Mummy's Mask - Empty Graves [Pathfinder] (Inactive)

Game Master Stiehle

Patfinder campaign set in the environs of the City of Wati in the nation of Osirion.


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Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia looks around, wincing slightly at the screams and cries as they make their way to the Necropolis. She breathes a sigh of relief as the guards come into sight and steps forward to the front of the party, a smile coming to her face as she raises her buckler hand to the priestess. "We be as friendly as friendly gets! If we were in different circumstances, I'd buy you an ale, that's how friendly we are!"

Any kind of check, or are we good?


Init: +2 | AC: 18 / FF AC: 16 / Touch AC: 12 | Fort: +7 / Ref: +3 / Will: +2 [+1 vs fire effects; +1 to Will saves vs mind-affecting effects] | Speed: 20' | Favored Attack: Adamantium Heavy Flail +8 melee / 1d10 +6 bludgeoning [+1d6 vs undead with truedeath crystal affixed] damage / [19-20] x2 crit

"We are of the team 'Blades of Destiny"... plus and minus a few. It looks like you are holding your own for the moment, how many got through before you could get the gates closed?"

Hasina walks closer to the group as she talks, hoping that they will recognize her and Herdouch and Francis.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

The priestess nods at Emilia and then at Hasina, putting away her weapon and motioning for the guards to stand down as she takes the halfling's small hand into her own. "Well met then, for I am as glad to find a friendly face here in this hellish battlefield as a parched traveler is glad to find an oasis in the desert. I am Bal Themm, and these are the men who have served bravely in guarding the gates. Together we have weathered more than a score of undead that have passed this way through the city, though I am glad to report that the gates to the Necropolis yet hold, for the time being at least. The undead gather beyond as you can hear, but they appear to be mindless and without true direction."

Bal glances back over her shoulder as if to ascertain that this is still the case before turning back to face the party, her kohl-shaded eyes lighting upon Francis' holy symbol. "Lady of the Graves be praised, brother. Here, I entrust this missive to your care. Take it to the Grand Mausoleum with all haste. Though my faith is strong, I am but an acolyte facing dire odds and of the two score guardsmen that ward the area around the gates these men are all that have not yet been killed carrying out their duty or abandoned their post in most cowardly fashion. We must have reinforcements, and more importantly we require supplies immediately. Will you do this for us?"

The acolyte of Pharasma gazes at each of the adventurers in turn, then hands over a sealed scroll to Francis, if he will accept it.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Francis looks around at the men at the gate. He accepts the sealed scroll from the acolyte, "Looks like you've had around as bad a day as we had. We'll get this to the Grand Mausoleum, then get back here to help."

He turns to leave. "Let's move, and quickly!"


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia smiles and shakes the hand vigorously, listening to her talk as she goes into detail. She throws Bal a salute and a cheeky grin, he pipes up. "We'll be back in a jiffy! Aim for the kneecaps, works for me all the time."


Female NG Human Witch (Medium) 4 | HP: 36/36 | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +5 | Init: +7 | Perc: +5, SM: +2 | Speed 30'

"It won't take everyone to deliver that message, and it looks as if you could use more people right now Bal Themm. I'll stay here with you."

Sefanit draws her wand of Disrupt Undead again.

"This doesn't mean don't hurry back!" she adds to Francis.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia raises an eyebrow at Sefanit. "Are you sure? We don't know what we could run into, and these folks have been doing a mighty fine job as is."


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Third Hour after Sunset

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Leaving Sefanit with Bal Themm, the adventurers make their way back along the thoroughfare in the direction of the Grand Mausoleum. As luck would have it, the group encounters a squad of guardsmen who quickly agree to escort the heroes once they learn of their mission and though a small mob of zombies and skeletons run across their path, the guardsmen fall upon the undead as their commander orders you to continue on, for the temple is only a block away.

Hurrying on, the adventurers find the doors of the temple are closed and likely barred from the inside. But at their insistent knocking to open in the name of Pharasma, the large doors open to reveal a small group of priests and warriors of the church with varying degrees of outrage and fear evident on their faces at what is occurring in the streets outside the Grand Mausoleum. When they are presented with the sealed message, a senior priest is called and within ten minutes of their arrival the heroes are given the weapons and items requested by Bal, including several flasks of holy water and a promise to send reinforcements within a half hour - if she and those still under her command can hold out that long.

Back at the gates of the Necropolis, the half dozen guardsmen and Bal Themm await the return of the witch's companions. The horrendous screeches and moans from the far side of the gate along with the incessant but thankfully futile pounding upon the great doors set everyone's nerves on edge, with the notable exception of the acolyte of Pharasma. Though an inexperienced cleric, Bal seems to possess an inner strength of spirit that is inspiring. But not even her imposing will can keep the guardsmen from crying out in fear and dropping their weapons as they run for their lives when 'something' slips through the sturdy gates. The heavy oaken and iron reinforced portals are enough to keep the zombies, skeletons, ghouls and wights at bay - but not so the incorporeal horror that seems to suddenly manifest among the knot of stalwart guardians of Wati.

