Mummy's Mask

Game Master Samy

GM Samy's Mummy's Mask Campaign --- Day 26 --- Google Drive Folder --- Experience --- Treasure --- Relationships --- Maps (Empty Graves)
Panic Level: 13

Party Inits:
[dice=Initiative Aleris]1d20+7[/dice]
[dice=Initiative Deseri]1d20+2[/dice]
[dice=Initiative Harmose]1d20+11[/dice]
[dice=Initiative Kito]1d20+0[/dice]
[dice=Initiative Polux]1d20+3[/dice]
[dice=Initiative Qari]1d20+2[/dice]
[dice=Initiative Ra-Khefer]1d20+1[/dice]
[dice=Initiative Turel]1d20+2[/dice]

[dice=Perception Aleris]1d20+9[/dice]
[dice=Perception Deseri]1d20+1[/dice]
[dice=Perception Harmose]1d20+9[/dice]
[dice=Perception Kito]1d20+2[/dice]
[dice=Perception Polux]1d20+10[/dice]
[dice=Perception Qari]1d20+6[/dice]
[dice=Perception Ra-Khefer]1d20+0[/dice]
[dice=Perception Turel]1d20+9[/dice]


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Liberty's Edge

Female Human Commoner 1

Turel, Harmose and Aleris seem to have slept on the right foot, as they are sharp and pick up things while making their way through the Necropolis, while the others...not that much.

One of the sights that none of you could miss is a tall black obelisk right after the entrance into the Necropolis. I have uploaded to Google Drive an image of the entrance into the Necropolis, and an image of the obelisk itself. Please inform me if the links don't work. Further information about the obelisk would be either a History or Local roll.

You travel roughly north-northwest through the winding sandy streets. At map number 2, Aleris notices a lot of religious symbols on the walls of the buildings that might identify the purpose of the buildings there; Knowledge (religion) to do so.

As you approach the Tomb of Akhentepi, at map location 26 there is a crossroads, at the center of which appears a hole in the ground, straight walls going straight down. Natural light illuminates the little bit of the top of the shaft, but beyond that there's pitch blackness. Harmose, Turel and Aleris feel that they can just barely hear the sound of something like...lips smacking. Identifying this site would require a trained Local roll.

Moving on, it's only a block or so from the hole in the ground until you arrive at the Tomb. The name of the individual interred within the tomb, Akhentepi, is engraved upon the doors in Osiriani, along with the dates of his birth and death, indicating that the deceased was born in 2416 AR and died in 2488 AR. (History roll to relate that to Wati timeline.)

You study the heavy double doors. They are 10 feet tall and made of solid stone, with no visible handles or hinges, although Aleris manages to locate concealed hinges that indicate that the doors should swing outward. There are also telltale traces of mortar along the seams and jamb that has since crumbled or been chipped away, indicating that the doors were meant to be sealed permanently and not intended to be opened again. You also find signs of a crowbar of a similar tool having been inserted between the doors at some point.

The doors swing outward, but currently, they are blocked by some heavy sand accumulation. There's no way to open the doors without some heavy manual labor moving sand first. Which members of the group participate?

I have updated the relationship table with Camus (Kema +1), Regina (Teht +2) and Tuneya's (Terhk +1) rolls.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

FLASHBACK: WALK THERE

GM Samy wrote:
As you approach the Tomb of Akhentepi, at map location 26 there is a crossroads, at the center of which appears a hole in the ground, straight walls going straight down. Natural light illuminates the little bit of the top of the shaft, but beyond that there's pitch blackness. Harmose, Turel and Aleris feel that they can just barely hear the sound of something like...lips smacking. Identifying this site would require a trained Local roll.

Harmose points out the shaft so that no members of our party fall in it. "Did anyone else hear the sound of... lips smacking?" He steps back. "What do you think that was?"

PRESENT MOMENT

Peering at the dates engraved on the tomb doors, Harmose says to Tuneya, "Please tell me that those date from before the madness plague."

Harmose will help with the sand moving, but if it proves too heavy for him, he will get out of the way so that stronger members can make more progress.

"If needed, I can do the last fine bits of sand cleaning, from hard to reach cracks and hinges, if you think that will make the door move more easily."

__________________
GM Samy, your images worked fine!


Female Osirioni Dhampir Cleric/1 (HP 9/9 | AC:14 T:10 FF:14 | CMB:-1 CMD:9 | F:+2 R:+0 W:+5 | Init:+0 | Perc:+5 Darkvision 60ft, Low-light vision | Move:30 | Conc:+5) DK 5/5 HotA 5/5 Channel Energy 6/6
Skills:
Acrobatics +0 Bluff +5 Diplomacy +3 Disguise +3 Heal +2 Intimidate +4 Knowledge (Arcana) -1 (Engineering) +0 (History) +0 (Nobility) +0 (Religion) -1 Perception +5 Sense Motive +2 Spellcraft -1 Survival +2

Obelisk:
Knowledge, History: 1d20 + 0 ⇒ (20) + 0 = 20

If Aleris points out the religious symbols,
Knowledge, Religion: 1d20 - 1 ⇒ (9) - 1 = 8

Wati timeline:
Knowledge, History: 1d20 + 0 ⇒ (16) + 0 = 16

Regina looks at the giant pile of sand blocking access to her Destiny in distaste.

