
GM Brew |

The party continues its assault on the ancient pharaoh!
Isador slams two arrows into the thing, but they do not seem to do any damage.
Havelock, likely weakened from his grievous wounds, misses Sekh-pa-Mefer with clumsy swings of his dark blade.
Caoilte and Tarek manage each to land a swing, tearing more dead flesh and bandage from the mummy.
Sekh-pa-Mefer slams Tarek again but the oracle's armor is up to the attack.
SLAM: 1d20 + 10 ⇒ (6) + 10 = 16
Round 6
Party hasted 4/4 rounds
Bad guy no longer slowed
Isador
Havelock (-24)
-------------
sphinx
-------------
Caoilte (-30)
Tarek(-11)
-------------
Sekh-pa-Mefer (-24)

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wow Gen Con is this week!
I reach in deep and attack
88 LS Attack: 1d20 + 12 ⇒ (13) + 12 = 25
88 LS attack damage+SG : 1d8 + 4 + 4d6 ⇒ (6) + 4 + (3, 1, 3, 1) = 18
Def Cast: 1d20 + 12 ⇒ (6) + 12 = 18
Disrupt Undead (range touch: 1d20 + 4 ⇒ (9) + 4 = 13
Disrupt Undead Damage: 1d6 ⇒ 4
88 LS Hasted: 1d20 + 6 ⇒ (4) + 6 = 10
88 LS Haste Damage: 1d8 + 4 ⇒ (3) + 4 = 7

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By the Hells! my bow is almost useless against this thing. He reaches into his side pouch and removes his last vial of blessed holy water. by Desna, I hope this does something!
Attack Enhanced Holy Water: 1d20 + 5 ⇒ (18) + 5 = 23
The damage dealt by enhanced alchemical items is increased by half. The DC of any skill checks or saving throws that opponents must make to oppose these items is increased by 2
Damage Enhanced Holy Water: 2d4 ⇒ (2, 2) = 4 (6 total)

GM Brew |

Isador digs in his pack to fish out a vial of potent holy water. He flings it at the pharaoh. The vessel shaters, pouring contents all over the corpseflesh, causing it to sizzle and burn. The mummy cries out as smokey wisps pour from the places where the water splashed.
Havelock finally sees an opening and slams Ate-Dee-Ate into the long dead ruler, unleashing the pent up magical energy into the undead fiend. Lighting pours into Sekh-pa-Mefer, arcing across his body causing yet more burning and smoldering.
Round 6
Party hasted 4/4 rounds
Bad guy no longer slowed
Isador
Havelock (-24)
-------------
sphinx
-------------
Caoilte (-30)
Tarek(-11)
-------------
Sekh-pa-Mefer (-41)

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Caoilte seeing some hope in this fight closes in with his axe. Die. Die! DIE!......Again!!!!
attk 1
Attack, Battle Axe: 1d20 + 9 ⇒ (8) + 9 = 17 +3AB, +4 Str, +1 MW axe, +1 Weapon Focus, -1 Power attack
Damage, Battle Axe: 1d8 + 6 ⇒ (6) + 6 = 12 +4 Str, +2 Power Attack
attack 2
Attack, Battle Axe: 1d20 + 9 ⇒ (12) + 9 = 21 +3AB, +4 Str, +1 MW axe, +1 Weapon Focus, -1 Power attack
Damage, Battle Axe: 1d8 + 6 ⇒ (2) + 6 = 8 +4 Str, +2 Power Attack

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Tarek draws forth as much energy as he can despite feeling the the negative energy course through his body
+1 Falcata Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
2nd Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

GM Brew |

Tarek lands two more slices with his falcata on the pharaoh, sending more bits of dead flesh splattering on the walls of the chamber.
The mummy, still fighting the combined might of the Archons, slams at Tarek again. The mummy slams the oracle hard, sending him reeling. Tarek goes down and his blood begins to rapidly stain the tomb floor. Tarek is down and at -3 hp and needs to make a stabilization check.
SLAM: 1d20 + 11 ⇒ (10) + 11 = 21
dmg: 1d8 + 10 ⇒ (1) + 10 = 11
Round 7
Party not longer hasted 4/4
Bad guy no longer slowed
Isador
Havelock (-24)
-------------
sphinx
-------------
Caoilte (-30)
Tarek(-22) (down)
-------------
Sekh-pa-Mefer (-49)

