MUMMY'S MASK ADVENTURE PATH - GM Spazmodeus

Game Master Spazmodeus

1st Gozran, 4714
The Gate To The Necropolis

Map of the Necropolis

Combat Map


2,401 to 2,450 of 4,141 << first < prev | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | next > last >>

Exploration: Defend Rage remaining 7/11 Current Hero point: 1

I go and offer my arm to alex to help support her as we move along
Bambara ez duzu kezkatu

sylvan:
no worry bambara got you

bambara need be strongr


Catfolk Ninja Gigolo

Chui sighs...

Yeah, let's do this thing.

I'll take point, 20 ft ahead of you guys, OK?

Maybe if I get hit in the head, I'll start thinking better.

How far are we from the Sanctum, and do we have sense of what the terrain looks like between here and there?

So, we're pretty confident that Velriana and her Merry Nethys-ites are at the Sanctum, and we're hoping, but not at all sure, that she thinks we're already dead, right?


Male Logics Wizard 5/ Gamer 20+
Chui Nyeusi wrote:

How far are we from the Sanctum, and do we have sense of what the terrain looks like between here and there?

You can see the top of the sanctum from where you are over the other buildings. You are probably about a 5 minute walk from it and the terrain is the same as all terrain in the Necropolis, ruined streets.

The Concordance

Female Human Sorcerer 5 / Pathfinder Savant 8 |HP 93/93| AC 23, TAC 14, FFAC 21, 15 CMD|Fort +13, Ref +13, Will +11|Init:2 Per +4|Spell Slots: 1 (7 Left), 2 (7 left), 3 (6 left), 4 (6 left), 5 (5 left), 6(3 left)|

If Imanish is working with her, she knows we are alive and will be preparing for our arrival.

The Concordance

Female Human Sorcerer 5 / Pathfinder Savant 8 |HP 93/93| AC 23, TAC 14, FFAC 21, 15 CMD|Fort +13, Ref +13, Will +11|Init:2 Per +4|Spell Slots: 1 (7 Left), 2 (7 left), 3 (6 left), 4 (6 left), 5 (5 left), 6(3 left)|

I graciously accept Bambara's hand as we move towards the Sanctum.

Thank you sir, you're such a gentleman. Miss Wakestepek adarkatu nau eta askoz hobeto sentitzen naiz. Eskuineko eskua zen zuzena zen, tenplura iritsi arte, ez fidatu.

Sylvan:
Miss Wakestep patched me up and I feel much better. She was correct about The Scorched Hand, when we get to the temple, do not trust them.


Catfolk Ninja Gigolo

I'd like to suggest the following precautions while moving toward the Sanctum. One, we move in careful mode toward it. That will give Chui a Stealth of 21 and a Perception of 30 (+4 to hear conversations and detect secret doors or traps) plus his 30 ft. scent radius (assuming still air). Two, I'd like to take a slightly indirect path toward the Sanctum, swinging around to approach from the south. I think it's still morning so there will be less of the sun in our eyes, and hopefully, it won't be what the opposition is expecting. Three (finally), I'd like us to see if there is a place across the street from the Sanctum to the south where we have some cover and where we can see the main entrance, etc. We could pause there for a couple of minutes to see what's going on before we do our final approach.

Does this sound like a reasonable plan?


Chui Nyeusi wrote:

I'd like to suggest the following precautions while moving toward the Sanctum. One, we move in careful mode toward it. That will give Chui a Stealth of 21 and a Perception of 30 (+4 to hear conversations and detect secret doors or traps) plus his 30 ft. scent radius (assuming still air). Two, I'd like to take a slightly indirect path toward the Sanctum, swinging around to approach from the south. I think it's still morning so there will be less of the sun in our eyes, and hopefully, it won't be what the opposition is expecting. Three (finally), I'd like us to see if there is a place across the street from the Sanctum to the south where we have some cover and where we can see the main entrance, etc. We could pause there for a couple of minutes to see what's going on before we do our final approach.

Does this sound like a reasonable plan?

Couple of things...

