The Way to a Dusty Death (Inactive)

Game Master Chainmail

The Half-Dead City
(1 of 6): In Wati, the half city, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city’s vast necropolis in search of the nation’s lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a rival adventuring group intent on keeping one tomb’s treasures for themselves. At the same time, the heroes learn that a potent artifact, potentially capable of animating the dead, has been stolen from the tomb. Can the adventurers defeat their rivals, or will they join the undead defenders of the city’s necropolis?
current map
1st floor map


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Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3

Bah, stupid traps. Who just decides to build traps in a place like this. What is the purpose other than slowing down adventurers. I suppose you might catch the unobservant occasionally, but not a wily halfling like me.

With that, Pfilian moves over and begins to investigate the plate by the secret door.

Gotta make sure this one does not work so that you lummoxes do not step on it my mistake.

Disable Device: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 <-- not sure if someone has guidance or not
--> hope that did not set it off

Disable Device: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

The mage watches with both apprehension and interest as the Halfling works.


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

Rakal is amazed at Pfilian's skill at trap removing. Being a lummox, he appreciates having all obstacles removed.


Pfilian tries to work on the second plate. He moves what turns out to be a second activation lever and sets off the trap!!


Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3

Oops, don't pull that lever.

Unsure how to react since I have no clue what the trap is.

Reflex: 1d20 + 6 ⇒ (10) + 6 = 16 <-- if necessary, or you can use the 16 I rolled for the apparently unnecessary second roll.


As Pfilian activates the trap, a huge arc of electricity is seen between the pillars on the platform the sarcophagus is on.

Then the north door bursts open and water begins to gush in filling the room at an inch a second! This crypt must have access to the river nearby!! Massive bolts are heard to lock in the south and west doors after the south doors slam shut!!! Before you can react, you are standing in three inches of water and luckily the electricity is done arcing on the platform. You are happy no one was up there or stepped up there!!!

INITIATIVE
Pfilian1d20 + 3 ⇒ (19) + 3 = 22
Sunjeet1d20 + 2 ⇒ (5) + 2 = 7
Asaran1d20 + 2 ⇒ (11) + 2 = 13
Rakal1d20 + 1 ⇒ (11) + 1 = 12
Enemy 11d20 + 1 ⇒ (11) + 1 = 12

ORDER OF ACTION
ROUND 1
Pfilian
Asaran
Rakal

There is no effect from the shallow water yet.

Party is up except Sunjeet!! Place yourself on the map. If you are by the south door, you may try a REFLEX DC 15 to jump back into the other room and leave your new friends in the crypt. Then those listed may take a full action--obviously time is important


Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3

Oops.

Do I see anything?

This is a lot of water for a desert city.

Ready action to attack anything that makes itself known.

Where is the Map? The only map I see is a spreadsheet with the scorpion battle on it.


Are you on sheet2=level 2? The map was to make things easier. The multiple sheets allow a three dimensional map. I used the same thing in my Cult of the Reptile god adventure.


Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3

Got it.

Philian quickly moves back to his new companions.

Move to I23


Pfilian steps gracefully through the water to the south door as water continues to stream from the just opened north doors.

ORDER OF ACTION
ROUND 1
Pfilian
Asaran
Rakal

Botting Asaran somewhat

Asaran looks to Rakal for guidance and decides to do whatever he does.


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

Rakal will try and push the north door closed that is letting the water in, "How good is everyone at holding their breaths?"

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

At first the mage's eyes open wide then he forces himself calm. Fear will do nothing, logic and knowledge may solve this puzzle. "Pfilian, can you see if you can get the other doors open? This water will fill this room in mere moments and we will drown soon if we do not escape immediately. Let the rest of us deal with other threats.:

Not sure where the doors actually are, but Sunjeet would have been around I-25 as he was watching from the hallway.


Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3

Philian moves over and sees if he can open the south doors.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Disable Device: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26

If I cannot open these, we better be ready to run north.


Pfilian moves to the south doors as they close and the locking bolt falls in to place leaving Sunjeet stranded in the hallway behind. Rakal and Asaran rush to the north door to stop the water.

To your horror, the coffin turn into a animated beast with the lid as a gaping, biting maw that rushes to grap someone!!

random victim roll:
south1 north2: 1d2 ⇒ 2
inquisior1 ranger2: 1d2 ⇒ 2

Advancing on the alert ranger it tries to bite him.
attack/grab/damage: 1d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (8) + 5 = 131d6 + 2 ⇒ (1) + 2 = 3
A light bite hurts the ranger (3hp), but he escapes the lid that tries to pin him to the body of the coffin.

