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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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 Aid Another: 1d20 + 10 ⇒ (9) + 10 = 19

A keen observer herself, Nuru aids Marnarius as he examines the large chamber. "Quite unsettling that we have found the last two compasses either broken or missing."


Marnarius spots a fireball trap on the sarcophagus itself. You notice a few scratches around the arming mechanism noting that it's been disarmed, but it appears to have also been rearmed.


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

know history: 1d20 + 13 ⇒ (11) + 13 = 24

Almathea examines the inscription above the tomb and tries to scour her memory for any information about Memket Maatya.


Almathea:
Maatya was an astronomer and wizard. Other than that, there's very little to note about him.


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 Alma investigate...
Yes that´s quite unsettling indeed. 2 can be coincidence, but a thrid gone would be a pattern. Alma you know anything about this tomb here?


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

"To be fair, they're shiny, metal and complicated, and a lot of plunderers could have made off with them as treasure."


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

"If it comes to that, we have a direction and can search along it. Too many places for things to hide, though...in my limited experience, necromancers don't tend to hang out signs. Step back a bit--I'm going to try to get past that fireball trap. Some guidance would not be unwelcome."

The slayer sheathes blades and draws his toolkit.

Currently he's got a +14 Disable Device; if he can get a guidance spell or inspire greatness to give him a +1, he can hit a DC 25 taking 10. Start with that, and then if it doesn't work (and nothing blows up) he'll roll.


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 provided the requested guidance, then quickly left the room.


You don't manage to disable it, but it also doesn't explode.


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

The half-elf sighs. "This won't be easy. Nevai, do that again, get behind something solid, and be ready to patch me up."

Disable Device, incl. guidance: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26


You feel like you're very close, but still not successful.


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

"I'll keep trying. Before this next one, though, can you fix the damage that alchemist did?"

Disable Device, incl. guidance: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22

The half-elf's hand twitches as a drop of sweat falls onto it. "Oh, shi--"


Marnarius is carefully holding a long thin piece of metal to a thin hole while pressing down on a triangular bit of stone on the side of the sarcophagus. Almost there, and then...disaster!

Fireball: 6d6 ⇒ (3, 5, 3, 5, 2, 1) = 19
Reflex Save DC 14 for half.

Luckily, having been warned of the nature of the trap, the rest of the party was well back from the opening.

Inside the sarcophagus is a well preserved mummified corpse, which has almost certainly had sanctify corpse cast upon it. Most of the valuable jewelry and other bots and pieces have been looted, but an old set of senet remains.

Spellcraft DC 20:
This is a game of fortunate passing. Worth 1,040 GP. This wooden box contains a popular Osirian board game called senet, a game which has been played since the earliest days of Osirion’s First Age. Ten pawns (two sets of five) carved from petrified wood are stored within the box. The top of the box serves as the game board, with three rows of 10 squares each. Two characters can play the game against each other, or a single character can play against the game itself, which animates to play against its opponent. While a mundane senet game emulates the journey into the afterlife, a game of fortunate passing exerts genuine influence over a player’s fate—it’s said that a winner the protection and favor of the gods of Ancient Osirion. A game of senet takes 30 minutes to play. At the end of this time, the players make opposed Intelligence checks; whoever wins the check wins the game. If playing against the game itself, the game has an effective Intelligence bonus of +4. Winning a game of senet with the game of fortunate passing (either against another player or the game itself) charges one of the game’s pawns with magic. For the next 24 hours, the winner gains a +2 luck bonus on skill checks and saving throws against fear and death effects. Once used, a pawn loses all magic, becoming a normal playing piece. A game of fortunate passing has 10 pawns; once all 10 pawns have been used, the item becomes a mundane senet game set.


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

Did you mark the 11 points of healing from the channeled energy?
And the 5 hp from a wand tap just for you. You should have been full health prior to blowing yourself up =P


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

DC 14 Reflex save: 1d20 + 7 ⇒ (3) + 7 = 10

Focused as he was on recovering from his error, Marnarius bears the brunt of the fiery blast. He grimaces in pain at the severe burns, then turns to Nevai and Nuru. "Um, would you mind?"


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

Four taps of a wand later and it was like the fireball hadn't even gone off... except for the charred wreckage around the room. "I'd say something snide about being careful, except we both know you did a far better job than I could have managed."