"Lady of Graves help us." Bal intones softly as the spectre rises up before the pair about twenty feet away, and the cleric thrusts forth her holy symbol as Sefanit...

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PC Condition:

Sefanit - 36/36
Emilia - 33/34
Herdouck - 50/50
Hasina - 41/42
Francis - 31/31

Combat Map

Combat Table

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OOC: Sefanit, go ahead and give me your action, please. You have no ranks in Knowledge (Religion), so I'm being purposefully vague about what this undead creature is. Everyone else, let me know what you're doing through RP with each other and/or the priest of Pharasma. None of those who have dealt with the temple previously recognize the fellow, who is middle aged and balding with a heavy paunch that indicates he was likely once quite solidly built, though the advancing years have made him soft.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia just goes along with a whistle, acting pretty nonchalant about the whole thing, just joking around about random things. Not used to dealing with clergy, so she'll leave it to the actual cleric.


Female NG Human Witch (Medium) 4 | HP: 36/36 | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +5 | Init: +7 | Perc: +5, SM: +2 | Speed 30'

"They have been doing a fine job, but it has cost them dearly. We don't know what you might find, but we already know what they have found here at the gates. They need help now, not after that massage is delivered. Like I said, hurry!"

++++++++++++++++++++++++

Sefanit gasps. She has seen shades of the dead before, but nothing like this.

Sefanit drops her bandolier to the ground. "Bal Themm, the iron flasks are holy water! Use them!" 2 vials of holy water in the bandolier.

Then she looks squarely at the thing before them. "You will be less than you think you are!"

Move Action: Drop bandolier. Standard Action: Place Misfortune Hex on undead DC 16.

Yeah, Sefanit is Rahadoumi so no skill points in K Religion. Didn't seem appropriate. I'll probably put one in at the next level to reflect experience gained.

Nobody else stayed? Nice! Fun!


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Once they have delivered the message Francis wants to get back to the gate. He waits though as they call a senior priest. Once the stranger arrives he greets him with a frown. "Hello. I'm Francis Thrannel, Theologian of Pharasma and we are the Blades of Destiny. I don't remember seeing you here before." He pauses for just a moment to organize his thoughts and try not to be rude. "Your priest at the gate, Bal Themm, needs help. We'll be happy to head back there immediately, but we've been through several encounters with the undead already. I have little of Pharasma's blessings left that I can call on, but I still answer her call tonight."

Classic problem of a split party. Where/when are we and how do we get back together?


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Francis Thrannel wrote:
Classic problem of a split party. Where/when are we and how do we get back together?

Only the GM knows!! Mwaaahaaahaaa!!! No worries folks, we've got different timelines going here. Think Westworld. ;)


Init: +2 | AC: 18 / FF AC: 16 / Touch AC: 12 | Fort: +7 / Ref: +3 / Will: +2 [+1 vs fire effects; +1 to Will saves vs mind-affecting effects] | Speed: 20' | Favored Attack: Adamantium Heavy Flail +8 melee / 1d10 +6 bludgeoning [+1d6 vs undead with truedeath crystal affixed] damage / [19-20] x2 crit

In the relative quiet of the Grand Mausoleum, Hasina takes a moment to catch her breath and calm herself, taking stock of the group as we now are. She listens as Francis deals with the priest and smile at his words, showing just how upsetting this whole matter has been. I have not seen him so .. agitated maybe would be the word.. towards the priests before.. but.. then again, it has been a horrific night thus far and does not seem like it will get any better before the dawn.

Hasina sits in a chair while waiting for the business to be completed so we can get back to the new friend we made.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

At the Grand Mausoleum, the senior priest gazes at Francis for a long moment, then turns away and speaks to a group of acolytes, issuing orders before turning back to face the cleric. "I am Father Helos, and it is likely you've never seen me before since I am normally in charge of the public records and census rooms. But this..." He waves in the direction of the doors and the chaos outside. "My duties in service to the Lady of Graves have obviously changed to fit these dire times. As for your own duties, you are not under my command and so you must do as you see fit. I would ask that you bide here for a few minutes and carry a package of needed equipment back to Bal Themm and inform her that she will receive reinforcements at the gate as soon as we are able to contact one of our patrols in the city."