Surely there are some local urchins nearby willing to do a little honest work for honest pay?

If there are, Regina offers the going rate, up to 5gp worth of work.

The table and the description seem to disagree on whether an untrained hireling is a 1sp/day or 1gp/day job.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

I just realized that GM Samy did not specify trained on the Religion or History rolls!

Assuming Aleris points out what she sees...

About the Religious Symbols
Untrained Knowledge (Religion): 1d20 + 1 ⇒ (16) + 1 = 17

On the Obelisk
Untrained Knowledge (History): 1d20 + 1 ⇒ (1) + 1 = 2

Wati Timeline Events
Untrained Knowledge (History): 1d20 + 1 ⇒ (15) + 1 = 16

__________________________________________

Harmose thinks, I really should see about getting some history lessons from Tuneya. It's a shame I spent more time learning how to flatter courtiers than studying the crucial history of our people!


Inactive

SYMBOLS

GM Samy wrote:
You travel roughly north-northwest through the winding sandy streets. At map number 2, Aleris notices a lot of religious symbols on the walls of the buildings that might identify the purpose of the buildings there; Knowledge (religion) to do so.

As the group makes their way by the mysterious buildings, Aleris quietly points out the symbols that adorn several of them.

Kn. Religion: 1d20 + 6 ⇒ (18) + 6 = 24

THE SHAFT

GM Samy wrote:
As you approach the Tomb of Akhentepi, at map location 26 there is a crossroads, at the center of which appears a hole in the ground, straight walls going straight down. Natural light illuminates the little bit of the top of the shaft, but beyond that there's pitch blackness. Harmose, Turel and Aleris feel that they can just barely hear the sound of something like...lips smacking. Identifying this site would require a trained Local roll.

"I hear it, too," Aleris says, looking mildly disgusted. Very carefully, she peers into the shaft, wondering if she might be able to see to the bottom. Darkvision 60 ft.

HISTORY LESSONS

GM Samy wrote:
Moving on, it's only a block or so from the hole in the ground until you arrive at the Tomb. The name of the individual interred within the tomb, Akhentepi, is engraved upon the doors in Osiriani, along with the dates of his birth and death, indicating that the deceased was born in 2416 AR and died in 2488 AR. (History roll to relate that to Wati timeline.)

As she reads the dates on the doors, the only part that she can understand, she thinks back to what little history she's picked up about Wati. Did Akhentepi die before, during, or after the plague?

Kn. History (Untrained, if allowed): 1d20 + 2 ⇒ (19) + 2 = 21

PRESENT

"Hmm, are average citizens even allowed into the Necropolis? It might be faster for us to do it ourselves."


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

FLASHBACK

Knowledge History (Obelisk): 1d20 ⇒ 9
Knowledge Religion (Symbols): 1d20 ⇒ 11

Turel shakes his head and responds quietly, "I have no wish to find out...we should move on. Seeing Aleris peering down into the shaft makes his heart constrict. "Be careful, Aleris."

PRESENT

Turel shakes his head. "The Church of Pharasma has forbidden citizens to enter the Necropolis. Don't worry Regina my dear, I shall make sure you do not need to dirty yourself here."

He looks around the Tomb entrance looking for some makeshift tool to help speed up the digging process.

Are there any makeshift tools lying around the Tomb entrance Samy? Perception check to find one: 1d20 + 7 ⇒ (2) + 7 = 9


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

FLASHBACK

Turel Garaldo wrote:
Turel shakes his head and responds quietly, "I have no wish to find out...we should move on."

"Normally, I would agree with you. But the map indicates that this is less than a block from our site. It might be helpful to know a bit more about it."

"On the other hand, I don't want to learn at the expense of any of our team," Harmose says when he sees Aleris leaning over. "Aleris, if you must stand over that, could you do so while holding on to a rope?"


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

FLASHBACK

Turel nods after a moment's thought. "That makes sense." He digs in his pack and takes out his rope handing it to Aleris. "Here, wrap this around your waist and Camus and I will hang onto you while you peek over the side."

If nothing else, this is good practice for when we get inside the Tomb.


Inactive

PAST

Aleris looks mildly surprised and a little embarrassed at the rush of concern coming from the two men. "Er, right. That would be the smart thing to do, wouldn't it?" she says a little sheepishly as she ties the rope around her waist.

-Posted with Wayfinder

Liberty's Edge

Female Human Commoner 1

Peeking over the edge, Aleris gets a view deep, deep into the pit...it does not have a bottom as far as her darkvision goes. At the limit of how far she can discern such detail, she can see that the walls of the pit are lined with hundreds of small, human-sized mouths that constantly move, opening and closing, licking their lips but making no sound beyond that. They are not connected to any sort of bodies, just to the wall itself.

