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

You head down the stairs back to the underground level, passing through D12 and D13, and along the northerly route (with the unlocked gate) back to D19. That chamber, where the bulk of the battle took place, comes up with no magical auras. Perception Take 20 also comes up with nothing in room D19.

The Half-Dead City, p.49 wrote:

Locked bronze gates, identical to the one in area D12, block each of the entrances to this room. Idorii has disabled the northern gate’s lock—it still swings closed automatically, but it does not relock.

Two rows of columns support the vaulted ceiling of this large chamber. Inscribed hieroglyphs cover most of the room’s walls, but the southern wall is rough and unfinished. Three passages, each closed with a bronze gate, exit the room to the north, east, and west. The ceiling is 20 feet high in this chamber.

Religion DC 15:
The priests of the Sanctum used this hall for large gatherings or meetings, when the Cathedral of Nethys on the ground floor wouldn’t serve for one reason or another.

Engineering DC 10:
The priests had also planned to further expand the crypts from this location in the future, and the southern wall is one of the few walls in the entire complex that is not tiled.


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Religion: 1d20 + 7 ⇒ (7) + 7 = 14 Just shy of the right number. The dice roller taunts me.

Looking about quietly and waiting to see if anyone sees anything of value that her distracted mind is causing her to miss.


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]

Knowledge, Religion: 1d20 + 4 ⇒ (13) + 4 = 17
Knowledge, Engineering (untrained): 1d20 - 1 ⇒ (8) - 1 = 7

Turel glances around him observing, "The priests must have used this hall for large gatherings or meetings, when the Cathedral of Nethys on the ground floor wouldn’t serve for one reason or another. The Hand must have been trying to figure out how to open these gates."

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Knowledge:Engineering: 1d20 + 8 ⇒ (11) + 8 = 19
Surveying the area, Ra paused and studied the southern wall.
"Hm. It looks as if the priests had planned for future expansion of the crypts from this location." He said.
He waived his hand, indicating the walls.
"As you can see, the southern wall is one of the few walls in the entire complex that is not tiled."


Inactive

"Huh...I guess the Plague of Madness must've happened around that time then," Aleris observes. "That's the only reason I can think of why that expansion wasn't ever completed."

With having found nothing of note in the room where they'd battled the Scorched Hand, Aleris gestures back towards the way they'd came. "Guess there's nothing to do but backtrack a little and check those doors we passed. We can start there and work our way around until we're back at the stairs again."
___________

Aleris means the doors leading off the hallway between D14 and D19.


Inactive

Feeling unusually bold, Aleris ventures over to the northeastern doors and gives them a good, long look for anything suspicious.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

And feeling reasonably confident that there are no horrible traps in store, she beckons the others over and then attempts to carefully pull the door open...
____________

Moved Aleris on the map accordingly!


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 smiles at the sylphs impetuousness. "Perhaps you should stay your hand for a moment Aleris." He then gently guides her to one side as he carefully examines the door.

Perception, stone trap: 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16

Moved Turel and Aleris on the map.

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Ra shifted north after the others.

Liberty's Edge

Female Human Commoner 1

Neither Turel or Aleris finds anything suspicious about the double doors. They are unlocked and untrapped, and easily opened. If the doors are opened:

The Half-Dead City, p.46 wrote:
A large silver summoning circle is inlaid in the floor tiles near the center of this octagonal chamber. In the northeast corner of the room, a set of narrow steps leads up to a raised dais. A concave stone bench, almost a throne, perches atop the dais, flanked by two bronze braziers. Four columns carved in the form of fantastic creatures support the room’s vaulted ceiling.

If you proceed inside, remind me of your marching order again. ;) And please adjust your tokens on the map accordingly. ;)


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?

"Let's not step on the summoning circle," Harmose says. "It's usually a pretty bad idea."


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]

"I wish we had interrogated the members of the Scorched Hand a little more closely about this place." Turel notes softly as he observes the summoning chamber. Deciding not to risk summoning any guardians before the others had a chance to examine the area for magical auras, he stands his ground for now.

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

I think I'm number two in line...


Inactive

"I'll check and see if I see any magic auras," Aleris offers. "I need the practice anyway since there might not always be a Harmose, Kito, or Deseri to check for me," she adds with a slight smile. From her position in the doorway, she asks for Shelyn's blessing to reveal hidden auras as she studies the room.
_________

Casting Detect Magic!

