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"More undead," Narla spits, as she approaches the mummy, stopping just outside its reach (she hopes). (Single Move: 20 ft.)
"Gojan the Sharp, share in our triumph!" she intones, her voice doubling as if harmonizing with itself. "Let this foe fall as all must," in concludes in perfect unison. (Standard: Cast true strike)
(Free action: Expect Crowe to obliterate this thing. If he misses, I would like to use Marshal's Order (immediate action) to add 1d6+3 to his attack roll.)

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Knowledge Religion: 1d20 + 4 ⇒ (2) + 4 = 6
Sindelle will stay where she is hoping this mummy isn't like ones she's read about that can make people around it quake with fear! She does indeed still carry the wand of Bless in her hand and will use it on the party (50 foot range means it will hit everyone just fine)

GM Redelia |

The mummy turns and looks at you, furious that you killed his pet. Those who are close feel panic about to overwhelm you.
Crowe: 1d20 + 2 ⇒ (19) + 2 = 21
Narla: 1d20 + 4 ⇒ (13) + 4 = 17
Night Hunter: 1d20 + 7 ⇒ (12) + 7 = 19
However, you all feel yourselves shake off the effects, and are immune to this mummy's fear for the rest of the day.
The mummy slams into Crowe.
attack: 1d20 + 14 ⇒ (13) + 14 = 27
damage: 1d8 + 10 ⇒ (5) + 10 = 15
Crowe's fort save: 1d20 + 7 ⇒ (18) + 7 = 25
Crowe takes 15 damage.
Entire party is up. Malusha, Enora, and Syndelle, if you approach the mummy, please roll a will save.

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Hunter moves into flanking position with Crowe and careful to stay out of reach of the mummy while doing so. He takes another kick at the mummy.
to hit: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
dmg if hits: 1d4 ⇒ 2

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Malusha grabs his now magical crossbow and loads a bolt into it. "Someday I'm going to have to learn how to load this thing faster," he says with an exasperated tone.
Move action to wield. Standard to load.

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Remember everyone Bless gives you +1 to attack and saves vs fear!
Sindelle gasps a little bit as Crowe takes such a powerful strike from the mummy but she absorbs part of it (Crowe heals 5) all the same.
Dropping the wand she will move into the room bracing herself as she tries to get close enough to use her powers on it.
Will save: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Exhaling as she gets within 20 feet of the undead thing she closes her eyes for a moment before they open revealing holy light that harms the undead!
Channel positive: 2d6 ⇒ (6, 6) = 12 DC 17 will save for half damage

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Narla takes a step up, winds up her flail, and does her best to knock the mummy back into the past.
Heavy Flail, bless, true strike: 1d20 + 8 + 1 + 20 ⇒ (18) + 8 + 1 + 20 = 47 for Damage: 1d10 + 8 ⇒ (10) + 8 = 18

Enora Pregen |

Enora blasts the mummy with a series of force missiles from her staff just like she did to its friend.
magic missile: 4d4 + 4 ⇒ (2, 2, 3, 4) + 4 = 15
6 staff charges remain.

GM Redelia |

Crowe reduces the mummy to a pile of dust and dirty bandages. The mummy's right hands remains. You also find that the sarcophagus and grave goods looks worth selling. Among the grave goods, you find a green gem and a tiny silver figurine of a sphinx. The walls also contain many engravings that a collector would pay dearly for a rubbing of.
The hand is a hand of glory.
You identify the gem as a periapt of wound closure
The gem is a cursed item, a periapt of foul rotting.
The figurine is a silver sphinx figurine of wondrous power, a variant bronze griffon figurine of wondrous power that becomes a living, falconheaded hieracosphinx when activated.
I just wanted to point out that in this case you may take 20 and also use aid another on spellcraft

Enora Pregen |

I can take 20 for a 31 on spellcraft if I can get two Aid Another rolls.
"These are certainly wondrous treasures!"

