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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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

Realizing that they've failed with reason, Francis decides to try a different tack. He moves closer to the woman to get her full attention. "Alright Ma'am. I understand now. Your husband is still there and you are just protecting him. By why is he bound like that. Since he's restored to life shouldn't we free him? He's bound like an animal, it must be terrifying to him!"

Even though I know better, trying to convince her. Maybe if she starts to release the monster and it attacks her....


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

Her eyes narrow as she turns to regard the cleric. "Don't try to trick me, priest. I am an instructor at the Hall of Blessed Rebirth, and I have magic at my command. Of course my husband's mind is not his own at the moment! But given time, and the proper rituals... I can restore his mind to him! I know I can! Bentu and I will be together again, our love will defy even death! Now go! Leave us!" The half-elf's eyes blaze in anger and self-assurance as she raises one hand, as though threatening to cast a spell to defender herself and her zombie 'husband'.

Francis is convinced that the poor woman's mind has been fractured by seeing her husband's corpse rise from the dead, changing her grief into false hope.

In the meantime, the distraction allows Emelia to sneak up behind the half-elf, as silent and as unseen as an owl swooping upon a field mouse...

Francis' words have distracted the distraught half-elf sufficiently for Emilia to move around behind her. Are you going to attack, Emilia? Figure you've used 2 rounds of your 'luck' to get into position. You have one more round left before you must invoke it again (you have 2 more remaining).


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia sighs silently, breathing deeply through here nose. She quietly sneaks up behind the half-elf, flipping her shortsword around to grip it backwards. With one swift motion, she attempts to strike the woman in the head with the pommel, to knock her out.

Welp, here I gooooooo. Sneak Attack!: 1d20 + 8 + 2 - 4 ⇒ (12) + 8 + 2 - 4 = 181d4 + 4 + 2d6 ⇒ (1) + 4 + (4, 2) = 11


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 doesn't much like the idea of using force against the woman, but talking to her has roundly failed. She clearly isn't seeing the facts in front of her, and it's only a matter of time before the zombie husband turns against her. She might be able to handle it herself, but she might also not defend herself or be caught by surprise. Then there's another zombie on the loose endangering yet others.

She figures it's better for her to focus on the zombie, so she waits for Emilia to make her move and prepares to draw her wand for disrupting the undead when the time is right.


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

Emilia strikes a blow with the pommel of her sword, and the sorceress curses as she spins to confront her attacker.

Initiative Rolls:

Sefanit Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Emilia Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Herdouck Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Hasina Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Francis Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Sorceress Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

Startled by the attack, the half-elf is slow to react to the threat...

All party members can post their actions, as the sorceress rolled dead last in the initiative order! No map, I think this is gonna end quickly. Only Emilia is in melee range currently, figure the rest of you are about twenty or thirty feet away.

Round 1 - Initiative Order & PC/NPC Health:

Hasina - 41/42
Emilia - 33/34
Herdouck - 50/50
Sefanit - 36/36
Francis - 31/31
Sorceress - Slightly Wounded (NL damage only)
Zombie - Unwounded *Helpless, bound in ropes*


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 pulls her wand and sends a beam of bright energy at the zombie.

Attack: 1d20 + 5 ⇒ (15) + 5 = 20

Damage: 1d6 ⇒ 3


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

While Francis hopes he doesn't have to use an attack, he pulls a wand from his belt and levels it at the distraught woman.

Wand of Cause Fear. Save is Will DC11. Save causes the target to be Shaken for one round. Fail causes target to be Frightened for 1-4 rounds.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia blinks and her eyes go wide, as she tries to whack the woman in the side of the head again, shouting loudly as she does so. "No, no, no, no, no! Don't fight, please don't make harder! I don't want to hurt you!"

Was kind of hoping she wouldn't have that much HP. Oh well. Attack: 1d20 + 8 + 2 - 4 ⇒ (8) + 8 + 2 - 4 = 141d4 + 4 + 2d6 ⇒ (3) + 4 + (2, 1) = 10


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

Hasina moves forward to flank Emilia and swings her flail, though she uses only the heavy haft of the weapon to hopefully knock the distraught woman out. The blow connects, but it only grazes her temple.
Flail Attack: 1d20 + 6 ⇒ (14) + 6 = 20 = Hit!
Flail Damage: 1d10 + 6 ⇒ (1) + 6 = 7 nonlethal
Attack roll includes -4 for non-lethal attack penalty, +2 for flanking

Emelia reverses her grip on the weapon and thrusts the sword in the sorceress' side even as she turns to face the halfling. With a gasp, the half-elf staggers back a step, bleeding freely from her side.