What's the plan?


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 pads Marnarius on the shoulder, avoiding the burned spots.
Well done, even if you´re medium rare now. He gives him a broad smile and walks up tot he sarkophagus.

So someone disabled that trap, took some stuff, left this here, magically preserved the mummy and then enabled the trap again? This is highly suspicious. I sense something is going on here. What do you think? perhaps we should take this stuff.


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

"Why would you think the preservation spell wasn't put on when the mummy was first buried?"


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

"Well, shall we head off to the next nearest location on the map? Unless anyone thinks that they can track down where this compass was taken too, we should keep moving."

Takes 10 on the spellcraft for the game after she looks about the room with detect magic in case anything is hidden in it.

"Oh, and if you want to take the game, go ahead. It appears to be magical in nature. A game of fortunate passing. Winning a game of it is supposed to win you the favor of the ancient Osirion gods."


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

"It's probably long gone. The next nearest is a good idea."


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

I don´t know much about magic, but i would wonder if such a spell works so long. What do you say Alma?

We should also take that game, that´s why we´re here after all.
He steps over and cautiously grabs it, putting it in the backpack securely.


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

"You do not wonder how a spell of preservation could work for so long. So why not a spell upon the game set lasting just as long? It must have been one of his prized possessions in his mortal life. Likely previous tombrobbers mistook it for an ordinary item."


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

I am wondering how a spell is working that long. Anyway, let´s move on! We have a mission after all.


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

"Think about it like this. You could carve a stone statue, write a book, or make dinner. In a week, the statue and the book would be just fine, though your dinner would be thoroughly unappetizing. Now wait a thousand years. Your statue is still fine (as long as no one broke it), but the book... not so much. Depending on the craft, the product lasts different times. Magic is much the same."


It doesn't appear to be anything more than a standard sanctify corpse spell. It is not preserved any more or less than a typical mummy of its apparent age that received that spell.

Spellcraft DC 15 or Knowledge (arcana or religion) DC 20:
The spell also probably explains why the corpse is unaffected by whatever has afflicted the city with undead.


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

Knowledge (Religion): 1d20 + 7 ⇒ (3) + 7 = 10

Marnarius shrugs and pulls out the map again. "Next closest compass is east and a little south of here. The map shows it as walled off except from the east, though, so unless you want to do some climbing or trust we can get through the wall let's try the one to the north and east." That's O, GM L.


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

Takes 10 on the Spellcraft.

"Alright, heading north and east sounds faster and easier than the wall."


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)

Ageed! I have little comfort with climbing... Heading to the northeast sounds much more to my liking."


You make your way through the city as cautiously as possible, and again, Marnarius manages to lead the group in a way that avoids most of the trouble. Eventually you make your way to a walled-in courtyard, the entrance of which stands wide open. A long-neglected garden and thirty-foot-tall obelisks decorate the open area. Several squat outbuildings stand near the western wall, but a sprawling sandstone building with a steeply pitched pyramidal roof and elaborate reliefs dominates the property. The building’s unique trapezoidal roof stands out against the necropolis’s skyline.

Uncared for, the garden went wild long ago, its more exotic plants now replaced with heartier desert scrub.

Knowledge (history) DC 20:
You recall that this building is named the Pyramid of Arithmetic Bliss. Despite its name, this “pyramid” is nothing of the sort. The structure was merely the headquarters of an old stonemasons’ guild. After the Plague of Madness, the Pharasmins repurposed the site into a resting place for Wati’s architects, engineers, and mathematicians.

Ancient Osiriani:
The walls of the Pyramid of Arithmetic Bliss are inscribed with Ancient Osiriani hieroglyphs detailing many of the great works and techniques of the bygone stonemasons’ guild. The dates on the obelisks indicate that they were erected after the building’s consecration as a tomb. They list the names of the most esteemed dead interred within in Ancient Osiriani.


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 contemplates the scene. "Do any of you know what that might be?"


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 + 13 ⇒ (11) + 13 = 24

"I believe this was once called the Pyramid of Arithmetic Bliss and it used to be the home of a Stonemason's guild. After the Plague of Madness it was re-purposed to house Wati's architects, engineers and mathematicians. Certainly a reasonable place to locate a compass."


