of booze.

Even a little will warm the insides of a small enough person and it is early. Be careful please.

He sets the drink in front of Isis and begins polishing another glass.


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

Isis takes a sip of her drink and says...

Fenlin I'm not going to beat around the bush here. Who is Ms. Hypaxes? You seem to be afraid of her. No one should have to live in fear. Is there something I can do to help?


Isis:
Fenlin's friendliness is professional courtesy. He is indifferent to you and the party.He requires some sweet talking. Diplomacy DC15

Young Miss I am sorry to have misunderstood you.I'd rather not involve you or me further in the business of strangers. How was your food?


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

Isis nods in understanding to Fenlin, then picks up her drink and walks over to Gribb and Herbert's corner of the bar.

Gentlemen, I need your help. Fenlin, the bar keep over there, seems to me to be having some kind of trouble with a women named Ms. Hypaxes. I have tried to offer my help to him, but he refuses to tell me what is wrong. Please come help me speak to him, I know you both have a way with words beyond that which I possess.

knowledge local: 1d20 + 4 ⇒ (16) + 4 = 20

diplomacy: 1d20 + 1 ⇒ (5) + 1 = 6


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

I've followed my brother here more than once. Fenlin deals with all kinds of tough boots. For him to be rattled is a bad omen. That man has cleared this tavern as many times as any tough guy could.

Aid on Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14

Herbert beware what that tough old nut fears.


Isis:
The name Hypaxes is familiar to you but it slips your mind where it comes from. Suddenly it hits you...Hypaxes is the name of an Osirionologist you've read about. Velriana Hypaxes,Taldan by heritage and as preoccupied by magic as any noted Osirionologist.

Your aid to Herbert is cut short by the breakthrough in memory. Herbert will take Gribb's words to heart but gain no advantage from yours.


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

Herbert walks his way to the cleanest bartender this side of the Sphinx.

Time to talk barman.

Two of the strong stuff I've seen you keeping on the side Fenlin. One here and one in your stomach. Isis is concerned that her reputation may be blemished if you assume she works for someone who could scare a man like you. She is young and not in league with any such people. The real question is why you think she is....well?

Diplomacy +2: 1d20 + 8 ⇒ (7) + 8 = 15


Damn. I am getting paranoid. That little whiff couldn't blow out a candle and she's got me drinking in the afternoon.

His hand goes to the drink Herbert bought. He keeps talking.

Two days ago I was approached by a "representative" of some people calling themselves The Scorched Hand. They are in town to participate in the tomb exploring. I was asked to facilitate a swap for certain sites. These explorers were interested in artifacts of Nethys from the early periods. I declined. They sent a message. I found my cat dead with a gold scarab coin over each eye. When the Miss put two pieces of gold on the counter....well I, well....forgive my rudeness good kind sir.

The ruddy color has crept higher on Fenlin's face. He doesn't lower his voice as Isis and Gribb approach.

Hypaxes was the name of the leader. Charming; she assured me we would only be magically incapacitating the others so the Scorched Hand could search their sites. While worshipers of Nethys aren't my idea of a good time, they're a far site less frightening than the Pharasmans...begging pardon Cleric.


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

I am truly sorry to have alarmed you Fenlin. I assure you I am in no way associated with The Scorched Hand or their leader. I will keep your confidence and not breathe a word of this to anyone. I would not wish to cause more problems for you. If you do have any more problems with them,contact us and we will see if we can be of any help to you.


I promise to keep quiet about this, but I worry that the good Priest here will make it seem that I have told the Pharasmans. The followers of the Lady of Graves view blasphemy against souls in waiting as unforgivable, even a simple keep like me knows that. If the exploration is done with anything other than academia and reverence it is abhorrent. The Scorched Hand has made several successful tours of Osirion, so they know it too. They are well regarded for their spending and hiring of locals for labor. That keeps me from making accusations to anyone in power. Wati is lawful by tradition not enforcement.


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

Anyone care to wager what an Osirionologist would do to keep the Pharasmans from banning her return to any tombs? What about someone who kills cats as warnings?

Herbert looks at Gribb then back at Fenlin.

I have an idea. If we can trust the staff not to remove our loot, go get your brother. He's going to love this plan...

Fenlin's nod of assurance sets the cleric in motion. As Gribb takes stairs two at a time Herbert leans into Isis and Fenlin. His smile threatens to dissolve the whispers.

Isis:
Gribb's brother Reed is constantly giving him a hard time. I think we should use that. If we make the priest seem like a useless limb sewed on by the Pharasmans, Fenlin here can remain breathing and prosperous. Reed will love it. What do you think Isis? While we are intown should we treat Gribb like an unwelcome overseer?


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

Your plan is brillant Herbert. I think it will be just what we need to throw The Scorched Hand and their leader off. Reed will love this plan, anything to get a playful jab in at this brother! I may have a hard time keeping a straight face around Gribb though!


Fenlin's brow wrinkles into something resembling sun-dried fruit. His nose looks like a smooth ripe cherry. Somehow the two together only make the man's thinking face humorous. It falls short of ridiculous.

It should work. I've watched other adventurers treat their assigned clerics like a slaver's noose. Remember to keep your insults covert and don't do anything to disrespect the dead. Even if the goodly Gribb has no intent of invoking the death Goddess' wrath, the observers must never know that...especially anyone in league with Ms. Hypaxes.

The bartender sets a fresh drink in front of Herbert and adds another in a smaller cup to the space before Isis. His hands had done it again.

And two more...

A nod toward two dark skinned brothers descending the stairs, then Fenlin is again pouring refreshments.


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

Reed's pack resembles two sausages in one skin. He lazily drops the heavy leather bundle and sidles into a chair in one shimmy.

What are you looking at? Jaffur's documents are in the room, and there is nothing old in here.

Reed's foot flies into the side of his leather pack.


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

Slowly Gribb removes the pack he carries slung over one arm. He sets it on the table, gingerly.

The worthwhile treasure is in here. I have received a bountiful gift in this shield. My share of the treasure is covered for this transaction and possibly more. If you wish to sell what is here, I ask that you do so with care. There are plenty of options in the Sunburst Market.


Bag of Treasure:
The bag contains ornate art and ancient items: The small trapped chest that can be reset with a envenomed blade 200gp, two "books" with gold-plated pages 300gp each , papers dealing with tomb ritual 200gp, and coin and gems 400gp.

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