Liberty's Edge

Female Human Commoner 1

Detect Magic detects no magic auras in the room.

Liberty's Edge

Female Human Commoner 1

The columns in the room are incredible examples of ancient sculpture. The column to the northeast depicts a beautiful, hawk-winged, succubuslike woman, while the southeast column is fashioned in the form of a feminine figure of billowing smoke or clouds crackling with electricity. The northwest column portrays a half-skeletal spellcaster of some kind, and the column to the southwest resembles a winged, angelic creature wearing a metallic mask.

The dais is 5 feet high, and the ceiling is 15 feet high in this room.

Planes or Religion DC 20 on room:
The Sanctum’s priests secretly conjured and summoned outsiders of various alignments in this chamber, for a variety of different motives, far from the eyes of lay worshipers and common folk who might not be so accepting of such practices.

Planes or Religion DC 25 on columns (separate roll):
The columns represent some of Nethys’s most favored servants. The hawk-winged woman is Yamasha, a master of conjuration and enchantment; the feminine cloud is Nethys’s herald, the Arcanotheign; the skeletal spellcaster is the powerful lich Takaral; and the angelic creature is the trumpet archon Bard.


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Moving up beside Kito near the end of the line.

Planes on Room: 1d20 + 7 ⇒ (13) + 7 = 20
Planes on columes: 1d20 + 7 ⇒ (4) + 7 = 11

Peering around the room, "This was a summoning room for calling creatures no of this world."


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Frowning, Kito asks "Why would they put it in such an out of the way place?"

Kito blesses herself before concentrating on what the columns might be.
kn: planes on columns: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31

"Oh! That" pointing to skeletal figure "is why! Takarai, a powerful lich. Such an abomination should be destroyed! To even have a statue glorifying such a being is in bad taste!"

She then points to each of the statues and tells everyone who they most likely represent.

Feel free to read the spoilers. If the party moves forward, Kito will use guidance on herself before stepping in this room.


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]

"As long as the lich does not arrive to slay us all, I am content with dealing with his image here." Turel responds to Kito, before turning to Polux. "What say you? Which side of the room do you wish to begin?"

If Polux agrees, then Turel will enter and begin searching the columns further. Perception: 1d20 + 9 ⇒ (5) + 9 = 14


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

Qari stays toward the back, not being nearly as learned as the others on historical facts. All she could do there was get in the way of the group, who needed to be able to see everything clearly. "This could be a good spot for a trap," she warns.

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

Ra examined the structure and columns of the room itself.
Knowledge:Engineering: 1d20 + 8 ⇒ (19) + 8 = 27
Perception: 1d20 + 0 ⇒ (3) + 0 = 3


Inactive

"And there's no magical auras in here that I can see, so it should be okay to have a closer look," Aleris advises as she steps aside to allow some of the others to enter the room first.

"But should we be breaking the statues in here? Would that break one of the rules of the contest or are temples exempt?"


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Kito grumbles that "They would probably forgive it for this, right?"

Sense motive, DC 1:
Bluff: 1d20 + 0 ⇒ (1) + 0 = 1
She seems to be trying to convince herself more than any of you. Right now, she isn't really sure. It is an undead, so that makes it alright, right?

Liberty's Edge

Female Human Commoner 1

When you enter the room, two of the columns animate and move to attack. There is no surprise round.

Initiative Aleris: 1d20 + 7 ⇒ (9) + 7 = 16
Initiative Deseri: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Harmose: 1d20 + 11 ⇒ (3) + 11 = 14
Initiative Kito: 1d20 + 0 ⇒ (18) + 0 = 18
Initiative Polux: 1d20 + 3 ⇒ (19) + 3 = 22
Initiative Qari: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative Ra-Khefer: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Turel: 1d20 + 2 ⇒ (12) + 2 = 14

Initiative Enemy: 1d20 - 1 + 6 ⇒ (7) - 1 + 6 = 12
Aleris, Harmose, Kito, Polux and Turel may act before the enemy. The two columns that animate are the hawk-winged succubuslike column representing Yamasha (northeast) and the feminine cloudlike representing Arcanotheign (southeast). I have added them to the map and larger images of them on a separate slide on the map.

Arcana DC 13 to identify:
Caryatid columns are the lesser cousins of true golems, constructs created by spellcasters to guard objects or areas.

Shatter Weapons (Ex) Whenever a character strikes a caryatid column with a weapon (magical or nonmagical), the weapon takes 3d6 points of damage. Apply the weapon's hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken quality.