  • You have a map, in game and out. You can locate it on the campaign page under Wati spoiler.
  • The #17 is the Sanctum, you can easily swing around to approach from the south, it will just take a bit longer. Lets say 15 more minutes (especially being careful).
  • There are buildings across the street, though it does have an open square in front, so they aren't right across the street.

The Concordance

Female Human Sorcerer 5 / Pathfinder Savant 8 |HP 93/93| AC 23, TAC 14, FFAC 21, 15 CMD|Fort +13, Ref +13, Will +11|Init:2 Per +4|Spell Slots: 1 (7 Left), 2 (7 left), 3 (6 left), 4 (6 left), 5 (5 left), 6(3 left)|

If Chui suggests that plan of action, Alexandra would do that. Also as we approach the sanctum...

I fiddle around my bag ang pull out my spare holy symbol.

Miss Wakestep, while you have previously, but politely, refused to wear this I am going to insist you do so. Before I was giving them out as a keepsake for the occasion but in light of the new information we have I believe it would be prudent for you to have this. Perhaps there is a chamber that opens for faithful, something hidden from the eyes of the unbelievers, or a defense that followers do not have to worry about, but if Miss Hypaxes wanted me out of the way I would guess it must involve our shared faith. I doubt whatever it is can read minds so putting this on might be all you need.

When I was a little boy (way back when) I didn’t bring my crucifix to church all the time, but if there was a chance that the pipe organ would rip itself out of the wall and start beating me up if I didn’t wear it, I’d make sure I had it on.


Catfolk Ninja Gigolo
Talalmackk Chirronna wrote:


Couple of things...

  • You have a map, in game and out. You can locate it on the campaign page under Wati spoiler.
  • The #17 is the Sanctum, you can easily swing around to approach from the south, it will just take a bit longer. Lets say 15 more minutes (especially being careful).
  • There are buildings across the street, though it does have an open square in front, so they aren't right across the street.

Sorry, I should have explained that I'm basing this plan on that map. I even have it downloaded to my desktop so if need be, I can open it with Adobe Photoshop and start adding arrows, etc. to show our plans and movements.

And I'm fine with taking a bit longer (I figured that would be the case) and also with "across the street" including the open space in front of the Sanctum.

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Harmini shakes her head.

I appreciate your concern, dear. However, the fact remains that I do not share your beliefs. I'm afraid that I must once again respectfully decline...

Pure nonsense... although.

Her eyes narrow as she pauses.

Unless, of course, you know something specific about this site that you're not telling us?

Knowledge Religion to recall any relevant information (creatures/traps) relating to Alex's religious concerns.

Knowledge Religion:
1d20 + 7 ⇒ (15) + 7 = 22


Harmini:
It is common practice for important religious sites to be protected by guardians and often some of the more simple guardians are keyed to NOT attack followers of the faith. Different locations though may key that protection to a Holy Symbol, a specific color, or some kind of phrase spoken aloud.

Sites devoted to Nethys are specifically known to have many such protections, though often they cannot be bypassed by such simple ruses. In addition, they often protect against intrusion by lesser members of the church who may not be able to handle the magic or knowledge hidden, and therefore are actually a test. Lastly, followers of Nethys are a very fractured group, and what is normal to one group is seen as blasphemy in another.

The Concordance

Female Human Sorcerer 5 / Pathfinder Savant 8 |HP 93/93| AC 23, TAC 14, FFAC 21, 15 CMD|Fort +13, Ref +13, Will +11|Init:2 Per +4|Spell Slots: 1 (7 Left), 2 (7 left), 3 (6 left), 4 (6 left), 5 (5 left), 6(3 left)|

I do not know anything specific about this site, in fact I don't know anything about this site and that is what bothers me. Miss Hypaxes wanted me out of the way for a reason. I'm not smart, I'm not strong, I'm not wise or particular powerful. She made a team who followed Nethys, so I am guessing that has something to do with it. Wait, she mentioned that her bodyguard was not a follower, so maybe that's not it either...hmm now I am unsure.

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

It's quite alright, dear. I'll hold onto it for now if it makes you feel safer. Perhaps you're right and it may be useful at some point.

The gods do enjoy their parlor tricks...

Harmini accepts the holy symbol from Alex and stores it in her backpack.


OK, moving along...

