
GM Coyote |

Though not aware of Lamashtu’s primal secrets, Desdemona knows a bit about her. In Golarion’s medieval and early industrial eras, Lamashtu was a deeply feared goddess in a time when the wilderness posed a terrible threat to hapless travelers. Monstrous fecundity allowed her to field great legions of demons to throw against the mortal world. Though the reach of industry and civilization has pushed the grip of her faith back to the wildest and most savage parts of the world, her cult persists fiercely there, staunchly devoted to their dark mother.

Lanatir |

Knowledge (Religion): 1d20 + 12 ⇒ (3) + 12 = 15
Lanatir knows less than Desdemona does about this particular deity.
"What is our next step?"
Desdemona, should we leave the doors to you as our rogue? Beyond just looking for traps, I see you've got Door Sight from the domain - my cleric/feysworn of Count Ranalc loves that ability.

Zyrel |

"Ha!" Zyrel lets out a single cynical laugh and acknowledging nod at the end of Desdemona's explanation.
"Alright, everyone get ready. I'm going to spend some time checking for auras and triggers before we try anything. If anyone needs to use the bathroom, now is the time, because you are not going to want to spend time alone in there."
He then pulls out a thick book and spends a quarter of an hour consulting it before carefully going over the door in front of him.
memorise detect magic, cast detect magic
perception: spot traps: 1d20 + 13 ⇒ (11) + 13 = 24

GM Coyote |

Zyrel finds no magic, nor any evidence of traps. However, trying to open the door at all yields no progress save for dust and shards of ancient wood tumbling from the cracks between the boards. As far as he can tell, this door is entirely blocked from the inside.

GM Coyote |

Back and ready for business! Which entrance do folks want to go in to?

GM Coyote |

Desdemona peers into the entrance that she stands in front of. It's hard to see much in the dim light of the complex, but she makes out a floor made of worked stone tiles and a niche in the wall opposite the crumbled-open section that contains some sort of stone box or sarcophagus.

GM Coyote |

Apologies, a little new years trip went pear-shaped when a huge storm hit and knocked out power for a few days. Made the most of it, but the remote stretch of coast I was staying at had absolutely no cell service.
The glowing stone sheds some more light on the area. There are more wall niches containing sarcophagi, the carvings on them showing monstrously warped humanoid beings, grotesque and bestial in ways that even the most warped of the Spellscar mutants could never attain.
The center of the room contains something that looks like a large carved pillar about 25 feet across, with a statue of Lamashtu in the center. One corner of it is entirely broken, leading to the still-shadowed interior.

Lanatir |

I was waiting for one of our rogue types, but Lanatir can't let the squishy Elsa go off into danger on her own.
"Please allow me to go first, Elsa. I have trained to protect my allies." That is, the Cut from the Air feat.
He moves up quietly, just to the edge of the room, looking around and listening for any movement.
I see no cover for Stealth, but he's at least trying to Move Silently as we used to say in the old days.
Stealth: 1d20 + 5 ⇒ (12) + 5 = 17
Perception: 1d20 + 8 ⇒ (9) + 8 = 17

GM Coyote |

In the dim light of the edge of the glowing pebble, Lanait spies something...off. Within the cracked pillar, something stands. It reminds Lanatir of a mummified corpse, but it's form it stands at almost ten feet tall and warped beyond any recognition as human.

Lanatir |

Lanatir tries to recall if he has heard of creatures resembling this form.
He has all the Knowledge skills; +10 for most, +12 for Religion.
Knowledge: 1d20 ⇒ 2 Ehhh... probably not with that roll.
He stands guard.
"Something here. Statue, corpse, or foe, I know not."

Elsa Swiftfoot |

Elsa squeezes in behind Lanatir
Wow, a big boy. Never seen something like that before
Know arcane: 1d20 + 6 ⇒ (11) + 6 = 17
perception: 1d20 + 12 ⇒ (8) + 12 = 20
I hope that's not a flesh golem, Elsa is not set up for them.

Zyrel |

Note: Zyrel is carrying his medium load backpack + coat, with bow in hand.
What is the light level? Assuming dim? If so Zyrel only ignores range penalties for the first 100ft - but this should still be point blank.
move to Study Target, standard to ready attack if it moves. If not stopped he will then close to 30ft and shoot (I believe immobile loses dex and thus is flat footed)
perception: 1d20 + 12 ⇒ (15) + 12 = 27
knowledge:engineering: 1d20 + 7 ⇒ (13) + 7 = 20 IS it a statue?
Zyrel shrugs, realising that as it is within the pillar Lanatir is unable to decapitate it. As he studies it he draws his bow, aiming for the head.
"Want to pick an eye?" he asks casually.

GM Coyote |

It's definitely not a statue. Lanatir thinks this may be some sort of undead, but it's not a type he's familiar with.

GM Coyote |

Desdemona is fairly certain that this is some sort of mummy. This one was likely made from the body of a large and severely warped mutant. Mummies tend to be resistant to physical damage and spread diseases with their attacks, but their linen wrappings are quite flammable.

Elsa Swiftfoot |

Elsa looks at the creature
Well...should we burn it? It's not doing much
Her fingers twitch. Elsa could cast fire spells, but it wasn't her favourite spell type

GM Coyote |

Been swamped lately, I'll do my best to update tomorrow.

