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]


4,501 to 4,550 of 5,004 << first < prev | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | next > last >>

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:

Cure lt wounds: 1d8 + 4 ⇒ (8) + 4 = 12

Taking a moment to put her hand on her stomach and let a little magic flow through her. Quietly trailing after the group. I cannot believe I thought this would be a good idea. Their baby is going to be born into a undead world at this rate... Assuming I survive."

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 frowned as he looked around.
Perception: 1d20 + 0 ⇒ (2) + 0 = 2
"I don't suppose anyone here has seen something large and blunt I could wield? I'm afraid my shovel has had it." He asked aloud.


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

It isn’t large, but I have my mace.” Kito offers, holding forth silver light mace.

Liberty's Edge

Female Human Commoner 1

All right, here we go. This post will contain loose ends from before.

Polux examines the fallen mummy, but does not find any relevant information. He stows away part of the wraps though.

The healing on Ra-Khefer may not have a normal effect. Turns out he has an affliction of some kind. Kito's four wand CLWs and Harmose's spell CLW will have to roll for it:

Quote:
Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect.

Finally,

Quote:
following the events at the Canny Jackal, the Four Lanterns start to worry they’re in over their heads. If the PCs slay the mummy Amadjawet in area A4, the Four Lanterns’ wizard decides to retire and leaves some of his gear to the PCs in thanks, consisting of a +1 dagger, a scroll of burning hands, a scroll of color spray, a scroll of grease, and a scroll of shield.

I will waive the identification phase since the items come willingly and benevolently from someone who knows what they are. The wizard is present among the auction house civilians, so the items are available immediately.

Next post will get into exiting the auction house.

Liberty's Edge

Female Human Commoner 1

A City in Peril

Empty Graves, p.11 wrote:
After this initial wave of undead, things calm down slightly -- at least at the Canny Jackal. The howls of rotting lungs and screams of mortal fear echo across the city, and it quickly becomes clear that the Sunburst Market isn’t the only location under siege.

You group up the civilians of the auction house and lead them out of the damaged building. Outside, Polux's 28 Perception roll spots some signs that suggest a direction the zombies (the first encounter) may have come from. It is not in the same direction as the Grand Mausoleum, however. You would have to decide whether to investigate (either bringing the civilians along or leave them to wait inside the auction house), or to head straight for the Pharasmin temple without detours.

Several civilians are panicky and afraid, and may be difficult to keep in a sensible, easily defensible formation. You may assign up to three characters to be in charge of the civilians, and they will need to roll a skill (Diplomacy is the obvious one, but others may apply) to see how well they keep the civilians in tow. However, keeping an eye on the civilians is highly distracting, and as a result, the characters who take on this roll will have a fixed Initiative count of 1 as long as the civilians are along.

Liberty's Edge

Female Human Commoner 1

Panic Level

Wati's unrest in this adventure is modeled by a number called Panic Level. The Panic Level begins at 20 after the attack on the Canny Jackal, and it is automatically increased by 1 at each sunset. (The auction was one hour after sunset, so the next Panic Level increase isn't due until tomorrow evening.) The Panic Level may increase by more than 1 per day if you are particularly sedentary between two sunsets. Panic Level is reduced mainly through your actions (since you're the heroes of this story :) ) and several encounters have a Panic Level reduction reward in addition to normal XP/treasure.

Panic Level affects more than just flavor; it has crunch effects as well. As an example, here are the effects for the current Panic Level of 20.

Empty Graves, p.13 wrote:
Ghost Town: The streets of Wati are virtually abandoned and the city temporarily gains the Hunted disadvantage while at this Panic Level. The vast majority of shops are closed and most services are unavailable, making prices soar 200% above normal. Wati’s temples are so inundated with refugees that they cannot provide spellcasting services above 1st level. (Crime +4; Economy, Law, and Society –4; Danger +20; reduce base value by 20%)

Ghost Town effects will persist with a Panic Level of 20-24. If Panic Level rises to 25, or falls to 19, new effects will replace the Ghost Town effects, but you do not know them until you get there. You can make an educated guess, however, that the lower Panic Level gets, the closer to normal things will generally get.