Chui leads the way to the the Sanctum, to an abandoned building across the street. The area is quiet like most of the Necropolis and the abandoned building provides a easy view of the Sanctum.

Although the Sanctum’s central nave is symmetrical, the rest of the structure does not conform to traditional architecture, with wings and extensions on both sides that, except for the uniformity of the stonework, appear to have been haphazard additions. A large dome over the apse tops the roof at the north end of the temple. The Sanctum is
windowless, and the temple’s exterior walls are carved with likenesses of Nethys and other celestial figures.


Catfolk Ninja Gigolo

Before striking out for the Sanctum, Chui remarks ...

Yeah, Idorii is not a Nethys-ite. She's more of a hired mercenary. We should keep an eye for any opportunities to peel her away from others. Not saying we shouldn't fight her but just be aware that she's not a religious fanatic.

The Concordance

Female Human Sorcerer 5 / Pathfinder Savant 8 |HP 93/93| AC 23, TAC 14, FFAC 21, 15 CMD|Fort +13, Ref +13, Will +11|Init:2 Per +4|Spell Slots: 1 (7 Left), 2 (7 left), 3 (6 left), 4 (6 left), 5 (5 left), 6(3 left)|

I won't let the fact the someone is trying to kill me ruin this day! Think of the history! The lore! And the most exciting thing of all, the unknown!

It takes all the willpower I have to not just rush in, but I know I need to wait.

Miss Hypaxes is in there, but if I had to guess based on our interactions she wouldn't be near the entrance. Even if she knew that we were coming, she is so driven that see would stop working now that she is here. And I doubt that she would split her group up. Hmmm, what are you looking for, Hypaxes?


I have opened up the map. This is for when you are ready to move in. There is no sign of any movement or sentries. The open area is empty. Feel free to move up when ready and I will describe what you see.

I currently have it set that Chui and Bam both have ioun torches set up. as the interior may be darkened.

The Concordance

Female Human Sorcerer 5 / Pathfinder Savant 8 |HP 93/93| AC 23, TAC 14, FFAC 21, 15 CMD|Fort +13, Ref +13, Will +11|Init:2 Per +4|Spell Slots: 1 (7 Left), 2 (7 left), 3 (6 left), 4 (6 left), 5 (5 left), 6(3 left)|

I will light my bullseye lantern, that will give me normal light in a 60 foot cone and it increases light by one step in a 120 foot cone. It might just be for me, but the map is just a black square, nothing is on it.


Catfolk Ninja Gigolo

I'm afraid that it's also all dark for me.


Not sure how it keeps getting set wrong, but hopefully it should be set now. We'll see what happens on the next map.


Now, I can see my icon but nothing else. It looks like I'm in total darkness with no light source.


Catfolk Ninja Gigolo

After arriving at the ruined building across the street from the Sanctum, Chui gestures to the others ...

Time for quick group hug and tactical planning session, I think. Some thoughts here that I'd like to make sure we're all good with.

First, in case of another ambush, we've agreed that however reacts firstsie. has the highest initiativewill call the play, right?

Second, we're going in after Miss V and Co, right? Alternatively, we could set up an ambush and wait for them to come out, but then we'd be giving them a chance to find whatever they're looking for in there.

Last, when we find them, we attack immediately. We don't attempt to exchange pleasantries, ask for their scones recipes, etc. OK?

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Harmini shakes her head.

You're right, Chui. We should come up with a plan we can all agree on. Here's my thoughts:

First, once inside, everyone should simply follow my advice in combat if we get attacked. While Chui and Bambara's strength is unquestionable, their aggressive nature tends to leave us vulnerable to more cleverly devised counterattacks. We need to fight as a cooperative unit, smarter not harder. Additionally, whatever we find in there could be difficult to handle and unlike anything any of you have ever seen before. You can all trust that I will know best what to do.

Second, we're not undeniably certain that The Scorched Hand is even in there. We need to locate more clues before we make such bold assumptions.

Lastly, if they are indeed here, I'd like to talk to Velriana first and get the truth from her own lips before we outright attempt to murder her and her companions for overstepping their boundaries. There's no need to be unreasonably violent.

What do you think Alex?

She waits patiently for Alex's response.