Within ten minutes or so, the adventurers are back out on the streets of Wati, hurrying back to the Necropolis with their bundles of supplies for the beleaguered Pharasmite. And so it is with great concern that they see a small knot of guardsmen fleeing around a corner, fear and panic etched in their faces. The same half dozen men that they'd seen a short time ago in the company of Bal Themm! The adventurers hurry forward, moving around the corner of the building in the direction of the gates...

Undead Creature’s Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Sefanit’s Initiative: 1d20 + 7 ⇒ (18) + 7 = 25
Bal Themm’s Initiative: 1d20 + 1 ⇒ (15) + 1 = 16

Sefanit reacts to the danger swiftly, with no hesitation. Calling out to the acolyte of Pharasma, the witch drops the bandolier to the ground so the cleric can reach the flasks of holy water and casts a hex upon the shade, Undead Creature’s Will Save: 1d20 + 6 ⇒ (19) + 6 = 25 but the undead spirit creature pays no heed to Sefanit’s witchy magic. Bal Themm reaches down to grab one of the vials from the bandolier (move action), then raises one hand as she calls on the power of Pharasma as she studies the spectre looming before them Bal Themm’s Knowledge (Religion) Check: 1d20 + 6 ⇒ (9) + 6 = 15. “It is a Shadow!” The acolyte warns in a grim voice. “Beware it’s touch, for it will draw your very strength from your body.” A soft glow emanates from her outstretched hand Bal Themm’s Channel Energy Damage: 1d6 ⇒ 3 and washes over the shadow Shadow’s Will Save: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16, but it hardly seems to cause a ripple in its dreadful form. Bal gasps again, though neither her voice nor eyes betray any fear, only grim resolve. “It is very strong.” She advises as she moves to unstopper the vial of holy water with her right hand. The shadow meanwhile ignores the fleeing guardsmen and focuses its attention on the pair that stand against it. The undead creature swoops upon Bal Themm Shadow’s Melee Touch Attack: 1d20 + 6 ⇒ (16) + 6 = 221d6 ⇒ 5 and the acolyte shudders and cries out as her flesh turns pale, and tendrils of darkness seep into her body like parasitic worms. Bal Themm’s knees buckle as though her equipment is suddenly too heavy to bear, but then she stands again, resolute against the evil thing that confronts her.

Sixty feet behind Sefanit and Bal Themm, the rest of the party are glad to see the gates still stand closed. But then they notice that the two women are alone as they confront a dark shade that appears to be infecting the acolyte of Pharasma with a terrible darkness.
Francis’ Knowledge (Religion) Check: 1d20 + 6 ⇒ (11) + 6 = 17
Herdouck’s Knowledge (Religion) Check: 1d20 + 5 ⇒ (1) + 5 = 6
Emelia’s Knowledge (Religion) Check: 1d20 + 3 ⇒ (2) + 3 = 5
Francis knows that the incorporeal creature is a shadow, and that mundane weapons are useless against it.

Francis’ Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Herdouck’s Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Emelia’s Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Hasina’s Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

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Initiative order is in the spoiler below, those bolded can act immediately, and before the shadow’s action. Those not bolded can also post your actions, but you will be acting after the shadow moves. No map, but basically Sefanit and Bal Themm are in melee reach of the shadow while everyone else is 60’ distant.

Initiative Order/Health:

Round 2
Sefanit - 36/36
Emilia - 33/34
Bal Themm - Unwounded *-5 STR Damage*
Shadow - Slightly Wounded
Francis - 31/31
Herdouck - 50/50
Hasina - 41/42


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia's eyes go wide at the sight of the shade, and a smile covers her features as she laughs. "Perfect, another fiendish bloke to add to my legend!"

With that she charges ahead recklessly, short legs eating the distance up remarkably quickly as she draws her short sword from it's sheathe. "Sorry to butt in ladies, but I have a POINT to make to our new friend!" She'll time it to stab at the shadow with her blade as she finishes the quip.

Sword Charge: 1d20 + 8 + 2 + 2 ⇒ (20) + 8 + 2 + 2 = 321d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Gonna charge the thing, activating Archaelogist's luck on the way as well as drawing my weapon during the movement.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Confirm!: 1d20 + 8 + 2 + 2 ⇒ (15) + 8 + 2 + 2 = 271d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Just to confirm if I crit!


Female NG Human Witch (Medium) 4 | HP: 36/36 | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +5 | Init: +7 | Perc: +5, SM: +2 | Speed 30'

The start of the fight goes in a very worrisome direction for Sefanit. Bal Themm is probably too weakened to help very much, hopefully she will be able to use the holy water still. The failure of her hex against the shadow is worse still.

She decides naked force is required, and quickly casts Burning Hands. As she spreads her hands toward to shadow sheets of flame leap from them toward the shadow.