Estimating from the plans you have obtained for the Tomb of Akhentepi, you can reasonably expect that this pit should not be connected to it unless some major excavations have taken place.

At the tomb, there is no labor available, and despite looking, you can find no appropriate tools either. You could hike back to the living city, but the round trip to the gates alone would take more than an hour, more than you estimate clearing the sand manually would take. And on top of that there would be however long the shopping trip would take. Remember that you also have access to everything costing 1gp or less, so for example using a sack (1sp) to scoop up sand and dump it elsewhere will make things more convenient.

Akhentepi's year of death as recorded on the tomb, 2488 AR, is 11 years before the Plague of Madness which occurred in 2499 AR.

Aleris can tell that the building at location 2 is dedicated to the ancient god Thoth, who has fallen into obscurity and is no longer commonly known. More about that building later, I don't have my materials with me right now.


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

PRESENT

Turel starts to clear the sand away from the doors, using the sacks he brought along to help speed up the process. "This should not take very long."


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

FLASHBACK

Harmose looks noticeably relieved when Aleris is pulled away.

He raises an eyebrow. "Mouths attached to a wall? Well... If they're attached to the wall, hopefully they won't migrate anywhere near us."

He looks over at the archaeologist. "Tuneya, what purpose do you think this serves? Was this some sort of unholy garbage shaft?"

PRESENT

Harmose pulls out a couple sacks and joins Turel, "More hands should make this faster, brother." He kneels down and starts digging.

With a strength of seven, he's not going to be very good at this. But he'll gamely try unless it is clear that his efforts are hindering rather than helping the group.


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Female Osirioni Dhampir Cleric/1 (HP 9/9 | AC:14 T:10 FF:14 | CMB:-1 CMD:9 | F:+2 R:+0 W:+5 | Init:+0 | Perc:+5 Darkvision 60ft, Low-light vision | Move:30 | Conc:+5) DK 5/5 HotA 5/5 Channel Energy 6/6
Skills:
Acrobatics +0 Bluff +5 Diplomacy +3 Disguise +3 Heal +2 Intimidate +4 Knowledge (Arcana) -1 (Engineering) +0 (History) +0 (Nobility) +0 (Religion) -1 Perception +5 Sense Motive +2 Spellcraft -1 Survival +2

Sigh. I have done much more humiliating tasks for Father. Now I will do it for myself.

Regina assists Harmose.


Male Human Daring Champion Cavalier 1/ HP: 7/12

Camus lits a torch and throws it on the pit, he inspects to see if he can see how far the pit goes.

Camus then tries to see how hard is to go down the pit
Perception: 1d20 + 4 ⇒ (18) + 4 = 22

He then goes to help clearing out the sand

In the meantime checks for traps
Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Liberty's Edge

Female Human Commoner 1

The torch Camus throws plummets into the pit without interruption for as long as its light can be seen. There is no abrupt stop at any point, it just...dims and dims as it gets further away, and then vanishes entirely.

The building at location 2 that Aleris took notice of, has indeed symbols of the now all but forgotten deity Thoth. The symbols are, for the most part, that of an ibis, a type of bird, in various positions, There are also some other symbols present that are associated with Thoth, though those are much more rare, indicating that this building may have been particularly associated with the ibis aspect of Thoth's worship. Aleris knows that the ibis was Thoth's sacred animal. In general, Thoth was the god of science, mathematics, history, philosophy, religion and wisdom -- a scholar's god. The building's architecture also appears from the outside like that of a library or monastery of some kind, but that is just a wild guess.

Of course, it bears noting at this point that you are only authorized to explore the interiors of your own assigned sites. This building might be assigned to some other group and going inside it would be a violation.

Between the group of you, you get the sand cleared out from in front of the double doors before the sun has gotten much higher in the sky. The next problem is that the thick stone doors are extremely heavy, and they have no exterior handles to grasp, or sections to push on for leverage. They were clearly designed not to be opened easily, perhaps they were designed not to be opened at all, period. It will require a feat of sheer strength to pry them open, and possibly several people to work in concert.

Strength DC 25 to open.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Lacking physical strength, Harmose ponders what he can do to help.

"If I magically greased the hinges," he asks the group in general, "do you think that this would help you pry open the door?"

Untrained Knowledge (Engineering): 1d20 + 1 ⇒ (8) + 1 = 9

Yeah, he has NO idea if it would work.

______________________

::Raises hand::

GM Samy, how does a combined strength check work? I know a crowbar will give a +2 circumstance bonus, but we're a low strength group. We're going to need to work together on this.


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel looks over the door and shrugs, "I believe by working as one we can force this door open." He motions everyone into position and then says, "On my signal...PUSH!"

STR check: 1d20 + 1 ⇒ (1) + 1 = 2

Harmose, we can use the Aid Another action to add a +2 to the highest STR roll of the group, if you get a 10 or higher. So the next question for Samy is how many of us can push against the door at once, and also whether they can take 10 on the Aid Another....Actually considering that roll someone else will have to roll here :(
.
Wow I just noticed Turel has the highest STR (13)...well at least we will gain ability increases quickly in this game :)


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Can we give it another try?