Catfolk Ninja Gigolo

Chui growls under his breath ...

Listen to Little Miss "'Take Cover' and Run Away."

The Concordance

Female Human Sorcerer 5 / Pathfinder Savant 8 |HP 93/93| AC 23, TAC 14, FFAC 21, 15 CMD|Fort +13, Ref +13, Will +11|Init:2 Per +4|Spell Slots: 1 (7 Left), 2 (7 left), 3 (6 left), 4 (6 left), 5 (5 left), 6(3 left)|

I’d like to hear what she has to say, but I do know she is here.

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Harmini nods to Alex.

Alex seems determined. I hope she is ready for this.

It's settled then. Investigating first-hand is truly the only way to find out for sure. Chui, please tread carefully. The dangers that lie ahead are unclear.

She retrieves her crossbow and loads it with a cold-iron bolt.


Catfolk Ninja Gigolo

We all ready to go? Sounds like Alex and Lady H, but I'd also like to make sure Bam is ready.

Any prep spells, potions, etc. we need to do before going in?


Exploration: Defend Rage remaining 7/11 Current Hero point: 1

bambara is good ta go i will be away for 12 hrs on account of work

The Concordance

Female Human Sorcerer 5 / Pathfinder Savant 8 |HP 93/93| AC 23, TAC 14, FFAC 21, 15 CMD|Fort +13, Ref +13, Will +11|Init:2 Per +4|Spell Slots: 1 (7 Left), 2 (7 left), 3 (6 left), 4 (6 left), 5 (5 left), 6(3 left)|

I move over to Coriander and grab a crossbow and bolts well as a few odds and ends(collapsible plank, chalkboard, knotted rope with a grappling hook) before reattaching my parasol.

What do we have to reveal a floating face monster that can become invisible?

My hand moves over a bag of travel cake mix, I shrug then put it in my bag.


Catfolk Ninja Gigolo

Chui smiles his one of his broad toothy grins.

Well, the motto of my old school was "Always be reasonably violent," so I think I'm good to go.

And no killing Taldan trash on sight. Got it.

Current Exploration Speed - 150 ft./minute

Chui - Scouting (not attempting to mix Stealth and Search, +12 Perception (additional +4 for conversation/concealed objects and +2 for hidden magical targets))

Bam - Defending (+1 Initiative bonus to group)

Alex - Detect Magic (+2 to search for hidden magical targets)

Harmini - Investigating (150 ft/minute is half her normal movement, using Knowledge (x) as needed)

Chui moves to the top of the stairs so he can see into the large room beyond.

Moved icon on roll20


GM Rolls:
  • 1d20 ⇒ 19
  • 1d20 ⇒ 17

Chui heads to the top of the stairs and scans around. Just inside the entry, two rows of columns lead toward an archway in the north wall. Two smaller passages open to the east and west.

Chui:
The smell of decay is faint but definitely present, and close. As you climb the stairs you catch a glimpse of movement behind one of the pillars. Then another. You are not alone.

INITIATIVE TIME! Surprise round. Chui and the jackals may act.

The group hears a slight scraping sound as something moves forward in the entrance. Suddenly Chui is surrounded by what appear to be diseased or decaying jackals.

Yellow, Red, Purple, and Blue all moved up. Chui, it is your turn.

Group Initiative:
  • Alex 1d20 + 2 ⇒ (10) + 2 = 12
  • Bam 1d20 + 2 ⇒ (4) + 2 = 6
  • Chui 1d20 + 4 ⇒ (5) + 4 = 9
  • Harmini 1d20 ⇒ 19

GM Initiative:
  • 1d20 + 7 ⇒ (16) + 7 = 23
  • 1d20 + 7 ⇒ (11) + 7 = 18
  • 1d20 + 7 ⇒ (2) + 7 = 9
  • 1d20 + 7 ⇒ (1) + 7 = 8
  • 1d20 + 7 ⇒ (14) + 7 = 21
  • 1d20 + 7 ⇒ (17) + 7 = 24


Catfolk Ninja Gigolo

Shouldn't we all have a +1 to our initiative rolls because of Bam Defending in our Exploration mode set up, or does that not apply to this situation?