Herdouck closes in opposite Emilia and strikes as well, though he aims to knock her out just as Hasina did. The dwarf gets in a solid hit on the back of head with the handle of the weapon, dropping her.
Maulaxe Attack: 1d20 + 3 ⇒ (16) + 3 = 19 = Hit!
Maulaxe Damage: 1d10 + 3 ⇒ (4) + 3 = 7 nonlethal
Attack roll includes -4 for non-lethal attack penalty

The half-elf collapses from the quick, brutal onslaught. Though even the paladin can agree it was for her own good, and likely for the safety of her neighbors as well, considering what the zombie might have done.

The bound, undead creature that was once the unconscious woman's husband is easily disposed of, and now it is only left to revive the half-elf and explain to her the necessity of what occurred. Or they could just leave her after bandaging her wounds and taking her somewhere safe, perhaps a nearby temple or the like...

Encounter over, well done! Emilia, I figured since Hasina acted first she'd flank for you, which allowed your roll to hit since you got an extra +2 to the roll and she was still flat-footed. This one was intriguing to me, and I think you handled it well. Indeed, her zombie husband would have killed her if you'd let her go off with him. Only decision on your part is to leave her in good hands (instead of on the street presumably) to wake up knowing that you all attacked her and 'killed' her husband, or to explain what you you did and why. The sorceress is only unconscious at the moment, due to the non-lethal damage she took. She didn't take enough lethal damage to drop her to 0 HP.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia sighs deeply, rubbing her face with one hand as she wipes the blood off her sword. "That did not go as planned... Can one of you pick her up, so we can get her to the temple and the help she needs." She glances around the street, grumbling slightly about 'crazy desert folk, don't know what's good for em'.

I was aiming to do non lethal, that's why I included a -4 in the attack roll. Sorry for not stating that clearly.


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

Oh crud, I missed that! Still works out the same, if she'd died I'd retcon it, but figure that the lethal attack on your part was an accident or something.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

It's cool, no harm done!


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 woman drop Francis puts the wand away and quickly calls on his deity to stabilize the woman. He directs the others as he scans the woman for dangerous magics. "Get the zombie out of here. Hasina, could you assist me with this lady? I want to get anything dangerous away from her but have it visible so she doesn't immediately think we attacked her to rob her. Can somebody find a city guard? That might help get her under control."

Using detect magic to identify any obvious magic on her. Also taking any obvious weapons including a spell component pouch if she is wearing one. Then using a charge from his wand of CLW to cure the accidental damage done.


Emilia shakes her head and goes to off to find a guard, muttering under her breath about probably not being around when she wakes up.


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 helps with the woman as needed, but she's not touching any zombies.

"Let's move her somewhere safe while she's still unconscious."

Silver Crusade

Male Dwarf (Pahmet) Paladin / 4

Herdouck will pick her up and shoulder fireman carry her away, should be no problem
lets get moving.


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

I'm seeing two different plans of action here. Let me know if you are summoning a guard to come to you, or if you're picking her up and moving her - whether to find a temple or a guardsman. And if the latter, whether you're leaving the zombie there where it lay.


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

When Herdouck reaches to pick the lady up Francis tries to stop him. "No, I think we should stay here and guard her. She's likely to be angry when she wakes, more so if we're carrying her like a sack of flour. If we get the carcass of her husband out of here and the guard summoned she might be more reasonable." Focusing on the dwarf he motions toward the husband, "You're strong. Maybe you could lead the zombie in the direction that Emilia went. That way you can show the guard that he is a zombie and ask where to take him before you put him back to dead...."

We've failed to convince her twice already. I want the city guard or the temple guards here with us before I heal her back to consciousness!