Round 1
Sunjeet (on other side of door)
ROund2
Pfilian (trying to open door?)
Asaran
Rakal

Animated coffin


Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3

I assume that I am trying to open the door in round 2?

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

The wizard attempts to find a way to open the door from his side.

perception: 1d20 ⇒ 20


RECAP
As Pfilian returns with his finely made tools, he proves his proficiency by disarming the pressure plate to the pedestal. He attempts to get the pressure plate by the western secret door and trips the secondary trigger rather than the shutoff switch. As the machinery turns in the old crypt, Asaran and Rakal consider rushing to Pfilian's aid and jumping through the southern door, but their hesitation proves costly as it slams shut with a loud slam. A reinforced bolt is heard to slide through the stone doors in a center groove.

Pfilian:
Pfilian rushes to the south door as Pfilian and Rakal rush bang on the door in front of him. To make matters worse, the animated sarcophagus attacks Pfilian and bites him, then grabs him between the lid and base. Pfilian is grappled

Door stats Kn:eng DC 10:
hp=60/hardness=8/Break DC 30

Asaran, Rakal and Sunjeet look at an amazingly sturdy door and hear the splash of water in the room. A scream erupts from the room.

Round 1
Sunjeet
Round 2
Pfilian (in 'peril')
Asaran
Rakal

Animated coffin

Standard ways to force open a barred door. You do have a crowbar at least.


Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3

Escape Artist: 1d20 + 3 ⇒ (13) + 3 = 16 <-- maybe?

CMB: 1d20 - 1 ⇒ (18) - 1 = 17


Pfilian:
Pfilian escapes from the coffin Now at 4/9 hp[ A move action remains. Acrobatics would be required to move away at half speed = 15' to avoid an AoO. Appropriate penalties to acrobatic at full speed.


Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3

GM Tribute:

Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19
--> Is it 1/2 speed the whole move, or just through the threatened square. I would assume it is just through the threatened square sort of like moving through normal and difficult terrain. If so, I should be able to move 25', 20' normal and 5' and 1/2 speed.


Pfilian:
Two diagonal moves=30' is required to get out of the threat as you were trapped against the wall by the coffin. I updated the map.


Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3

GM Tribute:

Ok, then move the brave bard away.

Here is Philian's Theme Song. Hat is not quite right, but I think that the song is accurate.


As Pfilian deals with issues inside the room, the trio is stymied by a solid door and considers what to do.
All characters not named Pfilian UP


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

Rakal will search for a hidden switch or catch that may open the doors

Perception: 1d20 + 6 ⇒ (15) + 6 = 21 +4 if stone

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

"I possess no magics powerful enough to bypass a barrier such as this... Let me help you look."

perception aid another on Rakal: 1d20 + 0 ⇒ (10) + 0 = 10


Asaran and Sunjeet aid the desperate search for a mechanism. With dwarven eyes and the learned vision of Sunjeet, you cannot find any trigger at all.

You know you would have found one if it was there

Pfilian:
att/grapple/damage: 1d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (2) + 5 = 71d6 + 2 ⇒ (6) + 2 = 8Pfilian dodges away desperately as the coffin tries to bite and grab him again. Pfilian can spoiler his post with the DM only title. The water has filled up to a foot and the area is now considered difficult terrain (half speed but full withdraw still possible).

Round 2
Sunjeet
Round 3
Pfilian
Asaran
Rakal

Animated coffin

Map updated


Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3

DM Tribute:

Not wanting to leave his companions, but knowing that with a big stone door in the way and a hungry coffin after him, Philian takes off toward the far, now open, doorway.

I believe that the door is open on the north wall?

Action - Withdraw as far away as I can get from the carnivorous coffin. Heading toward the open north door.

Philian also keeps an eye out for anything that looks like a trigger to open the south door.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

"It seems there is little we can do but hope for Pfilian's success..."

With that the mage simply stares at the wall waiting. Pass until something happens to the door.