GM Coyote |

Zyrel nocks an arrow and fires! His arrow goes very, very wide. It does, however, attract the attention of the mummy which turns and casts its baleful gaze upon the party.
Desdemona and Lanatir are up!
Zyrel shot: 1d20 + 8 ⇒ (1) + 8 = 9
La init: 1d20 + 11 ⇒ (5) + 11 = 16
El init: 1d20 + 4 ⇒ (3) + 4 = 7
Zy init: 1d20 + 6 ⇒ (7) + 6 = 13
Des init: 1d20 + 6 ⇒ (12) + 6 = 18
Enemy init: 1d20 ⇒ 5

Lanatir |

Lanatir holds his ground.
Should the mummy approach, he will step up and strike at it.
Readying to 5' step and attack if it comes within 10'; you can include a 5' step with a readied action if you don't move on your turn.
Damage: 1d10 + 5 + 6 ⇒ (5) + 5 + 6 = 16
Confirm?: 1d20 + 12 - 2 + 1 ⇒ (15) + 12 - 2 + 1 = 26
Crit Damage: 1d10 + 5 + 6 ⇒ (3) + 5 + 6 = 14
Weapon is magic and adamantine.

Elsa Swiftfoot |

damn!
Elsa's hands moved and spoke a word as she cast
burning hands: 5d4 ⇒ (4, 3, 1, 2, 1) = 11 DC15 reflex save for half fire damage
Flames exploded from her hands, expanding to cover the mummy

GM Coyote |

Lanatir immediately senses an aura of palpable dread and despair around the mummified, though he powers through it with the aid of Desdemona's blessing.
The undead beast shambles forward, and Lanatir finds that he has perfectly set up an attack on the creature, slicing into it with a blow that's equal parts precise and deadly.
Elsa follows it up with a blast of fire that scorches the husk of a mutant!
The party (minus Elsa who already acted) is up! Mummies are damn slow, so it had to double move to reach you all.
Reflex: 1d20 + 2 ⇒ (9) + 2 = 11
Mummy HP -41

Zyrel |

prescience: 1d20 ⇒ 11
studied +1, point blank shot +1, into combat -4. Move to go back 10 to 20 ft unless is inside reach
attack: 1d20 + 8 + 1 + 1 - 4 ⇒ (16) + 8 + 1 + 1 - 4 = 22
damage: 1d8 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10
Zyrel falls back and has another attempt at the creature. "Can we lure it outside?"

Lanatir |

"I can't easily disengage here," Lanatir responds to Zyrel. Since it has reach, he can't Withdraw, and there's no room behind him for a 5' step. Acrobatics is dicey but possible, but would just leave the rest of you exposed.
He slashes with his sword, staying on his guard.
Attack, Bless, PA, CE: 1d20 + 12 + 1 - 2 - 2 ⇒ (7) + 12 + 1 - 2 - 2 = 16
Damage: 1d10 + 5 + 6 ⇒ (2) + 5 + 6 = 13
AC is 22 this round with Combat Expertise.

Desdemona Augur |

If she's in position to flank, Desde will... each rapier a blur.
atk1, rapier, mithral, twf, wf, +1, flank: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
dmg1, rapier, mithral, +1, sneak: 1d6 + 4 + 1 + 2d6 ⇒ (5) + 4 + 1 + (5, 6) = 21
atk2, rapier, cold iron, twf, wf, mwk, flank: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
dmg2, rapier, cold iron, mwk, sneak: 1d6 + 2 + 2d6 ⇒ (1) + 2 + (6, 6) = 15

GM Coyote |

Lanatir isn't able to make as much progress on the mummy, but Desdemona and Zyrel are both able to get some good hits in, with it's body's cohesion seriously crumbling at this point.
Despite that, the mummy looms over Lanatir, putting all it's unholy bulk into a mighty slam on the elven warrior.
Yikes! A confirmed nat 20 for 31 damage!
Attack: 1d20 + 14 ⇒ (20) + 14 = 34
Crit Confirm: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 2d8 + 20 ⇒ (3, 8) + 20 = 31
-56

Lanatir |

Lanatir strikes back at the creature, but is unable to hit, off-balance from the pain and the shock of the creature's blow. At least he provides a flank for Desdemona.
Attack, Bless, PA, CE: 1d20 + 12 + 1 - 2 - 2 ⇒ (1) + 12 + 1 - 2 - 2 = 10

Desdemona Augur |

By the Goddess! You will fall!
atk1, rapier, mithral, twf, wf, +1, flank, bless: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21
dmg1, rapier, mithral, +1, sneak: 1d6 + 4 + 1 + 2d6 ⇒ (1) + 4 + 1 + (2, 2) = 10
atk2, rapier, cold iron, twf, wf, mwk, flank, bless: 1d20 + 7 + 2 + 1 ⇒ (17) + 7 + 2 + 1 = 27
dmg2, rapier, cold iron, mwk, sneak: 1d6 + 2 + 2d6 ⇒ (6) + 2 + (2, 3) = 13

GM Coyote |

With two deadly and precise strikes, the mummy falls!