Damage: 4d4 ⇒ (3, 4, 2, 2) = 11

Sefanit's Ectoplasmic Aptitude class ability gives her spells full effect against incorporeal creatures.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Seeing the incorporeal undead Francis runs forward drawing a wand and calling out, "A shadow. Only magic weapons work on it. And drop it quick. Its touch drains strength and if it drains you completely you rise as a new shadow."

If/when it gets to my turn, trying to use the Magic Missile wand.

Use Magic Weapon: 1d20 + 11 ⇒ (11) + 11 = 22

If that works: Magic Missiles: 2d4 + 2 ⇒ (1, 1) + 2 = 4


Init: +2 | AC: 18 / FF AC: 16 / Touch AC: 12 | Fort: +7 / Ref: +3 / Will: +2 [+1 vs fire effects; +1 to Will saves vs mind-affecting effects] | Speed: 20' | Favored Attack: Adamantium Heavy Flail +8 melee / 1d10 +6 bludgeoning [+1d6 vs undead with truedeath crystal affixed] damage / [19-20] x2 crit

Hasina pauses, and thinks back to what she is and what she has then smiles. Her armor is magical and she has the magic crystal on flail..

"I hope this works, it has been nice knowing you if it doesn't."

And she moves to attack, trying especially hard to not let it touch her.

Flail Attack: 1d20 + 8 ⇒ (7) + 8 = 15
Flail Attack: 1d10 + 6 ⇒ (1) + 6 = 7
Extra Damage: 1d6 ⇒ 5

OOC: the crystal damage may be the only thing that get through, but at least it is something.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Third Hour after Sunset

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Sefanit steps away from the shadow to give herself room to cast a spell, then uses her innate ability to cause harm to incorporeal creatures such as this with her magic! The flames arc from her outstretched fingers (11 fire damage) and the shade writhes in agony, turning its baleful gaze upon her. Suddenly, the witch hears a familiar voice behind her and suddenly Emilia is there, the tiny halfling slashing at the creature with her blade, though the damage done is minimal in the eyes of Emilia, who could have sworn that she must have skewered it straight through (4 damage)! Bal Themm breaks away from the spectre, moving behind the others (Withdraw action) as she tries to catch her breath and throw the holy water at the fiend.

The shadow swoops upon Sefanit and the witch feels the strength leave her body as the undead monster makes physical contact.

Shadow’s Melee Touch Attack: 1d20 + 6 ⇒ (12) + 6 = 181d6 ⇒ 3 = Hit (vs Touch AC) for 3 STR damage

Francis calls out a warning and moves forward as he draws one of his wands, trying to utilize its magic (UMD 22 vs DC 20 = Success!). The priest smiles fiercely as two arcane bolts streak forth to explode against the shadow’s form (4 damage), though the impact isn’t as harmful as Francis would have liked to have seen. Hasina moves to engage the undead spirit as well, but her armor slows her down, the same as Herdouck (Double move each, 40' total).

Emilia and Sefanit are currently in melee range with the shadow, with Bal Themm 10’ behind them while Herdouck and Hasina are both 20’ from the creature and Francis is 40’ away.

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Initiative Order/Health:

Round 2
Sefanit - 36/36 *-3 STR Damage*
Emilia - 33/34
Bal Themm - Unwounded *-5 STR Damage*
Shadow - Moderately Wounded
Francis - 31/31
Herdouck - 50/50
Hasina - 41/42

Combat Map No map, plenty of room to maneuver and description of distance is noted above.

Combat Table

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OOC: Alas, sorry Emilia, the incorporeal undead are immune to crits and magic weapons only do 50% damage – though at least there’s no ‘miss’ chance like there was in D&D 3.5e! Since I had no tactical map up, I presumed Sefanit would 5’ step away in order to avoid an AoO for casting the spell. Do try and give me those details when you can though.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Seeing that the shadow had been hurt but not dispelled, Francis shakes the wand and tries again. "Keep at it! It can't take much more of this."

Use Magic Weapon:: 1d20 + 11 ⇒ (3) + 11 = 14

If that works: Magic Missiles:: 2d4 + 2 ⇒ (3, 4) + 2 = 9

Well, at least a fail doesn't burn charges....


Init: +2 | AC: 18 / FF AC: 16 / Touch AC: 12 | Fort: +7 / Ref: +3 / Will: +2 [+1 vs fire effects; +1 to Will saves vs mind-affecting effects] | Speed: 20' | Favored Attack: Adamantium Heavy Flail +8 melee / 1d10 +6 bludgeoning [+1d6 vs undead with truedeath crystal affixed] damage / [19-20] x2 crit

Hasina keeps moving in for the attack. Her rolls stand as noted above.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia grumbles, having been SURE that would have done the monster in. She takes a deep breath and grins again, bringing her blade back round in a flashy twirl, moving off to the side while doing so to provide better flanking opportunities.. "I think it went over his head. Oh well, I'll just CUT him down to size!"