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I can take 10 (15) to aid.
"Explore, report, cooperate, get paid," Narla remarks, assisting in the cataloguing of the site. "Though once we finish this room up we should probably delve into the rest of the temple. Might be something else we missed."

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Fair enough. I do not have such an ability.
Aid(Hand): 1d20 + 5 ⇒ (18) + 5 = 23
Aid(Gem): 1d20 + 5 ⇒ (4) + 5 = 9
Aid(Figurine): 1d20 + 5 ⇒ (18) + 5 = 23

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Sindelle will absorb the rest of Crowe's injuries after the battle smiling at him once he is fully healed and then she will tend to her own wounds after helping Enora identify what has been found since it seems they might be having trouble with that Gem?
Spellcraft aid another: 1d20 + 4 ⇒ (7) + 4 = 11 Gem
CLW wand charge 1: 1d8 + 2 ⇒ (4) + 2 = 6
CLW wand charge 2: 1d8 + 2 ⇒ (5) + 2 = 7
CLW wand charge 3: 1d8 + 2 ⇒ (3) + 2 = 5

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"I might be able to help with that." Malusha looks over Enora's shoulder and tries to absorb the magical energies from the small stone. After a moment he shakes his head. "Sorry. I'm just not getting it."
Aid(Spellcraft)@gem: 1d20 + 8 ⇒ (1) + 8 = 9 Wow. That gem just doesn't want to be known.

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"Perhaps we could rest before finishing? I could use a nap." Hunter does look tired... little dark circles under his froggy eyes.

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just a suggestion, but if everyone else wants to move on, that's fine too

Enora Pregen |

With the others' help, Enora identifies every item. "This gem is cursed!"
To Night Hunter she replies, "I'm doing ok myself but if others need a rest that's fine. This tomb has been waiting for thousands of years to be explored. I think one more day would be ok."

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"Better to be prepared," Narla agrees. "Pyramid's not getting up and walking away overnight. Let's get some rest."

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"Perhaps watches would be in order? I don't wear armor so I'd be happy taking midwatch."

GM Redelia |

You take the time to rest, and so all your daily use abilities are refreshed. Then you use the key to unlock the remaining door, and move into the next room.
I'm assuming that you don't take the cursed item with you. Let me know if that assumption is incorrect.
You find a room that is bare except for carvings on the walls and two statues. The statues are on either side of the doorway you come through. They appear to be set up to guard, or at least appear to guard, the burial chamber you are coming from. They don't seem to see you as a problem, since you are leaving instead of entering the burial chamber.
You move through the room and open the door on the other side. The door opens easily, although when you look at the other side of the door, it appears that it would have been a puzzle to open the door from the other side. You again find yourself in the hallway from which you entered the chamber with the 'ladies', although further down. You walk down the hallway until you come to a door. You can either go through the door or continue to the end of the hall.

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"Door? MIght as well not leave an unknown door with potential enemies behind us."
Hunter listens at the door.
perc: 1d20 + 10 ⇒ (4) + 10 = 14

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Sindelle makes sure everyone is healthy before taking the rest.
Going into new rooms she will sweep the area with Detect magic and let whoever goes in first know if she notices anything.

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Hunter, it seems, is the door tester... so tries to open it. If it doesn't open, he'll ask someone stronger like Crowe to try to force it.

GM Redelia |

The door opens, revealing a room in which each corner contains an obelisk. The center of the floor contains a golden circle engraved on the floor. A cool breeze comes from the southeast obelisk, heat from the northwest, moisture from the northeast, and nothing from the southwest (it just appears to be normal stone).
Narla: 1d20 + 4 ⇒ (5) + 4 = 9
Crowe: 1d20 + 7 ⇒ (2) + 7 = 9
Enora: 1d20 + 1 ⇒ (3) + 1 = 4
Malusha: 1d20 + 8 ⇒ (14) + 8 = 22
Syndelle: 1d20 + 2 ⇒ (6) + 2 = 8
Night Hunter: 1d20 + 10 ⇒ (15) + 10 = 25

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"breeze, heat, moisture and nothing... these obelisks each radiate something, except for that one... the hot one has a secret panel in it." Hunter approaches the northwest obelisk and points out the panel to everyone... avoiding walking on the circle if he can.