Chui Nyeusi wrote:
Shouldn't we all have a +1 to our initiative rolls because of Bam Defending in our Exploration mode set up, or does that not apply to this situation?

It does apply and you do have it in the final results. It was pointed out to me after I posted but I corrected it in the initiative tracker.


Catfolk Ninja Gigolo

Diseased OR decaying, it's the choice this place provides which impresses me.

Chui takes a 5 ft step back (assuming he can do so down the stairs)

Standard Action - paw attack against the blue baddie (I hadn't specified that Chui is carrying his wakizashi. In the future, he will be doing so.)

Attack:
Claw 1 1d20 + 6 ⇒ (2) + 6 = 8
Damage 1d4 + 1 ⇒ (1) + 1 = 2

SNARL! Heads up, welcoming committee!


Catfolk Ninja Gigolo
Talalmackk Chirronna wrote:
Chui Nyeusi wrote:
Shouldn't we all have a +1 to our initiative rolls because of Bam Defending in our Exploration mode set up, or does that not apply to this situation?
It does apply and you do have it in the final results. It was pointed out to me after I posted but I corrected it in the initiative tracker.

OK, I see it now, thanks.


Chui steps back from the swarming pack of canines and takes a swipe at the closest one, trying to prevent them from completely surrounding him. His claws miss and the pack keeps coming. The rest fill in around, while the first begins to swing around, closing him off from his allies.

Green and Brown move into position. Then Yellow moves around provoking an AOO if Chui wishes to take one. To speed thing up, Red will also be moving and provoking, so let me know if you want to take an AOO or if you wish to ignore both of them.

BEGIN ROUND 2


Catfolk Ninja Gigolo

Nice diseased, decaying doggies!

Is there one moving into a flanking position behind Chui and opposite green? If so, Chui would AOO that one. I'll roll here, and if neither go to that position, you can ignore these rolls.

Attack:
Claw 1 1d20 + 6 ⇒ (18) + 6 = 24
Damage 1d4 + 1 ⇒ (1) + 1 = 2


Yellow stops before flanking but red moves into position there, so your AOO will go for him.

The first canine finishes moving around and tries to take a bite of Chui's leg. The teeth sink in and draw blood.

Yellow Jackal:
  • Bite Attack 1d20 + 2 ⇒ (19) + 2 = 21
  • Damage 1d4 + 1 ⇒ (3) + 1 = 4

Another canine circles around trying to finish cutting Chui off. Chui seeing the danger in letting that happen takes another swipe, this time catching the beast along the ribs. Several break in the attack but it keeps going, surrounding him. It continues the assault by trying to bite his other leg. Again the teeth draw blood, trying to take him down.

Red Jackal:
  • Bite Attack 1d20 + 4 ⇒ (15) + 4 = 19
  • Damage 1d4 + 1 ⇒ (2) + 1 = 3
  • Flanking

A third jackal also presses the assault more. This time though Chui is faster and keeps his distance.

Purple Jackal:
  • Bite Attack 1d20 + 2 ⇒ (7) + 2 = 9
  • Damage 1d4 + 1 ⇒ (1) + 1 = 2

It is Harmini's turn. See below for Knowledges.

Harmini Knowledge:
  • Religion 1d20 + 7 ⇒ (6) + 7 = 13
  • Nature 1d20 + 7 ⇒ (19) + 7 = 26

These appear to be skeletal jackals. Common enough undead found in this area.
  • Darkvision 60 ft.
  • DR 5/bludgeoning, Immune to cold, and the standard undead traits.

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Harmini's looking for a specific bit of information regarding the jackals before she takes her turn. Do they have a special attack that carries a disease?


There is no disease. I was just being descriptive. Sorry for the confusion.


Catfolk Ninja Gigolo

Chui appreciates lurid descriptions of any and all pack animals trying to maul him.

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

Chui, hang in there! We're coming! These common, undead jackals do not carry disease. They should be easily destroyed by blunt force and my planar power.

Harmini steps forward and radiates positive energy through her outstretched hand.

Free action - 5' step west. Standard action - Channel Energy to harm undead within 30' (DC 14 Will save for half). No Move action.