Spinning Slash: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 111d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Just a 5ft step and another swing, doing the usual turn off turn on thing with Archaelogist's Luck


Female NG Human Witch (Medium) 4 | HP: 36/36 | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +5 | Init: +7 | Perc: +5, SM: +2 | Speed 30'

Sefanit backpedals away from the shadow, dropping the wand in her hand and snatching out a pearl of power from her pouch. The creeping cold and weakness, as if a piece of her life has been taken, makes her realize she will need more power than the wand provides.

She recalls her previous incantation through the pearl and stretches out her hand to release more flames on the shadow.

Damage: 4d4 ⇒ (4, 3, 3, 3) = 13

Move back 10', drop wand, take out pearl of power, cast Burning Hands. Spell does full damage due to Ectoplasmic Aptitude.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Third Hour after Sunset

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Sefanit steps away from the shadow again as she drops her wand and recalls her burning hands spell using the magical power in the pearl she pulls forth from her pocket. Stretching forth her hands again, flames burst forth, enveloping the shadow (13 fire damage) and the shade evaporates with a wailing cry that is only faintly heard, and perhaps only imagined.

The party gathers around Bal Themm, who thanks them for their help, especially Sefanit for saving her from a fate far worse than death. The young acolyte is glad to hear the tidings from Francis and accepts the provided weapons to fight the undead with more thanks.

“Will you wait with me until reinforcements arrive? Sefanit, I am sorry, for I have no spell to aid your injury.” Bal seems distraught that she can do nothing to aid the witch, despite the fact that she herself is perhaps even more pale and weakened by the chill touch of the shadow. “But here, I can offer this for your assistance.” She pulls forth a slim wand from her belt and passes it over, a fully charged Wand of Cure Light Wounds.

Within the hour, the temple guards arrive to bolster the defenses of the gates of the Necropolis, and after hearing of the battle with the shadow and taking heart from Bal Themm’s leadership and perseverance despite her young age, the guardsmen seem heartened and optimistic despite the horrors that have besieged Wati this night.

Now it is for the party to decide what to do next. Perhaps a well-deserved rest? Or will they seek out those that yet need help this night?

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Party Status:

PC Health
Sefanit - 36/36 *-3 STR Damage*
Emilia - 33/34
Francis - 31/31
Herdouck - 50/50
Hasina - 41/42

Combat Map

Combat Table

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OOC: Let me know who is carrying the Wand of Cure Light Wounds. I’m going to be on vacation for the next week and a half or thereabouts, so feel free to plan what you’re doing next while I'm gone. By the way, just to let you know a bit of the dynamics of this module, the city of Wati is currently gripped in Panic, which has a rating that will go up or down, based partly on your actions (or inactions). Currently, you have succeeded in lowering the Panic level a bit.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Seeing the shadow dissipate Francis switches to a different wand and moves around the group, "Who was touched by the shadow? I've expended my spells but have some stored magic that my help."

I have a wand of lesser restoration with 44 charges. Use whatever is needed to restore Sefanit and Bal.

Who can use the CLW wand that doesn't already have one? I still have 32 charges on mine.

If there is additional danger to the city I can't see us going back to our rooms for sleep....


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia stretches a bit, rolling her neck and sighing as the reinforcements arrive. Twirling her sword in her hand, she grins and lets out a laugh. "The night is long and full of terror's mates, who here wants to carve our legend into their hides?" She accentuates this by pointing with her sword out into the darkened city.

I can use a CLW Wand, and don't have any.


Female NG Human Witch (Medium) 4 | HP: 36/36 | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +5 | Init: +7 | Perc: +5, SM: +2 | Speed 30'

With the dissipation of the shadow and the return of the others Sefanit grins wearily. "I may have just met you, but I am SO happy to see you again!

"Of course we will stay."

Sefanit helps support Bal Themm in her heavy equipment while Francis restores them both to their full vigor. She finds herself quite liking Bal Themm. The woman's bravery and determination is rare and appealing. Sefanit hopes they might meet under better circumstances sometime. Perhaps they could share a meal and talk.

When the reinforcements have have arrived, Sefanit agrees to continue helping calm the city, but warns her new companions.

"Dealing with the shadow consumed much of my capability. I can support you for a while longer, but can do little now to strike against foes directly."

Sefanit has a few support spells left and her hex, but she's mostly done offensively now. Sefanit also a fresh CLW wand so Emilia should take the new one.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Third Hour after Sunset

----------------------------------------------

Francis uses his wand to good effect, curing both a very grateful Bal Themm and Sefanit of their weakness brought on by the undead shadow. Emilia takes the curative wand, the bard feeling safer now with a means to heal wounds at need.

