The Half-Dead City and other Twisted Tales (Inactive)

Game Master aptinuviel

The second book of the Mummy's Mask Adventure Path

The Archeological Discoveries, or loot.

Panic Level: 16


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Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Marnarius retreats from the room, trying not to breathe until he's out.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"Dangerous foul or just dead body foul?"

For the moment, Thea just looks through the doorway without entering.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Heal: 1d20 + 4 ⇒ (2) + 4 = 6


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

Nevai didn't smell anything, but heeded his friend's advice and moved back to a safe distance.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Untrained Heal check: 1d20 + 1 ⇒ (10) + 1 = 11

"Do any of you have magic to clear the air?"


What's the plan? Waiting? Going in anyway?


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

I have no solution and no knowledge of the gas, so I'll wait until told it's safe to proceed.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Let´s wait some minutes, i hope it will dissolve.

Waiting for some time, then taking a careful sniff and going in if smells safe.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Voting for waiting a bit.


It takes several minutes, but you can no longer smell the gas.

Heal DC 15:
A check of the body reveals dried traces of foam around the corpse’s mouth and the existence of several stab wounds, seemingly self-inflicted.

On the body you find a dagger, a shortsword, thieves' tools, a pouch with several assorted gems inside, and a brass mask.

Appraise DC 20:
The mask is worth 35gp and the gems are worth 30gp total.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Hey, don't we still have a priest with us?

Untrained Heal check: 1d20 + 1 ⇒ (18) + 1 = 19

Marnarius crouches down by the body. "It looks like she was foaming at the mouth. And all the wounds on the body match this bloody dagger--I think she killed herself."


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Heal: 1d20 + 8 ⇒ (5) + 8 = 13

"Hmm, you think so? Think it could have been the gas that drove her mad?"


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Almathea shrugs. "Well, if it was, then it was a good thing we waited for it to dissipate, otherwise it might have affected us as well. Let us just quickly grab anything that might be useful or valuable and get out of this room."

As soon as everything is gathered up, Thea is back at the door and ready to head out.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Taking 10 on Appraise.

While the others look at the body, Erei moves to the valuables, About a 35 gold mask and something similar in gems.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Heal: 1d20 + 4 ⇒ (16) + 4 = 20

-Posted with Wayfinder


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

good thing we noticed that. What a senseless was to die. " Leto gives the room another look before grabbing the stuff.
Perception : 1d20 + 10 ⇒ (1) + 10 = 11

-Posted with Wayfinder


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"We should gather up the bodies for burial. With the dead running rampant through the streets, I don't want to add more to their numbers," Nevai suggested and dragged the corpse back to the room they had come from.


Perception DC 15:
Under some of the equipment in the room, beakers and tubes, you notice a scrap piece of paper that the man seemed to have been using for notes. While the side of the paper with notes is incomprehensible scribbles, the other side was apparently a letter, which reads:

Your sect’s efforts have been exemplary so far, but there is much yet to be done. The necropolis of Wati will soon be opened, and we might find clues that have lain hidden for too long. Transportation and means of communication will be provided. A gang of grave robbers called the Silver Chain should provide you with the cover and resources you need to continue the search. Once you arrive in the city, infiltrate this Silver Chain and bend them to His divine will. Move quickly. Once the Pharasmins open the necropolis to explorers, we run the risk of outsiders finding the mask first. Succeed, and Hakotep’s moment of resurrection will soon be at hand. I do not need to tell you how much I would loathe expressing the Sky Pharaoh’s displeasure should you fail. —Meret-Hetef

The bodies aren't moving...yet. They're rather easy to gather up. You believe, short of yet another hidden tunnel or hideaway spot, you've searched the whole headquarters.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Perception : 1d20 + 10 ⇒ (4) + 10 = 14

-Posted with Wayfinder


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Perception: 1d20 + 12 ⇒ (18) + 12 = 30

"Uhm, this doesn't sound very good."

