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Sareptha stabs her spear through the mummy but is unable to twist it around while it's in there, it does leave a nice hole though
1 extra damage added
Kaneka touches the mummy with some positive energy will save: 1d20 + 8 ⇒ (8) + 8 = 16 and all though it burns him a bit it doesn't seem to have full effect
Zarunkumar provides some guidance to Belka
Pokey rapidly fires 2 bullets into the mummy creating 2 crater looking hole in it's chest
Belka tries to dodge away from the zombie..but even though it's braindead..it's not fooled by her attempt and tries to bite her as she moves
To hit AC Belka: 1d20 + 8 ⇒ (8) + 8 = 16
but it's unable to grip down hard enough on time to get through her layers of protection to the soft flesh underneath
Belka then slices into the mummy with her sword causing a huge tear in the bandages
Vanya withdraws from the combat to a save corner
The mummy takes a swing at the raging barbarian
To hit AC Belka: 1d20 + 14 ⇒ (8) + 14 = 22 (AC Belka = Mage armor + 4, shield +4, Protection from evil +2 , rage -2 and dex + 3 I think = 21?)
and slams his first into the side of Belka's body
Damage Belka: 1d8 + 10 ⇒ (6) + 10 = 16 bones can be heard shattering and a DC 16 fort save vd Disease or be effected by:
Mummy Rot: curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —.
Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic.
Just to check, did you take the 5 damage from last round and are you down now?
The zombie moves forward and starts to attack Zarunkumar and Kaneka
To bite Zarunkumar: 1d20 + 8 ⇒ (4) + 8 = 12
Claw 1 vs Kaneka: 1d20 + 8 ⇒ (5) + 8 = 13
Claw 2 vs Kaneka: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm vs Kaneka: 1d20 + 8 ⇒ (2) + 8 = 10
Zarunkumar is able to sidestep the large fangs comming her way, but Kaneka is unable to dodge either claw
Damage Kaneka claw 1: 1d4 + 2 ⇒ (3) + 2 = 5
Damage Kaneka claw 2: 1d4 + 2 ⇒ (3) + 2 = 5
init
You guys
Undead enemies
Damage zombie: 12
Damage mummy 51

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DC 16 Fort. save: 1d20 + 8 ⇒ (6) + 8 = 14
Belka growls in pain as the mummy gives her a mighty slam but still manages to find enough energy to take a last swing at the undead before falling down on the floor, unconscious.
Att. +1 greataxe/mummy: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Damage: 1d12 + 8 ⇒ (12) + 8 = 20
I had 1 hp remaining before attacking (base 28 hp, -20 zombie, +4 Sarephta, +4 Zarunkumar, -5 zombie, +6 rage, -16 mummy). Now the rage has ended, I am down at -5 hp

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As Belka falls Vanya suddenly changes her course of action:"Can't leave yet... my companions here are fully committed to getting slaughtered thinks the andoran pathfinder bitterly
Attack roll: 1d20 + 6 ⇒ (18) + 6 = 24
Damage roll: 1d6 + 4 ⇒ (3) + 4 = 7
EDIT
Crit. confirmation roll: 1d20 + 6 ⇒ (12) + 6 = 18
Damage roll: 1d6 + 4 ⇒ (4) + 4 = 8
Vanya attacks the only target avaiable: the zombie but I doubt she can set up flank with Kaneka, right?

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Sarephta sticks her spear in the mummy's side again as she sees Belka fall.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20 for damage: 1d8 + 4 ⇒ (5) + 4 = 9
If Belka happened to drop the mummy, I'll instead reach down and heal her.
clw: 1d8 + 2 ⇒ (2) + 2 = 4

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Belka takes one last desperate swing at the mummy...almost cleaving it's arm off and cutting a huge gap in it's chest
The mummy goes down
@Vanya, no flanking from where you are..and as far as I can tell..no way to set of flanking possible right now either
Vanya sticks her weapon into one of the softer spots of the zombie and really sticks it in
Belka starts to sweat (since a minute hasn't passed yet I think the disease and therefor the curse hasn't taken hold yet..so you can still heal Belka..for now)
Sareptha reaches over and heals Belka ..Belka's breathing becomes a bit more stable
init
Pokey, Zarunkumar, Kaneka
Damage zombie:27

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Ha! Seconded verse same as the first!
cant move my piece right now! but am 5ft stepping behind Serephta and fireing at the zombie
Rapid Shot: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d12 + 2 ⇒ (9) + 2 = 11
Rapid Shot: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d12 + 2 ⇒ (8) + 2 = 10

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Zarunkumar a 5' step to the left and sticks out her hand from which a core of flames bursts out. Casting burning hands trying to avoid as many of her compatriots as she can.
Burning hands: 3d4 ⇒ (3, 4, 1) = 8
DC 15 reflex for half damage.