Cure Details:
Lesser Restoration Wand: 1d4 ⇒ 2 STR cured for Bal
Lesser Restoration Wand: 1d4 ⇒ 1 STR cured for Bal
Lesser Restoration Wand: 1d4 ⇒ 1 STR cured for Bal
Lesser Restoration Wand: 1d4 ⇒ 2 STR cured for Sefanit
Lesser Restoration Wand: 1d4 ⇒ 4 STR cured for Sefanit

Your group heads off in the general direction of the Grand Mausoleum, to perhaps see if their services might be needed there on this long, horror-filled night. After nearly reaching the huge temple, the group is startled by a sudden booming sound that sounds like thunder – though the star-filled sky is entirely clear. Concerned that there is evil afoot, they move in the general direction of the sound, toward the Asp district of Wati, the long, winding district that runs along the city’s southernmost edge where it borders the vast desert.

Another rolling boom of thunder greets their ears a minute or so later, and this time it is very close. Two panicked townsfolk come charging out of an alley in the direction of the noise, skidding to a halt some thirty feet away, then turn and sprint in opposite directions. Moving forward cautiously now, the adventurers hear angry shouts ahead, and they hurry forward a bit toward the sounds of a gathering mob, where they find a curious sight.

An angry-looking half-elven female stands beside a decaying corpse that appears to be trussed up tightly with thick ropes, though it stands on its feet, struggling vainly against its bonds. She holds a short leash, apparently in an effort to pull the shambling zombie along. At the moment though, both stand motionless as she faces off against an angry mob of locals that are shouting threats and obscenities at her and the undead creature standing near her. “You have brought this curse upon the city!” “You and your zombie pet must die!” “Evil witch!” and other, similar shouts can be heard directed toward the woman and her undead companion. The eyes of the half-elf blaze with fury as she grips a wand in one hand, the other still holding one end of the rope leash. “Stand back! You’ll pay dearly if you come any closer!” She shouts back. Then she speaks softly, words of magic that Sefanit and Francis both recognize as a simple spell that produces an illusory sound, resulting in another boom of thunder.

Spellcraft Details:
Sefanit’s Spellcraft Check: 1d20 + 11 ⇒ (15) + 11 = 26 vs DC 15 = Success! Spell cast is Ghost Sound.
Francis’ Spellcraft Check: 1d20 + 8 ⇒ (15) + 8 = 23 vs DC 15 = Success! Spell cast is Ghost Sound.

But apparently those that remain in the mob are no longer frightened by the illusory cantrip, and calls of “Let’s rush the b*tch!” “Death to her and the zombie both!” Can be heard among some of those in the mob of a dozen or more men wielding simple weapons and torches. The half-elf raises the wand in readiness, her eyes are angry and determined as the tense standoff begins to reach an end…

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Party Status:

PC Health
Sefanit - 36/36
Emilia - 33/34
Francis - 31/31
Hasina - 41/42

Combat Map

Combat Table

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OOC: Hey, we’re back! I haven’t seen Herdouck posting for many weeks so hopefully he's still around. If not, the four of you are a well-balanced party, but I might seek a fifth player to join you in another few weeks if I don’t hear back from any of our wayward players. Let’s get this game going again!


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Francis moves forward holding his holy symbol up. He speaks with his best commanding voice, "People, Hold your violence. This creature is subdued and there has been too much violence already. Please! Return to the safety of your homes and let the authorities handles the incident!"

He watches the crowd and moves to intercept anyone that tries to rush the woman.

[ooc]Not sure if this should be my roll, but just in case:Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia moves up to aid Francis, smiling confidently as she strides up. "Listen to the cleric people, he knows his business! The Blades of Destiny have this under control! Leave this to us for your safety." She throws a whisper up towards the Half Elf. "That's for your safety as well."

Roll to aid Francis... or over take his, I don't know how you'll handle it.Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26


Init: +2 | AC: 18 / FF AC: 16 / Touch AC: 12 | Fort: +7 / Ref: +3 / Will: +2 [+1 vs fire effects; +1 to Will saves vs mind-affecting effects] | Speed: 20' | Favored Attack: Adamantium Heavy Flail +8 melee / 1d10 +6 bludgeoning [+1d6 vs undead with truedeath crystal affixed] damage / [19-20] x2 crit

Hasina moves to put herself between the town's folk and the witch. Her flail out and ready. Her back is not fully to the witch,, and not close enough for the zombie to attack.

OOC: The thought here is if diplomacy is not strong enough to sway this crowd, maybe an angry red headed warrior would help to dispurse the crowd.


