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Kerastes waits for the other pathfinders to decide on which door to tackle.

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"Well, I have a long established protocol of making left hand turns whenever possible. Reduces the chance of getting lost."
Voting to go to the left doors.

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’Left it is. People tend to go right first so left messes with their plans.”

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"Hm. Among other groups of Pathfinders, I've always heard 'Left is death' being bandied about," Arnold notes. "We've still gone that way sometimes and little ill has come of it, though. Maybe it's just a joke...?"
Left sounds good.

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"Arnold you mentioned a pit? Does it extend all the way to the doorstep?"

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”I guess we go to the right then.” Lys carefully makes her way in that direction.

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"Indeed, to the right we go!"
Kerastes slowly moves forward while checking for traps.
Take 10 for 23

Pirate GM |

Heading east reveals a room filled with brilliant treasure.
From every angle, gold, silver, and myriad gems catch the light. While the floor is a soupy morass and mold grows up the walls, the Dog Pharaoh’s treasures sit atop shelves untouched by the grime below. An ornate sarcophagus lies on a dais at the far end of the room, mold growing up its sides.
No immediate signs of danger.

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"Well, if this doesn't smell of a trap, I don't know what does. Let's be smart and careful in here." The magus follows his own advice by casting a spell to detect traces of magic.
Detect Magic
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

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"Might as well go in." Lys will move carefully toward the sarcophagus. "You know something is going to get us in here, right? There's no other reason this treasure would be left alone for so long."

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"That'd keep this expedition on the same course as my others," Arnold replies to Lys and Izlin, following the former in nervously.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14

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"Good news there's no mummy waiting to eat us as soon as we get near the coffin." Lys will wait for someone to open the secret door.

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Knowledge Dungeoneering: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Kerastes identifies the mold and once he is certain it is harmless opens the secret door after having checked it for traps perception take 20 for 33

Pirate GM |

No traps, perrfectly safe. Kerastes pushes the pivoting secret door open.
See red S on map
This long, dank hallway contains two sarcophagi arranged down the center of the floor with a 3rd one extending beyond your vision.
The floor, walls, ceiling and the sarcophagi themselves are completely covered with a layer of dark fuzz.
The air here is unnaturally cold.

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Knowledge Dungeoneering: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
"Now this seems to be another kind of mold"

Pirate GM |

6d20 ⇒ (19, 15, 11, 2, 16, 17) = 80
While the sensation of unnatural cold could be symptomatic of brown mold, the sarcophagi and walls of this corridor are indeed covered with dark, harmless mold.
Pausing for a moment to observe... the chill seems to be coming from the sarcophagi, If there was brown mold in them you'd be advised to stay at least 5 feet away, and avoid fire. Any sort of cold damage can wipe away brown mold quite quickly.

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"There is something very cold in that sarcophagi, let's proceed but be careful"
Kerastes slowly moves forward, glaive ready

Pirate GM |

As Kerastes moves forward the lid of the northern sarcophagus crumbles, a body, covered in a thick carpet of chilling brown mold stands, bandages barely visible around its baleful red eyes.
Narkia: 1d20 + 10 ⇒ (15) + 10 = 25
Amukk: 1d20 + 6 ⇒ (6) + 6 = 12
Arnold: 1d20 + 2 ⇒ (15) + 2 = 17
Izlin: 1d20 + 5 ⇒ (10) + 5 = 15
Kerastes: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
Lyselsa: 1d20 + 7 ⇒ (9) + 7 = 16
brown mummy: 1d20 + 0 ⇒ (3) + 0 = 3
The sight of the mummy is terrifying!
Supernatural, Fear
If DC 16 failed...
You are paralyzed by fear for 1d4 rounds. (please roll if needed)
Initiative:
Narkia
Arnold
Lysela
Izlin
Kerastes
Amukk
Brown Mummy
Everybody is up! (Don't forget your will saves)
15+
That's a mummy! (has undead traits) It has a powerful slam that carries a deadly cursed disease that prevents healing, and is hard to hurt with any weapons (DR 5/-)
20+
It's vulnerable to fire, although you might want to do something about that mold first.

