| Fitliss Phitzinger |
Upon hearing the two ruffians talking, Fitliss goes over to talk to them. "Hi there, I'm with the adventurers at the Tooth and Hookah..." he says, casually leaning on the spear he's been using as a walking stick.
| Ai'sha |
"Yes, having the wand and potions feels like the better deal., she says, agreeing with the group and making the deal with the church.
"We'll be back with more artifacts by the end of the day.", she tells to the people in the church, after they're finished.
"I guess we can do some quick shopping right now, but we have to be fast."
If possible, Ai'sha will buy a Llamellar (leather) or a Chain Shirt before going back to the tomb. And i believe we can leave one potion for everyone, giving the Moderate Wounds one to G'Nock; and Ai'sha would likely want to keep the wand unless everyone objects.
| GM Pendrak |
Upon hearing the two ruffians talking, Fitliss goes over to talk to them. "Hi there, I'm with the adventurers at the Tooth and Hookah..." he says, casually leaning on the spear he's been using as a walking stick.
"Good to know," says one of the ruffians, and they begin to walk away rather quickly. They seem startled, and didn't seem to have noticed Fitliss standing there, though they don't seem to be looking for a fight if they can avoid it.
Meanwhile, the rest of the party concludes its business at the temple, and proceed out to the market with much fatter pockets than when they walked in. G'nock pulls the empty cart by himself with no problem at this point, and Pharasma's Seekers make their way to the Sunburst Market.
Everyone gets 225 gp, 5 sp. As a group, you now have 9 potions of cure light wounds, and 2 other potions that seem to most likely be potions of darkvision, as well as the potion of cure moderate wounds and the fully charged wand of cure light wounds. So everyone can have 1 CLW potion (or CMW in G'nock's case) and there will still be 4 CLW in the party kitty. I think G'nock is the only one who can't use the wand, but I'll note that A'isha has it currently.
Unless anyone wants to haggle, you can get everything at market price currently. A'isha can find either a chain shirt, no problem, or even a masterwork one. I'll give it a 50% chance that there is a suit of lamellar, and a 10% chance that there is a masterwork one. I always will be doing low rolls indicate a negative.
Lamellar: 1d100 ⇒ 81
Mwk. lamellar: 1d100 ⇒ 9
So yeah, there is a suit of lamellar. Also looking at everyone, it appears that Selassie might be the best candidate to use the shield, at least until you can sell it if that is the ultimate goal.
Aura faint conjuration CL 3rd
Slot shield; Price 4,399 gp; Weight 6 lbs.
This +1 light steel shield is fashioned in the shape of a scarab beetle—a creature that functions as a psychopomp for Pharasma, guiding the souls of the departed into the afterlife. Scarab shields are especially favored by archaeologists and tomb raiders for the protection they grant against guardians and vermin frequently found in ancient ruins and forgotten tombs.
Once per day on command, a scarab shield grants its wielder a +2 sacred bonus on saving throws against fear and death effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect as a swift action for a burst of healing energy. The wielder loses the saving throw bonus, but is healed of 1d8+3 points of damage.
In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder’s space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder’s space and attack the wielder normally. If the save fails, the swarm instinctively avoids the space occupied by the wielder, completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day.
Requirements Craft Magic Arms and Armor, blessing of courage and life, sanctuary; Price 2,279 gp
| Ai'sha |
Ai'sha buys a Llamelar, then. Also i think she'll get two potions of CLW since she's a melee fighter, this leaves 3 pots on the kitty still. I've updated my statblock
| Irakelesh |
"Well, I don't need anything here. I'm saving up my money for something big. Actually, something small but it holds big things. But I'll walk around with you as you go shopping. Who knows, maybe something will catch my eye."
| Fitliss Phitzinger |
Fitliss watches them go, confused. Strange, why would merchants run away from someone they were planning to sell to. Maybe they hadn't completed their sales pitch yet? The gnome shrugs and returns to the inn, something bugging him about the encounter, brief as it was. He relates the events to whoever he finds first. "Hey, something's bugging me. I ran into some merchants, at least I think they were merchants, talking about "lightening our pockets". But when I went up to greet them, they ran away! Am I just being paranoid, or is there something wrong with that?" he asks them, clearly deeply confused. [ooc]Fitliss should probably have the wand, he can heal multiple people at once with it (himself and G'nock currently) due to the life link.[/b]
| GM Pendrak |
Selassie stops at a shop to buy a stick of chalk before moving on.