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

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

At Francis' suggestion, Herdouck leads the bound zombie away, and fairly quickly finds a squad of guards that were en route to head off the mob they'd heard about. Listening to the dwarf's story, the sergeant draws a falchion and lops the head off the zombie. "That's solved. Let's go see to the lady."

The cleric heals her of the unfortunate wound she took as the guards arrive, and the half-elf regains consciousness, crying and shouting at the party for taking her husband so callously. She doesn't seem to want to listen to reason, but offers no fight when the guards take her into protective custody for the night.

Thanking the party for their assistance, the guards and the woman are soon gone, leaving the darkened street empty. Or so it seems at first. Just as the party begins to discuss whether they should head to an inn to get some rest or continue to seek out those in need of help on this terrible night, a cacophony of screeches plummets from the star-filled sky above, to land heavily in the street ahead of them.

Weapons and magic readied to meet this new threat, the adventurers are startled to see a tiny, bird-like creature with a gilded mask covering its head, a diadem of some kind set on top.

Knowledge (Planes) Checks:

Sefanit's Check: 1d20 + 9 ⇒ (20) + 9 = 29
Emilia's Check: 1d20 + 3 ⇒ (10) + 3 = 13
Francis' Check: 1d20 + 5 ⇒ (16) + 5 = 21

Sefanit and Francis both recognize the creature as a Nosoi Psychopomp. And though the priest only knows that it is extraplanar creature with some spell-like abilities and resistant to normal weapons, the witch is very conversant with the creature - knowing that they are are very intelligent and social as well as sometimes used as familiars.

In any case, the creature seems distraught and is chattering away in a variety of languages, including Common and a good many others - though it isn't making much sense.

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

No posts since Francis' plan, so that's the one I went with. You can try to calm the creature down with Diplomacy if you'd like, or entertain it with Perform. Sefanit knows that the outsiders loathe the undead and is likely seeking assistance of some kind, based on her knowledge of the creatures, and so she can try to appeal to its sense of duty with a Knowledge (Planes) check.

PC Health:

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


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 raises her hands and makes a calming motion with them. Her first thought is to speak to the psychopomp in Osiriani, but then she realizes she has heard most of the people with her only use Taldane so far so she chooses it.

"Slowly, slowly my friend. You seem very distressed? Does your agitation have something to do with the dead who have risen this night? Perhaps we can help you if you explain what you need."

While she speaks with the psychopomp, Kushifalhikma skitters out of her nest in Sefanit's pouch and out onto her hand, curious to get a better look at the rare creature.

K Planes: 1d20 + 9 ⇒ (16) + 9 = 25


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 puts his weapon away and moves closer to the creature holding his arm up trying to coax it to him. "Calm down little one. Keep to one language that we can understand and we'll do what we can to help you."

Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia just follows after, letting those who know about this kind of thing handle it.


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

The psychopomp seems to respond positively to Sefanit, its constant hopping up and down becoming less pronounced and its speech less erratic. It casts a wary eye at Francis, but otherwise ignores his efforts.

The creature still seems excited and distressed though, but it appears to be trying to get your help. Its friend or master is in trouble, you think? Something about a chain and masks? It would seem that more effort will be needed to calm the creature down, if you manage not to scare it away in doing so.

You've moved it up a step on the Diplomacy scale to Friendly. But you need to manage to make it Helpful with another successful check. Keep in mind though that it seems to startle easily, so further attempts could also scare it off! You can make the same checks as I posted earlier, Diplomacy or Knowledge (Planes) or Perform to help calm it enough to speak with you in a rational manner.

Silver Crusade

Male Dwarf (Pahmet) Paladin / 4

herdouck is available to assist in diplomacy as he doesnt think he is a leader in that area

diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20


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 steps up behind Sefanit. If the creature didn't want to hear his voice the he would stay silent.

Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13 Trying to assist and not scare the creature away.


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'

"Did you decide to leave the great libraries for a while to see the world? Have you attached yourself to someone who knows the magical arts?"

Sefanit raises her hand to her shoulder so the scorpion can sit there to watch. She watches the psychopomp carefully to see if its movements, perhaps what its eyes keep returning to might show what is making it so nervous.

"Kushi here is my companion. She brought me into that same world. I have learned from her about the mission I have been given to help souls who have not traveled on to find their way. I understand the bond you have, and we will help. Please, just tell us what you need."