Pfilian:
Pfilian dances away and sees the water streaming through the north door. Maybe he can jump into the river and avoid the coffin. Can it swim? But the water is literally jetting out of the doors under extreme pressure. The coffin follows, undeterred by the water and bites at Pfilian. It is not intelligent and does not completely cut off his retreat to the river, but attacks as soon as in range. At one and a half feet of water, all squares are difficult terrain. att/damage: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 2 ⇒ (2) + 2 = 4 Pfilian evades again YOU ARE UP

If Philian heads to the north door to jump in the river:
Reflex DC 15 to avoid being knocked prone.


Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3

GM Tribute:

Philian mutters:
Ah damn. I hate swimming. The water will ruin my hat.

Nonetheless, he heads for the north exit figuring that he might have a chance of surviving as opposed to getting eaten by a strange coffin.

Reflex: 1d20 + 6 ⇒ (11) + 6 = 17


Pfilian:
Pfilian dodges through the jets of water into the river holding his breath. The coffin does not follow.


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

Rakal would have paid good gold to see that coffin swimming after Pfilian. Extra gold for it doing the back stroke!


Male Halfling Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3

GM Tribute:

Where do I end up? Katapesh?

Of course it was my back, and hat, that it was after.


I thought there was hope in the river, but I read the module to see some bad news.

Pfilian jumps through the door and avoids being knocked down. Unfortunately there is a grate ten feet behind the doors. As the water fills to two feet, the jets stop. An eery quiet descends.

Trapped against the grate, Pfilian watches helplessly as the coffin heads toward him tries to bite him. Once again the coffin misses him. Trapped in two feet of water Pfilian tries to determine how to defeat this mad wooden coffin.

att vs total defense: 1d20 + 5 ⇒ (8) + 5 = 131d6 + 2 ⇒ (6) + 2 = 8

Round 5
Pfilian


Pfilian:

I am just going to see if Pfilian can get through the grate before getting snatched by the coffin. The grate behind Pfilian is somewhat small, but he may be able to squeeze through it to avoid the snapping coffin.
Escape artist roll of some sort--DC 15 probably--though reading the escape artist skill is very discourageing
escape artist: 1d20 + 3 ⇒ (10) + 3 = 13
attack of coffin: 1d20 + 5 ⇒ (6) + 5 = 11
escape artist: 1d20 + 3 ⇒ (2) + 3 = 5
attack of coffin: 1d20 + 5 ⇒ (6) + 5 = 11
escape artist: 1d20 + 3 ⇒ (4) + 3 = 7
attack of coffin: 1d20 + 5 ⇒ (17) + 5 = 22
A skill point in escape artist would have done it. The other group is down two characters already--but appears we need another trapfinder. Pfilian is consumed by the mad coffin.

The doors to the room finally open after being closed for over two minutes. As they open, you see the room in the same condition it was in when you left it. The only exception is the sarcophagus trimmed with gold leaf seems very dented, especially the gold. This is somewhat suspicious.

As you prepare to go inside, an explorer late for the lottery has been sent by Sebti the Crocodile to help your group out.


Male Human Ranger (Divine Tracker/Trapper) 4

Asaran loks into the room for Pfilian, then turns to the others, "Where's the halfling gone? I don't like that at all."


Confronted by the scary coffin with many scratches on it, the trio reassesses its options and look to see who is curious enough to explore an old tomb assigned to their group.


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

"We need to recruit a coffin killer. Think anyone specializes in that?"


Male Human Ranger (Divine Tracker/Trapper) 4

Asaran shrugs, "I've not heard of such before, but who knows?"

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

"I have heard the properties of adamantite can be quite effective in the destruction of objects, but it is likely too expensive a resource for us at this time... Either way, considering the information we have on crypts such as this and the nature of traps within, it is highly unlikely that our companion will be rejoining us. The haberdasheries of the city will no doubt be greatly bereaved."


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

"Let's go around as discreetly as we can for someone who has some experience with the tricks and traps that these tombs have as well one that can hold their own in a fight."


Male Human Ranger (Divine Tracker/Trapper) 4

Asaran looks tentative, but slowly nods as he sees no sign at all of his small companion... He finally sighs, "I wouldn't object to waiting a bit of time in the hopes the halfling returns or calls out... But after a decent wait, I think we'd best go back and ensure the paperwork is all in order. I believe Pfilian was listed as the lead for our team. Once we're sure there's no issues, then we'd be well-served to find someone good with traps... and, apparently, better than the halfling... to ensure whatever happened to Pfilian doesn't happen to all of us."

He then smiles and says, "That would work, I am sure, but then, so might acid... or even a sledge or a pick... all of which are likely easier to come by."