"Big spender, eh?" says the bookseller from whom Selassie buys the chalk, with a bit of a sullen look, as he takes her silver piece and gives her back 9 copper ones.
Fitliss makes his way back to the group just as they are exiting the Grand Mausoleum to head to the market. A'isha divvies out his share of the gold, as well as his potion.
Also I laughed aloud at Fitliss's understanding of the interaction with the Keleshites. What can you expect from a gnome with 10 INT and 7 WIS?
| Fitliss Phitzinger |
To be honest, my original build called for something like a 13 Int, and I forgot I had to drop that out, so I've been playing him as such. I guess it's balanced by the fact that his RP Wisdom is closer to a 5 or 6 :).
| GM Pendrak |
The Seekers of Pharasma finally reconvene, and head back to the necropolis. The Voices of the Spire allow them to pass into the Dead City without any trouble, and they make their way into the abandoned and haunted streets of Wati's greatest tragedy.
After about thirty minutes, the group arrives back at the Tomp of Akhentepi. They pass through the antechamber, and climb down the shaft via the rope into the lower shaft chamber. They walk down the corridor where, on the first visit, the party triggered a trap and was severely injured by numerous arrows from the walls. The trap is no longer a threat, and they pass into the foyer, and through the Chamber of Reflection, with the mirror that caused the brands on Fitliss's and Irakelesh's foreheads, and where they fought the giant camel spiders. Finally they pass beyond the collapsed stairs, where the sandling attacked, and come into the room where before they had been stopped by the locked doors.
A tapestry hangs from a frame against the south wall of this large chamber; it depicts an otherworldly vista where the souls of the dead, shepherded by strange beings, enter an ethereal river ambling through space toward a landscape dominated by an impossibly tall spire. Columns sculpted in the shape of Osirian warriors wielding khopheshes stand in all four corners of the room. The floor is tiled in a white spiral pattern on a black background, and this spiral pattern is repeated on the stone double doors to the north, east, and west. You can see the footprints in the fine dust from your first journey into the tomb, but no one else has made it this far into the tomb in millenia.
It is about 4:30 pm when you finally get back to the Tomb of Akhentepi. You are in room A12 on the map I linked below. The doors to the north and west are locked, and you came from the east. Just a little OOC information because I feel like you guys deserve it-- you are very close to finishing this dungeon (and hitting level 2), like I'm talking just a handful of rooms. Also I totally forgot about the “thief” brand on a couple of you, I'll try to add that in in future segments of roleplay
| Fitliss Phitzinger |
"There's the door, you're up G'nock!" Fitliss declares cheerfully, pointing at the door, before realizing there is a second one. "Oh wait, I don't remember that one. I don't think it matters which one we go through first."
| Aliva Kulthane |
Aliva will walk to both doors, trying even though she knows they are locked. She will lay a hand on each, praying for guidance to help her hear anything on the other side.
North Door Perception: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
West Door Perception: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
| Irakelesh |
"Ah. Back to this place. You know, I still like that tapestry. It's, well, interesting. Hey. Did anyone check behind it to see if there's a secret door or something? I'll take a look." Irakelesh moves to the tapestry and pulls it aside so he can study the wall behind it.
Perception: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 +6 perception to find concealed or secret doors in structures built in the style of Ancient Osirion and +1 Trapfinding trait.
"And while I'm looking here G'Nock, maybe you can figure out one of those locked doors.
Did we sleep a night since our last visit here?