Book 2 ending XP reward will be affected by the Panic Level at the end of the adventure. The lower you get it, the better.

Liberty's Edge

Female Human Commoner 1

I have uploaded a new Wati map that has labels for areas of importance in Book 2.

You are starting in Area A, the Canny Jackal. The Grand Mausoleum (Pharasma's temple) is about 1000 feet/333 yards/300 meters away, so it's not a long distance at all. An unencumbered and uninjured person can probably run from the Jackal to the Mausoleum in a minute, but the civilian group is full of old, injured, unconscious and otherwise slow-moving people, so taking the civilian group from the Jackal to the Mausoleum is more like a five minute task.

If, that is, the process is not interrupted. Heh heh.


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

Caster Level check: 1d20 + 1 ⇒ (14) + 1 = 15
Caster Level check: 1d20 + 1 ⇒ (6) + 1 = 7

After trying twice, Kito apologizes. “This doesn’t seem to be working, Ra-Khefer! We will have to find another way to heal you.

She then saves the last two charges.

I think we best get these people to safety, get Ra-Khefer his weapons and armor, and only then investigate.


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]

Kito: Considering the Panic Level Wati is in, the temples will not be able to help Ra-Khefer here.

Turel looks on in concern as the healing magics fail to heal the oread. "This is not...encouraging. Kito is right we need to get these people to safety before we investigate where the zombies came from."

Turel will take point here to guard against any undead attacks. I figure let the sweet-talkers control the crowd :P


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

I think we will have to cast the spells. Wand has a 10% chance, one of us casting at full caster level has 25% chance of it working.

Kito moves around the people, calmly telling them to keep together. If everyone helps each other, we should be able to get them to the temple.

Diplomacy: 10 + 7 = 17


Inactive

"Right...the rest of us still seem to be in decent shape," Aleris agrees. She gives Ra-Khefer an encouraging slap on the shoulder, reasoning that dwarves probably approved of such displays. "What do you think, do you think the seven of us can cover for one of you Ra-Khefer?" she smiles, trying to be encouraging.

Once the group is decided on their course of action, Aleris works on helping Kito begin herding the civilians towards what everyone hopes will be safety.

Diplomacy (Herd the Cats Civilians): 1d20 + 9 ⇒ (18) + 9 = 27


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:

Keeping a hand over her lower stomach, "Ra-Khefer I have a morning star if you want it."

Doing her best to keep aware of the impending undead hoards, "Temple first?"


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

I wonder if an extract would work any better at healing? :P

Polux stares across the city, and at the path before them, mentally tracing a route that would take them as fast as possible to Pharasma's temple.

Knowledge (Local) Take 10: 10 + 9 = 19

"Let me scout the path ahead" - he nods at the others - "I will be right back"

Will move ahead about... 50 yards along the route to the temple, to make sure it is safe, then return to report.But not before he takes a moment to drink his Mutagen

"Just in case..." - Polux whispers to himself with a harsh voice after the mutation takes place.

Stealth: 1d20 + 10 ⇒ (19) + 10 = 29

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

*koff*
"Thank you Kito for the offer of your mace, but Deseri's morningstar is a little more my style." Ra said, hefting the morningstar experimentally.

Liberty's Edge

Female Human Commoner 1

Aleris and Kito take charge of the noncombatants, herding them along while the rest of the group focuses on preparing for trouble. Fortunately, the distance between the Canny Jackal and the Grand Mausoleum is short, and though you can hear screams and crashes in the distance, there is no visible trouble that enters your line of sight. You make it to the temple without incident.

Empty Graves, p.11 wrote:
Should the PCs report to any of Wati’s temples or government buildings, they are immediately recruited for civil defense, and in exchange are offered free healing at the Grand Mausoleum

At the front steps of the temple -- where the lottery originally took place, and you got assigned to the Tomb of Akhentepi, what seems like ages ago -- you are met by a group of armed men.