"I can help push!"

STR Check to Aid Another: 1d20 - 2 ⇒ (16) - 2 = 14
That's another +2 for someone!


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Male Human Daring Champion Cavalier 1/ HP: 7/12

"stand back ladies, here i come"

Camus spits on his hands and prepares to push

STR check: 1d20 ⇒ 9

ACK! my back!

"arrr.. no dice, wont budge"

i think turel is the strongest, maybe we should try just o all help him, hopefully that helps turel at the least

" I got an idea, if this bloody door doesnt open we can dig below it, it may take some time but it may be easier than to move the door anyway, since we have already removed a lot of sand a little bit more may not be that difficult"

i think the fastest way is that turel takes 20 and we all help him, that way we just need 2 aid another and it will open


Female Osirioni Dhampir Cleric/1 (HP 9/9 | AC:14 T:10 FF:14 | CMB:-1 CMD:9 | F:+2 R:+0 W:+5 | Init:+0 | Perc:+5 Darkvision 60ft, Low-light vision | Move:30 | Conc:+5) DK 5/5 HotA 5/5 Channel Energy 6/6
Skills:
Acrobatics +0 Bluff +5 Diplomacy +3 Disguise +3 Heal +2 Intimidate +4 Knowledge (Arcana) -1 (Engineering) +0 (History) +0 (Nobility) +0 (Religion) -1 Perception +5 Sense Motive +2 Spellcraft -1 Survival +2

Regina lends her meager muscle power to the effort.

Aid Another: 1d20 - 1 ⇒ (18) - 1 = 17

Heh. So far diminutive, bulemic Regina is the strongest of the bunch. ;-)


1 person marked this as a favorite.
Alchemist/1; AC: 17; HP: 4/7; F: +3, R: +6, W: +1; Init: +4; Perc: +5

Flashback

Knowledge(arcana) for pit: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Knowledge(engineering) for pit: 1d20 + 6 + 3 ⇒ (8) + 6 + 3 = 17
Knowledge(history) for Obelisk: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Knowledge(history) for Wati: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Knowledge(local) for Necropolis: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Knowledge(nobility) just in case it has some info: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Untrained Knowledge(dungeoneering) for pit: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Untrained Knowledge(religion) for Obelisk: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25

Tuneya attempts to recall anything she can that is information related to the obelisk or weird pit, and if she finds out anything that people didn't come up with already she goes ahead and shares.

"I vote we name the pit Sarlack." She smiles. "Hopefully, we won't have to toss the minions of crime bosses into it."

Present

Knowledge(engineering): 1d20 + 6 + 3 ⇒ (13) + 6 + 3 = 22
Taking 20 on Perception to examine the door and walls around it for a total result of 25

Tuneya frowns as she looks at the door, pondering it for a moment. I wonder... Could it be locked?

"Can I have a chance to examine the door for a moment? These tomb doors can be tricky to open sometimes. The ancients did not like people entering them."

If she gets a chance, she immediately examines the door, recalling what she can about how it is constructed and trying to see if she can spot any locking mechanisms. She makes it a point to take her time to examine the door, as well as the walls surrounding the door, to get as accurate an idea of the construction as she can so she can put what she knows of ancient Osiriani architecture to work. She is silently hoping to discover a locking mechanism or, better yet, a simple switch that can be used to open the door. Or, if all else fails, at least figure out why it's not opening.

She also takes a moment, during the search, to allow herself to get distracted admiring the construction of the tomb. She always did love these old tombs, the way they were built, the sheer genius that could go into their design... And then it was back to the task while hoping no one noticed their archaeologist was daydreaming for a moment.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

After Tuneya has had some time and quiet to contemplate the door, Harmose says, "Do let me know if you think that grease would help those hinges move."

And then he pauses and takes a deep breath.

"Tuneya, I have come to realize that my education is woefully lacking. Sometime when we are not risking our lives raiding tombs in the Necropolis, may I study with you?"

"You're as Osirani as I am, so I am certain you've heard the old proverb*, 'Your head is your house. Furnish it.'"

He smiles ruefully. "Tuneya, I've come to the conclusion that my house has entire rooms that could do with a change in decor."

___________________
*An actual Egyptian proverb!


Inactive

Aleris seems as much at a loss as to how to get the door open as the rest of the group. "Hopefully Tuneya can find something from her inspection. Otherwise, all I can think of is trying again to see if we can force it open," she shrugs. "Surely the six of us together can do it."

If we have to try forcing it...

Strength (Aid Another): 1d20 + 1 ⇒ (14) + 1 = 15

Liberty's Edge

Female Human Commoner 1

I will allow Take 20 on the strength check, since you can certainly keep trying it until you get it right. Therefore, anyone with 12 Strength or more will get 21, and two aid anothers would suffice, which Aleris and Harmose have already provided.