G'nock
|
The obviously-sprung arrow trap earlier has G'nock a little cautious ... he begins by examining the tapestry on the South wall to check there for traps
Disable Device: 1d20 + 8 ⇒ (5) + 8 = 13
Assuming he finds nothing, he proceeds to the North wall to attempt to unlock the door
Disable Device: 1d20 + 8 ⇒ (19) + 8 = 27
| GM Pendrak |
Irakelesh finds no secret doors behind the tapestry, and it doesn't appear that either door is trapped, either. It is, as Selassie says, a beautiful tapestry though. G'nock unlocks the door to the north deftly, and pulls it open to reveal a set of stairs descending gradually to another set of doors, which are not trapped and open to another set of stairs and another set of doors. Finally, upon opening the last set of doors, G'nock reveals a larger chamber.
The center of this octagonal room is a raised square platform a few inches above the floor, with a stone pillar at each corner. A gold-trimmed sarcophagus sits in the center of the platform, flanked by two statues of humanoid beings with canine heads, each of which holds an ankh in one of its crossed arms. Stone double doors are closed to the north, and open to the south, from whence the group came.
This appears to be the burial chamber of Akhentepi.
For future reference G'nock, to search for traps you use Perception; Disable Device would just be for disarming them. Below you will find a map. Please let me know in detail what each of you wants to look at in particular, and where you wish to move in the room. And everyone should roll a Perception check associated with whatever they are investigating, and can also roll a Knowledge (religion) and possibly other Knowledge checks if you can make an argument for them.
| Fitliss Phitzinger |
"Ooh! This is really cool! Do you guys think this is Akhentepi's burial chamber? It certainly looks like it!"
Knowledge History; Religion: 1d20 + 6 ⇒ (12) + 6 = 181d20 + 4 ⇒ (2) + 4 = 6
| Irakelesh |
"Wow G'Nock, this is amazing. Thanks for opening the doors for us. Ai'sha. Do you want to run in there and set off all of the traps for us?" Irakelesh smiles at her. Irakelesh stands at the doorway inspecting the room looking for any traps that might trip them up.
Perception, Trapfinding: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Knowledge(religion) + free inspiration: 1d20 + 8 + 1d6 ⇒ (18) + 8 + (5) = 31
Would a knowledge(history) help too?
Knowledge(history) + free inspiration: 1d20 + 9 + 1d6 ⇒ (2) + 9 + (5) = 16
G'nock
|
G'nock, already off-balance among so many new 'friends', bristles slightly at being thought a doorman ... was this the slight it seemed? He eyes Irakelesh for a moment, then regaining his composure, files the slight away ... He might have to help Irakelesh refine his sense of humor one day.
As before, searches along the periphery, inspecting the floor and wall on each of the seven sides of the room, counterclockwise from the stair.
Perception: 1d20 ⇒ 20 SE
Perception: 1d20 ⇒ 13 E
Perception: 1d20 ⇒ 10 NE
Perception: 1d20 ⇒ 5 N
Perception: 1d20 ⇒ 3 NW
Perception: 1d20 ⇒ 13 W
Perception: 1d20 ⇒ 20 SW
Hope this isn't overkill ...
| Fitliss Phitzinger |
I'm fairly certain it's one check for the whole room. On that note, I say we take his first roll! ;) The last one works too, but that makes a whole lot less sense, to me at least.
| Ai'sha |
"This...Is it where he was buried?", Ai'sha has a tone of wonder in her voice and doesn't even react to Irakelesh.
Perception: 1d20 ⇒ 7
K.Religion: 1d20 + 5 ⇒ (3) + 5 = 8
Perfect rolls!
| GM Pendrak |
G'nock investigates the walls of the room carefully, and on the eastern wall he soon discovers a pair of secret double doors. They are built flush into the wall to make it seem like they are part of the wall. They seem to pull out, but you would need to wedge something like a crowbar or even a dagger in between to wedge them open. They do not seem to be locked.
About this time, however, Selassie begins to walk up onto the dais where the sarcophagus sits. No one had noticed the pressure plate on the platform, and she sets off a trap. The doors to the south begins to close, and arcs of electricity fire out from the four pillars and all about the raised platform. From the north, a loud churning noise can be heard.