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As Pokey unloads his musket at the zombie parts of it fly everywhere and it collapsed on the fact that the remaining pieces can't support it's weight anymore
Out of combat
As you watch you see the mummy's body crumbles to dust, leaving behind only his mummified right hand, which functions as a hand of glory. His wooden sarcophagus is crafted of rare woods and embellished with gold leaf and precious inlays, and is worth a total of 1,000 gp. The other grave goods in the burial chamber, consisting of clothing, furniture, jewelry, weapons, and other items for the pharaoh’s use in the afterlife, are worth an additional 2,000 gp in total. Among them are two items of note: an engraved green gem and a tiny silver figurine of a sphinx. The gem appears to be a periapt of wound closure. 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 (use the stats for a griffon). The figurine otherwise functions as a bronze griffon figurine of wondrous power. Lastly, transcriptions or rubbings of the hieroglyphs on the walls of the burial chamber can be sold to a historian interested in the details of Sekh-pa-Mefer’s reign for an additional 2,000 gp.
Belka veins start to pulsate with some sort of black energy and it's starting to spread through her body
(since this could potentially kill her..this needs to be resolved. In 9 rounds the mummy rot will take hold and start doing 1d6 con and 1d6 cha damage every day
Mummy Rot: curse and disease—slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —.
Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic.
You first need to get rid of the curse before it can be healed. After that you can start rolling saving throws (once/day) if you make the DC 16 fort save you are cured (and will gain your lost stats back at a rate of 1/day)
Note that con damage also makes you loose hps and Belka is low on hps and can't be healed until cured

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clw: 1d8 + 2 ⇒ (3) + 2 = 5
clw: 1d8 + 1 ⇒ (8) + 1 = 9
Sarephta converts her last spell to heal Belka, then draws her wand and continues to heal her.
I'm not sure how much healing will help her combat this, or if it's not related to hp. I'd rather not use too many charges of my wand if it's not going to matter how many hp she has, so if that won't help I won't use my wand...otherwise I'll keep going until she's healed in full.

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Good job everyone! As for Belka, can we bring her to a healer or priest to remove the curse before she dies? If so I suggest we do just that, I doubt any of us can use even lesser restoration and restorations are costy but still better than the alternative
Edit: Btw if Belka needs CLW Vanya is more than happy to let her borrow her wand

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Going to take some liberties here to wrap up the story
After Belka get some healing and recovers consciousness she starts to break out in sweat and you can see a dark aura creep all over here body...unsure what to do you decide to let her sweat it out.
The next day Belka looks much, much worse cha damage: 1d6 ⇒ 6 and con damage: 1d6 ⇒ 3 but she survived..hoping the find a cure you go over the pyramid again..and end at the big false door covered in runes. Studying it after haven gotten a full nights rest some of you are able to determine this time (as opposed to before) that the door is a big scroll of remove curse. You drag Belka over and (I assume) Sareptha reads the scroll from the door Caster lvl check: 1d20 ⇒ 15 without any problems and a surge of energy leaps from the door..one rune at a time and covers Belka body forcing the blackness out of her.
With some medical assistance Heal check to beat the disease DC to get a +4 on the save vs disease - I'll assume that someone has heal and the rest assist and you manage to make it the weakend Belka is Fort save Belka: 1d20 + 6 - 1 + 4 ⇒ (8) + 6 - 1 + 4 = 17 just able to shake of the disease.
You travel back through the desert with all your..."archaeological" findings and returns as victors to the Pathfinder Society (where Belka recovers her drained stats slowly at a rate of 1/day)
The end, I hope you all had fun