DC 18:
Each caryatid column is programmed to guard an object or area when created, and once set, this command cannot be changed. Caryatid columns are often given specific parameters concerning whom to ignore and whom to attack, but since they have no special form of detection, such restrictions can be overcome with disguises if the parameters are known.

DR 5/—

DC 23:
A caryatid column stands 7 feet tall and weighs 1,500 pounds. Caryatid columns are always equipped with a masterwork weapon that appears to be made out of stone as long as the construct remains in statue form. The weapon can be recovered after a caryatid column has been defeated.

Immunity to Magic (Ex) A caryatid column is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell deals 1d6 points of damage per caster level to a caryatid column, with no saving throw.
Transmute mud to rock immediately heals any and all damage currently suffered by a caryatid column.
A stone to flesh spell does not actually change the column's structure but negates its damage reduction and immunity to magic for 1 round.


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?

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

"Oh dammit! These creatures can shatter the weapons that hit them. They're sort of like golems with preprogrammed instructions of who to hit and who to... " He pauses, a thought flashing through his brain like lightning. "...who to ignore. Who would THEY ignore? Does anyone have a Nethys holy symbol? This is a Nethys holy temple, I bet that's what these things are programmed to leave alone! Let's retreat and see if we can improvise the symbol."


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 nods in reply and retreats to the entrance of the summoning chamber, readying his fists to strike should the construct attempt to exit the chamber. "Ra-Kefer! Help me block the exit here!"

Ready action to strike at the construct should it enter melee range, fighting Defensively.
Unarmed Strike: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Current AC is 18.


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Looking over at Kito, "I doubt that they would care for our reasoning. Nythys is a fickle.." Eyes widening as the column starts to move.

Whirling around to stare at Harmose and quickly shuffling out of the room.


Inactive

Aleris reacts quickly to translate Harmose's words for the benefit of everyone else beside herself and Kito. "Fall back! They're guardians but they might be set to ignore anyone carrying Nethys' holy symbol!"


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Kn: Arcana: 1d20 + 11 ⇒ (2) + 11 = 13

Hearing Hermose's warning, Kito backs out of the chamber. Statues that break weapons? That doesn't sound good!

Liberty's Edge

Female Human Commoner 1

You all retreat out of the chamber, and when you have all exited, the constructs lower their weapons and gradually return to their initial positions and poses. Combat is over.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Once the statues have calmed down, Kito asks "So, should we go get some clubs along with holy symbols? If weapons are going to break against the creatures, sounds like we want something really cheap to use as weapons!"


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Religion: 1d20 + 7 ⇒ (3) + 7 = 10 Do I think that a holy symbol would help?

Liberty's Edge

Female Human Commoner 1

With a 10, you don't feel sure. Anybody else trained and want to give it a try?


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]

Knowledge (Religion): 1d20 + 4 ⇒ (3) + 4 = 7


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Looking around, "Are we sure that the holy symbol will work? Are there prayers we should use instead?"


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Chuckling, Kito says "The reason I suggested grabbing clubs was in case the holy symbols didn't work." Gesturing towards the area where the statues are, she continues "I don't think most people were allowed in there, so it is quite possible that it took something only a high ranking priest of Nethys would have. It could even be a passcode -- probably a parable of the faith."

"The holy symbols are a good idea, but it is a better idea to have a back up plan for if it doesn't work."


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Nodding and looking down, "I get that I just wanted to make sure."

Scarab Sages

M Dwarf (Pah-Met) Fighter (Unbreakable) L5 | AC19 (T10FF19) CMD 19 (23 bull rush) | hp 36/65 | Saves F8R1W1 | Percep +0 | Init: +0 | Status: OK

"I'd like to see them try to shatter THIS." Ra said, brandishing his adamantine flail.
"Still. Is there anything behind that other door in the south section that can turn these things off?"


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?

Knowledge Religion: 1d20 + 6 ⇒ (12) + 6 = 18
That should be good enough for a common god, right?

"I have a fair idea of what the Nethys holy symbol looks like," Harmose says. "His symbol is the two-toned mask in Black and White, and his holy weapon is a quarterstaff, so clubs bearing the Nethys holy symbol could be appropriate."

Liberty's Edge

Female Human Commoner 1

Harmose's best guess supports Kito's guess that the solution would probably involve something to do with something a high priest would have, but others not so much. Something trivial like a holy symbol that pretty much anyone would carry with them would be too common to serve as an effective identifier.