But even worse, right before Selassies eyes, the sarcophagus begins to move. With a shudder and the sound of stone joints popping to life, what seemed to have been Akhentepi's elaborate casket suddenly animates, and stands up before her menacingly.
Electricity damage: 2d6 ⇒ (2, 4) = 6
Irakelesh Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
A'isha Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Aliva Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Fitliss Initiative: 1d20 ⇒ 7
Selassie Initiative: 1d20 ⇒ 15
G'nock Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Sarcophagus Initiative: 1d20 ⇒ 14
Aliva 17
Selassie 15
Sarcophagus 14
A'isha 11
Fitliss Initiative 7
G'nock 4+
Irakelesh 4
The doors to the south are closing. It would be a DC 30 Strength check to hold them open, but Fitliss, Aliva, or A'isha could make a DC 15 Reflex save as a free action before combat to jump out of the room if they want. No one has Knowledge (arcana), so once more you are in the dark in regard to constructs. Battle is once more joined. Aliva and Selassie can take their turns.
| Aliva Kulthane |
K.Religion: 1d20 + 6 ⇒ (15) + 6 = 21
Aliva will draw her new bow, nocking an arrow in it she will look around the room for danger.
Holding her action till something moves to attack us, also I should have changed my +1 HP to +1 SP at first, skills are more important right off the start.
| Selassie Radwan |
Reflex: 1d20 ⇒ 18
Selassie succeeds in partially avoiding the arcs of electricity
Selassie takes a guess that her mace would be best against this threat and draws it.
| GM Pendrak |
The sarcophagus lumbers forward, and opens its gaping mouth. It slams down at Selassie with both fists, and tries to take a bite out of her as well.
Bite attack (with grab if it hits): 1d20 + 5 ⇒ (15) + 5 = 201d6 + 2 ⇒ (1) + 2 = 31d20 + 9 ⇒ (12) + 9 = 21
Slam attack: 1d20 + 5 ⇒ (6) + 5 = 111d6 + 2 ⇒ (4) + 2 = 6
The jaws of the creature clamp down on Selassies arm with a CRUNCH, and hold fast, but it is unable to slam down on her.
Selassie takes 3 damage and is grappled. You guys can all take your turns at your leisure now, including Selassie and Aliva's round 2 actions.
| Fitliss Phitzinger |
I will try to avoid letting my knowledge of what an S on a wall means influence me :p. Also, if Selassie is grappled, shouldn't she be adjacent to it? Fitliss hurriedly limps forward to the spot where Selassie had been standing an stabs at the sarcophagus. "Hey, let her go!"
Longspear: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 3 ⇒ (2) + 3 = 5
| Fitliss Phitzinger |
I will try to avoid letting my knowledge of what an S on a wall means influence me :p. Also, if Selassie is grappled, shouldn't she be adjacent to it? Fitliss hurriedly limps forward to the spot where Selassie had been standing and stabs at the sarcophagus. "Hey, let her go!"
Longspear: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 3 ⇒ (2) + 3 = 5
| Irakelesh |
As quickly as he can Irakelesh pulls out his shortbow and takes aim at the walking sarcophagus. "I'm going to make a wild guess and say that that really isn't where Akhentepi is buried." He let's his arrow fly.
shortbow: 1d20 + 1 ⇒ (11) + 1 = 12
I don't know if it's into melee or not but I'm guessing that even if it's not, a 12 doesn't hit. But I'll roll damage just in case.
damage: 1d6 ⇒ 5
| GM Pendrak |
I will try to avoid letting my knowledge of what an S on a wall means influence me :p. Also, if Selassie is grappled, shouldn't she be adjacent to it?
Well, G'nock did discover the secret doors, I assume he'll probably let you guys know at some point. And yes, I forgot to update the map, the creature moved 5 ft. south to engage Selassie in melee. Updated map below; A'isha takes a full move action to get around to flank the sarcophagus.
Irakelesh takes a wild shot at the construct, and an arrow clatters uselessly against the opposite wall. Aliva and Fitliss are both more precise, but Aliva seems to do very little damage, and Fitliss none. A'isha creeps around the room, and places herself behind the animated sarcophagus.