Channel Energy:
1d6 ⇒ 5


The burst of positive energy washes over the jackals and the bones begin to crack. Four of them fall as the bones collapse completely. Two remain standing but now on shaky frames.

Skeletal Jackal Saves:
  • Yellow Jackal 1d20 + 2 ⇒ (17) + 2 = 19
  • Red Jackal 1d20 + 2 ⇒ (16) + 2 = 18
  • Purple Jackal 1d20 + 2 ⇒ (4) + 2 = 6
  • Blue Jackal 1d20 + 2 ⇒ (8) + 2 = 10
  • Green Jackal 1d20 + 2 ⇒ (14) + 2 = 16
  • Brown Jackal 1d20 + 2 ⇒ (8) + 2 = 10

Harmini still has a move action if she likes. After her will be Alex. Alex also has the same information available to her as Harmini in relation to these jackals.

Scarab Sages

Female Shabti Witch (Hex Channeler) 5

No move action.

Harmini refocuses on her companions.

Only two left. Make it quick.

The Concordance

Female Human Sorcerer 5 / Pathfinder Savant 8 |HP 93/93| AC 23, TAC 14, FFAC 21, 15 CMD|Fort +13, Ref +13, Will +11|Init:2 Per +4|Spell Slots: 1 (7 Left), 2 (7 left), 3 (6 left), 4 (6 left), 5 (5 left), 6(3 left)|

Move action to maneuver into a firing position, standard action cast and Acid Splash and toss it at the yellow jackal.

She will not stop me with dogs!

I cast a simple spell and hurl a vial of conjured acid at the shaky jackal

Azra komos zim!

Acid Splash:
Ranged Touch Attack: 1d20 + 4 ⇒ (13) + 4 = 17Acid Damage: 1d3 + 1 ⇒ (2) + 1 = 3


Alexandra moves forward and sprays acid across the closest jackal. The acid dissolves through the bones and it collapses behind Chui.

Chui, it is your turn.

GM ROLLS:
  • 1d20 ⇒ 2
  • 1d20 ⇒ 4
  • 1d20 ⇒ 5
  • 1d20 ⇒ 2


Catfolk Ninja Gigolo

Chui full attacks the one remaining jackal (there is only one remaining, right?)

Attack:
Bite 1d20 + 6 ⇒ (19) + 6 = 25
Damage 1d4 + 1 ⇒ (3) + 1 = 4

Attack:
Claw 1 1d20 + 6 ⇒ (4) + 6 = 10
Damage 1d4 + 1 ⇒ (4) + 1 = 5

Attack:
Claw 2 1d20 + 6 ⇒ (9) + 6 = 15
Damage 1d4 + 1 ⇒ (4) + 1 = 5


Replies will be slower today. Got errands to do.

Chui lashes out and bites the last skeletal jackal, his teeth crunching through bone. The beast crumbles beneath him leaving everything still on the steps of the Sanctum.

No need to remain in rounds.


Catfolk Ninja Gigolo

Ouchy! I think I need another hit of the healing stick Lady H.

[b]So, mess of undead jackals. Does this mean the Taldan loser and her pose haven't gotten here yet?[b]

Is there any evidence outside the Sanctum, around the base of the stairs and beyond, that anyone else has been this way in the recent past? My Survival is pretty poor (-1), but I'd be happy to give it a roll.

The Concordance

Female Human Sorcerer 5 / Pathfinder Savant 8 |HP 93/93| AC 23, TAC 14, FFAC 21, 15 CMD|Fort +13, Ref +13, Will +11|Init:2 Per +4|Spell Slots: 1 (7 Left), 2 (7 left), 3 (6 left), 4 (6 left), 5 (5 left), 6(3 left)|

I don't know. We don't know their capabilities, but I doubt they could conjure undead creatures. It's not impossible though, there is a robes that my father had that allowed you to peel off its magical embroidery, thous creating simple skeletal servants. Also they could have wandered in here to escape the heat of the sun. Dogs do that by instinct, even dead ones.

My curiosity gets the better of me and I step up to the temple steps and start looking inside.

1 to 50 of 4,141 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / MUMMY'S MASK ADVENTURE PATH - GM JSCOT Game Play All Messageboards

Want to post a reply? Sign in.