What's the plan?


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

I believe that we begin to search the area until we (hopefully) find the compass.


The small side buildings to your left are all empty. There's a large set of steps leading up to massive double doors at the front of the larger sandstone building. The doors are currently closed.


What's the plan?

The doors are rather large. (Both together are nearly 15 feet across.)


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

Are the doors locked?


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

Before advancing up the stairs to examine the obvious doors, Marnarius scans the great staircase for any sign of recent traffic.

Survival check: 1d20 + 9 ⇒ (11) + 9 = 20


Nothing seems to have been through in the past day or so. Given the wind through this area, you're not sure you'd see tracks from anything further back than that.

After some searching you find that neither the steps, nor the door are trapped in any way. And the doors, while closed, are not locked.


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 looks around, ready to open the doors when the others are...


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

The half-elf draws both kukris with a whisper of steel on leather, then nods to Nuru. "Shall we?" He prepares to defend against anything beyond the doors when Nuru opens them.


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)

"Let's!" the dwarf says as she beams a smile at Marnarius. Nuru draws her khopesh and holding it firmly in her left hand, flings the door open with her right hand.


Deep niches line the walls to either side of this wide passage, dividing blocks of detailed hieroglyphs. Scrolls and loose bits of parchment lie scattered across the floor. The building's entryway seems to have served as an enormous filing system for the guild’s collected wisdom, making it all readily available to its members. Looking down the forty foot hall you can see into a large open area with sarcophagi lined along the wall and various tools strewn across workbenches throughout.

You don't hear or see anything as you enter the building, but as you carefully make your way inside, eerie babbling starts echoing through the hall. Three clouds of shadow boil through the walls. Skeletal maws now obvious as the source of the mad babbling. The claws of the creatures reaching out from the darkness towards you.

Initiative: 1d20 + 5 ⇒ (10) + 5 = 15

Babble: 2d4 ⇒ (4, 1) = 5
Make a DC 15 Will Save or be fascinated for 5 rounds.


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

Initiative: 1d20 + 8 ⇒ (7) + 8 = 15
Will Save: 1d20 + 7 ⇒ (6) + 7 = 13

blub blub blub


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
Will: 1d20 + 8 ⇒ (11) + 8 = 19


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

Will: 1d20 + 9 ⇒ (19) + 9 = 28
Initiative: 1d20 ⇒ 13


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

DC 15 Will save (add +2 if this is an enchantment effect): 1d20 + 3 ⇒ (8) + 3 = 11

The slayer's eyes defocus as he stares off into nothingness, matching the eldritch babbling with his own.


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

Init: 1d20 + 6 ⇒ (7) + 6 = 13

Will Save: 1d20 + 6 ⇒ (5) + 6 = 11

Surprise/Forewarned Round action

Casting Diviner's Fortune on Leto. +2 to all rolls for one round.


Looks like Leto passes the Will save with Almathea's boost. So Leto, Nuru, and Nevai can act. Leto, you technically go before the Allips. Knowledge (religion) is the appropriate skill for more information about the creaturs.
Round 1: Initiative 15

The three Allips float forward and attack each of the un-fascinated party members.

First Leto,
Attack: 1d20 + 4 ⇒ (16) + 4 = 20 Wisdom Damage: 1d4 ⇒ 3

then Nuru,
Attack: 1d20 + 4 ⇒ (3) + 4 = 7

and finally Nevai!
Attack: 1d20 + 4 ⇒ (20) + 4 = 24 Wisdom Damage: 1d4 ⇒ 4
Attack: 1d20 + 4 ⇒ (16) + 4 = 20 1 Wisdom Drain

The claws reach out and leave frost on the skin of Leto an Nevai where they pass through the two warriors. A cold chill washes over them.


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

Round 1, Init 13

GM:
Unless these are special allips, normally their touch attack allows a save to negate the damage. I only recall from having forgotten on a number of occasions myself. If that's the case...

Will: 1d20 + 9 ⇒ (6) + 9 = 15

Nevai acted as quickly as he was able as they were set upon by the ghostly creatures.

Channel Energy (DC 17, no channel resist): 3d6 + 5 ⇒ (4, 5, 4) + 5 = 18

Kn. Religion: 1d20 + 5 ⇒ (6) + 5 = 11

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