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel wonders if perhaps he pulled a muscle in his back. After doing a couple of experimental stretches he was relieved to see no muscles were torn. On reflection he suspected it had more to do with the nearness of the beguiling Regina than the lack of good footing. Still, his admiration of the diminutive woman grew. She did not shirk from this task, though it be nigh impossible for a woman of her stature. I am impressed.

"OK I am ready to try this again." He braces himself once again and calls out, "On three. ONE...TWO...THREE!"

Take 20 on STR check.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

We who aided before of course heave with brother Turel...

__________________________
Did Tuneya find anything about the mysterious shaft she named, "Sarlack," with her Knowledge Local roll?


Male Human Daring Champion Cavalier 1/ HP: 7/12

if its 21+2+2 then i guess it opens right?


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?
Camus de Sable wrote:
if its 21+2+2 then i guess it opens right?

That's my assumption as well. Now we get to find out what is on the other side!

Liberty's Edge

Female Human Commoner 1

Correct, you get it open. Working together, you have cleared the sand, and then heave and strain to get the massive stone doors to open, stepping within the very first chamber on the map (A1)...

This rectangular room is empty save for some engravings and fixtures upon the walls, a pair of heavy stone doors to the north, and an immense stone wheel against the south wall. The air is stale, and a layer of dust and sand covers the floor, lying in a thicker layer to the south. All four walls bear sunk-relief engravings and hieroglyphs, while small stone faces are affixed to the walls at about shoulder height in each corner. The stone wheel to the south is engraved with a large spiral and is set in stone tracks in the floor and ceiling.

Unless I note otherwise, all rooms in the tomb are 10 feet high and unlit. What light sources are you using?

The hieroglyphs on the walls are in Ancient Osiriani, which at least Tuneya can read. Together with the engravings, they describe the life and times of the tomb's enshrined occupant, Akhentepi, a celebrated military commander who presided over the troops garrisoned in Wati prior to the city's downfall. The hieroglyphs warn, "Akhentepi’s tomb is well defended, and those who defile it tempt the wrath of the gods." An additional warning advises, "The only thing the Lady of Graves despises more than the grave robber is the unsuccessful grave robber," followed by a final admonishment to "turn back while you can."

Closer examination of the stone faces in each corner reveals them to be decorative torch holders, such that when torches are placed within them, a corona of flame surrounds the heads.

The stone wheel against the south wall is 10 feet in diameter and 6 inches wide, and weighs almost 5,700 pounds.

The following skills may be useful:

Survival, to determine whether anyone has been here recently.

Knowledge (religion) to identify some of the symbols in the chamber; some have DC 10 so you may make untrained attempts.

While you are examining the room, a roughly dog-sized scorpion skitters in and attacks. Time for your first combat!

Surprise and Initiative:
Stealth (Scorpion): 1d20 + 8 ⇒ (1) + 8 = 9
Perception (Harmose): 1d20 + 6 ⇒ (15) + 6 = 21
Perception (Tuneya): 1d20 + 5 ⇒ (5) + 5 = 10
Perception (Camus): 1d20 + 5 ⇒ (6) + 5 = 11
Perception (Aleris): 1d20 + 7 ⇒ (8) + 7 = 15
Perception (Turel): 1d20 + 7 ⇒ (15) + 7 = 22
Perception (Regina): 1d20 + 5 ⇒ (10) + 5 = 15

Initiative (Scorpion): 1d20 + 0 ⇒ (6) + 0 = 6
Initiative (Harmose): 1d20 + 11 ⇒ (8) + 11 = 19
Initiative (Tuneya): 1d20 + 4 ⇒ (19) + 4 = 23
Initiative (Camus): 1d20 + 5 ⇒ (3) + 5 = 8
Initiative (Aleris): 1d20 + 3 ⇒ (5) + 3 = 8
Initiative (Turel): 1d20 + 2 ⇒ (8) + 2 = 10
Initiative (Regina): 1d20 + 0 ⇒ (14) + 0 = 14

Luck is with you! The scorpion's entrance is about as unstealthy as possible, and none of you were napping, so no one is surprised. On top of that, every single one of you gets to act before the scorpion. It is not within 5' of any of you to start, but it's close enough that any of you can close into melee with a single move action if you wish to.

I have a feeling this will be short and sweet, so I won't bother to prepare a battle map for this one. I have also created an Experience Points table on Google Drive to track your progress, and entered your first award for roleplay within Wati. Unless there are objections, I am planning to use the Pathfinder experience fast track.


Inactive

OUTSIDE

"Whew! I hope the rest of the doors in this place aren't like that or this is going to take ages," Aleris gasps as the doors to the tomb are finally opened. Once it becomes apparent that nothing is going to come leaping out at them, she starts to move forward before she remembers that Tuneya had requested to be the first inside in order to perform her ritual. "Whoops, almost forgot. All yours, Tuneya," she says, making a sweeping motion with her arm towards the open doorway.

As Tuneya performs her tomb-opening ritual, she watches with interest but doesn't interrupt until the proceedings are finished and the archaeologist gives the rest of the group go-ahead to enter the tomb.