Sense Motive: 1d20 + 2 ⇒ (9) + 2 = 11

K Planes: 1d20 + 9 ⇒ (14) + 9 = 23


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia sucks on her teeth a little, trying to keep from startling the creature by being quiet. She's not exactly the most calming sort.


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

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

Sefanit’s understanding of these tiny, unique extra-planar creatures assists her in forming a bond with the winged psychopomp fairly readily, and finally the creature calms enough to speak in understandable terms. The witch learns that the birdlike nosoi is named Qasin, and its kind often serve the bureaucracy of death as messengers and scribes. However, this particular psychopomp is free-willed and a close friend of the Pharasmin priest Ptemenib, who Frances, Herdouck and Hasina recall meeting at the auction house prior to the attack. Qasin had accompanied Ptemenib when he followed a man he recognized from the auction at the Canny Jackal, apparently an agent of an organization that Ptemenib called the Silver Chain. The psychopomp has no idea who or what the Silver Chain is to Ptemenib, but the priest seemed very curious about the fellow he recognized. But the cleric was noticed at some point and captured by the gang, while Qasin could only watch in terror, unable to save her friend.

Although she initially wanted to seek help at the temple of Pharasma, the psychopomp believed that Ptemenib’s reckless behavior would land him in trouble with his church. Alone and frightened as her uncertainty as to what to next became a panicked frenzy over the next couple of hours, Qasin happened upon the adventurers she had observed at the auction house, and the terrified nosoi decided to turn to them for help. “Surely you can free Ptemenib from the Silver Chain?” Qasin pleads in her piping voice, hopping up and down on the street in agitation. ”I can lead you there, and I have some small amount of magic with which I can assist you!” The psychopomp falls silent, awaiting your response, her tiny head flicking back and forth as she gazes at each of you in turn.

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

No rest for the weary! Or will you take a night’s sleep before following Qasin to where this Silver Chain has taken her friend? Or is this some sort of trap?

PC Health:

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

Silver Crusade

Male Dwarf (Pahmet) Paladin / 4

if Sefanit explains this, do any of us have knowledge of the "Silver Chain" we can add to the talks?
I personally dont recall much about the man, other than he was very noticable, anyone else have more than a passing greeting with him that night, or another night perhaps?
if no new info, i say we go check it out, because kidnapping isnt a good thing, and there may be a reason he was suspicious of them


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

If anyone has Knowledge (Local), they can give me a roll to see if they've heard anything about the Silver Chain, and you can check the link if you'd like for your brush with Ptemenib. It's the very first post, and his sudden exit was noticed by a couple of you in the next post a bit further down on the first page.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia rubs her chin, listening to this information being relayed. She glances around the street's, noticing that the numbers of undead aren't that high anymore. Finally, she grins and draws her sword, laughing loudly. "Do not worry mate, we'll help your friend out with these Silver Chain blokes. Gotta go give em what for, that's what I think.

I'd roll Knowledge Local... If I had it. But I sadly don't, so just stating the opinion.


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

Glad that the creature had finally calmed down enough to speak clearly Francis assesses things. "My magic is mostly spent, but I have some wands and scrolls. I don't think we dare delay though, so may Pharasma's blessing carry us through this."

Thinking for a moment he pulls out two of his wands and turns to the two new party members, "These are arcane wands. I can use them in a pinch but only with god luck. Perhaps one of you might do better with them?"

Likely depends on your UMD as they are wizard magic, but for non-melee types they could be helpful. Magic Missile CL3 with 7 charges and Scorching Ray with 4 charges left. ?? My UMD is +11 but I can also get in to melee if needed. Also have a scroll of Magic Missile CL5 and another of Levitate.

Knowledge-Local: 1d20 + 5 ⇒ (7) + 5 = 12 The dice still hate me!


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 assures Qasin she has their help. "We should go immediately, before the trail gets cold" she suggests to the others.

She takes the wand of Magic Missle from Frances with a nod of gratitude and passes the other wand to Emilia.

I figure Emilia has better aim the the ray wand will work better for her than Sefanit.

