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Lem pulls back, while Doubtful lauches into a full scale attack on the raggy
figures. He drops the one in green rags with a terrible blow that must have broken its neck.
Baloo tears the first of the mephits apart. Numair steps forward and drills one of the mephits. It squeaks in pain, but doesn't drop. Can't be much more that luck holding it up though.
Status, bold may post - bless (include bonus vs despair)
Pyra
Lem
Jair
Fighters
Blue Rags - 51 damage; burning (DC16)
Mephits
orange 15 damage
Numair Salmalin -
Doubtful
Irizati

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"Yes, well, if I had to pick one to destroy, it would be the one that is currently threatening to burn the place down," Numair says, continuing to glower at the mephits.

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The two mephits breath fire down the corridor.
[ooc=Numair and Irizati will need to make a reflex DC 13 to avoid 1 point of fire damage[/ooc]
The man in rags turns in Doubtful who attacked him and is next to him, but misses.
fire 1: 1d8 ⇒ 1
fire2: 1d8 ⇒ 7
reflex: 2d20 ⇒ (3, 9) = 12
attack Doubtful: 1d20 ⇒ 9
reflex: 1d20 ⇒ 14
Status, bold may post - bless (include bonus vs despair)
Pyra
Lem
Jair
Numair Salmalin -
Doubtful
Irizati
Fighters
Blue Rags - 59 damage;
Mephits
orange 15 damage

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Pyra waits...
Pyra's Aura of Courage gives allies within 10 feet of her a +4 morale bonus on saving throws against fear effects.

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Reflex: 1d20 + 4 ⇒ (15) + 4 = 19.
Numair grunts as he dodges the blast, and fires a volley of force missiles at a mephit.
Magic Missile: 4d4 + 4 ⇒ (1, 4, 3, 2) + 4 = 14 Force damage.

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Doubtful continues to punch at the thing that he's sure is some sort of undead mummy, now that it seems to have stopped burning.
Flurry! DR included in the damage.
Flurry1, bless, PA, bard, flank: 1d20 + 14 ⇒ (20) + 14 = 34, for 2d6 + 4 + 4 + 2 - 5 ⇒ (5, 6) + 4 + 4 + 2 - 5 = 16 damage. miss?: 1d100 ⇒ 66
Flurry2, bless, PA, bard, flank: 1d20 + 14 ⇒ (3) + 14 = 17, for 2d6 + 4 + 4 + 2 - 5 ⇒ (5, 1) + 4 + 4 + 2 - 5 = 11 damage. miss?: 1d100 ⇒ 51
Flurry3, bless, PA, bard, flank: 1d20 + 9 ⇒ (13) + 9 = 22, for 2d6 + 4 + 4 + 2 - 5 ⇒ (1, 6) + 4 + 4 + 2 - 5 = 12 damage. miss?: 1d100 ⇒ 81
Flurry4, bless, PA, bard, flank: 1d20 + 9 ⇒ (9) + 9 = 18, for 2d6 + 4 + 4 + 2 - 5 ⇒ (5, 2) + 4 + 4 + 2 - 5 = 12 damage. miss?: 1d100 ⇒ 31
confirm: 1d20 + 14 ⇒ (8) + 14 = 22, for 2d6 + 4 + 4 + 2 ⇒ (5, 6) + 4 + 4 + 2 = 21 additional damage.
He then moves towards the Numair, trying to find out what's going on down that direction.
5' step... unless the first blow crits and manages to take out the mummy on its own, in which case he'll do a full move north towards the mephits, aiming to get in a position to see both (1 square north (right) of orange)

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Doubtful downs the man in rags, while Numair finishes off the orange mephit.
Status, bold may post - bless
Pyra
Lem
Jair
Irizati
Fighters
Mephit
Numair Salmalin -
Doubtful

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Not having evasion Irizati takes 1 dmg.
Baloo moves in for a clearer attack against the last bird.
Including: GMF, Inspire, Bless
Bite: 1d20 + 11 + 1 + 2 + 1 ⇒ (4) + 11 + 1 + 2 + 1 = 19 for bludgeoning/slashing/piercing/magic: 1d6 + 6 + 1 + 2 ⇒ (1) + 6 + 1 + 2 = 10 then Grab: 1d20 + 15 + 1 + 2 + 1 ⇒ (3) + 15 + 1 + 2 + 1 = 22
miss on 20% or below: 1d100 ⇒ 45
Claw#1: 1d20 + 12 + 1 + 2 + 1 ⇒ (6) + 12 + 1 + 2 + 1 = 22 for bludgeoning/slashing/magic: 1d4 + 6 + 1 + 2 ⇒ (2) + 6 + 1 + 2 = 11 then Grab: 1d20 + 16 + 1 + 2 + 1 ⇒ (6) + 16 + 1 + 2 + 1 = 26
miss on 20% or below: 1d100 ⇒ 77
Claw#2: 1d20 + 12 + 1 + 2 + 1 ⇒ (19) + 12 + 1 + 2 + 1 = 35 for bludgeoning/slashing/magic: 1d4 + 6 + 1 + 2 ⇒ (2) + 6 + 1 + 2 = 11 then Grab: 1d20 + 16 + 1 + 2 + 1 ⇒ (14) + 16 + 1 + 2 + 1 = 34
miss on 20% or below: 1d100 ⇒ 79
"Now, Let's clear things up."
Irizati then moves around clearing away the fog. He avoids his allies but otherwise clears the area between about 10 feet in each direction from the doorway.
This provokes from the bird if it is still alive.

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Baloo chews down on the last mephit. He strikes out and knocks it to the ground and paws at it as if wondering how it would taste.
Irzati meanwhile blows away a lot of the local fog.