INSIDE

Though Aleris has no problem viewing the room in its unlit state, she's mindful that her human companions aren't gifted with darksight as she is. "I'll give us some light while we look around, though lighting some torches probably wouldn't hurt either." With that, she raises her morningstar and offers up a prayer. "ఎటర్నల్ రోజ్, ఈ స్థానంలో మీ కాంతి తీసుకుని దయచేసి," she murmurs as the head of the weapon begins to shed light similar to that of a torch. She gazes curiously around the room, but is unable to read the hieroglyphs that cover the walls. However, some of the other symbols look familiar and Aleris moves to take a closer look at them.

Auran:

"Eternal Rose, please bring your light to this place."

Kn. Religion: 1d20 + 6 ⇒ (20) + 6 = 26

It also occurs to her that it might not be a bad idea to look for signs of intruders or other things that may be lurking elsewhere in the tomb.

Survival (Untrained): 1d20 + 3 ⇒ (9) + 3 = 12

As she looks up from the ground, she's suddenly aware of a strange noise rapidly approaching their position. She looks toward the doorway just as an enormous (to her) scorpion scuttles into the tomb. Almost reflexively, she draws her bow and fires off a shot. "Watch out for its sting!" she cautions.

Shortbow (PB Shot): 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Fast track sounds good to me!


Male Human Daring Champion Cavalier 1/ HP: 7/12

As Camus draws his sword the exciment of battle takes over him

"It was about time huh, i was lusting for some action"

He moves swiftly towards the scorpion and then jumps on it

Cutlass: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

"TAKE THAT YOU UGLY VERMIN"

Liberty's Edge

Female Human Commoner 1

13 points of damage dealt -- the scorpion spasms a few times, and then lies still, with Aleris' arrow sticking out of it and goo oozing out of the cut Camus' cutlass made. The scorpion is dead and the combat is over.

The scorpion was nearly translucent, with its internal organs visible through the clear shell. Identifying the variety would be a Knowledge (nature) roll. Otherwise, you may carry on as you were doing.


Female Osirioni Dhampir Cleric/1 (HP 9/9 | AC:14 T:10 FF:14 | CMB:-1 CMD:9 | F:+2 R:+0 W:+5 | Init:+0 | Perc:+5 Darkvision 60ft, Low-light vision | Move:30 | Conc:+5) DK 5/5 HotA 5/5 Channel Energy 6/6
Skills:
Acrobatics +0 Bluff +5 Diplomacy +3 Disguise +3 Heal +2 Intimidate +4 Knowledge (Arcana) -1 (Engineering) +0 (History) +0 (Nobility) +0 (Religion) -1 Perception +5 Sense Motive +2 Spellcraft -1 Survival +2

Knowledge Religion: 1d20 - 1 ⇒ (7) - 1 = 6
Knowledge Nature, Untrained: 1d20 - 1 ⇒ (2) - 1 = 1

Why, Aleris, that was wonderful. Nice shooting, dearie.


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel waits for Tuneya to perform her ritual, watching it with great interest. I should talk to her about it one day...

As he starts looking around the room for any signs of grave robbers, he hears the sounds of combat erupt behind him. Turning around he readies his spear to attack the scorpion, but the quicker reactions of the others make it not needed.

He glances at the scorpion with interest. "It does not look much different than those that plague my tribe, save for its coloring. I had best see if anyone else has been here recently.

Survival (untrained): 1d20 + 3 ⇒ (15) + 3 = 18

EDIT: Kn. Nature (untrained): 1d20 - 1 ⇒ (11) - 1 = 10


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

OUTSIDE

Once the door is opened, and after Tuneya steps inside to do her ritual, Harmose pulls a falcon feather out of his bag and kisses it, then holds it aloft to catch the light of the rising sun.

He whispers a prayer in Orsiriani:

"Lord of the Sky, Keeper of Two Horizons, thank you for guiding us safe thus far. If your immortal eye extends underground into the tombs of the dead, please watch over my group."

As he puts away his feather, Harmose adds siliently to his prayer, Even for Camus, who without a god of his own, surely needs looking after.

He takes the remaining time to prestidigitate all the sacks clean so they won't inadvertently soil the treasures they would, with luck, be bringing with them. Harmose does not bother to do himself and the party yet. Tomb raiding is likely dirty work. Let's wait until we get safe on the other side before worrying about such niceties.

INSIDE

Harmose smiles as he sees Aleris use her light spell. "That will be good enough illumination for this small room. I also have a few of these to help light the way as we get further in to the tomb." He holds up a sunrod. "Its radius of light extends further than a light spell, though it's not an infinitely renewable resource. Once I light this up, we'll have six hours worth of light. It is not a bad idea to use both this and a light spell if we get in a much larger room."

The sunrod's radius is 30' fully lit, with 60' of shadowy light. A light spell's radius is 20'. Between the two we should reasonably be able to illuminate any room, Samy.

He steps out nimbly of the way of the scorpion and allows Aleris and Camus to take it out.

"Excellent work, Aleris and Camus!"