K Local: 1d20 + 6 ⇒ (20) + 6 = 26


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia takes thee nod with a raised eyebrow, examining it. "Um... Sweetheart, I don't know how to use this." She waved it around a bit as an example.


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'

"Oh, alright." Sefanit keeps both wands and tucks them away.

Ah, I figured Emilia has UMD.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia shrugs with an apologetic look. "Nope, sorry. I know a lot of things, but how to use that isn't one of them. She looks around, waiting for the bird to lead the way.

Nope, not a single point in UMD.


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.
Fourth Hour after Sunset

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

Sefanit has heard of the Silver Chain, one of Wati's oldest criminal gangs, though less violent than most others. Members had been pilfering ancient tombs and the like for many years, long before the infamous Lottery opened up the Necropolis just a month ago. They claim to have taken their name from their first major score, a valuable lifted from the great cleric Nefru Shepses when he first arrived to bring order to Wati many centuries ago. There have been rumors have a recent shift in leadership that has left gang members disgruntled, or so she has heard.

Qasin flies off, eager to lead the heroes to rescue her friend, and the witch speaks of what she knows to the others as they walk, headed in the general direction of a poor district known as The Veins. Occasional screams and cries echo in the near distance from time to time, though whether as a result of the undead invasion or something more mundane is difficult to determine. Bodies of slain civilians, and occasional guardsman or undead are seen as they make their way further and further into the narrow, dirty streets that eventually climbs a small hill. The place seems oddly deserted, even though the areas they have passed through have also been largely silent, most residents of Wati holing up to avoid the evil that roams the streets this night.

Finally, the psychopomp settles on a broken wall of masonry that must have once been a home that burned down. In fact, most of this area appears to be the remains of a neighborhood once ravaged by fire. Two fire-scarred mud-brick walls and a half-dozen crumbling clay kilns are all that remains of the building that once stood in a weed-choked lot on the far side of street, about twenty feet to the south of their current position. Dimly illuminated by the moon and stars that shine above, a boarded-up, scorched door stands in the southeast corner of the ruined room where the walls join together. Qasin speaks softly. “The men I saw took him through that door hours ago. I hope he is still OK…” The nasoi begins hopping up and down again, obviously getting himself worked up once more.

PC Health:

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


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia follows, glancing nonchalantly to and fro as they go, noting the variety of bodies and the area. As they reached the area, she put her finger to her mouth, making a slight shushing noise. She nodded at the nasoi, reaching out to gently pat the bird. "Don't worry, we'll get your friend back safe and sound or my name is not Emilia von Happledonk. And it is, so we're gonna do it.

She looks over at the rest of the group, clicking her tongue and glancing around the area. "What do you think? Kick down the front door and charge in, or do you want me to scout a bit and see what's what?"


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 chuckles at Emilia's words. He glances around at the scorched remains of the building and the partially burnt door. "Something between the two I guess. We don't want to announce our presence by smashing a door, but it doesn't look like there's much left to scout. Let's check for traps and such dangers, but then let our more protected warriors take the lead.

If I understand West's description, we are in a burnt down building at a door in a corner of a room. I'm assuming that the door will open to stairs going down.... The scorching on the door may even be fake since the building is destroyed but a wooden door survived. ??


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'

"Agreed Francis. Let's go in with some care, and make sure they haven't rigged the place with an alarm or a trap instead of setting it off."

Sefanit approaches the remains of the building and looks around the sides to see if there is a hole or gap that lets her spy on the other side of the door.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Stealth: 1d20 + 3 ⇒ (12) + 3 = 15


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

"Alright then, let's get to it." She slips forward with Sefanit, trying to remain quiet and looking out for anything that might be... wrong with the door.

Just a friendly reminder that I have trapspotter. Perception: 1d20 + 9 ⇒ (16) + 9 = 25 Stealth: 1d20 + 15 ⇒ (5) + 15 = 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

Hasina is waiting for the door to be checked out, but will be one of the first to go down if needed. Weapon in hand, watching out as Emilia checks things out.


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.
Fourth Hour after Sunset

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

Sefanit and Emilia ease forward through the darkness, moving slowly and stealthily as the witch heads along the east wall to see if there is a way around while Emilia moves more directly toward the kilns and the burned door that Qasin pointed out. The rest of the group follow a short distance behind, not wanting to interfere with the halfling’s light steps.