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]

"Perhaps we should continue our search of the Crypt? A solution may reveal itself with further exploration." Turel suggests.


Female Tiefling (Kyton-Spawn) HydroKineticist 4 | HP 39/41 | AC 15/13/12 | F+8,R+7,W+2 | Init. +3, Perception +7 | Darkvision 60' | +6 RTA on Cold Energy blast | + 4 trait bonus on saving throws made to resist hot conditions and a +1 trait bonus on saving throws against fire

"I agree with Turel. Let's see what else we find, and see if a solution pops up to deal with those statues. There might be a bunch of those holy symbols hidden somewhere."


Inactive

"Sounds like a plan," Aleris agrees. "We've got all day now so there's no rush. Let's head back to that first room we came to after getting down the stairs and check that other set of doors," she suggests as she begins to move in that direction, assuming no one offers a more sensible alternative.

Aleris means the other set of doors leading from D13. If no one suggests checking a different place first...

Once she reaches the other set of double-doors, Aleris carefully tries to look them over for any potential traps or other hazards.

Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Liberty's Edge

Female Human Commoner 1

The doors west from D13 are locked. Aleris does not spot any hazards on the door.


Inactive

"Hey! I don't think there's anything dangerous about the door, but it's definitely locked," she calls out. Then she adds, "Sorry Polux, I guess I'm just really curious to see what else we find down here. Want to take over looking at the doors?"

She looks a little sheepish for getting ahead of herself and their resident trap-finder and lock-picker.
_________

Whoops, and Turel just pointed out to me that we never actually went into D14 either! We can go back and check that out instead if everyone wants, especially since the door is already open.


1 person marked this as a favorite.
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 points out the secret door which lays ajar leading to an unexplored room. "Perhaps this room holds some answers?"

Just FYI here is the room description:

Room D14:

A stone effigy of a humanoid figure stands at the north end of this room, its arms spread in a gesture of supplication, or as if commanding an object to rise in the air. The figure’s face is devoid of detail, with only vague contours where the eyes and nose should be. An extensive series of hieroglyphs covers the western wall, opposite a stone bench that stands against the eastern wall.


HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3
Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

As Turel looks over the room over yonder, Polux goes to work on the doors pointed out by Aleris - "I've got it Aleris"

Perception: 1d20 + 10 ⇒ (4) + 10 = 14 <- 15 vs. Traps
DD if needed: 1d20 + 13 ⇒ (18) + 13 = 31


Spells left 1st (6/6) 2nd (4/4) Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/ Active conditions:

Nodding and quietly following after the others.


Female Human NG Witch 4 | Wand CLW 2/50 | HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near | Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Kito wanders over to the room Turel pointed out.

Seeing the hieroglyphs, she casts detect magic and examines the room. "Strange that all the other sculptures are so detailed, but this one isn't."


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 also wants to read the hieroglyphs. Anything interesting here?

Liberty's Edge

Female Human Commoner 1

I'm going to assume that the group of you are roughly distributed between D14 and the west doors in D13. Aleris and Polux at the west doors in D13; Turel, Harmose and Kito in D14, others somewhere in-between. I have adjusted your map positions accordingly.

Polux also finds no traps on the D13 doors. He greatly exceeds the DC of the locks and very easily clicks open the locking mechanism of the doors. Tell me if you also open those doors; I'm going to assume you don't unless you explicitly say so. They are now, however, unlocked.

Kito and Harmose examine the hieroglyphs on the western wall of D14. They are in Ancient Osiriani. The Ancient Osiriani hieroglyphs on the western wall are written in a poetic style in an ancient dialect and are particularly difficult to follow, but if translated, they read as follows.

Ancient Osiriani:
Woe to you who would plunder the Reliquary of the Thrice-Divided Soul. Turn away, lest the harsh judgment of the Forgotten One fall upon you and your descendants for a thousand generations. Turn away, for his ka cannot be appeased and it shall call forth legions of the dead and the damned. Turn away, and may the All-Seeing Eye and the Lady of Graves take pity on you, for if not, the Forgotten Pharaoh shall consume you, body and soul.

Religion DC 15 regarding the Ancient Osiriani:
PCs who succeed at a DC 15 Knowledge (religion) check can identify the “ka” as one component of the ancient Osirian concept of the soul, which was divided into five parts. The ka contains a person’s “vital spark,” that which distinguishes the living from the dead.

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