Religion DC 10:
The armed men wear symbols of Pharasma but appear more militant than your typical priest, so they must be members of the Voices of the Spire, the church's militant wing led by Nakht Shepses.

"Ho there! You appear armed and ready for battle! In the name of Pharasma, we charge you with the protection of this city!" The armed men receive the noncombatants from you, freeing you from them. Several of the noncombatants give you hugs, handshakes, kisses on cheeks, deep bows and other assorted gestures of gratitude and affection, before they file into the temple for shelter.

"In return for your sword arm to vanquish this menace, our temple's priests can offer you healing from injury", the leader of the armed men speaks. He is not anyone you have met before or otherwise recognize -- he is probably of sufficiently low rank not to be particularly important.

Intelligence DC 10:
In a situation such as this, higher-ups in hierarchies won't be out on the streets bashing heads but will probably be directing efforts from somewhere inside the temple.


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 DC 10: 1d20 + 6 ⇒ (14) + 6 = 20
Intelligence DC 10: 1d20 ⇒ 8

Turel nods in greeting as he recognizes the priests for who they are. "Give my regards to Nakht Shepses. As for healing, my companion", indicating Ra-Khefer, "was struck by a mummy earlier. Can you do anything for him?"

Liberty's Edge

Female Human Commoner 1

The temple is unable to help Ra-Khefer at this time. "Our priests are overwhelmed at the moment... I fear you are on your own until the situation improves."

i.e. you want to get Panic Level down enough to enable stronger spellcasting services.


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:

int check: 1d20 + 3 ⇒ (4) + 3 = 7

Happily handing her morning star to Ra, "I don't wanna get close."

Quietly following to the temple, "Does that mean we get potions or if we come here we get healing?"


Inactive

Kn. Religion: 1d20 + 9 ⇒ (12) + 9 = 21
Int Check: 1d20 + 2 ⇒ (11) + 2 = 13

"I think these guys belong to the Voices of the Spire - they're basically the military branch of the Pharasmin church so it's not surprising to see them out here," Aleris whispers to the others. "I bet all the higher-ups like Sebti are coordinating the relief and defense efforts, too."

Her face falls a bit when they're informed that little can be done to help Ra-Khefer at the moment but she swallows and nods. "Okay then, so we need to try and help get things under control so it'll take some pressure off of the priests. Any ideas where we should start?" Aleris asks. "If not, then maybe we should go make sure the Tooth & Hookah is secure."


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

"That's a good idea. I want to be sure Farhaan is okay. With all this undead storming the town, we need to secure as much of the area as possible.". Qari took off toward the Tooth and Hookah!


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

Knowledge (Religion): 1d20 + 8 + 1d6 ⇒ (4) + 8 + (2) = 14

Polux is caught by surprise as the people thank them profusely - he really does not know how to react, so he simply nods, saying "Everything will be ok"

Int: 1d20 + 4 ⇒ (11) + 4 = 15

He listens to his companions as they discuss where to head next - as the Tooth & Hookah is referenced his mind absently drifts to Sigrun, but he shakes his concerns away for the time being, and his logic minds begins to work furiously.

Samy, apart from the religious orders, is there like a city guard main headquarters - I'm thinking that might be the best place to start guys.

Knowledge (Local)?: 1d20 + 9 + 1d6 ⇒ (4) + 9 + (5) = 18

Liberty's Edge

Female Human Commoner 1

There is indeed a city guard headquarters. The following is marked on the Book 2 map as location E.

Half-Dead City, p.67 wrote:
Precinct of Left Eyes: This retrofitted fortress houses Wati’s town guard. Long ago, Wati’s laws dealt only two punishments: gouging out the right eye, or death. Though these laws soon proved untenable, over the years, the locals’ nickname for the palace of justice came to be its official moniker. The precinct encloses guard barracks, a jail, and two dozen pillories used for public punishments for minor transgressions.