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With not many options left on the table.
Def Cst: 1d20 + 12 ⇒ (8) + 12 = 20
88 LS attack: 1d20 + 4 ⇒ (4) + 4 = 8
disrupt undead ranged touch: 1d20 + 4 ⇒ (7) + 4 = 11

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Looks like another stellar round of rolling for everyone. Can't imagine how bad it would have been without the slow and haste. It should only take another 5 more rounds to defeat Suck-Ma-Pe.. ...sorry that should be Sekh-pa-Mefer

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As requested
Caoilte expecting this to be his last attack swings with all his might
Attack, Battle Axe: 1d20 + 8 ⇒ (4) + 8 = 12 +3AB, +4 Str, +1 MW axe, +1 Weapon Focus, -1 Power attack
Damage, Battle Axe: 1d8 + 6 ⇒ (7) + 6 = 13 +4 Str, +2 Power Attack
and Caoilte just sort of dribbles down his leg :)

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Brew, just wondering if Tarek's attack should have done more than 5 points of damage? I was thinking it should have been 8 points. Thought I would double check since we need every bit of help that we can get

GM Brew |

Brew, just wondering if Tarek's attack should have done more than 5 points of damage? I was thinking it should have been 8 points. Thought I would double check since we need every bit of help that we can get
You are right, it should be 8 points. I have made correction.
Isador makes another attack with his trusty bow but misses the mark.
Caoilte and Havelock try but fail to land an attack on Sekh-pa-Mefer. Havelock manages to strike the mummy with a positive energy ray causing more dead flesh to sear from the pharaoh's body.
The mummy shifts its attack to Caoilte. The attack slams home, knocking the grizzled warrior to the ground. Caoilte's blood runs red as it joins Tarek's. Caoilte is at - 7 and needs a stabilization check and a FORT save.
Izzy arrow: 1d20 + 5 ⇒ (6) + 5 = 11
random: 1d4 ⇒ 1
SLAM: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d8 + 10 ⇒ (1) + 10 = 11
Disrupt undead: 1d6 ⇒ 3
Round 8
Isador
Havelock (-24)
-------------
sphinx
-------------
Caoilte (-41) (down)
Tarek(-23) (down)
-------------
Sekh-pa-Mefer (-55)

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Stabilization check:
DC is 17, base DC of 10 and +7 for negative HP's
constitution check: 1d20 + 15 ⇒ (11) + 15 = 26
Fort save, don't know the DC to roll against:
fort save: 1d20 + 5 ⇒ (17) + 5 = 22
I'm assuming a constitution check is like a skill check with my con being my 'skill level' so the roll is 1d20+15 against DC 17

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Feeling helpless and running low on options, Isador winces when he sees his companions fall below beneath the blows from the ancient undead protector.
I'm not sure if I can do anything to this creature but I will stay until he is dead for good or we are... He tries to get into a better position for a shot.
Attack +1 Composite Shortbow: 1d20 + 4 ⇒ (18) + 4 = 22
Damage Arrow: 1d6 + 2 ⇒ (3) + 2 = 5

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Def Cast: 1d20 + 12 ⇒ (5) + 12 = 17
LS attack: 1d20 + 4 ⇒ (11) + 4 = 15
disrupt undead ranged touch: 1d20 + 4 ⇒ (20) + 4 = 24
crit threat: 1d20 + 4 ⇒ (10) + 4 = 14
88 LS damage: 1d8 + 5 ⇒ (2) + 5 = 7
Disrupt Undead Damage: 1d6 ⇒ 5
IZZZY somebody pull that wand of healing off my belt and start sappy Tareck and me and Caoilte before we are all part of the walking undead...and doing some thrilling zombie line dances

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I have no idea how to use a magical wand! Will it work for me? What do I have to do to make it work? Can you toss it back to me? I don't think I can grab it off your belt while you are fighting!
I think it will require the UMD skill which I do not have. I do have one potion of cure light wounds but I don't think I can use it on an unconscious party member.

