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
Female Dwarven Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)
Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Surprise round: activate war priest blessing.
Nuru places her left hand on her face and utters a short prayer before taking on a corpse like visage.
Round 1: Swift Action: Fervor - Cast Divine Favor. Std Action: Attack ghoul as it approaches. Move action: Draw shield.
Nuru stands her ground in front of her companions and attacks one of the ghouls as they approach the group slicing the creature in two. She then quickly draws her shield preparing to defend herself and the others.
Power Attack with +1 Khopesh: 1d20 + 11 ⇒ (12) + 11 = 23 for Slashing damage of : 1d8 + 13 ⇒ (4) + 13 = 17
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
Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Leto's arrows drop several of the ghouls before they're even able to move. Nevai's magic catches most of the remaining and almost all go blind. Nuru and Marnarius close and strike down two more. Almathea finishes off two of the blinded ghouls and only one remains. The group quickly dispatches it.
After the brief attack the street is now completely silent.
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
After a quick search of the bodies, Marnarius glances around. "Let's get moving. I don't think we were noticed, but any intelligent undead coming by will know that someone hostile is nearby."
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
Should we hide the bodies? What makes you think there could be intelligent undead roaming the street in the first place? I agree with moving on though, we have a goal.
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
"What makes me think there are intelligent undead roaming the streets?" Marnarius points down at the perforated and burned bodies. "Ghouls are intelligent. So there's that."
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
"Technically, they weren't roaming.. but I agree, let's move on so we don't find out that some are roaming about."
Unlike most of the storefronts along the street, the door to the shop in front of you shows signs of recent use, and Marnarius notices traces of human footprints around the door underneath the ghoul tracks. He also detects unnatural chemical odors emanating from within.
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
You seem to be a real savant on undead, i wonder how that comes...
Seing Marnarius in font of the door and the signs there he adds:
Maybe ghouls are kind of intelligent, they are still malignant and restricted in their thinking. Their ki has gone. And in nearly all cases there are some malignant humanoids behind their origin, like these footprints here might proof. Probably some foul necromancer in there!
He grasps his bow and starts to sneak into the building, opening the door silently.
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20
Everyone planning on sneaking inside?
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
A cleric in armor does not sneak. He arrives exactly when all of the enemies expect him.
Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5
We can make the attempt to sneak and just be prepared for the consequences when we fail.
sneak: 1d20 + 11 ⇒ (7) + 11 = 18
Female Dwarven Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)
Sneak: 1d20 - 1 ⇒ (18) - 1 = 17
Surprisingly, Nuru tiptoes fairly quietly behind Almathea.
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
Stealth: 1d20 - 3 ⇒ (17) - 3 = 14
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 Stealth check: 1d20 + 2 ⇒ (14) + 2 = 16
Marnarius advances quietly into the shop.
The air in this shop smells of food heavily seasoned with coriander seed, garlic, and other spices, mingled with the earthy aroma of decay. Bright stains mar the gray wooden shelves on the walls. In the rear of the shop, a beaded curtain hangs over an opening that leads deeper into the building.
Oh, thank the gods...living people.
Three figures stand in the back of the shop, behind a wooden counter. One speaks, We've been here for days. We were assigned this tomb, and we thought it might end up being our own.
Go ahead and roll perception an sense motive.
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 + 8 ⇒ (8) + 8 = 16
Sense Motive: 1d20 + 8 ⇒ (11) + 8 = 19
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 + 13 ⇒ (12) + 13 = 25
Sense Motive: 1d20 + 2 ⇒ (4) + 2 = 6
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 warily studies the speaker, glancing around the inside of the shop. "Assigned? Who assigned you?"
Perception check, incl. studied target, if applicable: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
Sense Motive check, incl. studied target if applicable: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
And, just in case:
Initiative check: 1d20 + 4 ⇒ (9) + 4 = 13
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 ⇒ (2) + 10 = 12
Sense Motive: 1d20 + 10 ⇒ (6) + 10 = 16
Female Dwarven Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Sense Motive: 1d20 + 6 ⇒ (1) + 6 = 7 +2 bonus if dwarven
Nuru eyes the figures suspiciously. She can get no read on their intentions. So, its best to be defensive, she decides.
Why, the Grand Mausoleum, of course. We were assigned this place and have been stuck here for days. The three shift uncomfortably, but they do look relieved to be rescued.
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 flexes one hand, briefly weighing his chances of disarming the trap, then turns his attention back to the trio before pointing to the spiral symbol he wears. "High Priestess Sebti sent us in here as well." He gestures at the floor. "Is that trap yours?"