Aliva and Fitliss hit, but the thing has 5 hardness (like I said before, this adventure loves hardness and DR), so Aliva only does 1 damage. Irakelesh misses, and A'isha moves to flank. G'nock is the last one remaining in this round, then Selassie has another turn before the creature goes (since Aliva delayed, she is in the later block now and goes after the monster).
G'nock
|
G'nock nocks an arrow, and lets fly:
1d20 + 4 ⇒ (2) + 4 = 6; 1d8 ⇒ 6
(somehow I'm guessing the damage die is superfluous).
Irakelesh, your 'sleep arrows' fly like your wit!"
| Irakelesh |
Irakelesh cringes as his arrow sails harmlessly through the air. Then laughs when G'nock's arrow flies just as badly. "G'nock, I see that you're not showing me how it's done. Just wait. I'm still warming up!" At Fitliss's comment Irakelesh looks around the room but sees nothing.
| Fitliss Phitzinger |
Sorry, that should have been ooc. It was supposed to be a joke about G'nock's comment about the sleep arrows, since pixies have sleep arrows... Yeah, G'nock's joke was better.
G'nock
|
G'nock makes another attempt as well with longbow:
Hit: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 ⇒ 1
"I do not know; creature or device?"
| GM Pendrak |
All in all, Pharasma's Seekers send a torrent of arrows raining down upon the animated sarcophagus, and while G'nock is able to at least strike the thing, his arrow bounces off harmlessly. Aliva's shot is as wild as Irakelesh's.
Selassie struggles to free herself from the grasping maw of the construct, but is unable to do so.
CMB to escape grapple: 1d20 + 1 ⇒ (1) + 1 = 2
Suddenly, as if by some dark magic, the mouth of the sarcophagus begins to widen, enveloping Selassie. The party looks on horrified, as her entire body is pulled into the walking casket, before the huge mouth slowly closes once more. Selassie can no longer be seen.
CMB (grapple) to swallow whole: 1d20 + 9 + 5 ⇒ (10) + 9 + 5 = 24
Before they have long to dwell on the terrible situation they just witnessed, something else happens. The northern doors burst open, and a rush of water comes flowing out, filling the room with about 1 foot deep water, which seems to be rapidly rising. It seems you may be in a deathtrap.
Aliva misses, G'nock hits but doesn't get through hardness. Selassie is swallowed whole. She doesn't take any damage, but there is only enough air for 3 rounds of breathing before she will begin to suffocate. She has two options for getting out: 1) use CMB to try to escape the grapple, which will mean you are still grappled, but fight your way out to the mouth; 2) attack the interior of the creature to burst out its chest (AC 13, Hardness 5, HP 3). The water is only a foot deep at this point, and has no effect on movement (although an unconscious person can still drown in a foot of water) for now. Irakelesh, G'nock, Fitliss, and A'isha can go, then round three will begin with Selassie.
Selassie air: 3/3 rounds.
Water depth: 1 ft.
| Irakelesh |
"Ok, this is getting messy" Irakelesh says as the water rushes in and Selassie gets swallowed by the walking sarcophagus. "We've got to stop that thing!" He draws another arrow and fires at the object.
shortbow,pbp,into melee: 1d20 + 1 + 1 - 4 ⇒ (11) + 1 + 1 - 4 = 9
damage: 1d6 + 1 ⇒ (6) + 1 = 7
"I really wish we had taken the time to rest before coming back here. I could really have used my extracts."
| Selassie Radwan |
Selassie attempts to bash her way out of the construct with her mace
attack: 1d20 + 1 ⇒ (3) + 1 = 4
but is unable to get a good swing in the cramped conditions.
| Fitliss Phitzinger |
"Ooh, water! I love to swim!," Fitliss pauses, obviously thinking as he resets his stance and thrusts at the sarcophagus again. "But I don't think Selassie will be able to come up for air in that thing. Can we lure it away?"
Longspear: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 3 ⇒ (3) + 3 = 6