_______________________________________________

Untrained Knowledge (Nature): 1d20 + 1 ⇒ (1) + 1 = 2

Harmose contemplates, once again, that his house needs furnishing with a better education. He has clearly never seen one of those before, and only knows that a) it skitters around and b) has a sting.

On that roll, maybe he even thought it was a really ugly puppy!

Untrained Survival: 1d20 - 1 ⇒ (16) - 1 = 15

Survival? Harmose knows all about it. That's what happens when the canapés run out at a party and things turn really nasty.

Harmose remembers what Aleris had said about signs of a crowbar being used in this tomb, and looks around to see if he can spot footprints, old rope, or any other signs that this tomb was raided before us.

Untrained Knowledge (Religion): 1d20 + 1 ⇒ (7) + 1 = 8

Despite being a worshipper of Horus, Harmose clearly has never been in an ancient tomb before and has no idea what to make of it.


Alchemist/1; AC: 17; HP: 4/7; F: +3, R: +6, W: +1; Init: +4; Perc: +5

Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Untrained Knowledge(nature): 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Untrained Knowledge(religion): 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Untrained Survival: 1d20 + 1 ⇒ (4) + 1 = 5

Once the door is open, Tuneya kneels before it, head kept low as she muttered a prayer she had learned from her instructor.

"Ancient gods of long-lost Osirion, we beseech you for your blessing and forgiveness as we enter this old tomb. Please forgive us our ignorance of the old ways and old rituals, and please allow us to survive regaining the knowledge our predecessors took to the grave."

She then waited one minute, just to see if there would be any divine wrath striking her down and ending her life. Once assured there won't be, she mutters, "Thank you."

Then, she stands and looks toward the others. "Shall we?"

As soon as it is open, she lets the others go in first, hanging back just a bit... and watches as they expertly put down a giant scorpion. The woman frowns; that was not something she expected.

"I am suddenly feeling that ritual was very necessary. I've been in a few tombs, but this is the first time I've seen an attack at the entrance."

Once inside, she pats Harmose and nods to him. "We can definitely study together later. I apologize for my delay, but I did not want to distract myself. Tombs can be very dangerous."

She begins to look around, examining the room more, and hmms to herself. "Perhaps... I wonder... I wonder if there's more to these...

She then begins to examine the torch holders more closely, looking for signs of hidden mechanisms, though is distracted by thoughts of having an apprentice in the form of Harmose.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Harmose bows to Tuneya, "Understood, my lady. Thank you for your offer of tutelage. I believe I would have much to learn from you."

Then he says more quietly, "Your ritual was well done. It is always good to seek permission of the old ones."

He continues to look around the room with the others.


Alchemist/1; AC: 17; HP: 4/7; F: +3, R: +6, W: +1; Init: +4; Perc: +5

Tuneya grins to Harmose. "Thank you. I hope the old ones themselves are pleased as well."


Inactive

The immediate threat eliminated, Aleris takes a quick peek back outside to see if anything else is heading in their direction. Once satisfied that the danger is past for now, she puts her bow away and turns back to the others.

"That was well done," Aleris says with a congratulatory pat on Camus' shoulder. "I'm glad that some of us have some skill in melee combat. I've had some training, but I'm a better shot with my bow." Turning towards Regina and Harmose, she adds, "Thank you! Let's hope that's the last of the trouble."

Kn. Nature (Untrained): 1d20 + 2 ⇒ (8) + 2 = 10

She regards the scorpion curiously for a moment, before shrugging her shoulders. Besides the size and odd color, it looks just like any other scorpion.


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Male Human Daring Champion Cavalier 1/ HP: 7/12

Witch a flick of his wrist camus cleans the creature´s blood from his sword.

"ANOTHER FLAWLESSS VICTORY"

Camus then sheath his sword, but then thinks briefly and then takes it out again.

"Im going to be alert in case some other creature comes "
"If its ok ill lead the way my armor may protects me more in case of an ambush"

Camus searches for traps while advancing trough the dungeon

Perception: 1d20 + 4 ⇒ (13) + 4 = 17


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Once he has finished looking for any other tracks in the chamber, Turel lays a hand on Camus's shoulder. "Hold up my friend. It looks like this stone wheel blocks our way. Truly I have never seen such workmanship! Still, we must be cautious. This place warns of traps that abound in this place. This wheel may be such a trap."

Samy, does the wheel look like it rotates to either the left or to the right? Or both? Turel is going to examine the wheel closely but he will not touch anything yet.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Harmose does not approach the stone wheel, but studies it from several feet away. Being well aware that he can neither detect traps or disable them, he still looks to see if he can spot anything odd about the Stone Wheel.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

"You are right, brother Turel. I do not know as much of Osiriani history as our esteemed archaeologist," Harmose nods to Tuneya, "but I do know that my beloved ancestors were obsessed with taking their gold with them to the next world. I don't think there is such a thing as an untrapped and unguarded Osiriani tomb. How kind of this one to warn us of what to expect."