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Knowledge (Arcana): 1d20 + 5 ⇒ (13) + 5 = 18
"The obelisks are connected to elemental forces. Fire burns, water flows, wind blows," she begins, pointing to the obelisk with no tactile sensation to the southwest, "and that one is boring. Elemental earth, also known as 'ordinary rock.' Whoever constructed this tomb likely summoned elementals to do the physical labor." She motions to the circle on the floor. "Probably summoned them into there. It's probably dormant, but I'd likely avoid it, all the same."

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"Very interesting Narla. I agree, we should avoid the circle." Malusha walks towards the northwest obelisk, avoiding the circle. "Do you think we should open it?" Malusha asks Night Hunter.

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"We'll never know what's behind it if we don't." He checks the panel for traps.
perc: 1d20 + 10 ⇒ (9) + 10 = 19
If he detects no traps, he'll open it if he can.

GM Redelia |

Night Hunter finds no traps. He opens the panel, and behind it finds a fire elemental gem, but as he touches the obelisk, he summons a fire elemental which attacks you.
Narla: 1d20 + 4 ⇒ (8) + 4 = 12
Crowe: 1d20 + 1 ⇒ (13) + 1 = 14
Enora: 1d20 + 2 ⇒ (5) + 2 = 7
Malusha: 1d20 + 3 ⇒ (17) + 3 = 20
Syndelle: 1d20 + 2 ⇒ (1) + 2 = 3
Night Hunter: 1d20 + 3 ⇒ (6) + 3 = 9
elemental: 1d20 + 7 ⇒ (10) + 7 = 17
bold may post:
Malusha
elemental
Crowe
Narla
Night Hunter
Enora
Syndelle

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"THAT wasn't supposed to happen... or well, I mean, it probably WAS supposed to happen, but I didn't MEAN for it to happen..."

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Malusha's eyes grow wide when the fire elemental appears. In response he makes a few gestures in the air and mutters the words to a spell. Within seconds a glowing scimitar appears in the air next to the elemental. Malusha flips his hand in the air and the scimitar strikes at the creature.
As soon as he finishes his spell he pulls out his crossbow and starts to load it.
spiritual weapon@elemental: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d8 + 1 ⇒ (5) + 1 = 6
Spiritual weapon round 1 of 4
Standard: cast spiritual weapon; Move: wield crossbow

GM Redelia |

The glowing scimitar slices at the fire elemental, but is unable to strike it.
The elemental moves towards Night Hunter and tries to slam into him.
slam attack: 1d20 + 7 ⇒ (2) + 7 = 9
However, his aim is off and he is not able to slam into him.
Entire party is up!

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The glowing scimitar follows the elemental and continues to strike at it. Malusha finishes loading a bolt in his crossbow and he shoots at the fiery creature.
SW@elemental: 1d20 + 7 ⇒ (1) + 7 = 8
SW damage: 1d8 + 1 ⇒ (1) + 1 = 2
crossbow@elemental,melee: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
crossbow damage: 1d8 ⇒ 5
Spiritual weapon round 2 of 4

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Hunter moves back a step from the elemental and starts inspiring his fellow Pathfinders to prevail against the elemental.
+1 to hit and damage, +1 fear saves

GM Redelia |

Because Malusha's action is for the start of the next round, I'm applying Night Hunter's buffs to it.
Crowe slams his earthbreaker into the elemental, and Malusha hits the elemental with a crossbow bolt.
enemy status: -24 HP
Now waiting on Syndelle, Enora, and Narla.