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Will, Steel Will: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
Woo!
Arnold barely maintains his composure, and rushes forward to stab the mummy through!
Masterwork Lance, Charge: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Damage: 3d6 + 15 ⇒ (4, 3, 2) + 15 = 24

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Will save: 1d20 + 7 ⇒ (3) + 7 = 10 Haha, I don't even need to look to know that fails...
rounds: 1d4 ⇒ 3
As is customary when trouble springs up, Amukk is slow to react. Except this time, he doesn't react at all, frozen in fear.

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Will vs DC 16: 1d20 + 6 ⇒ (17) + 6 = 23
The magus call on his unique training to enspell his dagger with ice before tossing it at the awakened undead.
Dagger w/ Rime Snowball: 1d20 + 13 ⇒ (11) + 13 = 24
damage w/ Rime Snowball (entangled): 1d4 + 1 + 5d6 ⇒ (4) + 1 + (2, 3, 2, 4, 5) = 21
If the mummy takes any cold damage, he is Entangled for one round.

Pirate GM |

The Wallaby and the Wayang charge the mummy, their attack mostly going through.
Izlin's rime snowball freezes the brown mold off the mummy leaving just entanged bandages and evil red eyes behind.
Initiative:
Narkia
Arnold
Lysela
Izlin
Kerastes
Amukk (Paralyzed)
Mummy -40
Narkia, Lysela and Kerastes are still up!

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Narika points to a place just on the other side of the mummy, and a blue ball of flame appears. It rolls towards the mummy, hits it, and stops.
casting greater flaming sphere, changing to cold with bloodline power
damage: 6d6 ⇒ (5, 2, 5, 3, 5, 6) = 26 DC 21 reflex save
Greater flaming sphere says the creature catches on fire if it fails its save. Since the spell was changed to cold, I think this means the flames would also be blue and do cold damae.

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Will: 1d20 + 9 ⇒ (1) + 9 = 10
Kerastes stands still and does nothing but look at the mummy.

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Will: 1d20 + 5 ⇒ (8) + 5 = 13
Rounds: 1d4 ⇒ 2
Lyss is frozen at the sight of the mummy. She is unable to do anything. Why can I not move? I've seen mummies before.

Pirate GM |

damage: 1d8 + 16 ⇒ (6) + 16 = 22
The muummy takes a step out of the coffin and grabs at the Arnold's neck.
It's powerful undead strength squeezing the Wayang's throat before he manages to break free.
Hits AC 24 for 22 damage. Also, make a fort save (curse and disease)
initiative:
Narkia
Arnold 35/57
Lysela (Paralyzed 2/2)
Izlin
Kerastes (Paralyzed 2/2)
Amukk (Paralyzed 2/3)
Mummy -40
Narkia, Arnold and Izlin are up!

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Fort: 1d20 + 8 ⇒ (4) + 8 = 12
The Friz assumes a defensive position, stepping back. Devoid of his momentum and some skin from his neck, Arnold takes two weak jabs.
Aid Arnold's AC: 1d20 + 9 ⇒ (4) + 9 = 13
Lance: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Well, those were some dice rolls....
Lance: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

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I can't believe I could not attack. That was terrible." Lys shakes off the fear. "Narika thank you for using such effective magic."

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Just double checking that the mummy was "entangled". It looks like the -2 to hit could make the difference between Arnold getting hit if it was not applied.

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The magus views any magic auras present.
Detect Magic

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Fort: 1d20 + 8 ⇒ (6) + 8 = 14
Arnold stows his weapon, hoping his body will purge whatever the mummy did. "Ow," he mutters, sullenly kicking its corpse. "Amukk, can you fix me up with this?"
I've got a wand, here're some rolls. Guess we'll also see what posthumous havoc the mummy is wreaking!
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Pirate GM |

CL: 1d20 + 1 ⇒ (1) + 1 = 2
The first use of Arnold's wand has no effect! The wounds do not seem to want to close!
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.
Also... after that minute passes
Arnold takes con damage: 1d6 ⇒ 6
& charisma damage: 1d6 ⇒ 1
If anybody has knowledge religion you may know more about mummies and their rot. A heal check may also diagnose Arnold.

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"Uh oh," Arnold gets out as the wand proves useless. Shortly after, he doubles over, but is quick to get back up. "What in Pharasma's name was that? It hurts, but I'll manage for now at least."

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Know, Religion: 1d20 + 10 ⇒ (7) + 10 = 17