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

"Agreed, let us return and make sure the proper paperwork is filled to obtain a replacement. I would suggest that you or Rakal take the lead as to next steps."


Having returned to the city, the party composition has changed a bit. A few words are said at the temple of Pharasma as Pfilian's body is laid to rest. A young priest from Pharasma is eager to join you. It appears this dwarf is ready to explore the ruins with you.
Monday I start you off


Male Human Ranger (Divine Tracker/Trapper) 4

Woot!


The dour dwarf is wearing a battered suit of chain mail and carrying a large shield. He is quite young for a dwarf, and his beard is short and neatly trimmed and he wears a hood of the darkest night with the symbol of Pharasma prominently displayed. He wears black hose, and carries a journal he plans to update.
He lets you know: "They call me Glumly, I study the walking dead. I put them to rest and preserve those who are interred so they can have an undisturbed slumber."

Before you return to the room Pfilian met his untimely demise, you explore around a little more. The dwarf is a stickler for mapping the area and writing detailed observations in his journal. You uncover some treasure you missed the first time.

I do not if you found the masterwork khopesh, masterwork spear, the composite short bow, and the +1 light scarab shield. If not add it to the list of loot found.

The dwarf is extremely interested in using the masterwork spear as his primary weapon.

spellcraft DC 18:

SCARAB SHIELD PRICE 4,399 GP SLOT shield CL 3rd WEIGHT 6 lbs. AURA faint conjuration This +1 light steel shield is fashioned in the shape of a scarab beetle—a creature that functions as a psychopomp for Pharasma, guiding the souls of the departed into the afterlife. Scarab shields are especially favored by archaeologists and tomb raiders for the protection they grant against guardians and vermin frequently found in ancient ruins and forgotten tombs. Once per day on command, a scarab shield grants its wielder a +2 sacred bonus on saving throws against fear and death effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect as a swift action for a burst of healing energy. The wielder loses the saving throw bonus, but is healed of 1d8+3 points of damage. In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder’s space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder’s space and attack the wielder normally. If the save fails, the swarm instinctively avoids the space occupied by the wielder, completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day. CONSTRUCTION REQUIREMENTS COST 2,279 GP Craft Magic Arms and Armor, blessing of courage and lifeAPG, sanctuary

dwarf SC: 1d20 + 5 ⇒ (6) + 5 = 11
The dwarf points out you have a magic light shield, but he has no idea what it does.


Male Human Ranger (Divine Tracker/Trapper) 4

Asaran says, "I have no issue with you using the spear, at least until we return to the city. Maybe Sunjeet would have better luck with the shield?"


Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

"I could use the shield as well., though finding out all that it can do would be nice. I would not want it to be cursed!"

Scarab Sages

N Half-elf (Garundi/Drow) Bard (Archaeologist 3) HP 21/21; AC 17 T 11 FF15; F+2 R+4 W+1; Perc +7; Init +1; CMD 15; Luck remaining 9/9; CLW Wand 43/50

Spellcraft: 1d20 + 6 ⇒ (16) + 6 = 22

Subject examines the shield, casts a minor spell and studies it further.


Sunjeet points out that the shield protects against swarms of creatures, making it harder for them to engulf the wielder.

You open the secret door from the room with the river trap..it heads west, then bends north leading to a nicely appointed room.

This room holds several neatly arrayed chests, boxes, and urns. The dust of centuries covers every surface. The only exit is a set of stone double doors to the south which you entered through.

Akhentepi’s grave goods were placed in this chamber, in keeping with the Osirian cultural belief that his soul would have access to those items in the Boneyard while he awaited final judgment. None of the chests and boxes in the room are locked, as the items within them were the most personal to Akhentepi, and his soul might want to have immediate access to them. Most of the goods in the chests, such as once-fine clothing and sealed jars of food, no longer have any value after the passage of centuries, but among the spoiled and ruined grave goods are several salvageable items of value, including two vials of silversheen, a masterwork longbow, 10 cold iron arrows, a gold scarab clasp, an onyx and silver holy symbol of Pharasma, a silver hand mirror, and a wax-sealed clay urn of nard .

appraise DC15:

a gold scarab clasp (worth 50 gp), an onyx and silver holy symbol of Pharasma (worth 100 gp), a silver hand mirror (worth 35 gp), and a wax-sealed clay urn of nard (worth 75 gp).

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