The witch finds nothing on the east side of the building, save for some double doors a bit further north of the one the others are headed toward – and she estimates they must lead back into the same burned-out room. Intact walls form a pocket that likely hold stairs that probably lead down, Sefanit figures.

Emilia has just passed the northern row of kilns when she spots two figures near the kiln on the south wall, closest to the door. But one of them must have spotted her too, because both of them become suddenly alert, and one of them shouts out. “Who goes there?! This is Silver Chain territory, you lot best clear out if you know what’s good for ya!”

Player Map

Only Emilia is really able to make out the figures moving in the shadow of the large kiln. Neither Francis nor Herdouck have line of sight anyway, because of a large kiln between themselves and the figures and the light is too dim for Hasina to see with her eyes. Sefanit is also unable to see them, as she is on the far side of the east wall - though there are double doors nearby that she knows leads into the ruined building. Keep in mind the lighting conditions are considered dim (there is moonlight and starlight even to see a bit though), so unless you have darkvision or low-light vision, everyone can see only 30' distant and even then they will have concealment (20% miss chance). I am going to start using Google Slides for the map (but usually using Roll20 to create the background), so that you can move yourselves around on the map as needed.

PC Health:

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


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

Emilia ducks off to the side behind the wall, waving at the rest to get back out of sight. She pantomines coughing into her fist a few times, getting herself ready before shouting out at the figures, impersonating one of the guards she heard earlier. "City Guard! We know you have Ptemenib, we have an eye witness account! Release him and we'll let you be, we've got more important things to deal with than your sorry lot!"

This'll be interesting... Bluff: 1d20 + 10 ⇒ (9) + 10 = 19


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 drawing a wand and quickly activating it. "That's right, city guard AND the temple of Pharasma. Release Ptemenib immediately and maybe we'll forget about your taking him prisoner while the city suffers such attacks!"

Trying to help with the bluff? But also activating my wand of Bless.


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'

When their voices make it clear the men have spotted them, Sefanit hurries back around to rejoin the group.


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.
Fourth Hour after Sunset

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

Emilia calls out in what she hopes is a convincing manner, though she knows the bluff is going to be a tough sell and sure enough the two men only chuckle darkly. "A little short to be a guardsman, aren't you?" The other calls out as well, the lecherous grin he certainly wears hidden by the shadows. "Purty though, isn't she? How much you sellin' that wee lass for?"

Sense Motive: 1d20 + 16 ⇒ (11) + 16 = 27
Sense Motive: 1d20 + 16 ⇒ (12) + 16 = 28

As Sefanit moves around the corner of the building, rejoining the group, the first speaker continues in a voice now devoid of any humor. "Get out of here, or you'll be wishing that the city guard really were nearby to save your sorry asses." There is a glitter of steel as the two men draw weapons - hand crossbows and daggers by the looks of it, though as they are still somewhat concealed in the shadows it is difficult to tell.

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

The 'far-fetched' bluff gave them a +10 on their opposed rolls, which they passed easily. All of the guards you've seen thus far are local men and a very few women (and no halflings at all!) Unless you want to head out immediately, go ahead and roll your own initiative if you'd like and give me your actions! In a few days I'll roll up anyone who hasn't done so and put up the first round of combat. Again, remember those guards have concealment, as it's quite dark. Fortunately, you have the same advantage - unless they have some means of overcoming it, of course...

PC Health:

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


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

Initiative: 1d20 + 1 ⇒ (6) + 1 = 7

Did I get my stated actions off? If not my action will be to use the wand of Bless then put it away. If I did, move forward drawing my dagger.


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

I'd say drawing a wand (or any weapon) would trigger combat, so that'll take place on your initiative roll. However, consider it in your hand at the start of your turn, so standard to use it, then you'll have a move action left.


Female Halfling Unchained Rogue 3/Archaeologist Bard 1

I suppose I didn't make it clear enough from the text, but Emilia was trying to stay out of line of sight while making that bluff. It's why I described her ducking behind that wall shown in the map.

Initiative: 1d20 + 4 ⇒ (10) + 4 = 14

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