Thea passes around a letter that she found amongst notes and beakers. It reads:

"Your sect’s efforts have been exemplary so far, but there is much yet to be done. The necropolis of Wati will soon be opened, and we might find clues that have lain hidden for too long. Transportation and means of communication will be provided. A gang of grave robbers called the Silver Chain should provide you with the cover and resources you need to continue the search. Once you arrive in the city, infiltrate this Silver Chain and bend them to His divine will. Move quickly. Once the Pharasmins open the necropolis to explorers, we run the risk of outsiders finding the mask first. Succeed, and Hakotep’s moment of resurrection will soon be at hand. I do not need to tell you how much I would loathe expressing the Sky Pharaoh’s displeasure should you fail. —Meret-Hetef"


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"That's rather odd--it sounds as though the Silver Chain was being manipulated by someone else. Do any of you recognize the names--Hakotep and Meret-Hetef?"


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

"indeed odd. I didn't hear the names before. "

-Posted with Wayfinder


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"They are unfamiliar to me as well. Ptemnib, have you ever heard of such things? If nothing else, I imagine this cult's activity is likely in opposition to your own church. We should get this news to them quickly."


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Kn:history : 1d20 + 4 ⇒ (18) + 4 = 22

let's see if Leto actually knows something.

-Posted with Wayfinder


Leto:
The name Hakotep sounds vaguely familiar as one of the many ancient pharaohs. You don't recall anything in particular about his rule.

Knowledge (History/Geography), DC 25:
It’s believed that Hakotep I ruled Osirion as pharaoh some time in the distant past, but virtually all records of his rule have been lost. His name survives only in cartouches found in an ancient network of earthworks now known as the Slave Trenches of Hakotep.

The name Meret-Hetef does not sound familiar to anyone.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Kn. History: 1d20 + 5 ⇒ (10) + 5 = 15


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

"mh I think hakotep was an ancient pharaoh. I don't remember anything special about him in particular. I know nothing about the other name. "

-Posted with Wayfinder


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Knowledge History: 1d20 + 12 ⇒ (5) + 12 = 17

"I cannot recall anything about either of those names."


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Knowledge (Geography): 1d20 + 10 ⇒ (2) + 10 = 12

I've got nothing either. And I usually know my geography. Must be pretty obscure.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

"bring the scroll along, perhaps we can ask someone or research it at a library. "

die we check everything? If not we probably would now?

-Posted with Wayfinder


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

I think we've checked the whole room. Should be ready to move on to the next one.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

let's move then!

-Posted with Wayfinder


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"This gives us something more to look into once we're out of here. Thank you again for the timely rescue, and if you don't mind I'd like to continue to investigate this mystery with you."


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

[b]"you're more than welcome to join us. We lost some good people and can use the back up. Now let's get out off here and see if we can make some sense of these names. [ooc]

-Posted with Wayfinder


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Heading back to the Pharasmin temple then?


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

probably the best to go place

-Posted with Wayfinder


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Are we out of rooms to explore?


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9
Leto V. Derexhi wrote:
[b]"you're more than welcome to join us. We lost some good people and can use the back up. Now let's get out off here and see if we can make some sense of these names.

Particularly since we seem to be down one paladin--Assam's been quiet for over two months.


Ptemenib has stayed quiet through this entire process. As the group seems to have decided to leave the odd golden-masked songbird named Qasin flies into the room and lands on a crate near the man. While the babbling coming forth from the creature is difficult to understand, you get the sense that it is quite happy to see its master. After a few exchanged words, the bird hops forward and opens one of it's clawed feet dropping a small stone figurine. The priest retrieves the tiny statue and holds it forth with a smile.

It appears that Qasin wishes you to have this, Ptemenib says, as he presents the miniature figurine.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Almathea casts Detect Magic and looks at the figurine. "Thank you Qasin."


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"Thank you, Qasin. Master Ptemnib, will you want an escort back to your temple?"


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Nevai scratched his head and asked, "What is it?"


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Thank you for the nice statue Quasin. Let´s just bring back Ptemnib anyway. We have something to do there as well.

I assume we go to the temple.