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

Francis' words, aided by Emilia's grandiose pronouncement, seems to placate the mob - at least for the moment. They eye the sorceress and then the priest that stands between them and their intended target. "She's te blame for the undead attacks! Walkin' around wit' that... that thing! Gonna take it home an' make more of 'em, she is!" The apparent 'leader' of the mob shouts at Francis. There are more calls for street justice, but they are half-hearted and lacking true conviction. At least for the moment.

In the meantime, the accused necromancer glares at the mob, and then at the adventurers. "This is my husband Bentu! I'd just finished preparing his body for his funeral tomorrow when suddenly he rose up in front of me!" Tears wash down her cheeks as she continues on. "A gift from the gods, I tell you! I'll not return him to death! Not when he's been given a second chance at life!"

Francis can see at a glance though that the corpse of Bentu is but a mindless zombie, perfectly willing to kill anyone nearby should he break free of his bonds. Restraints that his former wife was likely forced to use in order to drag him through the streets without being killed for her efforts. Still, the cleric can see the woman is still distraught, and not yet willing to back down from her beliefs.

Well done! The mob is quelled, now you'll need to do the same to the woman. One of you can take the lead for a Diplomacy check (or Intimidate, if you'd rather), and another can aid. Or two of you can roll separately if you'd like. Just be sure to state your intentions before you roll.


Female NG Human Witch (Medium) 4 | HP: 36/36 | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +5 | Init: +7 | Perc: +5, SM: +2 | Speed 30'

Sefanit is uneasy with the tragic, incredibly awkward situation. She has no idea what to say that might help. Instead she says a quick arcane word and touches Emilia, giving her Guidance for tackling it.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia sighed dramatically, shaking her head and moving over to pat the woman on the leg. "Mate, my long legged mate... That is no more your husband than you are your husband. His body is moving, but his mind is not there. The body must be returned to rest, before something happens... if you husband's soul was to return, it could not return while his body walks in such a way! Do you want to deny him his return if he does?" She finished it off with a dramatic wave at the corpse, hoping to make her see the truth.

Time to roll! I'm not aiding Francis with this this. Diplomancy: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20


Init: +2 | AC: 18 / FF AC: 16 / Touch AC: 12 | Fort: +7 / Ref: +3 / Will: +2 [+1 vs fire effects; +1 to Will saves vs mind-affecting effects] | Speed: 20' | Favored Attack: Adamantium Heavy Flail +8 melee / 1d10 +6 bludgeoning [+1d6 vs undead with truedeath crystal affixed] damage / [19-20] x2 crit

There is nothing Hasina can do to aid this situation but keep herself between the witch and the crowd. Ready to move at either should the need arise.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Seeing Emilia stepping up to the mourning wife, Francis just tries to help her, "She's right ma'am. Take a closer look at your husband's body. Pharasma has his soul where it belongs in the afterlife. The evil energy that has been causing problems all over here have turned his body into a mindless monster. If it wasn't held by the bindings it'd be trying to kill you. Please let us help you to take care of his body."

Diplomacy help: 1d20 + 8 ⇒ (11) + 8 = 19


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

"You know nothing!" The woman retorts angrily, her eyes burning into the halfling, and then the priest. "Stay away from me, and my Bentu! His rebirth is a gift! I will bring him back and we will be as we always have!" She begins to pull on the rope lead again, the zombie still struggling against its bonds as it follows after the slight, half-elven woman. There are a few more angry calls from the mob, but Francis' words have quelled their anger and dispersed them.

The group stares after the pair as they head off into the night...

Didn't quite get there... Any further actions?


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Francis calls out "Emelia, talk to her again! Anyone else that can, help." and quickly calls on his deity for help. "Pharasma. Clear the mind of this lady and help her to see her husband's body for the monster that it now is!"

Casting Memory Lapse to clear the lady's memory of our fail....


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

The woman stumbles to a halt, shaking her head as though dazed. Her eyes flicker up to meet those of the Blades of Destiny as she speaks in a confused tone. "My husband... the mob will not stop me from... must bring him back to me... Bentu, my love..."

Nice spell, Francis! Emilia gets another crack at the Diplomacy roll, and you may Aid Another again if you'd like.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia takes a deep breath, hoping her luck will see her through this... annoyingly awful situation she found herself in. She puts on her best sad face, shaking her head and reaching out to put a hand on the woman's leg. "Love... Your Bentu's gone. The best you got here is his husk... There isn't any short cuts, and this is no miracle. I'm sorry... but you gotta let him go."

Gonna pop a round of Archaeologist's Luck for this... Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12


Female NG Human Witch (Medium) 4 | HP: 36/36 | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +6, R: +5, W: +5 | Init: +7 | Perc: +5, SM: +2 | Speed 30'

Sefanit realizes she is going to have to try something to convince the woman, so takes the only approach she can think of that hasn't been tried.