Local or Religion DC 20:
Befitting a city obsessed with death, Wati’s criminal underworld revolves around the trade in grave goods and even the dead themselves. In response, the militant wing of the Pharasmin church, the Voices of the Spire, has taken over guarding the tombs in the city of the dead. Rumors also claim that the Voices of the Spire have excavated a dungeon deep beneath the precinct for those criminals, necromancers, and spirits who require fates far worse than imprisonment, torture, or death.

In response to Deseri's query: if you come back to the temple, there will be free Cure Light Wounds spells available, but no potions to be handed out to be used in the field.

Tooth and Hookah (24 on Book 1 map) + Precinct of Left Eyes (15 on Book 1 map/E on Book 2 map) are on table as possible options to head to. You also had a trail at the Canny Jackal for where the zombies might have come from. Let me know where you head first. All three are in fairly different directions. Tooth and Hookah is northeast from the Grand Mausoleum, Precinct of Left Eyes is southeast, Canny Jackal is northwest. (Note that the Wati maps are oriented so that east is up.)


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 DC 20: 1d20 + 6 ⇒ (7) + 6 = 13

"Since the Precinct is on the way towards the Tooth and Hookah, I suggest we make our way there first." Turel replies.


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

Knowledge (Religion): 1d20 + 8 + 1d6 ⇒ (16) + 8 + (2) = 26

"You read my mind Turel?" - Polux puzzles at his companion's words, as if he had read his intentions.

And now I am confused - Turel says the Precinct is on the way to the Tooth and Hookah, and Samy says all three options are in fairly different directions ;)

Liberty's Edge

Female Human Commoner 1

Well, I'll let you judge for yourselves. Check out the Book 1 map (linked in three posts higher). You are currently at 8. Precinct is 15, Tooth is at 24. I guess they could be seen as similar direction too.


Inactive

Kn. Religion: 1d20 + 9 ⇒ (15) + 9 = 24

"You know, I heard a rumor one day that the Voices of the Spire excavated a dungeon underneath the Precinct," Aleris suddenly pipes up. "Supposedly it's for the really foul - criminals, necromancers, and unruly spirits. The ones that are judged to deserve a fate worse than just imprisonment, torture, or death," she grimaces. "It might be worth having a look at it - and like Turel said, it's sort of on the way to the Tooth & Hookah anyway. They're both north of here, at least."

Liberty's Edge

Female Human Commoner 1

East. Remember, the Wati maps are east-up. :)


Inactive

"Er wait, no, they're east of here," Aleris adds after a moment. "Sometimes my sense of direction fails me," she sighs.
_______

Details, details... :P


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

"Precinct it is" - Polux nods - "Same as before. Give me about 30 paces of distance, then try to move as quietly as possible - I'll try to scout ahead"

30 paces is about... 72 feet. Just thought paces would be cooler :D

Gonna follow along the southernmost street (the one on the right? :D), and close to the buildings to the left, to try and stealthify some.

Stealth: 1d20 + 10 ⇒ (14) + 10 = 24
Perception: 1d20 + 11 ⇒ (4) + 11 = 15


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 hefts his spear and follows Polux 30 paces back. "We will come to assist you should you need help Polux."

Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Stealth: 1d20 + 8 ⇒ (10) + 8 = 18


2 people marked this as a favorite.
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

With that stealth and that perception, maybe we should go together :D


Inactive

Aleris nods at Polux. "Alright, sounds like a plan. We'll be right behind you, okay?"

After waiting for Polux to get his requested lead, Aleris hefts her bow and falls in line with the others at the back of the group. The thought of trying to move quietly like Polux and Turel occurs to her but then she glances at Ra-Khefer.

Yeah no, that'll never work.

She instead busies herself with keeping an eye out behind them as they move towards the Precinct.

Perception: 1d20 + 10 ⇒ (15) + 10 = 25


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

Can he see in the dark? With some of the other things he has done with those chemicals, I'm no longer sure.

"Polux, will you be able to see alright in the dark?" Kito asks worriedly.