GM Brew |

Havelock spins and avoids the reach of Sekh-pa-Mefer, calling forth arcane power from a deep reserve, he unleashes a positive energy blast, slamming into the powerful ruler of old. The ray hits the mummy square in the face, melting the grim visage that is all that is left of the Pharaoh of Sphinxes. The mummy falls to its knees, then keels over face first, crumbling into dust leaving only his right hand...
Havelock and Isador move quickly to attend their wounded. Caoilte seems like he has stopped bleeding, but Tarek is in bad shape though they manage to stabilize him.
What remains of the party searches the chamber and believes great power rests in the hand left by the pharaoh. In addition, the Archons find various treasures, including the pharaoh's sarcophagus itself as well as some magical figurines and other gems. Isador, recognizing the value of the find, takes rubbings of the hieroglyphs on the walls which he is certain will fetch a hefty price to the right collector.
The party can tell Tarek's problems are beyond his wounds. The once vibrant aasimar's flesh grows ashen and he becomes significantly weaker. It is clear that the mummy has placed a foul rot on the oracle. He will need medical attention and soon.
The Archons manage to limp back to town and secure passage back to Absalom where they hope they can see to Tarek's plight, taking several treasures back with them.
End

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I do not know what Tarek's options are. Can he pay for a remove curse and remove disease as part of the silver crusade? I do not think he is able to use any scrolls because of his level. I will check my faction sheet to see if there are any bonuses or boons he can use but I do not believe he has earned anything that will aid him in getting cured

GM Brew |

The city of Padiskar near the northern tip of the Isle of Jalmeray is not so much a city as a ring of small villages surrounding a massive, howling ruin, from which terrifying screams of whatever the Vudrani Maharaja Khiben-Sald le there in ancient times can still be heard. The new Venture- Captain Vasuman Mihir maintains a small safe house for the Pathfinder Society here, taking over from Padiskar’s longtime Venture-Captain Aamina Shahrazad, who was recently murdered by men loyal to Zamir, a bandit lord and rumored Aspis Consortium agent who operates out of the nearby jungles.
Venture-Captain Mihir’s briefing was short and serious.
“This is a fake scepter of the arclords,” he said, hefting a bejeweled staff in his hands bearing glowing runes across its surface. “You will lead a caravan toward Niswan carrying this false relic and several crates of minor magical items. My porter, a young boy named Waman, will give you a detailed travel itinerary, which you must follow with care. Except that it is almost certain that you will be ambushed before you reach your destination, since young Waman is a spy for the Aspis Consortium and has sold out and murdered a dozen or more of our brethren and associates, including our former venture- captain—I’m sure of it. The scepter is bait in a trap, and you are the teeth. Do not let on to Waman that you know of his transgressions—we need him to lead us to his master, the bandit lord Zamir. We’ll either make Zamir our man or disrupt his business permanently. I’ll deal with Waman myself once this a air is resolved.”
Venture-Captain Mihir held up a second item, a plain-looking but easily recognizable wayfinder. “This wayfinnder is also a fake, although unlike the scepter, it does have real power. The dial always points to the scepter.” Mihir demonstrated, moving the wayfinnder in a circle around the scepter, the needle pointing unerringly at it."
“Waman gave Zamir information that enabled the bandit fool to steal artifacts from dozens of our caravans and even from safe houses such as this one. Zamir has a method of disassembling the artifacts so that he can smuggle them o the island with ease, bound for ports of call in Cheliax. What we do not know is where Zamir is, since he never attacks with his men.”
“I gave Waman the information about your journey, so at some point along the route, Zamir’s bandits will ambush you. Previous experience indicates that his bandits will not kill if they don’t have to. Let them steal the scepter. You must put up a small struggle, maybe even kill or injure several of his men, but most importantly you must let them escape and they must escape with the scepter."
“Give them a few hours a er the ambush to escape and then use the way nder to track Zamir to his hideout. Zamir is an arrogant man whose loyalties lie with whoever can make him famous to the people of Jalmeray. Right now he believes the Aspis Consortium is the answer. You will either convince him that the Society is the answer—as he could be a very powerful ally in the region—or you’ll end his operations for good. How you handle it, I leave to you. Good luck on your journey and may the gods guide your hand.”

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Tarek listens to the Venture-Captain I am not sure if I like the idea of allowing ourselves to be ambushed, but if you believe it is the best way to transfer the item without casualties on our side then I am willing to give it a try.
Should we be cautious about carrying any items that may link us to the society?
I may need to pick up a few items before we travel but I believe I have most of what I need.
Tarek then looks to the party Will everyone be ready to depart soon?

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Isador glances towards Caoilte and winces... did you not listen to everything he just said?!?
turning back towards the captain. Don't worry sir, we got this. If that special Wayfinder works like it is supposed to, we should find this Zamir fellow with little trouble.
turning back to his companions.
I have stocked up on some healing supplies due to our experiences in the desert.
So, I am ready to head out whenever this Waman fellow shows up.
Knowledge Local: 1d20 + 7 ⇒ (1) + 7 = 8 looking for anything about Aspis Consortium - so this is going to be how it is... *sigh*

GM Brew |

After finishing up with Amrbus, the party makes their way to the ambush site.
At the end of the second long day of travel through rough hills, a campsite comes into view. Smoke curls upward from a small fire, where a man is tending a roast on a spit. Three more men are setting out bedrolls and four mules are picketed beside a pile of sacks and bundles nearby. They are camped exactly on the ambush site described in Waman’s itinerary.
What do you do?