She walks to the woman and places her hand on her arm to pause her. "It is the body of your husband, and it moves, but he is no longer present. His spirit, his soul, has moved on. Look deep into the body's eyes and call your husband by name. Search for any hint of recognition. You will see that body does not know you anymore. Bentu is elsewhere now."

Diplomacy (Aid): 1d20 + 1 ⇒ (14) + 1 = 15

I guess this will be an aid attempt for Francis. He's the only one who can pull it off now.


Channel Energy 4d6: 0 of 7 used Init: +1 | AC: 19 / FF AC: 18 / Touch AC: 11 | Fort: +5 / Ref: +3 / Will: +8 | Speed: 20' | Favored Attack: MW Dagger +6 melee / 1d4+2 piercing damage / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16

Well.... Here's to hoping....

Francis strides forwarding, holding his holy symbol up for recognition, "Ma'am, The crowd may have been mistaken in how they were handling things. But with Pharasma as my Lady and witness, the dead walking the streets here aren't a blessing. Your husband is safely with the Lady of Graves. You should be finished with his body so it can't harm you anymore."

Diplomacy check: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17

Ya'know what? I think we're fated to fail this one!

Silver Crusade

Male Dwarf (Pahmet) Paladin / 4

Herdouck has been silent for far too long and listening to the diplomatic speech as well as the angry mob, he has moved quietly and slow footedly through the crowd, listening, eyes open, waiting for when and what to say.
he finally steps forward, eyeing the woman, no weapon is out, though his shield is at the ready to protect her and Hasina both should the need arise.
he looks so the zombie, and he shakes his head slightly as his gaze turns back to the lady
he then says "a test then shall we do, your husband was a good man i presume, and you said he died, as you had finished preparing his body for the move beyond, and yet now your religion changes, and you believe in rebirth, yet i am guessing you have spoken to him, and he has not replied to you, correct?"
"shall we see if he is one of the undead, or if he is truly your husband, or shall you regain your senses, and let us handle things while you go home and have a good nights rest? I am a paladin of the old gods, and i can be quite certain that yoru husband is no longer, he has moved into the beyond"

diplomacy diplomacy: 1d20 + 6 ⇒ (7) + 6 = 13 to either aid Emilia or intervene, you decide. Herdouck is ready to strike down the zombie as he is against undead and all it stands for. does it look like the undead is caused by some affliction, or was he raised? (knowledge religion knowledge religion: 1d20 + 5 ⇒ (14) + 5 = 19


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

The woman's eyes widen in alarm, the moment seeming to replay in the same manner as it did but moments ago. "No! Leave my Bentu alone! The gods have decided we will be together once more!" Again the half elf moves away from the party, dragging her husband-turned-zombie after her...

Welcome back, Herdouck! The undead creature seems like your standard zombie. You don't know if she might have created it herself or if it arose on its own as she says. Though given what you've seen this night, her story certainly seems plausible. Let me know if you take any further actions against the half-elf or her bound zombie husband before she head off into the darkened streets and out of your lives.

Silver Crusade

Male Dwarf (Pahmet) Paladin / 4

turning to his party Herdouck just says to them as quietly as possible "she will die if she takes it home, unless she did create it, and if that is the case, then she needs to be stopped as well. what say you?"


Init: +2 | AC: 18 / FF AC: 16 / Touch AC: 12 | Fort: +7 / Ref: +3 / Will: +2 [+1 vs fire effects; +1 to Will saves vs mind-affecting effects] | Speed: 20' | Favored Attack: Adamantium Heavy Flail +8 melee / 1d10 +6 bludgeoning [+1d6 vs undead with truedeath crystal affixed] damage / [19-20] x2 crit

"I say that we have enough undead walking the streets, let us not add to it. Let us take out the zombie and maybe Francis can do that memory trick again with the witch."

Hasina, as always is ready to fight but will wait for the response of the others in the group.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia rubs the back of her neck, looking at the woman as she left. "We... should deal with it. Anyone here capable of subduing her peacefully if it comes to it?"


Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)

The party considers rushing her for her own good, beating the woman into unconsciousness if necessary and destroying the zombie that she insists is still her beloved husband...

Anyone can use their weapon to inflict non-lethal damage, just be sure to call out that's what you're doing! Let me know if this is what you're doing and I'll roll initiative to kick things off. Also, let me know if you're sneaking up on her (or letting the more light-footed get ahead of the rest to do so), if you're just bumrushing her, or if you're using magic. She is on guard, so there will be no surprise round (unless someone rolls a really good Stealth check to hide in the shadows and take her by surprise).


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia sighs deeply, looking around and moving into the shadows of the nearby buildings to tail her. She just hopes that her luck for the night hasn't run dry...

Gonna start using Archaeologists's Luck to give myself a boost. Stealth: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34

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