She will fall in with the other (non-sneaky) people, and start looking towards the sky. If there do not appear to be any aerial dangers after about 15 minutes, she would suggest to Thera that she carefully help scout.

Perception: 1d20 + 3 ⇒ (12) + 3 = 15 Includes bonus for Thera being on shoulder.


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

"Understood friends, and don't worry Kito" - Polux nods at his companions just as he moves off into the darkness - "I see everything much clearer now..." - and you can swear you hear him chuckle as he moves off.

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

*kof*
Ra stumped along swinging Deseri's morningstar. He was anxious to make a stop back at his rooms to get his proper equipment.
His old dress uniform was slightly torn, singed and had a light dusting of mummy rot. It would hardly serve as true armor.


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:

Glad I brought that thing. Quietly moving with the ones deemed not stealthy enough to be in the front. though in a undead invasion does it really matter?

Liberty's Edge

Female Human Commoner 1

You make your way to the Precinct of Left Eyes without running into anything moving. The Precinct itself seems to have no activity within. It may be that the guard is fully tasked in field work defending the city.

Next to the Precinct, law courts and halls of justice fill the surrounding blocks, many of them as old as Wati itself. You particularly notice an old courthouse:

Empty Graves, p.19 wrote:
A low sandstone building—worn smooth from centuries of exposure—stands out among the larger, more recent constructions. Statues lining the wall hold swords and scales, but the fresh corpses scattered on the street outside the doors hint at something far darker within.

Survival DC 15 or Perception DC 20:
The corpses in the street are inanimate, but irregular bloody paths trail behind them, as if they had stumbled or crawled from the courthouse’s front doors before finally succumbing to their wounds.

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

Perception: 1d20 + 11 ⇒ (12) + 11 = 23

Polux observes the scene for a few moments allowing time to drift by, as his mind analyzes the display before him.

The aasimar's eyes trail the bloody paths as far as they can, then linger on the front doors, waiting for a few more seconds before he decides to plod forward, first checking the corpses, then taking another look at the building to confirm he is not being observed.

Any idea how they died? Do I notice anyone spying on Polux, or observing him?

And then proceeding carefully up to the front doors to check for further clues, noises, or maybe even peek inside if the doors are ajar.

Stealth?: 1d20 + 10 + 1d6 ⇒ (11) + 10 + (6) = 27 <- Inspiration used.

Do I need to roll Perception again?

Liberty's Edge

Female Human Commoner 1

If the PCs examine the dead bodies, it’s immediately apparent that each of them has had one eye removed.

Heal DC 15:
In addition, a successful DC 15 Heal check reveals that the unfortunate victims display bruises and other signs of restraint, and that they died from shock soon after their eyes were removed.

Local/History DC 15:
With a successful DC 15 Knowledge (local) or (history) check, the PCs can recall that at one point centuries ago, justice in Wati took only two forms: the loss of an eye and death.

Polux does not yet notice anyone observing him. Polux hears some noises from within, but I am going to hold off from going further than that until some others have had a chance to react to the revelations so far.

The Powerpoint has been updated with a new page. I have reset all your tokens to one square size, I assume Polux's Enlarge has worn off by now? All your tokens are grouped under the compass rose, but feel free to place them as you wish. For convenience purposes, we can say that you can find and examine a corpse in any square of the map that you choose. (But that does not mean that every square of the map actually holds corpses. :) )


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

Heal: 1d20 ⇒ 7
Kn: Local: 10 + 10 = 20

Taking a moment to examine the bodies, Kito winces. "Long ago, there were only two punishments for a crime: either removing an eye or death. Given the location, I can't help but think this is related."


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]

Heal: 1d20 + 3 ⇒ (5) + 3 = 8

Turel glances at another corpse yet is unable to determine anything unusual about these corpses.

"We should explore further. I suspect there are more undead inside."


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

Samy I was assuming the others would have stopped the agreed 30 paces away, and I would have not yet gone to inform them.
This is mainly because I wanted to try and garner as much information as possible on what is beyond the doors, and if the noise the group will probably make moving outside may draw unwanted attention or not.