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I am a little confused by what is taking place and seek a little clarification. I thought we were to travel as a caravan and at a set location we would expect an ambush. Is this camp we see a part of our rest stops for our caravan or are these the bandits that are supposed to ambush us? I am uncertain how we should be approaching this camp.

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Tarek's brow furrows as he spots the merchants on their planned ambush site Well this should make things interesting. I say we stick to the plan and join these men at their camp. It is not uncommon for travelers to share a camp for the night and we should not look suspicious by doing so. I can speak with the men and do my best to win their favor and allow us to make camp with them. If anyone has a better idea, I am open to options? These could also be the men looking to swipe our gear and we should not divulge any info or act in a way that may make them nervous. We should all act at ease but be mindful of what is around us

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Coilte looks for guards or escorts. Let's go with your plan Tarek. We just have to hope that if these guys are merchants that they give up quickly. If they are pressed such that they may be killed, I will fight to save them. We can ask the Venture Captain to recock this mission.

GM Brew |

The group approaches the campsite in full view of the men. The campers look to each other but make no signs of aggressive behavior. Once the Archons reach the campsite, one of the men stands and waves a hand toward the campfire.
"Hail travelers, well met. I take that since you come to us openly you are not bandits. Please join us. Strength in numbers in these parts, best be wary friends."

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Aye, we are not bandits and your fire looks most inviting. We have been traveling for a few days and I could eat an elephant. If you fellas don't mind, perhaps we could share your fire to cook a feast for everyone. looking back over his shoulder towards Caoilte The big guy looks rough but he can cook a mean venison roast.
He casually moves into the camp trying not to look too conspicuous while he evaluates the men's intentions and physical prowess.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Sense Motive: 1d20 + 6 ⇒ (18) + 6 = 24

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Tarek smiles to the men after their welcoming greeting Many thanks for your hospitality. May the gods reward your kindness. It has been a long and tiring journey and your campsite is a most welcome sight. Tarek laughs about the bandit comment The only thing I plan to steal this night are a few hours of sleep, if the gods...and the bugs be willing Tarek lets out another chuckle and settles himself down near the fire.

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Walking in off the long and dusty road, a dust cloud around me, I make a small bow to my friends, my amber eyes aglow with energy and life.
My dear friends, I hope I am not too late, I have only recently returned my auxiliary travels.

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While speaking with the men at camp, Tarek visually searches for anything out of place and wonders if he picks up any hints of deception in their tone
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Sense Motive: 1d20 + 8 ⇒ (13) + 8 = 21

GM Brew |

"Please, use our fire to cook to your hearts content. I know how welcome a full belly is on a long journey. What brings you to this pass may I ask?"
Tarek and Isador notice the campers look at one another and sense there is something they are concerned about but do not sense anything threatening about the men at all.

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Isador grins as he sits down next to the fire. Thanks fellas, I have been looking forward to a good meal for days now.
He rummages through a side pouch and produces a handful of dried fruits. Only eating these things on the trail tends to stop up the bowels...
Anyway, we have been hired to watch over this here caravan although I am not sure why anyone would want to steal a bunch of old books and pottery. Its the easiest job that I have had in a while.
Looking back towards their hosts. so... what brings you out on the road?

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Tarek will move about the party and give each a look of concern and then a wink. Let me inspect some of our cargo. I am a little concerned about the lids on a few of those jars. I would hate to have any contents spill out and make our trip less profitable. Tarek lets out a chuckle and makes his way to the goods. He shuffles through the contents and does his best to allow part of the scepter to be seen, but as if by accident. He will then quickly cover it up and return to the fire Everything seems to be in order and I believe we shall make a fair amount of coin once we reach our destination.

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Bandit activity? Can you share with us what you know? It would be nice to know what may be lurking about in the shadows. If you know of a safer location for camp, we would be very appreciative of the sharing of information
Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13

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Isador looks at the men sitting around the campfire. I think there is safety in numbers, don't you think that we should just band together and stay here until morning?
Diplomacy: 1d20 + 4 ⇒ (7) + 4 = 11