The man in the center blinks, Ye...yes, yes it is. We've, uh, reconnected it to attack any ghouls that might sneak in.
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
"That's smart. Fortunately though, we've taken care of the ghouls outside. Do you think you can make it back out of the necropolis unaided?"
The three glance between each other and shrug. One looks over his shoulder towards the door at the back of the shop and nods, Yeah...yeah, sure, we can probably do that. He leans over and carefully disarms the trap. The three cautiously move towards the door, their hands lingering near their weapons, but careful not to touch them. Do you mind? The leader asks, as he nods towards the exit behind you.
Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5
Almathea will step away from the exit to allow the men to make their way out, though she remains facing them the whole time and watches them carefully, just in case.
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
What´s in the back of the shop?
Leto asks as he sees one of the men glancing there.
The man shrugs, Just some broken stuff. We didn't find anything useful here.
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
How close are we to the nominal location of the elegiac compass?
Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5
"I would advise against you three attempting to return to the city proper through the main gate. It is currently under siege by a horde of undead. If you can climb, I suggest scaling the wall."
Will do.
Is anyone blocking them leaving?
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
IC Leto doesn´t have a lot of reason to suspect them, but...everyone else met out there was a criminal or some other sort of scumbag so far. And to me as a player it also doesn´t seem right to let them go.
Just as the men are about to leave, Leto interjects...
Wow wow wow, hold on there, not so fast! You can´t go out there just like that. We may have taken care of those few ghouls around, but you were unfit to look after yourselves before, so why do you think you would manage now? Where do you even want to go?
Oh, I forgot to mention Marnarius: you believe the compass should be on top of this building.
Two of the men reach for their weapons as Leto moves in front of them. The third holds up his hand and they stop. Look. We're willing to leave and let you do...whatever it is that you want to do here. We don't want trouble, and we won't have any if you just let us leave. Deal?
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
Any chance to recognize them with Knowledge (Local)?
"Calm down! Plenty of other enemies out there without picking fights. One other question--have you been up on the roof? There's supposed to be some sort of construction up there."
Sense Motive on response: 1d20 + 9 ⇒ (18) + 9 = 27
We just want to go. We haven't been upstairs. We don't want any trouble. Their hands hover near their weapons, and they seem ready for a fight if one is coming.
He doesn't seem to be lying about not going upstairs, but he's definitely hiding something.
Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5
Are there any stairs or a ladder that we can see?
Almathea looks about for a way up. At worst she figures the trio were doing a little illegal tomb robbing. Not something worth being concerned about for the moment.
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
Leto watches out for a silver chain bracelet.
Allright, how about you show me your wrists!
Wh...what? Why? After a moment, the three carefully show their wrists one at a time. Their hands are now nearly on their weapons, but they clearly don't want to draw first. They aren't wearing any bracelets.
There isn't a ladder in this room, just a door heading further into the building behind the sales counter.
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 seemed puzzled about the sudden hostility, but trusted his companions' instincts on the matter.
Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5
Unsurprisingly, Thea does not make any moves to draw a weapon. "We should try and find some roof access from here unless anyone wants to head back outside and try scaling the building."
Thea will try to walk behind the sales counter to try the door.
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, good. Just wanted to see wether you follow the newest fashion to wear silver braceletts or not. Go try your luck coming out of here safe. Don´t get ghouled up!
Leto seems willing to let them go now.
Female Dwarven Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)
Nura eyes the other group suspiciously, keeping a hand on the hilt of her khopesh. "Be careful out there. Lot's of nasty things that would harm you."
As long as no one else decides to stop them, they slip out carefully.
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 will let them go, trying to keep their faces in mind. Once they've gone he'll assist in the search for access to the roof.
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
When they are gone Leto will lock the door of possible and lead the others upstairs, carefully.
Perception : 1d20 + 10 ⇒ (7) + 10 = 17
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 + 8 ⇒ (16) + 8 = 24
Nevai helped search the building, as they worked their way up to the roof.
There is a door in the back of the front room you are in. It is not open, and, hen you check, it is locked. There's no way up from this room and there's nothing in the room beside the sales counter.
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
very suspicious. I bet they lied and looted this place. Who wants to open the door?
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
"How long has this part of the city been sealed off? This store couldn't have been used since then."
Marnarius pulls out his lockpicks and carefully examines the door for traps before trying to unlock it. He's got a +14 Disable Device; will start by taking 10, and if that doesn't work will take 20. Unless there's a trap.
Taking 10 on the search check gives him a 26.
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