Spellcraft DC 22:
This small stone figurine depicts a mummiform servant holding carved tools in its crossed arms. It appears similar to the funerary figurines called ushabti frequently found buried with the deceased in Osirian tombs. Upon command, an ushabti of the willing servant conjures a ghostly attendant that performs simple duties or manual labor at its owner’s behest, as an unseen servant. The ghostly attendant remains for 1 hour at a time, and cannot move farther than 30 feet from its ushabti. If the ushabti’s owner inscribes his or her own name on the figurine (which requires a successful DC 10 Craft [sculpture] or [stonecarving] check), the ushabti of the willing servant gains an additional power. While it can still summon an unseen servant, the owner can command the ushabti to instead summon a ghostly warrior to fight and defend its owner. This warrior functions as a spiritual ally (Pathfinder RPG Advanced Player’s Guide 246) armed with a flail for 7 rounds. Once an ushabti of the willing servant has been used to conjure a spiritual ally in this way, the ushabti loses all of its magic, becoming only a mundane figurine. Value: 3,900gp

The small bird bobs its head, chirps, and then takes flight. Ptemenib smiles slightly. I wouldn't turn an escort down, my friends.

Your travel back to the temple is marked by the occasional shout or scream that you hear from a distance. Despite these infrequent outbursts the city is much quieter than it was just a few short hours ago. You see no one remaining on the streets and no looters on your return.

The temple continues to be protected by the same knights you recognize from before. Though quite tired, they all remain on duty, prepared to repel any dangers. The same knight that approached you last time does so again as you ascend the steps. She is obviously exhausted. Peace be upon you. It is good to see you have returned. And with a priest in tow. We seem to have lost one less tonight. Pharasma favors you, I think. She beckons you to continue on into the temple. I'm to be relieved soon. The dead have made fewer attacks here but the city is still under the grip of fear. If you need to rest, you may do so here. Though I'm sure the priests would like to have a word with you. As if summoned by her words, two figures come out of the temple. Their normally spotless robes bloodstained by their evening's work. One of the priests speaks, her voice soft and obviously used to consoling families and the dying, If it would please you all, the High Priestess Sebti would speak with you. At your convenience.

Again, I suggest clearing up the loot sheet before moving on too much more. If you have any questions I should be able to work through what's missing this weekend again.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Spellcraft: 1d20 + 12 ⇒ (12) + 12 = 24

While examining the figurine: "How interesting. The little figurine can summon up a ghostly attendant that can perform simple duties at its owners behest."

========================================================================

At the temple:

"I would just as soon talk to High Priestess Sebti before we take our rest. I am sure we have much that she will be interested to hear."


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

The high priestess wants to talk to us? I didn´t get the impression we found something that worthwhile, did we? Probably means there are some other concerns and requests coming our way. Might as well be done immediately. Or perhaps after a little cleanup.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"We uncovered evidence that this whole thing was an orchestrated attack by an organized cult, not a mistake or an ancient curse set off by accident." Nevai whispered to Leto as they were led inside. To the attendant priests, he asked "After we speak with High Priestess Sebti, if there are not pressing matters that must be dealt with tonight, could you have an acolyte show me to where the wounded are being taken? I can lend Horus's strength to your healing efforts before I take my rest."


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Forgot to try to make some spellcraft checks on the matching cloaks again:
spellcraft: 1d20 + 12 ⇒ (12) + 12 = 24
spellcraft: 1d20 + 12 ⇒ (16) + 12 = 28
spellcraft: 1d20 + 12 ⇒ (9) + 12 = 21


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

So we speak with the high priest, then rest?


Almathea:
The cloaks are all cloaks of resistance +1. You aren't sure what the bag or the clasp are, but the bracers are bracers of armor +1 and the feather tokens are bird feather tokens.

The priests soft response is almost difficult to hear, even in the silence of the temple halls. Yes, of course, Sir. We would be grateful for you help. The two attendees lead you inside and down a short hallway off to the side of the main chamber. As you approach you hear a loud, commanding voice speaking from within. While it doesn't sound like an argument, there certainly seems to be some tension in the room. Shortly afterward an armored man proudly strides out of the room and past you all with a respectful nod and a short greeting. Peace be upon you, the man says, as he rushes past. The cloak on his back identifies him as a member of the Voices of the Spire.

Knowledge (nobility/religion), DC 15:
The man is Nakht Shepses, commander of the militant order of Pharasma's faith.

Entering the room you see the woman you recognize as High Priestess Sebti. The room itself is sparse. A desk, several plain chairs, and a table to the side are all that adorn it. Welcome travelers. I see that you brought Priest Ptemenib back to us. We are grateful. The city has many problems tonight. It is good to see that even those not from here are willing to help.

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