Male Human Daring Champion Cavalier 1/ HP: 7/12

Camus blinks twice
"Thats why im looking if there are any traps Turel. Ive done this before, trust me"

If Camus doesnt find any traps, he then throws a rock to the wheel, if nothing happen he is gonna try moving it, rotating of course


Alchemist/1; AC: 17; HP: 4/7; F: +3, R: +6, W: +1; Init: +4; Perc: +5

Tuneya smiled. "I don't think this one had a warning just because it's trapped. I think we should be extremely careful."

She frowns for a moment. "Hmm..."

She sits down, pulls out her journal and scrivener's kit, and begins to make a copy in her journal of the hieroglyphs on the wall as well as their translation. "I think the priests of Pharasma will appreciate a copy of this. Even if they don't, I can make a copy for the local records so people can learn of his life. And, who knows; it may come in handy for us as we explore."

She frowns a bit more as she looks back to the wheel. "That thing is going to be a pain."

Liberty's Edge

Female Human Commoner 1

Judging from the settlement of dust, this tomb has been untouched forever...decades, possibly centuries. You do not find any tracks that indicate it has been recently disturbed. You believe the tomb to be untouched, possibly (but not absolutely certainly) from Akhentepi's day.

Studying the stone wheel, you believe it can be moved sideways along a track set in the floor, by pushing it from its side. One side is uncomfortable and would allow two people to push, adding together their Strength scores to try and move the wheel along the track. The other side fits more people -- up to four people can add their Strength scores together from that side.

Those who succeed on an untrained Religion check DC 10 recognize that the spiral symbol on the stone wheel is associated with Pharasma, and two of the four stone faces in the corners also depict Pharasma, the Lady of the Dead. The two other stone faces, however, are more obscure, and only Aleris (ironically enough, the least local party member) recognizes them as depicting Anubis, the ancient Osiriani god of burials and mummification.


Male Human (Keleshite) Undead Tattooed Sorcerer 3 / Heavens Oracle 1 | 21/21 HP | AC 13 T12 FF 11 | CMD 11 | F+2 R+3 W+5 (+2 Circumstance vs Death Effects) | Init +11 | Per +10, SM +2 | Speed 30 ft | Arcane Spell 7/7; Divine Spells 5/5 | Active Conditions: Good Cop, Bad Cop or Awesome Cop?

Harmose turns to Tuneya and raises an eyebrow.

"How do we proceed next? Push from the easy side or the hard side? I must admit, I mistrust the easy side."


Resources:
Ki Pool 5/5
Male (Garundi) Human Monk 4 (Terra-Cotta) AL LG | HP 30/30 | AC 17 | T 16 | FF 15 | CMD 21 | F +5 | R +6 | W +7 | +1 trait bonus vs. divine magic. | Init +2 | Per +11 [Trap Intuition +2/+4 if stone]

Turel gazes at the wheel for a long time before he responds to Harmose. "I...I must agree Harmose. If this wheel is trapped...then that would be a simple way to trap it, to have the wheel rolling back into the opening, trapping us inside, instead of staying locked to the side." He tugs at the golden scarf around his neck, an uncertain look on his face. "We should push it from the hard side."


Inactive

I'm not sure if I ever stated it anywhere, but Aleris automatically shares whatever information she learns with the party unless I note otherwise.

Aleris shrugs. "I'll follow Tuneya's lead on this one, or whatever the rest of you think would be best. I don't have any experience dealing with traps, so I'm in the dark on what to expect from this place. If you need me to help push, just say the word."


Alchemist/1; AC: 17; HP: 4/7; F: +3, R: +6, W: +1; Init: +4; Perc: +5

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

As soon as Tuneya finishes, she puts the journal and kit away, then stands and looks at the wheel. She approaches it and examines it for traps, looking for any sign that it has been trapped or there are any traps. As she searches, she is muttering beneath her breath; anyone who listens closely will hear her muttering numbers in Ancient Osirioni.

She then reports the results to the rest of the team.

If she finds no traps.

Strength Check to Aid Another for pushing the stone: 1d20 + 1 ⇒ (8) + 1 = 9

If Tuneya finds no traps, she looks to the easy side. "Push from this end. And, I'll help!"

She moves into position to help whoever steps up to push on the stone first. As she attempts to, the weight of the stone causes her to mutter curses beneath her breath in Ancient Osirioni. Something about the builder, several hundred snakes, and discomforting uses of cutlery.

If she finds a trap.
Disable Device: 1d20 + 9 ⇒ (7) + 9 = 16

Tuneya sighs as she finds the trap. "Figures. They always have to protect the entrance somehow. I'm surprised we got this far in without running across one."

She pulls out her thieve's tools and lean down to work, slipping them in and moving them delicately while trying to disable the trap's mechanisms, hoping she succeeds.

"Just in case, you might want to stand back... There might be secondary traps I didn't spot that are triggered by this one."

Liberty's Edge

Female Human Commoner 1

Tuneya finds no trap. Her best judgment is that the only obstacle in the stone wheel is its sheer mass. Also, you do not need to Aid Another with the Strength check, you can just straight out add together the Strength scores for two or four people, depending on the side, and let me know.

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