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Numair does his best to clean-up the mess left by the elementals, using Prestidigitation.
When the party is ready, he nods towards the doorway.
"Shall we see what lies beyond?"

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Down the corridor there are a number of alcoves which hold racks filled with scrolls. While some are burned, many appear to be intact.

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Doubtful scowls through the fog, not liking the fact he can't see much of anything.
"This is going to grow old, really quickly." He growls.
"Which means its going to be everywhere, and is probably poisonous." He adds a moment later.
He pokes at some of the burnt up scrolls, and shrugs. "Wanna bet those were the important ones?" He asks absently as he looks to see if anything else is lurking amidst the ashes.
Perception: 1d20 + 14 ⇒ (16) + 14 = 30

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Doubtful finds a number of interesting scrolls, including one that looks to have been hidden a little more securely than the others..
Anyone read ancient osirian?

Lem the Iconic |

Hold a second. Lem requests as he tries to do something about the fog.
Dispel Magic: 1d20 + 5 ⇒ (8) + 5 = 13
Dispel Magic: 1d20 + 5 ⇒ (2) + 5 = 7
Dispel Magic: 1d20 + 5 ⇒ (17) + 5 = 22
Anythign? He had a total of 11 charges. Not sure what else the wand will be useful for with a CL of 5

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Lem uses the wand, again and again. For a moment the fog flickers, its magic almost overcome, but then it comes rushing back.
Numair has a look at the hidden scroll. The text records the deathbed account of a wizard who witnessed the Pharaoh of Forgotten Plagues binding the daemonic harbinger Zelishkar of the Bitter Flame.

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Can Irizati control the strength of the whirlwind? at a speed of 60 perfect he should be able to clear a decent amount of space in any direction we choose to move in. But I don't want to destroy things with the wind.

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Within reason, I'm happy to have him blow the fog away for a short period, although it will close in after him pretty quickly.
But to speed things up a bit
Irizath swoops down the corridor, pushing aside the mist for a few moments. While it dead ends to the left after about 20', to the right it turns into a T junction with narrower passages leading off to the east and west.

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Jair finds nothing extra of interest..at the moment. But lots of these scrolls seem valuable.

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Doubtful scowls... first left, then right, then shrugs.
"One direction is as bad as the other." He finally says, then starts heading down the hallway to the south.
"The mummy things were on this side... so they probably came from up here somewhere." He adds, with a sigh.
When he reaches the corner, he stops to look around, though the fog is already starting to obscure things once more.
Perception: 1d20 + 14 ⇒ (20) + 14 = 34

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You spend a couple of minutes exploring the corridors. At the second T, the right hand passage joins back up to the room you first arrived in. The left hand passage works it's way around to what appears to be another room.
But I'll let you set yourself up before describing that
Assume the corridors are still full of mist, except around your group where Iz blows it away. the room beyond you however is not misty at all.

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I moved us with approximately the same order as before.

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A marble statue stands at each end of this corridor.
Purple fire illuminates the east statue, which depicts a Garundi man who is healthy and vital on one side and cracked and burned on the other. The other statue depicts a Garundi man wrapped in linen like a mummy and wielding a staff.

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Jair recognises the first status as Nethys, while Doubtful recognises second as Ptah.

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Ptah aka Lord of Eternity - Osirion god, neutral, areas of concern (Architecture, craftsmanship, creation, metalworking) And Nethys is the core god of magic.

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Doubtful nods towards the statue of the bandage-wrapped man. "Think I saw that one there before." He says. "Back in Sothis, before we left. Ptah, I think they called him."
You're not sure he's pronouncing it right, as it comes out more like he's spitting up phlem, then saying a name.
"Supposedly some old Osirion god of creating things..." He scowls unhappily, "Probably mummies."
"Or curses." He adds a moment later.

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The statues are both moderately magical, but then the whole area has a low degree of magic infusing it - above and beyond the guards and wards effect.

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"Well, there are statues." Doubtful mutters, grumpily. "You can write that down, and we can move on, right? Those mummy-things and fiery bits came from somewhere. Probably sneaking up behind us in the damnable fog."
He seems ready to wander off, and continue their exploration.

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The layout is definitely odd, in that apart from the chamber at the end of the small side passage, you have found no rooms, or even doors so far.

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Having identified the guards and wards spell, you know that another of the effects is to cover doors with illuions of walls.

Lem the Iconic |

Was gonna have Lem come forward, detect magic and try to use spell craft, but the iconic is not trained in spell craft...
Any more details? I Better come up and get a look at the statues. Lem advances out of the fog and sketches each statue. [ooc]Can we get rid of the cover-up to the area to the north?[/ooc

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Ya, that lack of spellcraft is a puzzle =)
Doubtful scratches his chin with a frown. "This whole place is magicked up." He mutters. "Why hide all the doors? What if you gotta pee."
He shakes his head. "Course, we find them, they probably all have more mummies or death traps or something."
"Can we just run our hands along the walls? Will that find 'em?" He adds dubiously, clearly sure its more likely to find the afore mentioned death traps.

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You could try running your hands along the walls to try and detect a hidden doorway. If you do that, pick which wall you want to start on and each give me half a dozen will saves

Lem the Iconic |

Works for me.
You know, that spell that makes the fog can also hide doors. lets try to feel for them, backtracking some.
Will Save: 1d20 + 9 ⇒ (8) + 9 = 17
Will Save: 1d20 + 9 ⇒ (20) + 9 = 29
Will Save: 1d20 + 9 ⇒ (12) + 9 = 21
Will Save: 1d20 + 9 ⇒ (1) + 9 = 10
Will Save: 1d20 + 9 ⇒ (9) + 9 = 18
Will Save: 1d20 + 9 ⇒ (11) + 9 = 20