The idea is to be as prepared as possible, and there isn't much point in being an intelligence gatherer if we always move in a 'herd' ;)


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 patiently waits for Polux ‘s report on his findings.

Liberty's Edge

Female Human Commoner 1

Apologies, Polux. Let's do your scouting part first then. :)

Polux:
You peek inside the old sandstone courthouse, keeping yourself very well hidden within the shadows as you observe the proceedings for a little while. Inside the building you see six figures -- five skeletons, of which one looks different from the other four -- and one living human. The unique skeleton is red in color, and looks to be covered in blood and gore, and wears a fez and tattered robes on top of that. The four other skeletons are of a typical white coloration, and wear attire that seems to indicate some sort of guardsman status. Two of the white skeletons are holding the living human firmly as a captive, while the other two white skeletons walk back and forth in patrolling sort of movements, keeping out watch for any intruders.

The human pleads and whimpers, and just as you take up your stealth position -- before you act -- the red skeleton stands up from a thronelike chair in front of the captive human. "I find you guilty of all charges. Guilty! Guilty! Guilty! I sentence you to ENUCLEATION! Hahahaha!" the red skeleton cackles, as it plunges its skeletal finger into the human's eyesocket, eliciting a horrible scream.

You may intervene directly at this point, or go back and report these events to the group.


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

Apologies for being Mr. Grumpy guys...

Samy:
Do I recognize the red-like skeleton as any specific type of skeleton? Or other undead?

Knowledge (Religion): 1d20 + 8 + 1d6 ⇒ (20) + 8 + (6) = 34

Liberty's Edge

Female Human Commoner 1

Polux:
With that roll, you know everything there is to know. It is a combination of bloody skeleton and dread skeleton, i.e. a bloody dread skeleton. (You may freely peruse the SRD writeups for both for their special abilities.) Notably, it has fast healing 2, DR 10/bludgeoning, immunity to cold, the deathless special quality (requires special criteria to destroy permanently) and can command other skeletons as a free action.

The other four skeletons are exploding skeletons who explode for 1d6 when they are destroyed.

You have a lot of information to bring back to the others now.
:)


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

Samy:
Sweeet :D

Knowledge (Local): 1d20 + 9 + 1d6 ⇒ (12) + 9 + (6) = 27

Polux heads back to meet up with the others, and he has a lot to tell - "The place is strewn with corpses outside, all of them with one eye removed" - he begins - "Much like justice was met out in Wati centuries ago, which actually makes some sense, because inside the Precinct..." - he pauses for a moment to look back.

"Well, inside I found some mockery of a tribunal. Made up by five skeletons. Yes, more undead... The one leading them, and doling out the sentences is some sort of haphazard mix between a Bloody Skeleton, and a Dread Skeleton" - he allows the notion to sink in - "Nasty bastards those are. We need to be ready for a tough fight. Not only that, I don't remember where but I read about the other skeletons also - they explode once the undeath link is severed..."

Samy allows us to peruse the SRD entries (I rolled exceptionally high *flex* :D) - bottom line, the boss has fast healing 2, DR 10/bludgeoning, immunity to cold, the deathless special quality (requires special criteria to destroy permanently) and can command other skeletons as a free action. And he talks! Lovely isn't it? The others are only explosive skeletons :P

Once they are ready to move out, Polux downs an extract of Shield, and draws his own silvered morningstar.


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

It sounds like a really nasty fight. Unfortunately I’ve used most of my spells for the day.

Looking at the others, she asks “Are we really ready for this? Ra-Khefer also isn’t at his best.


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 replies grimly, "I fear many of us will be in such a state Kito, if not already so. Still that man needs our help and this skeleton leader must not be allowed to send his minions out to wreak more havoc on Wati!"


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:

"Right there with you Kito." Holding out the wand she bought, "Anyone interested?"

[ooc]Protection from Evil Bonus on saves and AC for anyone interested. Deseri will activate Spirit shield for a +4 to ac and use Ancestral Weapon to get a longspear for distance.

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